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Martial Ranger
Substitution Information
Level: 1st.
Replaces: If you select this class feature, you do not gain access to spells.
Benefit: You gain access to both combat styles specified in the ranger class entry. The progression for your first combat style is the same as a normal ranger, and the second progression follows shortly after. See Table: The Martial Ranger below for more information.
Game Rule Information
Abilities:
Alignment: Any.
Hit Die: d8.
Class Skills
The Martial Ranger's (Ran) class skills (and the key ability for each skill) are climb (Str), concentration (Con), craft (Int), handle animal (Cha), heal (Wis), hide (Dex), jump (Str), knowledge (dungeoneering) (Int), knowledge (geography) (Int), knowledge (nature) (Int), listen (Wis), move silently (Dex), profession (Wis), ride (Dex), search (Int), spot (Wis), survival (Wis), swim (Str), and use rope (Dex).
Skill Points at 1st level: (6 + Int modifier) x 4
Skill Points at each additional level: 6 + Int modifier
Table: The Ranger (Martial)
Level BAB Fort Ref Will Special
1 +1 +2 +2 +0 1st favored enemy, Track, wild empathy
2 +2 +3 +3 +0 Combat style
3 +3 +3 +3 +1 Endurance
4 +4 +4 +4 +1 Animal companion, Quickdraw
5 +5 +4 +4 +1 2nd favored enemy, 2nd combat style
6 +6/+1 +5 +5 +2 Improved combat style
7 +7/+2 +5 +5 +2 Woodland stride
8 +8/+3 +6 +6 +2 Swift tracker
9 +9/+4 +6 +6 +3 Evasion
10 +10/+5 +7 +7 +3 3rd favored enemy, Improved 2nd combat style
11 +11/+6/+1 +7 +7 +3 Combat style mastery
12 +12/+7/+2 +8 +8 +4
13 +13/+8/+3 +8 +8 +4 Camouflage, Change styles
14 +14/+9/+4 +9 +9 +4
15 +15/+10/+5 +9 +9 +5 4th favored enemy
16 +16/+11/+6/+1 +10 +10 +5 2nd combat style mastery
17 +17/+12/+7/+2 +10 +10 +5 Hide in plain sight
18 +18/+13/+8/+3 +11 +11 +6
19 +19/+14/+9/+4 +11 +11 +6
20 +20/+15/+10/+5 +12 +12 +6 5th favored enemy
Class Features
All of the following are class features of the Martial Ranger.
Weapon and Armor Proficiency: A ranger is proficient with all simple and martial weapons, and with light armor and shields (except tower shields).
Favored Enemy (Ex): At 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on bluff, listen, sense motive, spot, and survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2.
If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.
Table: Ranger Favored Enemies
Type (Subtype) Type (Subtype)
Aberration Humanoid (reptilian)
Animal Magical beast
Construct Monstrous Humanoid
Dragon Ooze
Elemental Outsider (air)
Fey Outsider (chaotic)
Giant Outsider (earth)
Humanoid (aquatic) Outsider (evil)
Humanoid (dwarf) Outsider (fire)
Humanoid (elf) Outsider (good)
Humanoid (goblinoid) Outsider (lawful)
Humanoid (gnoll) Outsider (native)
Humanoid (gnome) Outsider (water)
Humanoid (halfling) Plant
Humanoid (human) Undead
Humanoid (orc) Vermin
Track: A ranger gains Track as a bonus feat.
Wild Empathy (Ex): A ranger can improve the attitude of an animal. This ability functions just like a diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.
Combat Style (Ex): At 2nd level, a ranger must select one of two combat styles to pursue: archery or two-weapon combat. This choice affects the character's class features but does not restrict his selection of feats or special abilities in any way.
If the ranger selects archery, he is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat.
If the ranger selects two-weapon combat, he is treated as having the Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.
The benefits of the ranger's chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.
Endurance: A ranger gains Endurance as a bonus feat at 3rd level.
Animal Companion (Ex): At 4th level, a ranger gains an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures may be added to the ranger's list of options: manta ray, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind.
This ability functions like the druid ability of the same name, except that the ranger's effective druid level is one-half his ranger level. A ranger may select from the alternative lists of animal companions just as a druid can, though again his effective druid level is half his ranger level. Like a druid, a ranger cannot select an alternative animal if the choice would reduce his effective druid level below 1st.
Quickdraw: At 4th level, a ranger gains the Quick Draw feat as a bonus feat.
2nd Combat Style (Ex): At 5th level, a ranger gains access to the second of the two two combat styles. If he selected archery at 2nd level, he is treated as having the Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.
If the ranger selected two-weapon combat at 2nd level, he is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat.
Improved Combat Style (Ex): At 6th level, a ranger's aptitude in his first combat style (archery or two-weapon combat) improves. If he selected archery at 2nd level, he is treated as having the Manyshot feat, even if he does not have the normal prerequisites for that feat.
If the ranger selected two-weapon combat at 2nd level, he is treated as having the Improved Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.
As before, the benefits of the ranger's chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.
Woodland Stride (Ex): Starting at 7th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.
However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.
Swift Tracker (Ex): Beginning at 8th level, a ranger can move at his normal speed while following tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.
Evasion (Ex): At 9th level, a ranger can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the ranger is wearing light armor or no armor. A helpless ranger does not gain the benefit of evasion.
Improved 2nd Combat Style (Ex): At 10th level, a ranger's aptitude in his second combat style (archery or two-weapon combat) improves. If he selected archery at 5th level, he is treated as having the Manyshot feat, even if he does not have the normal prerequisites for that feat.
If the ranger selected two-weapon combat at 5th level, he is treated as having the Improved Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.
As before, the benefits of the ranger's chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.
Combat Style Mastery (Ex): At 11th level, a ranger's aptitude in his first combat style (archery or two-weapon combat) improves again. If he selected archery at 2nd level, he is treated as having the Improved Precise Shot feat, even if he does not have the normal prerequisites for that feat.
If the ranger selected two-weapon combat at 2nd level, he is treated as having the Greater Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.
As before, the benefits of the ranger's chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.
Camouflage (Ex): A ranger of 13th level or higher can use the hide skill in any sort of natural terrain, even if the terrain doesn't grant cover or concealment.
Change Styles (Ex): At 13th level, a ranger has spent enough time honing his abilities as both a melee and ranged combatant that he is able to change between the two with ease. In addition to the normal benefit of the Quick Draw feat, a ranger of at least 10th level may also store a weapon as a free action instead of a move action.
If the ranger is switching between his two chosen styles (i.e. - storing two melee weapons in order to draw a ranged weapon), this whole act counts as a single move action. This allows a ranger to switch between styles and still act within a single round.
2nd Combat Style Mastery (Ex): At 16th level, a ranger's aptitude in his second combat style (archery or two-weapon combat) improves again. If he selected archery at 5th level, he is treated as having the Improved Precise Shot feat, even if he does not have the normal prerequisites for that feat.
If the ranger selected two-weapon combat at 5th level, he is treated as having the Greater Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.
As before, the benefits of the ranger's chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.
Hide in Plain Sight (Ex): While in any sort of natural terrain, a ranger of 17th level or higher can use the hide skill even while being observed.