Ever since 3e, the Ranger has kind of annoyed me, and some of my players.
Our view is the ranger should be a wilderness warrior and scout, who trades off some combat prowess (d8 HP instead of d10, and fewer feats) for additional wilderness/military reconnaissance type skills and skill points. Basically, a D&D equivalent of a Long Range Reconnaissance Patrol (LRRP) soldier, which became the modern US Army Rangers.
Some of the class features -- Favored Enemy, Animal Companion, and Spellcasting -- just didn't fit our concept for what a Ranger should be -- namely a scout with a lot of "fieldcraft".
I found online a "LOTR Ranger" someone created that nearly fit the bill, except it seemed to just remove stuff, not really adding back something of equal value.
So I finally created my own "Military Scout Ranger". Here it is, in case this is useful to others. I'm just stating where it differs from the SRD Ranger -- if I don't mention it, we're using the RAW SRD (3.5e PHB).
New Class Skill: Knowledge (Military Intelligence): This skill involves turning observations into tactical military intelligence. From observing a military unit, can estimate Order of Battle (size, role, quality, and allegiance). With successful Knowledge: Nature check, can attempt to estimate the likely effects of weather, or with Knowledge: Geography, the effects of terrain, on the tactics and movement of military units. With successful Gather Information, can estimate the sentiment (“hearts & minds”) and morale of military units and civilian villages.
Favored Terrain (replaces Favored Enemy, based on Pathfinder Core Rules, p. 65, but starting at 1st level): At 1st level, a Ranger may select a type of terrain from the Favored Terrains list. The ranger gains +2 to Initiative checks and Knowledge (Geography), Perception (Listen & Spot), Stealth (Hide & Move Silently), and Survival skill checks in this terrain. A ranger in this terrain leaves no trail and cannot be tracked (though he can leave a trail if he chooses). At 5th level and every 5 levels thereafter, the Ranger gains an additional terrain and chooses a terrain already known to gain an additional +2 bonus for it.
Favored Terrains choices: Cold (ice, snow, glaciers, tundra), Desert (sand and arid wastelands), Forest, Jungle, Mountains (includes Hills), Plains, Swamp, Underground, Urban, or Extraplanar (choose a Plane other than Material Plane).
Terrain Bond (replaces Animal Companion at 4th level, from Pathfinder Advanced Player's Guide, p. 66): Within Favored Terrain, Ranger grant all allies in line of sight and that can hear him +2 to Initiative checks and Perception (Listen & Spot), Stealth (Hide & Move Silently), and Survival in this terrain. Also long as they travel with the Ranger, they leave no trail and can't be tracked. The ranger can choose for the group, or specific members of the group, to leave a trail.
Champion of the Wild (replaces spellcasting ability at 4th level, from Complete Champion, p. 50): Instead of spellcasting ability, you gain a bonus feat at 4th, 8th, 11th, and 14th levels. You can choose from the following list for which you must meet the prerequisites: Blind-Fight, Combat Expertise, Eyes in the Back of Your Head, Improved Disarm, Improved Favored Enemy, Improved Feint, Improved Trip, or a specific list supporting your Combat Style.
Our view is the ranger should be a wilderness warrior and scout, who trades off some combat prowess (d8 HP instead of d10, and fewer feats) for additional wilderness/military reconnaissance type skills and skill points. Basically, a D&D equivalent of a Long Range Reconnaissance Patrol (LRRP) soldier, which became the modern US Army Rangers.
Some of the class features -- Favored Enemy, Animal Companion, and Spellcasting -- just didn't fit our concept for what a Ranger should be -- namely a scout with a lot of "fieldcraft".
I found online a "LOTR Ranger" someone created that nearly fit the bill, except it seemed to just remove stuff, not really adding back something of equal value.
So I finally created my own "Military Scout Ranger". Here it is, in case this is useful to others. I'm just stating where it differs from the SRD Ranger -- if I don't mention it, we're using the RAW SRD (3.5e PHB).
New Class Skill: Knowledge (Military Intelligence): This skill involves turning observations into tactical military intelligence. From observing a military unit, can estimate Order of Battle (size, role, quality, and allegiance). With successful Knowledge: Nature check, can attempt to estimate the likely effects of weather, or with Knowledge: Geography, the effects of terrain, on the tactics and movement of military units. With successful Gather Information, can estimate the sentiment (“hearts & minds”) and morale of military units and civilian villages.
Favored Terrain (replaces Favored Enemy, based on Pathfinder Core Rules, p. 65, but starting at 1st level): At 1st level, a Ranger may select a type of terrain from the Favored Terrains list. The ranger gains +2 to Initiative checks and Knowledge (Geography), Perception (Listen & Spot), Stealth (Hide & Move Silently), and Survival skill checks in this terrain. A ranger in this terrain leaves no trail and cannot be tracked (though he can leave a trail if he chooses). At 5th level and every 5 levels thereafter, the Ranger gains an additional terrain and chooses a terrain already known to gain an additional +2 bonus for it.
Favored Terrains choices: Cold (ice, snow, glaciers, tundra), Desert (sand and arid wastelands), Forest, Jungle, Mountains (includes Hills), Plains, Swamp, Underground, Urban, or Extraplanar (choose a Plane other than Material Plane).
Terrain Bond (replaces Animal Companion at 4th level, from Pathfinder Advanced Player's Guide, p. 66): Within Favored Terrain, Ranger grant all allies in line of sight and that can hear him +2 to Initiative checks and Perception (Listen & Spot), Stealth (Hide & Move Silently), and Survival in this terrain. Also long as they travel with the Ranger, they leave no trail and can't be tracked. The ranger can choose for the group, or specific members of the group, to leave a trail.
Champion of the Wild (replaces spellcasting ability at 4th level, from Complete Champion, p. 50): Instead of spellcasting ability, you gain a bonus feat at 4th, 8th, 11th, and 14th levels. You can choose from the following list for which you must meet the prerequisites: Blind-Fight, Combat Expertise, Eyes in the Back of Your Head, Improved Disarm, Improved Favored Enemy, Improved Feint, Improved Trip, or a specific list supporting your Combat Style.