I'm still drawing a blank on the fighter's final abilities, so I thought I'd just move on to the ranger.
Here's what I've got so far. All abilities without descriptions (wild empathy, camouflage, etc.) are unchanged from the PHB. I know the animal aspects need a bit of work; I'd like for them to be a minor bonus only, but something that adds to the class. The favored terrain abilities are also a bit weak - I've got ideas for advanced abilities (which are listed too), but I'm not sure how to make them available. My tentative plan is to have them as epic FT choices, with a feat to do the same - at 21st level, you can take a basic FT, or take the advanced ability in one you've already got.
I know this class is kind of weak overall, compared to the fighter, but I envision it as more of a striker who relies on his ability to hide in natural surroundings and strike from afar with his bow. I'd like to get at least one more Bow Mastery ability; any further suggestions for improvement are welcome.
1st: Favored terrain, 1st favored enemy, Track, wild empathy
2nd: Hunter's lore, hunter's strike
3rd: Bow mastery I
4th: Animal companion, spells, aspect of the beast
5th: Woodland stride, 2nd FE
6th: Favored terrain
7th: Swift tracker
8th: Bow mastery II
9th: Aspect of the beast
10th: 3rd FE
11th: Favored terrain
12th: Camouflage
13th: Bow mastery III
14th: Aspect of the beast
15th: 4th FE
16th: Favored terrain
17th: Hide in plain sight
18th: Bow mastery IV
19th: Aspect of the beast
20th: 5th FE
Favored Terrain: At 1st level, a ranger can select a terrain type from among the following: aquatic, desert, forest, hills, marsh, mountains, plains, and underground. He has spent so much time living in and attuning himself to the environment around her that he feels at home there.
Due to the ranger's experience in that environment, he gains a +2 bonus on Perception, Stealth, and Survival checks when using those skills in that environment, and on Knowledge (nature) checks made in association with that terrain type (or on Knowledge (dungeoneering) checks, if he has selected Underground as a favored terrain). Each terrain type grants additional bonuses based on that terrain (see below), which can generally be used anywhere.
At 6th, 11th, and 16th levels, the ranger can select an additional favored terrain; the bonuses given above apply to the new terrain. At each such interval, the bonuses in any one favored environment (including the one just selected, if so desired) increase by 2. For example, a 5th-level ranger has two favored environments. In one he has a +4 bonus on the appropriate skill checks, and in the other he has a +2 bonus. At 10th level, he has three favored environments, and he gains an additional +2 bonus, which he can allocate to any of his three favored environments. In order to gain a new terrain type, he must have spent at least a month (total, not necessarily all at once) in the terrain, getting acclimated to it and learning the ecology.
Aquatic: The ranger is at home in the water, either rivers, lakes, or the ocean. Most rangers who choose this terrain type are aquatic species – locathah, triton, etc. – but many landbound rangers who spend a lot of time on or near the water (on the shore or islands, e.g.) choose it also. A ranger with the aquatic favored terrain gains a +6 competence bonus to Swim checks; if he has a Swim speed, it is increased by 10 feet.
Advanced ability: The ranger can breathe underwater at will, though transitioning from air to water or vice versa requires a full minute to acclimate, during which he can take only a single move or standard action. He is not in danger of drowning during this time; he merely needs to adjust to breathing water or air.
Desert: The ranger is at home in a desert environment. He is resistant to extremes of heat and is not fatigued by extremely high temperatures (up to 140 F). He is also immune to the nonlethal effects of sandstorms (choking, being blinded, etc.).
Advanced ability: The ranger can call up a dust storm to obscure his location, sweep away tracks, or confound enemies. This requires a full round of concentration; the storm covers an area 100 feet in radius. The ranger can have it centered on himself (in which case it remains mobile) or centered on a set point (it doesn't move), or set to move in a certain direction in a straight line. In the first two cases, the storm acts as a fog cloud except that anyone caught in it must also make a DC 15 Fort save each round or suffer 1d4 points of nonlethal damage from the choking sand and dust (creatures that don't breathe are immune to this effect). If the storm is set to move in a certain direction, it moves at a speed of 50 feet per round, sweeping away all tracks in its path and making Track rolls impossible. In any case, the storm lasts for 1 round per class level.
Forest: The ranger has spent a good deal of time in the forest (or jungle). He has learned how to camouflage himself and is a competent hunter; he gains a +4 competence bonus to Stealth checks and can move through trees (brachiation) at his normal speed.
Advanced ability: The ranger can hide himself among his surroundings, effectively becoming invisible. In order to use this ability, he must be in a natural setting and must remain still for at least a full round. Thereafter, he blends into the landscape around him. He is not technically invisible, but any creature searching for him must make a Will save (DC 10 + 1/2 character's level + Wis mod) or not sense him at all. The character can remain hidden for as long as he wishes, but he must remain still and cannot speak (though he can cast spells without verbal or somatic components). If the character is knocked unconscious or dies, he becomes visible.
Hills/Mountains: The ranger is attuned to the high peaks and unforgiving weather of the mountains. He is resistant to extremes of cold (down to -20 F) and does not take nonlethal damage from cold; he need make Fort saves to avoid fatigue only once per hour. He also gains a +4 competence bonus on Climb checks, or a 10-foot bonus to climb speed if he has one.
Marsh: The ranger is at home among the dangerous plants and creatures of the swamps and bayous. He gains a +4 resistance bonus on saves vs. disease and poison, and a +4 competence bonus to Swim checks.
Advanced ability:
Plains: The ranger is at home among the rolling grasslands, prairie, or tundra, and is accustomed to running for long distances in the open. He gains the Endurance and Run feats for free.
Underground: The ranger is accustomed to the close, dark spaces of caves and tunnels. He can make a DC 10 Survival check to determine how far underground he is, and which direction is true north (if he has 5 or more ranks in Survival, he doesn't need to make a check). He also gains a +4 bonus to Knowledge (dungeoneering) checks.
Advanced ability: The ranger can use sound, scent, and differences in air pressure to navigate blindly. In effect, he can move at normal speed in darkness or when blinded, and creatures with concealment gain only half their normal AC bonus (+1 for partial concealment or +2 for total) against the ranger's attacks.
Hunter's Lore (Ex): A ranger can make a Knowledge check (DC 10 + HD) about a creature he is fighting, or is about to fight. If the check is successful, he gains a +1 insight bonus to attack and damage rolls while fighting that creature (this bonus also extends to his companions, if any). For every 5 points by which he exceeds the DC, the bonus is increased by +1. The bonus lasts until the ranger and his companions are no longer fighting that creature. It can be applied to only one type of creature per encounter.
The different creature types are broken down as follows:
Dungeoneering: Aberrations, oozes.
Nature: Animals, dragons, elementals, fey, giants, humanoids, monstrous humanoids, plants, vermin.
Religion: Undead.
The planes: Elementals, outsiders.
If the creature is one of the ranger's favored enemies, he gains a +4 bonus to the roll. If he has no ranks in the relevant Knowledge skill, he can still make an Int check, as this reflects bits of lore he has learned or heard about fighting the creature in question.
Hunter's Strike (Ex): A ranger can strike from ambush, hitting his target before it knows he's there. If the ranger is hidden, concealed, invisible, or otherwise unnoticed by his target, he can make a surprise attack. The target is considered to be flat-footed; the ranger can make a single melee or ranged attack (though he must be within 30 feet). If the attack hits, the ranger deals an extra 1d6 points of damage. If he has levels in rogue or another class that grants sneak attack, the dice of damage stack. This ability cannot be used in combat, but it can be used in conjunction with any of the Bow Mastery abilities. The bonus damage increases to +2d6 at 6th level, +3d6 at 10th, +4d6 at 14th, and +5d6 at 18th.
Aspect of the Beast: At 4th, 9th, 14th, and 19th levels, the ranger gains the supernatural ability to take on the aspect of an animal native to his favored terrain. This grants him various abilities related to that animal, which can be used at any time or place - even if he's not in his favored terrain.
In order to gain a new aspect, the ranger must be in his favored terrain and must have a living or dead specimen of the appropriate animal. He then spends an uninterrupted hour attuning himself to the animal's spirit in a private ritual, drawing upon its essence and abilities and making them his own. At the end of that hour, he gains the abilities listed below.
The following list is not inclusive; DMs are encouraged to create new aspects to fit their campaigns. All abilities that aren't skill or save bonuses are supernatural and usable as a standard action.
Ape: The ranger gains a +2 bonus to Fort saves and a +4 bonus to Climb checks. Three times per day, he draw upon the ape's immense strength to rend a foe he has grappled as a standard action; he deals damage as if he had struck with both hands (unarmed attacks) in the same round (for example, a Medium barbarian deals 2d6 + twice his Strength bonus). Doing so does not negate any hold he has on his victim. Apes are native to forest (jungle) and hills/mountains.
Bear: The ranger gains a +4 bonus to Intimidate checks. Three times per day, he can draw upon the bear's strength and endurance as a standard action; he gains a +4 bonus to Strength and Constitution for 1 round per class level. Bears are native to forest and hills/mountains.
Boar: The ranger gains the [[[feats:feats a to l#diehard | Diehard]]] feat. Three times per day, he can draw upon the boar's ability to charge its foes; if he charges and makes a successful attack, he deals triple damage instead of double damage. Boars are native to forest, hills (but not mountains), marsh, and plains.
Eagle: The ranger gains a +4 bonus to Perception checks to see things. Three times per day, he can focus his vision as if he were using a telescope (all spotting ranges are doubled). Eagles are native to forest and hills/mountains.
Lion: The ranger gains a +4 bonus to Diplomacy checks. Three times per day, he can unleash a roar that can deafen or strike fear into those around him. All creatures within 30 feet who hear the roar must make a Fort save (DC 10 + 1/2 ranger's class level + Cha modifier) or be deafened for 1d4 rounds; all those within 60 feet must make a Will save (same DC) or be shaken for 2d6 rounds. The deafening effect works against all living beings; the demoralizing effect is a mind-affecting fear effect. Lions are native to deserts and plains.
Octopus/Squid: The ranger has a +4 bonus to Stealth checks and a +2 bonus to grapple checks. Three times per day, he can create a globe of darkness around himself in a 20-ft. radius. The darkness doesn't move once created and lasts for 1 round per class level. Octopi are native to aquatic environments.
Snake: The ranger gains a +4 bonus to Stealth checks. Three times per day, he can poison his weapon; the poison is a moderate neurotoxin (DC 10 + ranger's Wis mod): onset 1d4 rounds, initial and secondary effect 1d4 Con damage. The poison remains effective for 1 round per class level or until the ranger makes a successful hit with the weapon, whichever comes first. Snakes are native to all terrain types.
Wolf: The ranger gains a +4 bonus to Perception checks. Three times per day, he can unleash a loud, baying howl that has a chance to strike fear into those who hear it. This is usable 3 times per day as a standard action; all those within 60 feet who hear it must make a Will save (DC 10 + 1/2 ranger's class level + Cha modifier) or be shaken for 2d6 rounds. This is an extraordindary mind-affecting fear effect. Wolves are native to forest, hills/mountains, marsh, and plains.
Bow Mastery (Ex): A ranger is trained in the bow as a primary weapon; at 3rd level and every five levels thereafter, he gains a number of abilities that reflect this training. The benefits of these feats or abilities can be used only if the ranger is wearing medium or lighter armor and using a bow. At each level of mastery, the ranger can choose a ranged weapon feat for which he qualifies as a bonus feat, or he can choose from among the abilities below. If the ability has prerequisites, the ranger must meet them to choose it.
Hindering Shot: The ranger aims for the target's legs, slowing it. He can shoot at only half his normal rate (round up), and each shot deals half damage, but a hit reduces the target's speed by 5 feet for 1 round. If the shot is a critical hit, it slow the target for 2 rounds. Multiple hits are cumulative - that is, each hit decreases the target's speed by 5 feet (to a minimum of 1/4 the original speed) and the duration by 1 round (no limit). Prerequisites: Point Blank Shot, Precise Shot.
Penetrating Shot: When making a ranged attack with a bow or crossbow, the character can instead make a single attack that punches through one target to hit another behind it. Doing so requires a standard action; the targets must be no more than 10 feet apart and in a direct line with the character. He makes a separate attack roll against each creature; if the attack hits, it deals damage normally, but any extra damage (sneak attacks, critical hits, etc.) applies to the first target only. Prerequisites: Point Blank Shot, Power Shot, base attack bonus +10.
Power Shot: A ranger's shots are so powerful that he can literally knock targets off their feet. If the shot hits the ranger uses his damage roll as an opposed bull rush check; if the target fails, it is knocked prone. It can rise on its next action. Prerequisites: Point Blank Shot, base attack bonus +4.
Sniper Shot: The ranger can make a single shot as a standard action, with a +4 bonus. If the shot hits, it's an automatical critical hit. If the ranger has sneak attack or a similar ability, he can also add this damage if it applies. Prerequisites: Point Blank Shot, Precise Shot, base attack bonus +6.