Good stuff in this one. I love the new take on the favored soul. The spell-less ranger is also excellent.
I do have a quibble with the ranger's "Herbal Poultices" ability, which is the limit that you can only carry a number of poultices equal to your Wisdom mod. What, do they reach critical mass and explode if you carry too many? Do we need a poultice miscibility table to resolve what happens? If there are two rangers in a party, and one is slain, can the second one pick up the first one's poultices, or will that also trigger explosions? This is a good example of a limit meant to serve a game purpose (prevent rangers from loading up on poultices) without enough thought given to how it affects the fictional world.
I would write it a bit differently:
As you travel, you keep an eye out for healing herbs. Each day you spend in a wilderness or rural area, you find enough herbs to create a number of poultices equal to your Wisdom modifier (minimum 1). These herbs, and any poultices made from them, lose their potency 24 hours after being harvested.
Accomplishes the same goal, but makes a lot more sense in terms of the fiction.