HM dusts off his trusty red pen...
Scotley's ranged combatant goes first
 
Basic Information 
Race: Elf
Class: Ranger
Level: 5
Experience: 15,001 post #3 of IC/RG says starting XP is to be 10,500
 Alignment: CG
Languages: Common, Elven, Orc +1 more due to INT
 Deity: not truly needed but if you wish to have someone to swear to we could use the deities in the CORE book
Abilities
STR: 14+2
DEX: 18 +4 (15+2 Racial+1 level)
CON: 12 +1 (14-2 Racial)
INT: 12 +2 (10+2 Racial) 
WIS: 13 +1  
CHA: 10 +0 
Combat Statistics
 (Max 1st level then Max-2)      HP:  47 [5d10 (42) + CON (05)]
 
 AC:  20 = [10 + DEX (04) + Armor (06) + Shield (00) + Natural (00) + Size (00) + Misc (00)]
 AC Touch:  14 = [10 + DEX (04) + Size (00) + Misc (00)]
 AC Flatfooted:  16 = [10 + Armor (04) + Shield (00) + Natural (00) + Size (00) + Misc (00)] Armor listed as 04 should be 06 total is correct
 INIT: +06 = [DEX (04)+2 trait]
 BAB: +05 = [Ranger (05)]
 CMB: +07 = [BAB (05) + STR (+2) + Misc (00)]
 CMD:  21 = [10 + BAB (05) + STR (+2) + DEX (+04) + Misc (00)]
 Fortitude: +05 = [Ranger (04) + CON (01) + Misc (00)]
 Reflex: +08= [Ranger (04) + DEX (04) + Misc (00)]
 Will: +02 = [Ranger (01) + WIS (01) + Misc (00)]
 Speed:  30'
Damage Reduction:  00/Any
Spell Resistance:  00
Weapon Statistics 
MW Trident:   Attack: +08 = [BAB (05) + Ability (02) + MW (01)]
             Damage: 1d8+2, Crit: 18+/x2 since no shield will you be using this two handed? Crit is 20/x2 has range of 10'
MW Long Spear: Attack +8 [BAB (05) + Ability (02) + MW (01)]
             Damage: 1d8+3, Crit: 20/x3
Dagger:      Attack: +07(+09 thrown) = [BAB (05) + Ability (02[04thrown]) + Misc (00) + Magic (00)]
             Damage: 1d4+1, Crit: 19/x2, Special: Range 10ft, +1d6+1 when Flanking <--- what ability gives you this extra dmg?
+1 Mighty Composite Longbow:     Attack: +10 {or +8/+8 rapid shot}= [BAB  (05) + Ability (04) + Misc (00) + Magic (01)]    Damage: 1d8+3, Crit:  20/x3, Special: Range 110ft
 
 
Racial Features  Elf
•	+2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their form is frail.
•	Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.
•	Normal Speed: Elves have a base speed of 30 feet.
•	Low-Light Vision: Elves can see twice as far as humans in conditions of dim light (see low-light vision).
•	Elven Immunities: Elves are immune to magic sleep effects and get a +2  racial saving throw bonus against enchantment spells and effects.
•	Spirit of the Waters: Some elves have adapted to life in tune with the  sea or along the reedy depths of wild rivers and lakes. They gain a +4  racial bonus on Swim checks, can always take 10 while swimming, and may  choose Aquan as a bonus language. They are proficient with longspear,  trident, and net. This racial trait replaces elven magic and weapon  familiarity racial Traits. 
•	Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.
•	Languages: Elves begin play speaking Common and Elven. Elves with high  Intelligence scores can choose from the following: Celestial, Draconic,  Gnoll, Gnome, Goblin, Orc, and Sylvan.
Class Features 
Ranger 
At 1st level, a ranger selects a creature type from the ranger favored  enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception,  Sense Motive, and Survival checks against creatures of his selected  type. Likewise, he gets a +2 bonus on weapon attack and damage rolls  against them. A ranger may make Knowledge skill checks untrained when  attempting to identify these creatures.  +4 Humanoid, Aquatic (1st) +2  Outsider, Evil (2nd)
A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.
A ranger can improve the initial attitude of an animal. This ability  functions just like a Diplomacy check to improve the attitude of a  person (see Using Skills). The ranger rolls 1d20 and adds his ranger  level and his Charisma bonus to determine the wild empathy check result.  The typical domestic animal has a starting attitude of indifferent,  while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be within 30 feet of  one another under normal visibility conditions. Generally, influencing  an animal in this way takes 1 minute, but, as with influencing people,  it might take more or less time.
The ranger can also use this ability to influence a magical beast with  an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
At 2nd level, a ranger must select one of two combat styles to pursue:  archery or two-weapon combat. The ranger's expertise manifests in the  form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can  choose feats from his selected combat style, even if he does not have  the normal prerequisites.
If the ranger selects archery, he can choose from the following list  whenever he gains a combat style feat: Far Shot, Point Blank Shot,  Precise Shot, and Rapid Shot. At 6th level, he adds Improved Precise  Shot and Manyshot to the list. At 10th level, he adds Pinpoint Targeting  and Shot on the Run to the list. 
A ranger gains Endurance as a bonus feat at 3rd level.
At 3rd level, a ranger may select a type of terrain from the Favored  Terrains table. The ranger gains a +2 bonus on initiative checks and  Knowledge (geography), Perception, Stealth, and Survival skill checks  when he is in this terrain. A ranger traveling through his favored  terrain normally leaves no trail and cannot be tracked (though he may  leave a trail if he so chooses). Water Above and Below the surface.
The Hunter’s Bond: Form a close bond with an animal companion. A ranger  who selects an animal companion can choose from the following list:  badger, bird, camel, cat (small), dire rat, dog, horse, pony, snake  (viper or constrictor), or wolf. If the campaign takes place wholly or  partly in an aquatic environment, the ranger may choose a shark instead.  This animal is a loyal companion that accompanies the ranger on his  adventures as appropriate for its kind. A ranger's animal companion  shares his favored enemy and favored terrain bonuses. (See Animal  Choices)
This ability functions like the druid animal companion ability (which is  part of the Nature Bond class feature), except that the ranger's  effective druid level is equal to his ranger level – 3. Wolf
 
 
 
Feats (1st, 2nd Combat Style, 3rd  and Ranger bonus, 5th, 6th Combat Style[pending] )
Point-Blank Shot (Combat) (1st)
You are especially accurate when making ranged attacks against close targets.
Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
 
Precise Shot (Combat) (Combat Style)
You are adept at firing ranged attacks into melee.
Prerequisite: Point-Blank Shot.
Benefit: You can shoot or throw ranged weapons at an opponent engaged in  melee without taking the standard –4 penalty on your attack roll.
 
Rapid Shot (Combat) (3rd)
You can make an additional ranged attack.
Prerequisites: Dex 13, Point-Blank Shot.
Benefit: When making a full-attack action with a ranged weapon, you can  fire one additional time this round. All of your attack rolls take a –2  penalty when using Rapid Shot.
Endurance (ranger bonus)
Harsh conditions or long exertions do not easily tire you.
Benefit: You gain a +4 bonus on the following checks and saves: Swim  checks made to resist nonlethal damage from exhaustion; Constitution  checks made to continue running; Constitution checks made to avoid  nonlethal damage from a forced march; Constitution checks made to hold  your breath; Constitution checks made to avoid nonlethal damage from  starvation or thirst; Fortitude saves made to avoid nonlethal damage  from hot or cold environments; and Fortitude saves made to resist damage  from suffocation.
You may sleep in light or medium armor without becoming fatigued.
Normal: A character without this feat who sleeps in medium or heavier armor is fatigued the next day.
 
 
Deadly Aim (Combat) (5th)
You can make exceptionally deadly ranged attacks by pinpointing a foe's  weak spot, at the expense of making the attack less likely to succeed.
Prerequisites: Dex 13, base attack bonus +1.
Benefit: You can choose to take a –1 penalty on all ranged attack rolls  to gain a +2 bonus on all ranged damage rolls. When your base attack  bonus reaches +4, and every +4 thereafter, the penalty increases by –1  and the bonus to damage increases by +2. You must choose to use this  feat before making an attack roll and its effects last until your next  turn. The bonus damage does not apply to touch attacks or effects that  do not deal hit point damage.
Pending: Far Shot (Combat) (6th Combat Style)
You are more accurate at longer ranges.
Prerequisites: Point Blank Shot
Benefit: You only suffer a –1 penalty per full range increment between you and your target when using a ranged weapon.
Normal: You suffer a –2 penalty per full range increment between you and your target.
Pending: Manyshot (Combat)
You can fire multiple arrows at a single target.
Prerequisites: Dex 17, Point-Blank Shot, Rapid Shot, base attack bonus +6.
Benefit: When making a full-attack action with a bow, your first attack  fires two arrows. If the attack hits, both arrows hit. Apply  precision-based damage (such as sneak attack) and critical hit damage  only once for this attack. Damage bonuses from using a composite bow  with a high Strength bonus apply to each arrow, as do other damage  bonuses, such as a ranger's favored enemy bonus. Damage reduction and  resistances apply separately to each arrow.
 
Traits 
Warrior of Old (Race): As a child, you put in long hours in combat  drills, and though time has made this training a dim memory, you still  have a knack for quickly responding to trouble.
Benefit: You gain a +2 trait bonus on Initiative checks.
Log Roller (forest)
The time you spent leaping between slippery logs as they whirled down the river to market taught you how to keep your footing.
Benefit: You gain a +1 trait bonus on Acrobatics checks and a +1 trait bonus to your CMB when attempting to resist trip attacks.
 
Skills  
Skill Points: 35 = [Base (6) + INT (01)(Level)] (Ranger) x5 
 
Skills                Total   Rank     CS   Ability  ACP  Misc
Acrobatics           10     5       0       4     -0   +1 (Trait)
Climb                   06     1       3      2     -0   +0
Craft (bowyer)       05     1       3       1          +0
Handle Animal      05     2    3     0      0
Heal                05     1       3      1          +0
Intimidate    00     0      0      0      +0       0
Knowledge (Dungeoneering)  05   1    3        +0
Knowledge (Geography)  05    1   3    1    +0
Knowledge (Nature)      05     1       3       1          +0
Perception              11     5       3       1          +2(Racial) 
Perform      00        0      0      2      -0      +0
Profession        00        0      0      0      -0      +0
Ride                    04     0       0       4     -0   +0
Sense Motive            03     2       0       1          +0
Spellcraft              05     1       3       1          +2(IDing Magical Properties)
Stealth                 12     5       3       4     -0   +0
Survival                09     5       3       1          +0
Swim                    10     5       3      2     -0   +0       
doing skills in next post
Equipment  
Equipment                        Cost     Weight
Explorer's Outfit                         00 lb
+2 Mithral Chainshirt	   5010 gp   12 lb cost 5100gp weight 10lb
 Backpack, MW                          05 gp   02 lb cost 50gp weight 4lb
   Bedroll		 01 cp  05 lb cost 1sp
  Blanket, winter	02 cp   03 lb cost 5sp
  Waterskin                       01 cp   04 lb cost 1gp
  Rationx2                        01 sp   02 lb cost 1gp
  Kit Climbers 	8 gp   05 lb cost 80gp
  Kit Mapmakers	1 gp   02 lb cost 10gp
   Whetstone 	1 cp cost 2cp weight 1lb
   Sunrod		3 sp  01 lb x4	4 sunrods cost 8gp weigh 4lb 
Belt Pouch cost 1gp weighs 0.5lb
+1  Mighty (14 str) Composite Longbow 2600 gp  04 lb Mighty? do you mean just +1 Composite Longbow [+2 STR] ?? weight should be 3lb
Dagger  02 sp   01 lb x3 cost should be 6gp weight should be 3lb
Missing quiver and arrows, MW trident, and MW longspear (these may take you to a medium load)
Hmmm I think I see now at the end you were listing them then saying times however many you were buying? Not sure.
 
                           Total Weight: have you at 46.5lb (light load)