Upon rethinking.
In d20, a Ranger has things like....
HD: d8
Skills: As per PHB ranger, also Knowlege (Int) (All skills taken individually).
Skills Per level: 6* + Int Modifier
*:[Really, 12 + Int Mod; our group recently shifted to, and back, from a "condensed" skill list for 3.5; simply doubling base class Skill points kept the same amount of balance between characters, honestly though, I don't see a real difference. I could see a difference when players get 3x or 4x their base class skills/level to see any sort of real differences between them at all]
BAB: Full
Saves: Good Fort, Good Ref, Good Will
1 Ranger Lore, Ranger Hunting Trick: Mortal
2 Mortal Ally (animal of CR-1), Ranger Bonus Feat
3 Great Fortitude, Hunting Trick: Mortal
4 Spellcasting, Ranger Bonus Feat
5 [Something], Hunting Trick: Mortal
6 Heroic Ally (As Mortal, but Magical Beast CR-2), Ranger Bonus Feat
7 [Something] Hunting Trick: Heroic
8 [Something], Ranger Bonus Feat
9 [Something], Hunting Trick: Heroic
10 [Something], Ranger Bonus Feat
11 Legendary Ally (Outsider, Construct, Undead, Dragon,), Hunting Trick: Legendary
12
13
14
15
16
17
18
19 Epic Ally (Any creature, CR -2)
20
Proficiencies: Non-Armour, Light Armour, Bucklers, One-handed Slashing weapons, simple weapons, all bows, crossbows and thrown weapons are the Rangers Armour and Weapon Proficiencies.
Ranger Bonus Feats: Combat School, Point Blank Shot, Ghost Hunter, Giant Slayer, Hordebreaker, Mage Hunter, Hunter, Ghost Step, Sniper, Two Weapon Fighting, Whirlwind [and other Combat/Skill feats that seem reasonable, ]
Ranger Hunting Trick: At first level, and every other level afterwards, a Ranger puts into practice a lesson they once were taught, but didn't understand at the time.
DCs are 10 + 1/2 Character level + Wis modifier (as if you had to be told by now). Ranges of offensive powers are all based on the range or reach of their wielded weapons. Creatures affected by a Ranger Hunting Trick
At first level, a Ranger can select from Mortal Tricks:
Troglodyte: 10-min Action: Quench Stench: Medium creature (scale up/down the 10 minutes for different sized creatures) for 24 hrs, -20 on charisma based skill checks with creatures.
Nauseate reptilian enemies within 30', Fort to negate for 24 hrs. Can be used on allies.
Kobalt: Immediate Action: Bark, Fort save or shaken one round, hearing distance. Kobolds and other small creatures: Will save or be Panicked for one round, hearing distance. Hearing distance is defined as Close Range, or a Perform Check added to the Listen checks of creatures trying to hear the character (better performers can have their voice carry further).
Uruk: Swift Action: Taunt: Will Save or move towards character at full speed. Orcs and any wilderness humanoids: Will save or be enraged, and chase character (as Barbarian Rage: +2 to attack, damage, and saves -2 to AC).
Goblin: Immediate Action: Squeak! : Any ally may attempt a Hide check, even if they were observed and haven't broken line of sight. You can make rushed diplomacy checks against Goblinoids without penalty, your range for your Intimidate skill is equal to Skill Ranks or Ranger Level, whichever is higher, in feet (i.e. divide by five to get new range). [Note: Intimidate is melee-reach only normally]
Zombie:
Dretch:
Lantern Archon:
Green Slime:
Ranger Lore: When making Knowledge skill checks, Ranger may use their skill Ranks, or their Ranger level, whichever is higher.
Mortal Ally: At second level, a Ranger has an ally in the form of a normal animal. If this animal leaves, is dismissed, or is killed, a new one can be called from the region with a 24-hour ritual. A mortal ally has a CR one less than the Ranger.
Spellcasting: As PHB Ranger; until further revised
Ranger Hunting Trick: Heroic: At sixth level, a Ranger may select from Heroic Hunting Tricks
Troll: 5-45 Minute "Action": 'Dirt'y Blade: Your attacks deal Vile Damage for the next 24 hours. Against Trolls and creatures with Regeneration or Fast Healing, your attacks force them to make a Will Save or become Panicked; even creatures immune to Fear effects. Can be used by allies.
Wyvern: Immediate Action: Drop Like a Mantis from a Bat: If you, or any ally chooses to drop prone when an enemy with a flight speed attacks them, the attack is negated, and the creature instead deals as much damage to itself, as it would have dealt with the attack. Against Wyverns, and other creatures with wings, you may reduce damage dealt to reduce their flight speed (-5 Damage per 5 foot reduction); or lower their flight manoeuvrability one step (-50 damage to lower one step, no more than once per round per creature). Can be used by allies.
Wraith: If you can Identify your opponent, you can ignore miss chance against incorporeal enemies. Against undead, your weapon attacks deal full damage, against Incorporeal Undead, you ignore their immunity to critical hits and mental or morale effects.
Ogre:
Lycanthropes:
Hunting Trick: Legendary: At level 11 and onwards, the Ranger may use Hunting Tricks used to hunt Legendary creatures
Golem: Knee-shot: You ignore Damage Reduction that is not X/-. Your attacks on Constructs count as Critical Hits.
Elemental: Sickening: Your attacks Sicken your target on a failed Fort Save. Your attacks against Elementals leave them Staggered (1 Move, or Standard, Action per round) if you successfully deal damage to them
Beholder: Stone in the Stream: If subjected to more than one effect that forces a Saving throw in a round, you may elect to take 10 for the second, and all subsequent, saving throws for the next minute. Against Beholders, and creatures with Ray Attacks, if you make a Spot check greater than their attack roll, you negate the attack.
Lich:
Hunting Trick: Epic: At level 16 and onwards, the Ranger may use Hunting Tricks used to hunt Epic creatures:
Dragon:
Nightwing:
Tarrasquon:
----
Something
like that. The Dungenomicon Monk gave a pretty decent template for how to hand out special powers to characters; choose from a laundry list of options as you level up, with more and more powerful options showing up as you power up.
The ranger ends up looking a bit like Beastmaster, a bit like Aragorn, and can seriously say they are a hunter of Trolls, and that means something that matters, not some flat numerical advantage.
Other "somethings" can seriously be things that fit the archetype, but haven't been outlined: Terrain Mastery, Travel Abilities, Wilderness Tracking, Trackless Step, Hide in Plain Sight, etc. etc.