The ranger class has been around since the earliest days of the game, and of the various incarnations over the years, the version of the class presented in the Pathfinder RPG Core Rulebook is probably one of the best yet. However, there still remains one aspect of the class that many have felt didn't quite fit: Spells.  From Aragorn to Robin Hood, none of the characters of fiction, myth, and folklore from which the ranger class is drawn makes use of magic spells. Each has a host of unique abilities and impressive skills, certainly …but they don’t cast spells.

 Although similar in many ways to the Pathfinder RPG ranger, the Hunter has no spellcasting ability. Instead, the class receives specialized ranger talents (similar to rogue talents) and a deadly stealth attack that can be used within the Hunter’s various favored terrains or against his many favored enemies.  The hunter also gains a number of additional class abilities, most notably nature’s healing, which allows him to make use of the Heal skill with much-improved results when in a favored environment.

Finally, a number of new ranger talents and archetypes are included.

Alignment: any
Hit Die: d10


Weapon and Armor Proficiency: You are proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).

Favored Enemy (Ex) At 1st level, you can select a creature type from the ranger favored enemies table. You gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of the selected type. Likewise, you get a +2 bonus on weapon attack and damage rolls against them. You may make Knowledge skill checks untrained when attempting to identify these creatures. At 5th level, you may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.

Track (Ex): Add half your level (minimum1) to Survival skill checks made to follow or identify tracks.

Wild Empathy (Ex) : You can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). You roll 1d20 and add your hunter level and Charisma bonus 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, you and the animal must be within 30 ft. 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.You can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you will take a “4 penalty on the check.

Stealth Attack: If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals extra damage any time your target would be denied a Dexterity bonus to AC, or when you flank your target. This extra damage is 1d6 at 2nd level, and it increases by 1d6 every four hunter levels thereafter. Should you score a critical hit with a stealth attack, this extra damage is not multiplied. Ranged attacks can count as stealth attacks only if the target is within 30 ft. Stealth attacks are possible only when you are wearing medium, light, or no armor. You may only use this ability while in a favored terrain or against a favored enemy.

Combat Style Feat (Ex) At 2nd level, the Hunter gains two combat styles to pursue; one ranged and one melee. These style expertise manifests in the form of bonus feats at 2nd, 6th,10th, 14th, and 18th level. You can choose any feats from these selected combat styles, even if you don’t have the normal prerequisites. The hunter may also choose from any of the additional combat styles for rangers detailed in the Advanced Player’s Guide including (Crossbow, Mounted Combat, Natural Weapon, 2Handed Weapon, and Weapon and Shield styles).
ArcheryOne of the following feats may be selected whenever a combat style feat is gained: Far Shot, Point Blank Shot, Precise Shot, and Rapid Shot. At 6th level, add Improved Precise Shot and Manyshot.
2weapon combatOne of the following feats may be selected whenever a combat style feat is gained: Double Slice, Improved Shield Bash, Quick Draw, and 2Weapon Fighting. At 6th level, add Improved 2Weapon Fighting and 2-Weapon Defense.
The benefits of your chosen style feats apply only when you wear light, medium, or no armor. You lose all benefits of your combat style feats when wearing heavy armor. Once you select a combat style, it cannot be changed.

Endurance: You gain Endurance as a bonus feat at 3rd level.

Nature’s Healing (Ex) Beginning at 3rd level, your extensive knowledge regarding the flora and fauna of your favored terrains gives you a +2 bonus to all Heal skill checks made when in one of those favored terrains. In addition, as long as you are in one of your favored terrains when using the Heal skill, you also gain the following benefits:
Long-Term CareIf your Heal check is successful, the patient recovers hit points or ability score points lost to ability damage at three times the normal rate: 3 hp per character level for a full eight hours of rest in a day, or 6 hp per character level for each full day of complete rest; 3 ability score points for a full eight hours of rest in a day, or 6 ability score points for each full day of complete rest.The various items and supplies necessary(bandages, salves, and so on) are easy to come by in your favored terrains.
Treat Deadly WoundsWhen treating deadly wounds in any of your favored terrains, you can restore an additional 1d6 hp plus 1 hp for every three ranger levels you possess You don’t need to use a healer’s kit to treat wounds when in one of your favored terrains and receive no penalties for not having such an item.
Treat PoisonIf your Heal check exceeds the DC of the poison by 5 or more, the patient receives a+8 competence bonus on his saving throw against the poison.
Treat DiseaseIf your Heal check exceeds the DC of the disease by 5 or more, the patient receives a+8 competence bonus on his saving throw against the disease.

Favored Terrain (Ex) At 3rd level, you may select a type of terrain from the favored terrains table.You gain a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when in this terrain. A hunter traveling through his favored terrain normally leaves no trail and cannot be tracked (though you may leave a trail if you so choose). At 8th level and every five levels thereafter,you may select an additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired), increases by +2. If a specific terrain falls into more than one category of favored terrain, your bonuses do not stack; simply use whichever bonus is higher.

Warden Lore (Ex): Green Wardens serve the public as guides and escorts. Starting at 4th level, you form a bond with your hunting companions. TThis extraordinary ability allows the hunter to spend a move action to grant all allies within 60’ who can see or hear him, his full favored terrain bonus to Armor Class and Reflex saves. Allies also receive this bonus to Initiative, Perception, Stealth, and Survival checks. This bonus lasts for a number of rounds equal to the 1/2 ranger’s level plus their Wisdom modifier (minimum 1).

Ranger Talents: Starting At 4th level, you gain one ranger talent. You gain an additional ranger talent each level afterward. Except where specified, you cannot select an individual talent more than once. As a hunter gains experience, he learns a number of talents that aid him in combat and help him survive in the wilds.

Fast Movement (Ex) : When in a favored terrain, your base speed increases by +10 ft. at 5th level.

Woodland Stride (Ex): Starting at 7th level, you may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion, however, still affect you.

Class Skills: The hunter’s class skills are Acrobatics (Dex), Athletics (Str), Handle Animal(Cha), Heal (Wis), Intimidate (Cha), KW: (Known World)(Int), KW (Unexplored Earth) (Int), Perception (Wis), Ride (Dex), Stealth (Dex), and Survival(Wis).
Skill Ranks per Level: 6 + Allegiances