Pretty well done, here's my review and some ideas for you. I like the way you went with it, and it definately seems to make the Ranger much more unique than defined in the PHB. Overall, good job.
~Ferrix
Creature Lore: At first level and every other level after that, a Ranger must pick a creature group from the following list:
Any time a Ranger comes across tracks made by that creature, or encounters that creature in the wild, he may make a Wilderness Lore check against the listed DC. If successful, the Ranger's player may examine the creature's Monster Manual entry, though he may not share its stats with the other players. He must communicate its qualities 'in character.' For instance, a Bugbear with only a few more HP than Dargon, the party's toughest fighter might be described as "a little tougher than Dargon." A creature with the incorporeal ability might be described as "immune to any of our weapons" or "a creature susceptible to magic weapons only." Furthermore, the ranger instinctively knows if a specimen he encounters is unusual in some way, though he does not know in what manner the creature is unusual. A successful check lasts for the current encounter only, though a GM may rule that a series of encounters, each involving the same type of creature, would not require separate checks.
Well done.
Live Off The Land: The Ranger never wants for food. By spending one hour hunting, he can provide a day's food for a number of people equal to his ranger levels. If he is accompanied by anyone other than another ranger, this ability will not function.
Well done again. Where else have I seen this? Woodsman from WoT? Don't remember.
Studied Hunter: Whereas track allows a ranger to follow a set of tracks, Studied Hunter allows a ranger, after a successful Creature Lore check, to examine an area in which a group or individual he is tracking have passed and know what they did while there. A successful Search check tells the ranger how many creatures passed this way, what type of creatures they were, and what they did. He would recognize that two groups met and talked, met and fought, that one group ambushed the other, or that one group subdued the other without a fight. If there was a battle, the ranger knows what weapons were employed and how the battle progressed, including who was victorious. The search check for this ability is opposed by the hide result and modified by terrain and time as follows. (chart I haven't done yet.)
Creature Lore? Shouldn't it be Wilderness Lore or are you restricting it to only creatures that the ranger knows of? I'd maybe give a list of what you know depending upon how much you beat the DC by, 0-4 what type of creatures, how many, what they did, 5-9 what type weapons were employed (slashing, blunt, piercing) and up to 3rd level magics, 10-14 up to 6th level magics and specifics about the weapons, 15-20 could describe the creatures individually, weight, what they carried, etc. 20+ birthdate, birth marks, untold secrets (j/king).
Wilderness Awareness: The others talk, ride, make jokes, pass the time. But a Ranger is always acutely conscious of his surroundings. He can detect the presence of any predatory creature or fellow humanoid at a maximum range equal to 50' plus 10' for every ranger level. This is automatic. By concentrating for one round, he knows how many there are. By concentrating for two rounds, he knows what size creatures they are. After three rounds of concentration, he may make a Creature Lore check as though he had encountered the creature, and determine exactly what they are. After four rounds of concentration he knows if they're closing in, maintaining their distance, or fleeing and he knows if they are aware of the group's presence or not.
Freaking awesome ability, almost like detect evil but for Rangers! I like.
Free Climber: At 4th level, the ranger gains +10 to any attempt to climb a tree or any natural rock.
Okay.
Studied Combatant: At 6th level, creatures affected by his Creature Lore ability cannot flank a ranger. His weapons are considered keen against these creatures if they are not keen already, and he is not subject to critical hits by these creature types.
I'd kill this one, not subject to critical hits? Scary! No flanking! Ah! Okay, I've an idea for this one.
Study Combatant: At 6th level, the ranger may take a full round action to study a single creature he possesses Creature Lore about, make a check (DC standard for the creature lore). If successful, the ranger receives a +2 competence bonus to hit and damage against that creature for the duration of the encounter. The ranger may study one additional creature per two additional character levels so long as they are all of the same creature type.
Unhindered Movement: At 8th level, the ranger ignores terrain penalties to movement.
Good good.
Camouflage: at 10th level, a ranger moves as though wearing boots of elvenkind and a cloak of elvenkind. This is a supernatural ability.
Don't like it, makes the usefulness of those pieces of equipment null. The name doesn't seem to fit well either. Make it a +5 bonus to hide and move silently at level 10, then increase it to +10 at 15th level. Also, perhaps have it apply only in the wilderness (or add some sort of focus on terrain types).
Master Hunter: At 12th level, the ranger's Hunter ability can be used against those who hide their traces using magical or supernatural means such as pass without trace.
I like it.
Master Combatant: at 14th level, the ranger gains an extra attack per round against any of the creatures affected by his Creature Lore ability.
Yeah, no. This is over powered. I don't know what to replace it with and I don't think it can be fixed as it is.
I would perhaps remove this entirely and add in an ambush ability at level 4. I'd work out the wording of my example better but oh well.
Ambush: When your opponent is flat-footed during a suprise round and during a suprise round only, you receive a +4 bonus to hit and your attacks inflict an additional 1d6 points of damage per four class levels. This additional damage is not multiplied by critical hits but will affect creatures unaffected by critical hits and sneak attacks.
Find The Weakness: at 16th level, a Ranger can, once per day, make a Coup De Grace attack against any creature affected by his Creature Lore ability. The creature need not be stunned or helpless, the attack must be armed, but can be a melee or ranged attack. The Ranger must first succeed at a Search check against the creature's Wilderness Lore DC +5. Finding Weakness on a Dragon, for instance, would require a Search check agianst DC 30.
Definately sick. There is a magical item ability that adds this but it's like an equivalent of a +5 bonus and I think functions once per day. For the name this would be better fitting.
Find the Weakness: The ranger may, once per day, make a Creature Lore check against the creatures standard DC +5. If successful, the ranger may make a touch attack against the creature (ranged touch if using a ranged weapon). If the attack strikes, it ignores damage reduction and automatically inflicts double damage. Must be within 30' if using a ranged weapon.