My version of the ranger features abilities that are his own; they are not borrowed from other classes. He excels in his favored terrain and when combating his favored enemy.
Alignment, Hit Die, Class Skills, Skill Points, BAB, Track, Favored Enemy, Saving Throws, Weapon and Armor Proficiency and Spells are all as the PHB.
Two-Weapon Fighting, Ambidexterity, and the ability to select Improved Two-Weapon Fighting without meeting the prerequisites are lost.
Favored Terrain: At 2nd level a ranger can select a favored terrain. While in this terrain, he gets a +1 bonus to craft (trap making), hide, move silently, search, and wilderness lore. At 7th level and at every five levels thereafter (12th, 17th), the ranger may select a new favored terrain. The bonus associated with every previous favored terrain goes up by +1. Terrains can selected from the following list: Barren/Badlands, Cleared/Mix, Forest, Glacier, Grasslands, High Mountains, Hills, Jungle, Lake, Low Mountains, Marsh, Moor, Ocean, Rocky Desert, Sandy Desert and Swamp.
On One’s Toes: At 3rd level the ranger gains the alertness feat.
Hardiness: At 4th level the ranger is less affected by heat and cold. He gains damage resistance of 1 against non-magical heat and cold. At 8th, 12th, 16th and 20th level the damage resistance improves by 1.
Additions to Class Spell List:
2nd Level – Barkskin, Blight Enemies, Briar Web*,
3rd Level – Wild Stealth
4th Level –Commune With Nature, Wall of Thorns, Unite Allies
Favored Enemy Strike [General]
You can inflict greater damage against your favored enemies.
Prerequisite: Favored enemy
Benefit: When striking a foe designated as your favored enemy, you inflict an additional 1d6 points of damage every time you hit. This damage is not multiplied if a critical hit is scored against the enemy.
Favored Enemy Critical Strike [General]
You can inflict telling blows with even greater accuracy upon your favored enemies.
Prerequisite: Favored enemy
Benefit: When inflicting a critical hit upon a foe designated as your favored enemy, you inflict an additional 1d10 points of damage, in addition to the damage you would normally inflict. Note: This feat does not allow you to make critical hits on creatures that are immune to critical hits.
Blight Enemy
Evocation
Level: Rgr2
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One favored enemy
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
You draw upon the raw power of nature to create a discordant surge within any one creature of a type that you have designated a favored enemy. The spell inflicts 1d6 points of damage per caster level, to a maximum of 5d6.
Unite Allies
Enchantment (Compulsion)
[Mind-Affecting]
Level: Rgr4
Components: V, S
Casting Time: 1 action
Range: 50 ft.
Area: All allies within 50 ft.
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: Yes (harmless)
Your allies have a +1 favored enemy bonus (as the 1st-level ranger ability) against a favored enemy you choose. This doesn’t stack with existing favored enemy bonuses.
Wild Stealth
Transmutation
Level: Rgr3
Components: S
Casting Time: 1 action
Range: Personal
Area: You
Duration: 10 minutes/level
Saving Throw: None
You gain a +10 enhancement bonus to Move Silently and Hide checks when out of doors, above ground, in a non-urban environment.
* See Defenders of the Faith
Feats and Spells made by Monte Cook