Well, based on the theory that you can't have too much of a good thing
I thought that I should go ahead and trot out my take on the ranger.
This is a project that a friend of mine, known as khorod on these boards, and I have been working on for a while and we would really appreicate any feedback/comments/criticism that the collective wisdom of the community might serve up. Before I give you the actual class here are some of the goals we had set out for ourselves when designing the class.
1) A non-magical ranger. This is mostly a flavor issue as neither of us is very fond of the quasi-mystical spellcasting ranger archtype. Instead this ranger is a warior who depends on speed, cunning, and superior skills aquired by hard living in the wilderness to carry the day.
2) Power wise we were shooting for a class stronger than the PHB ranger but not quite as over powered as Monte's Alt.Ranger (his old one, I haven't seen his new one yet).
3) Everybody seems to have a different idea what they want their ranger to look like, weither it is a dual wielding Drizzt clone or an archer fit to make Legolas cry or something else entirely. As a core class the ranger should be versatile enough to accommodate these different concepts.
4) At the same time we also wanted to take care of the problem with front loading/give an incentive to take a single-classed ranger into high levels.
5) We wantd to make sure that this ranger had a strong emphasis on the wilderness. On stalking, hunting, scouting, and surviving in the wild rather than just being a twinky fighter.
6) Finally I have never liked Favored Enemy as a mechanic and wanted to replace it with something else.
So without fruther delay, here is my atempt at an Alt.Ranger. Let me know what you think ENWorld.
Rangers have the following game statistics.
Abilities: As a creature of the wilderness, rangers make canny use of all their abilities. As a physically oriented individual Strength and Dexterity are both important, Dexterity more so because of the ranger’s tendency to wear light armor. Most rangers also make a practice of living a hard life in the wilds, and so have uncommonly good health and Constitution. Finally, a cunning ranger is a live ranger and so Intelligence should not be overlooked.
Alignment: Any.
Hit Die: d8.
BAB: As fighter.
Fort Save: Good.
Ref Save: Good.
Will Save: Poor.
The ranger’s class skills (and the key ability for each skill) are: Animal Empathy (Cha, exclusive skill), Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intuit Direction (Wis), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Swim (Str), Use Rope (Dex), and Wilderness Lore (Wis). See Chapter 4: Skills of Core Rulebook I for skill descriptions.
Skill Points at First Level: (6 + Int modifier) * 4.
Skill Points at Each Additional Level: 6 + Int modifier.
All of the following are class features of the ranger.
Weapon and Armor Proficiency: A ranger is proficient with all simple and martial weapons, light armor, and with shields. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, hide, Jump, move Silently, Pick Pocket, and Tumble. Also, Swim checks suffer a -1 penalty for every 5 pounds of armor and equipment carried.
Animal Companions: The ranger’s use of the Animal Empathy skill to befriend an animal allows him to maintain a number of animal companions whose Hit Dice total no more than his ranger level (though the demands of adventuring generally restrict a character to half that number).
Track: A ranger gains Track as a bonus feat (see Chapter 5: Feats of Core Rulebook I for feat descriptions).
Favored Terrain: At first level and every third level thereafter (4th, 7th, 10th, etc.) the ranger gains a Favored Terrain. Each time he must choose a particular terrain type from the following list: Artic, Cavern, Desert, Forest, Hills, Jungle, Mountains, Plains, or Swampland. At the GM’s option Aberrant (corrupted or cursed land), Aerial, Planar (choose one), Slums, Undersea, and Urban will also be available. Due to his extensive study of his chosen terrain the ranger benefits from a +2 bonus to Hide, Intuit Direction, Listen, Move Silently, Search, Spot, and Wilderness Lore checks while within his terrain. Additionally, if a ranger is within his Favored Terrain and is wearing light armor or no armor he receives a +1 bonus to his Armor Class. A given Terrain type may be selected more than once and its bonuses will stack.
A ranger is considered to be within his Favored Terrain as long as he begins the round in a square of that terrain type. Artifical constructs (such as buildings, highways and the like) do not count as being of a terrain type unless they are overgrown- reclaimed by nature. An area which has been fortified or otherwise claimed as a living space by a creature of greater than animal intelligence also does not count as being of any terrain type (note: if the GM chooses to allow the special Terrain types Slums and Urban then only public spaces, such as the streets and alleyways, count as Terrain. The interior of someone’s house would be a “living space” and the interior of a castle would be a “fortified space”). Note that while highways do not count as natural terrain, trails and roads do. In all cases the GM has the final decision over what terrain type each square is composed of.
Since all terrains are unique they all slightly amend the Favored Terrain ability. Each Terrain type provides a different bonus. As with normal Terrain bonuses these bonuses only apply when the ranger is within his Favored Terrain and they stack with themselves should the ranger choose the same Favored Terrain more than once.
STANDARD TERRAINS
Artic:: Cold Resistance: 2*
Cavern, Jungle, or Mountains:: +2 bonus: Climb
Desert:: Heat Resistance: 2*
Forest or Hills:: +2 bonus: Animal Empathy
Plains:: +2 bonus: Ride
Swampland:: +1 bonus to Fort v. poison
*Stacks with all other energy resistance
SPECIAL TERRAINS
Aberrant:: +1 bonus to Will v. fear
Planar (choose one):: +2 bonus: Knowledge [the planes]
Aerial:: +2 bonus: Ride
Slums:: +2 bonus: Sense Motive
Undersea:: +2 bonus: Swim
Urban:: +2 bonus: Diplomacy
Example 1: A highway runs through the Black forest where Ean the forest ranger lies in wait to ambush the royal tax collector. Ean is hiding in the trees beside the highway when he sees the tax collector pass by and he decides to attack. He begins the round in a square designated as “Forest” and so gains the benefit of his Favored Terrain [Forest] bonus this turn while he charges out onto the highway and attacks. At the start of Ean’s turn on the second round he is in a square designated as “Highway” and so is denied the benefit of his Favored Terrain despite the fact that the forest is only a few feet away; he must now decide whether to retreat back to the forest, and gain the benefits of his Favored Terrain, or stay and fight on the highway.
Example 2: Sometime later Ean (who has now acquired Favored Terrain [Cavern]) ventures into an underground complex of natural caverns. In the first chamber he encounters a cave bear who has made this space its den. However the cave bear is only of animal intelligence and so Ean gains the benefit of his Favored Terrain bonuses during the encounter with the bear. The next chamber is also made of natural stone and in it Ean surprises a goblin patrol; because the entire chamber is a natural cave Ean once again gets his bonuses during the fight. Afterwards Ean backtracks the patrol’s trail and finds another natural chamber where the goblin band has set up camp. The intelligent humanoids have cleared away rubble, lit a campfire, laid out their packs and supplies, and dug a latrine in one corner. In short they have established this chamber as a “living space.” Ean cannot take advantage of his superior knowledge of caves while trying to dance around the goblin’s bedrolls and dirty laundry, he cannot take advantage of his Favored Terrain in this chamber. Later on Ean discovers a passageway which takes him into an adjoining tomb complex; the walls are made of hewn stone with flagstone floors and the inner chambers are closed off by heavy, locked doors. Even though it is currently uninhabited, this complex was built by intelligent creatures to keep others out. It is a “fortified” space and Ean is denied his Favored Terrain while within it.
Bonus Feat: At 2nd, 6th, 10th, 14th, and 18th level the ranger gains a bonus feat chosen from the following list: Alertness, Ambidexterity, Combat Reflexes, Dodge (Mobility, Spring Attack), Endurance, Expertise (Improved Disarm, Improved Trip, Whirlwind Attack), Favored Enemy, Improved Initiative, Mounted Combat (Mounted Archery, Trample, Ride-By Attack, Spirited Charge), Point Bank Shot (Far Shot, Precise Shot, Rapid Shot, Shot on the Run), Power Attack (Cleave, Improved Bull Rush, Sunder, Great Cleave), Run, Toughness, Two-Weapon Fighting (Improved Two-Weapon Fighting).
Trailblazing (Ex): At 5th level the ranger can move through the wilderness at great speeds. When crossing through one of his Favored Terrains the ranger moves through trackless terrain as though it was a trail and moves through trails and roads as if they were highways. If mounted the ranger extends this ability to his mount. Of course the restriction that trails cannot be used by vehicles remains (see pg. 143 of Core Rulebook I).
The ranger can also guide parties of travelers through the wilderness at the same great speed. In addition to himself and his mount the ranger can guide three other creatures per level of ranger. For the purposes of this ability a creature is an intelligent creature moving under its own power, a pack animal, a draft animal, or an animal companion; treat mounts and their riders as a single creature and familiars and their masters as a single creature. Thus a 5th level ranger could guide his five companions, each of them mounted, at increased speed through his Favored Terrain. However, he could not guide five men on foot and a pack mule as that would be six creatures. Two draft horses drawing a wagon with a dozen passengers count as two creatures.
Finally, the ranger is no longer hampered by rough or overgrown terrain. If moving through one of his Favored Terrains the ranger may move through natural (but not enchanted or magically manipulated) thorns, briars, overgrown areas, and similar terrain at his normal speed and without suffering damage or other impairment. He cannot extend this ability to a mount or other travelers.
Improved Track (Ex): At 9th level the ranger’s skill at hunting and stalking begins to transcend physical limitations. He can now track a creature moving under the influence of pass without trace or a similar effect, albeit at a -10 circumstance penalty to his Wilderness lore checks.
Trackless Step: At the same time that the ranger learns how to track the untraceable he also begins to learn how to make himself untraceable. Beginning at 9th level a ranger leaves no trail in natural surroundings and cannot be tracked.
EDIT: Since this ranger has no spellcasting he needed another way to aquire animal companions. We settled on a new use of the Animal Empathy skill as you see below. This method also has the added benefit of being more roleplaying intensive as the player must encounter the animal in question repeatedly rather than simply cast a spell and get a new friend (of course if the GM wants he can just say the required encounters happen "off screen")
Befriend an Animal: DC (20 + Hit Die of animal). You win the loyalty of an animal, provided your heart is true. The check can succeed only if you actually wish to be the animal’s friend. If you are not willing to treat the animal as a friend (for example, you intend to eat it, or to use it to set off traps), the check will fail. This check requires one week per Hit Die of the animal you wish to befriend during which time you must encounter the animal at least once per week and each encounter must end without you doing any violence to the target animal. A successful check means that the animal will become a permanent, loyal animal companion.
You can teach the befriended animal three specific tricks or tasks for each point of Intelligence it possesses. Typical tasks include attacking, coming when called, guarding a place, and protecting a character. They cannot be complex (complex tricks, such as accepting a rider, require the Handle Animal skill).
At any one time, you can have only a certain number of animals befriended to you. At most, you can have animal friends whose Hit Dice total no more than twice your character level (though the demands of adventuring generally restrict a character to half that number).
Special: Druids receive a +4 bonus to Animal Empathy checks for purposes of befriending an animal.
Note: At the GM’s option he may substitute an animal’s CR for its Hit Dice if he feels that better represents the animal’s power and thus the difficulty involved in befriending it.
And as long as I'm at it I might as well show you the feat version of Favored Enemy. This is now a [General][Fighter] feat so you can still hate Orcs with a passion but if you think your ranger (or even fighter or warrior or whoever) is a border scout in the royal army he could hate the humans from the Kingdom Next Door
Favored Enemy [General][Fighter]
You are particularly adept at fighting against members of a particular race or background.
Prerequisites: Attack Bonus +1, Intelligence 12+
Benefit: Choose a type of enemy from the table below. Against this enemy you receive a +2 competence bonus to attack and damage rolls. You also receive this bonus to ranged attacks made against targets within 30 feet.
Special: This feat may be taken more than once. Each time it is take a new Favored Enemy must be selected.
The GM is encouraged to break the types of enemies that may be selected into even smaller sub-groups as may be appropriate. For example a player may not be able to take Favored Enemy [Dragons] but instead must take Favored Enemy [Red Dragons] or Favored Enemy [Green Dragons] also instead of taking Favored Enemy [Human] the player may be required to take a different Favored Enemy for each nation-state, such as Favored Enemy [North Kingdom].
Abberations
Animals
Beasts
Constructs
Dragons
Fey
Giants
Humanoids*
Magical Beasts
Oozez
Outsiders*
Plants
Shapechangers
Undead
Vermin
*you may not select humanoid or outsider but instead a specific type of humanoid or outsider
EDIT #2: Changed Trailblazing to be 3 creatures per ranger level instead of 1
EDIT #3: Changed Animal Companions to be a maximum HD of companions = ranger level.


1) A non-magical ranger. This is mostly a flavor issue as neither of us is very fond of the quasi-mystical spellcasting ranger archtype. Instead this ranger is a warior who depends on speed, cunning, and superior skills aquired by hard living in the wilderness to carry the day.
2) Power wise we were shooting for a class stronger than the PHB ranger but not quite as over powered as Monte's Alt.Ranger (his old one, I haven't seen his new one yet).
3) Everybody seems to have a different idea what they want their ranger to look like, weither it is a dual wielding Drizzt clone or an archer fit to make Legolas cry or something else entirely. As a core class the ranger should be versatile enough to accommodate these different concepts.
4) At the same time we also wanted to take care of the problem with front loading/give an incentive to take a single-classed ranger into high levels.
5) We wantd to make sure that this ranger had a strong emphasis on the wilderness. On stalking, hunting, scouting, and surviving in the wild rather than just being a twinky fighter.
6) Finally I have never liked Favored Enemy as a mechanic and wanted to replace it with something else.
So without fruther delay, here is my atempt at an Alt.Ranger. Let me know what you think ENWorld.

Rangers have the following game statistics.
Abilities: As a creature of the wilderness, rangers make canny use of all their abilities. As a physically oriented individual Strength and Dexterity are both important, Dexterity more so because of the ranger’s tendency to wear light armor. Most rangers also make a practice of living a hard life in the wilds, and so have uncommonly good health and Constitution. Finally, a cunning ranger is a live ranger and so Intelligence should not be overlooked.
Alignment: Any.
Hit Die: d8.
BAB: As fighter.
Fort Save: Good.
Ref Save: Good.
Will Save: Poor.
The ranger’s class skills (and the key ability for each skill) are: Animal Empathy (Cha, exclusive skill), Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intuit Direction (Wis), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Swim (Str), Use Rope (Dex), and Wilderness Lore (Wis). See Chapter 4: Skills of Core Rulebook I for skill descriptions.
Skill Points at First Level: (6 + Int modifier) * 4.
Skill Points at Each Additional Level: 6 + Int modifier.
All of the following are class features of the ranger.
Weapon and Armor Proficiency: A ranger is proficient with all simple and martial weapons, light armor, and with shields. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, hide, Jump, move Silently, Pick Pocket, and Tumble. Also, Swim checks suffer a -1 penalty for every 5 pounds of armor and equipment carried.
Animal Companions: The ranger’s use of the Animal Empathy skill to befriend an animal allows him to maintain a number of animal companions whose Hit Dice total no more than his ranger level (though the demands of adventuring generally restrict a character to half that number).
Track: A ranger gains Track as a bonus feat (see Chapter 5: Feats of Core Rulebook I for feat descriptions).
Favored Terrain: At first level and every third level thereafter (4th, 7th, 10th, etc.) the ranger gains a Favored Terrain. Each time he must choose a particular terrain type from the following list: Artic, Cavern, Desert, Forest, Hills, Jungle, Mountains, Plains, or Swampland. At the GM’s option Aberrant (corrupted or cursed land), Aerial, Planar (choose one), Slums, Undersea, and Urban will also be available. Due to his extensive study of his chosen terrain the ranger benefits from a +2 bonus to Hide, Intuit Direction, Listen, Move Silently, Search, Spot, and Wilderness Lore checks while within his terrain. Additionally, if a ranger is within his Favored Terrain and is wearing light armor or no armor he receives a +1 bonus to his Armor Class. A given Terrain type may be selected more than once and its bonuses will stack.
A ranger is considered to be within his Favored Terrain as long as he begins the round in a square of that terrain type. Artifical constructs (such as buildings, highways and the like) do not count as being of a terrain type unless they are overgrown- reclaimed by nature. An area which has been fortified or otherwise claimed as a living space by a creature of greater than animal intelligence also does not count as being of any terrain type (note: if the GM chooses to allow the special Terrain types Slums and Urban then only public spaces, such as the streets and alleyways, count as Terrain. The interior of someone’s house would be a “living space” and the interior of a castle would be a “fortified space”). Note that while highways do not count as natural terrain, trails and roads do. In all cases the GM has the final decision over what terrain type each square is composed of.
Since all terrains are unique they all slightly amend the Favored Terrain ability. Each Terrain type provides a different bonus. As with normal Terrain bonuses these bonuses only apply when the ranger is within his Favored Terrain and they stack with themselves should the ranger choose the same Favored Terrain more than once.
STANDARD TERRAINS
Artic:: Cold Resistance: 2*
Cavern, Jungle, or Mountains:: +2 bonus: Climb
Desert:: Heat Resistance: 2*
Forest or Hills:: +2 bonus: Animal Empathy
Plains:: +2 bonus: Ride
Swampland:: +1 bonus to Fort v. poison
*Stacks with all other energy resistance
SPECIAL TERRAINS
Aberrant:: +1 bonus to Will v. fear
Planar (choose one):: +2 bonus: Knowledge [the planes]
Aerial:: +2 bonus: Ride
Slums:: +2 bonus: Sense Motive
Undersea:: +2 bonus: Swim
Urban:: +2 bonus: Diplomacy
Example 1: A highway runs through the Black forest where Ean the forest ranger lies in wait to ambush the royal tax collector. Ean is hiding in the trees beside the highway when he sees the tax collector pass by and he decides to attack. He begins the round in a square designated as “Forest” and so gains the benefit of his Favored Terrain [Forest] bonus this turn while he charges out onto the highway and attacks. At the start of Ean’s turn on the second round he is in a square designated as “Highway” and so is denied the benefit of his Favored Terrain despite the fact that the forest is only a few feet away; he must now decide whether to retreat back to the forest, and gain the benefits of his Favored Terrain, or stay and fight on the highway.
Example 2: Sometime later Ean (who has now acquired Favored Terrain [Cavern]) ventures into an underground complex of natural caverns. In the first chamber he encounters a cave bear who has made this space its den. However the cave bear is only of animal intelligence and so Ean gains the benefit of his Favored Terrain bonuses during the encounter with the bear. The next chamber is also made of natural stone and in it Ean surprises a goblin patrol; because the entire chamber is a natural cave Ean once again gets his bonuses during the fight. Afterwards Ean backtracks the patrol’s trail and finds another natural chamber where the goblin band has set up camp. The intelligent humanoids have cleared away rubble, lit a campfire, laid out their packs and supplies, and dug a latrine in one corner. In short they have established this chamber as a “living space.” Ean cannot take advantage of his superior knowledge of caves while trying to dance around the goblin’s bedrolls and dirty laundry, he cannot take advantage of his Favored Terrain in this chamber. Later on Ean discovers a passageway which takes him into an adjoining tomb complex; the walls are made of hewn stone with flagstone floors and the inner chambers are closed off by heavy, locked doors. Even though it is currently uninhabited, this complex was built by intelligent creatures to keep others out. It is a “fortified” space and Ean is denied his Favored Terrain while within it.
Bonus Feat: At 2nd, 6th, 10th, 14th, and 18th level the ranger gains a bonus feat chosen from the following list: Alertness, Ambidexterity, Combat Reflexes, Dodge (Mobility, Spring Attack), Endurance, Expertise (Improved Disarm, Improved Trip, Whirlwind Attack), Favored Enemy, Improved Initiative, Mounted Combat (Mounted Archery, Trample, Ride-By Attack, Spirited Charge), Point Bank Shot (Far Shot, Precise Shot, Rapid Shot, Shot on the Run), Power Attack (Cleave, Improved Bull Rush, Sunder, Great Cleave), Run, Toughness, Two-Weapon Fighting (Improved Two-Weapon Fighting).
Trailblazing (Ex): At 5th level the ranger can move through the wilderness at great speeds. When crossing through one of his Favored Terrains the ranger moves through trackless terrain as though it was a trail and moves through trails and roads as if they were highways. If mounted the ranger extends this ability to his mount. Of course the restriction that trails cannot be used by vehicles remains (see pg. 143 of Core Rulebook I).
The ranger can also guide parties of travelers through the wilderness at the same great speed. In addition to himself and his mount the ranger can guide three other creatures per level of ranger. For the purposes of this ability a creature is an intelligent creature moving under its own power, a pack animal, a draft animal, or an animal companion; treat mounts and their riders as a single creature and familiars and their masters as a single creature. Thus a 5th level ranger could guide his five companions, each of them mounted, at increased speed through his Favored Terrain. However, he could not guide five men on foot and a pack mule as that would be six creatures. Two draft horses drawing a wagon with a dozen passengers count as two creatures.
Finally, the ranger is no longer hampered by rough or overgrown terrain. If moving through one of his Favored Terrains the ranger may move through natural (but not enchanted or magically manipulated) thorns, briars, overgrown areas, and similar terrain at his normal speed and without suffering damage or other impairment. He cannot extend this ability to a mount or other travelers.
Improved Track (Ex): At 9th level the ranger’s skill at hunting and stalking begins to transcend physical limitations. He can now track a creature moving under the influence of pass without trace or a similar effect, albeit at a -10 circumstance penalty to his Wilderness lore checks.
Trackless Step: At the same time that the ranger learns how to track the untraceable he also begins to learn how to make himself untraceable. Beginning at 9th level a ranger leaves no trail in natural surroundings and cannot be tracked.
EDIT: Since this ranger has no spellcasting he needed another way to aquire animal companions. We settled on a new use of the Animal Empathy skill as you see below. This method also has the added benefit of being more roleplaying intensive as the player must encounter the animal in question repeatedly rather than simply cast a spell and get a new friend (of course if the GM wants he can just say the required encounters happen "off screen")
Befriend an Animal: DC (20 + Hit Die of animal). You win the loyalty of an animal, provided your heart is true. The check can succeed only if you actually wish to be the animal’s friend. If you are not willing to treat the animal as a friend (for example, you intend to eat it, or to use it to set off traps), the check will fail. This check requires one week per Hit Die of the animal you wish to befriend during which time you must encounter the animal at least once per week and each encounter must end without you doing any violence to the target animal. A successful check means that the animal will become a permanent, loyal animal companion.
You can teach the befriended animal three specific tricks or tasks for each point of Intelligence it possesses. Typical tasks include attacking, coming when called, guarding a place, and protecting a character. They cannot be complex (complex tricks, such as accepting a rider, require the Handle Animal skill).
At any one time, you can have only a certain number of animals befriended to you. At most, you can have animal friends whose Hit Dice total no more than twice your character level (though the demands of adventuring generally restrict a character to half that number).
Special: Druids receive a +4 bonus to Animal Empathy checks for purposes of befriending an animal.
Note: At the GM’s option he may substitute an animal’s CR for its Hit Dice if he feels that better represents the animal’s power and thus the difficulty involved in befriending it.
And as long as I'm at it I might as well show you the feat version of Favored Enemy. This is now a [General][Fighter] feat so you can still hate Orcs with a passion but if you think your ranger (or even fighter or warrior or whoever) is a border scout in the royal army he could hate the humans from the Kingdom Next Door
Favored Enemy [General][Fighter]
You are particularly adept at fighting against members of a particular race or background.
Prerequisites: Attack Bonus +1, Intelligence 12+
Benefit: Choose a type of enemy from the table below. Against this enemy you receive a +2 competence bonus to attack and damage rolls. You also receive this bonus to ranged attacks made against targets within 30 feet.
Special: This feat may be taken more than once. Each time it is take a new Favored Enemy must be selected.
The GM is encouraged to break the types of enemies that may be selected into even smaller sub-groups as may be appropriate. For example a player may not be able to take Favored Enemy [Dragons] but instead must take Favored Enemy [Red Dragons] or Favored Enemy [Green Dragons] also instead of taking Favored Enemy [Human] the player may be required to take a different Favored Enemy for each nation-state, such as Favored Enemy [North Kingdom].
Abberations
Animals
Beasts
Constructs
Dragons
Fey
Giants
Humanoids*
Magical Beasts
Oozez
Outsiders*
Plants
Shapechangers
Undead
Vermin
*you may not select humanoid or outsider but instead a specific type of humanoid or outsider
EDIT #2: Changed Trailblazing to be 3 creatures per ranger level instead of 1
EDIT #3: Changed Animal Companions to be a maximum HD of companions = ranger level.
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