And here's my take on the Sea Ranger
Hautai (Sea Ranger) – Master Fisherman, Mariners and Navigators the Sea Ranger is the master of the open sea, out beyond the protection of the reef sailing the high seas and casting nets and lines out against sharks and other monsters of the deep.
BAb - as Ranger
Saves – as Ranger
Class Abilities
1. Track, Maritime Skills, Aquatic Combat
2. Endure Elements, Improved Swim
3. Sea Legs, Landfinding, Weather Sense,
4.
5. Landfinding 2, Oceans Bounty
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8. Improved Aquatic Combat
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10.
11. .
12. Endure Elements 2, Freedom of Movement
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15.
16. Hold Breath
Weapon and Armor Proficiency: The Hautai is proficient with all simple and martial weapons, and light armor
Spells: As Ranger See below
Track: In addition to the standard Track ability the Hautai can also ‘Track’ creatures through the water.
Water Conditions DC: Clear water -2 ,Calm surface –1, Slightly murky water +0, Small waves +0, Medium, choppy waves +1, Large waves +2, Obscuring clouds of silt +2, Storm waves +4
Distance Dc: Within 20' of target 10, 20' to 30' apart 15, More than 30' apart +1/10'
Maritime Skills: Due to the extensive training that the Hautai receives in and around the water, she automatically gains training and competency bonuses to the following skills at 1st level:
Swim+4 Profession (Vaka) +2, Profession (Navigator) +2 (training is assumed)
Aquatic Combat: As master Hunter of Big Game Fish like Sharks the Hautai is trained in the best techniques and methods for surviving combat both when on or in the water. The Hautai gains a bonus to Listen, Move Silently,Sense Motive,and Spot checks when using these skills against creatures found at sea whether deep water or shallows (including shoreline). Likewise, she gets the same bonus to weapon damage rolls against these creatures. Bonus is Deep water+1 Shallows/Shore+2
At Level 8 the bonuses increase to Deep water+2 Shallows/Shore+4
Deep Water refers to anywhere the character can not touch the bottom whilst fully submerged
Endure Elements: Used to the dangers of the Sea the Hautai gains +2 bonus to all Fort saves made against weather effects (cold, wind, heat), drowning and starvation.
At Level 12 this bonus increases to +5
Improved Swim (new feat)– The Sea Ranger is able to swim at ½ their base speed as a move action or at their base speed as a full round action. Additionally they do not suffer the –1 penalty for swimming underwater (but still drown as per usual if they run out of breath)
Sea Legs: A Hautai spends years living and working on the water, and has learned to stay on her feet during fair weather and foul. At 3rd level, a Hautai gains a +2 competence bonus to all Balance checks. Furthermore, a successful check allows a full move instead of a half move. A failed check still means no movement at all.
Landfinding: By reading the combination of swells, prevailing winds, stars and water salinity the Hautai can always locate the direction of and predict the distance (in days of travel) to his home island. The Mariner can also locate the direction (but not distance) of other Islands they have been to for more than 1 day with a Prof Navigator check DC 15
At 5th level with a Prof Navigator check DC 15 the Mariner can locate the direction of any landmass within 50 miles
Weather Sense: With a Successful Wilderness Law check a Sea Ranger can predict the Weather for the next few days. The DC is 10+2 per day (eg weather in 3 days has DC 16 (10+6)).
Oceans Bounty: The Hautai is a Master Fisherman and can find and locate schools of fish as required. The Hautai can also locate drinkable water at sea (often by following rain clouds). The Oceans Bounty requires 1 hour to locate
Freedom of Movement: Starting at 12th level, a Hautai knows how to use her abilities and weapons to their best effect when underwater. As a result, when underwater, she suffers no penalties to movement or attack rolls as if she were the recipient of the freedom of movement spell
This is an Extraordinary ability.
Hold Breath: At 16th level, a Hautai has learned how to survive underwater for extended periods of time. She can hold her breath for a number of rounds equal Constitution x4, instead of double Con as normal
1st-LEVEL SEA RANGER SPELLS
Alarm
Animal Friendship
Delay Poison
Detect Animals or Plants
Detect Snares and Pits
Entangle
Magic Fang
Obscuring Mist
Pass without Trace
Read Magic
Resist Elements
Speak with Animals
Summon Nature's Ally I
2nd-LEVEL SEA RANGER SPELLS
Animal Messenger
Cure Light Wounds
Detect Chaos/Evil/Good/Law
Hold Animal
Locate Object
Protection from Elements
Sleep
Snare
Summon Nature's Ally II
3rd-LEVEL SEA RANGER SPELLS
Cure Moderate Wounds
Greater Magic Fang
Gust of Wind
Neutralize Poison
Plant Growth
Remove Disease
Summon Nature's Ally III
Water Walk
Water Breathing
4th-LEVEL SEA RANGER SPELLS
Sending
Cure Serious Wounds
Freedom of Movement
Nondetection
Polymorph Self
Summon Nature's Ally IV
Wind Wall