Ranger

<color=Gold>Ranger</color>
A ranger can use a variety of weapons and is quite capable in combat. His skills allow him to survive in the wilderness, to find his prey, and to avoid detection. He also has special knowledge about certain types of creatures, which makes it easier for him to find and defeat such foes. Finally, an experienced ranger has such a tie to nature that he can actually draw upon natural power to cast divine spells, much as a druid does.
<color=Gold>Class Features:</color>
- Hit Die: d8
- Base Attack Bonus: High.
- High Saves: Fortitude and Reflex.
- Weapon Proficiencies: Simple and martial weapons.
- Armor Proficiencies: Light armor and shields (except tower shields).
- Skill Points: 6 + Int modifier per level, x4 at first level.
- Class Skills: Concentration, Craft Alchemy, Craft Armor, Craft Trap, Craft Weapon, Heal, Hide, Intimidate, Listen, Lore, Move Silently, Parry, Search, Set Trap, Spellcraft, Spot, Survival, Taunt, and Tumble.
- Track: A ranger has the ability to find and read tracks, but he moves slowly when doing so.
- Favored Enemy: At 1st level, a ranger may select a type of creature as his favored enemy. The ranger gains a +1 bonus on Bluff, Listen, Spot, and Taunt checks, and also a +1 bonus on weapon damage rolls against their favored enemy. At 5th level, and every five levels after that, the ranger can choose an additional favored enemy and gains +1 to all favored enemy bonuses.
- Demoralize Opponent: You try to intimidate your opponent and demoralize them. Failure to make a Will save (DC equal to d20 + your Intimidate skill) causes the enemy to suffer a 2 point penalty to attack rolls, saving throws, and skill checks. This ability does not affect those immune to fear.
- Combat Style: At 2nd level, a ranger must select one of two combat styles to pursue: archery or two-weapon combat. 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.
- Toughness: At 3rd level the ranger gains Toughness as a bonus feat.
- Animal Companion: At 4th level, a ranger gains an animal companion.
- Spells: Beginning at 4th level, a ranger gains the ability to cast a small number of divine spells, which are drawn from the ranger spell list. A ranger must choose and prepare his spells in advance. To prepare or cast a spell, a ranger must have a Wisdom score equal to at least 10 + the spell level (Wis 10 for 0-level spells, Wis 11 for 1st-level spells, and so forth). A ranger's caster level is equal to his class level.
Level 1: 0 spells per day at level 4, 1 spell per day at level 5, 2 spells per day at 9th, 3 spells per day at 13th, and 4 spells per day at 17th
Level 2: 0 spells per day at level 7, 1 spell per day at level 8, 2 spells per day at level 12, 3 spells per day at level 16, and 4 spells per day at level 20
Level 3: 0 spells per day at level 10, 1 spell per day at level 11, 2 spells per day at level 15, and 3 spells per day at level 19
Level 4: 0 spells per day at 13th, 1 spell per day at level 14, 2 spells per day at level 18, and 3 spells per day at level 20
- Improved Combat Style: At 6th level, a ranger's aptitude in his chosen 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: Starting at 7th level, a ranger gains a +10% movement increase when in outdoor, natural environments.
- Swift Tracker: At 8th level, a ranger can use their tracking skill and move at normal speed.
- Evasion: 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 (such as a red dragon's fiery breath or a fireball), he instead takes no damage. Evasion can be used only if the ranger is wearing light armor or no armor. 
- Combat Mastery: At 11th level, a ranger's aptitude in his chosen combat style (archery or two-weapon combat) improves again. If he selected archery at 2nd level, he is treated as having the Improved Rapid 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: At 13th level the ranger does not suffer a movement penalty for using stealth mode when in outdoor areas.
- Hide in Plain Sight: When outdoors, a 14th level ranger has the ability to use the Hide skill even when being watched and in combat.