Contributed by T. Devon Sharkey (firstname.lastname@example.org), who notes that "this was originally a ranger class I developed and let players use in a Harn based campaign. In case you are not familiar with Harn, it is a fairly gritty, low-magic campaign setting modeled very closely on 13th century Europe. I have tweaked it a bit here and there as time has gone on. Herbalism is listed as a new class feat for the Hyborian ranger. I am developing a fairly involved Herbalism/Herbal Healing system. It requires the Herbalism feat, which in turn requires that both Healing and Wilderness Lore have 8 ranks. I am modeling it somewhat on Tracking, inasmuch as it is a feat which looks to skills for success. In this case, Wilderness Lore will be checked to find the appropriate plants/animals, and a Healing check will be required to prepare the herbs into a poultice, liniment, or brew which brings about some type of cure. DCs will vary depending upon terrain and the relief being sought."
Abilities: Dexterity is important since most rangers where light or no armor and many of the rangerís skills and abilities are based on dexterity. Dexterity is also important for accuracy with missile weapons. A high Wisdom assists in Wilderness Lore and the related task of Tracking. Strength is important for close combat.
Hit Dice: d8
Class Skills: The rangerís class skills (and the key ability for each skill) are Animal Empathy (Cha, exclusive skill), Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intuit Direction (Wis), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Spot (Wis), Swim (Str), Use Rope (Dex), and Wilderness Lore (Wis).
Skill Points at 1st Level: (4 + Int modifier) × 4.
Skill Points at each additional level: 4 + Int modifier.
All of the following are the class features of the Hyborian Ranger.
Weapon and Armor Proficiency: A ranger is proficient with all simple and martial weapons, light armor and shields. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket and Tumble. Also, Swim checks suffer a Ė1 penalty for every 5 pounds of armor and equipment carried.
Bonus Feats: At 4th, 11th and 20th level the ranger gets a bonus feat. These bonus feats must be drawn from the following list: Alertness, Dodge, Endurance, Far Shot, Faster Healing*, Great Fortitude, Herbalism**, Precise Shot, Rapid Shot, Run, Shot on the Run, Toughness. (* From Masters of the Wild, ** New Feat.)
Weapon Focus: At 1st level the ranger must choose a listed ranged weapon in which to focus. The listed weapons are: light crossbow, heavy crossbow, dart, sling, javelin, shortbow, composite shortbow, longbow, and composite longbow.
Favored Terrain: At 1st level the ranger selects a type of terrain as favored terrain. While adventuring in this terrain the ranger's deep familiarity gives him a bonus +3 bonus to the following skills: Animal Empathy, Hide, Intuit Direction, Listen, Move Silently, Search, Spot, and Wilderness Lore.
At 5th level, and every four levels following the ranger gains a new favored terrain. Additionally, he gains a +1 bonus to any previously selected favored terrain.
Tracking: At first level the ranger gains the feat of Tracking.
Point Blank Shot: At 2nd level the ranger gains the feat of Point Blank Shot with any ranged weapon in which he has Weapon Focus. When making an attack with a Point Blank Shot within the listed range the ranger adds +1 to any damage rolls for successful attacks.
At 7th, 12th, and 18th level the range increment increases for a Point Blank Shot. Additionally, the damage increases by +1 for each lower range increment. For example, a 12th level ranger would have a +1 damage bonus up to 90 feet range, +2 from 30 to 60 feet, and +3 when range is 30 feet and under.
Ranged Sneak Attack: Starting at 3rd level a ranger may attempt a ranged sneak attack on an opponent. Such attacks can only be made against opponents who are stunned, surprised, off-balance or otherwise would lose their Dexterity bonus to their AC. Such attacks also require that the ranger be within point blank range to the target. A ranger with an extended Point Blank Shot may attempt Ranged Sneak Attacks from a greater range.
A successful Ranged Sneak Attack deals the additional damage listed by the ranger's level.
A sneak range attack requires careful aim, and is a full round action.
A ranger may flank an opponent to gain this benefit, but in no case can a flank attack be made from more than 30 feet to gain the benefit of a Ranged Sneak Attack.
Pathfinding: At 3rd level the ranger gains the ability to quickly find the best route through difficult terrain. If traveling off any trail or road on terrain more difficult than grasslands/plains a check may be made per hour to find the best path. This is a Wilderness Lore check with a DC of 20. If successful, the ranger moves as though crossing grasslands/plains for that hour. For any party member who does not share this ability there is a +1 to the DC of the Wilderness Lore check. Pathfinding cannot be accomplished while mounted.