Ranger
Every army needs intel, and someone to gather it. Sometimes, a strike by a small team of irregulars is more valuable than a frontal assault. For these actions, a unique sort of training is needed. Rangers train outside the ordinary rank and file, learning the arts of stealth and deception, and studying to apply these in a military setting.
Irregular Training
A ranger is proficient in simple and martial melee weapons, silent weapons, light armor, and light shields. He loses any other proficiencies granted by the Soldier class.
Rangers gain Bluff, Perception, Sleight of Hand, Sense Motive, and Stealth as class skills. They gain an extra two skill points per level, which must be invested in these skills (apply retroactively).
Covert Master (Ex)
At 3rd level, a ranger gains a +2 bonus on all CMB checks and to his CMD. This bonus increases by +1 for every 4 levels past 3rd.
The ranger gains a bonus to Sense Motive checks, saving throws against interrogation, and to saving throws against charm and divination spells and effects equal to the CMB/CMD bonus.
Sneak Attack (Ex)
At 3rd level, a ranger can deal 1d6 sneak attack damage when he strikes an enemy who is flanked, flatfooted, or otherwise denied his Dexterity bonus to AC. This damage increases by 1d6 for every 5 levels beyond 3rd.
Debilitating Attack (Ex)
At 7th level, when the ranger successfully hits a creature with a sneak attack, once per round he can inflict one of the following debilitations to the target:
Bewildered: The target suffers a -2 penalty to AC.
Disoriented: The target suffers a -2 penalty to attack rolls.
Confounded: The target must make a Concentration check to cast any spell (DC 10 + Ranger level + Int mod).
Hampered: The target's speed is halved. This applies to all modes of movement. This cannot reduce the target's speed to less than 5 feet.
Silenced: The target cannot speak or cry out unless they succeed at a Fortitude save (DC 10 + 1/2 Ranger level + Int mod)
Regardless of the debilitation inflicted, it lasts for one round. If the sneak attack was a critical hit, it instead lasts a number of rounds equal to the ranger's Int mod (min 1). A creature cannot suffer more than one debilitation at a time; inflicting a new one removes the old one. Inflicting the same debilitation again does not increase its severity, but does increase its duration (for example, if two rangers struck the same target with Confounding attacks, it would suffer this debilitation for a total of 2 rounds).
Mobility Training (Ex)
At 11th level, a ranger learns to be more maneuverable while wearing light or no armor. He gains a +2 dodge bonus to AC while wearing light or no armor and while carrying no more than a light load. This bonus increases by 1 for every 4 levels beyond 11th.
In addition, a ranger gains an enhancement bonus of +5 feet to his base speed. At 15th level, the bonus increases to +10 feet. This benefit applies only when he is wearing no armor or light armor, and when he is carrying no more than a light load.
Devastating Strike (Ex)
At 15th level, the ranger can, as a full-round action, make a devastating strike against a target. The subject must be denied its Dex bonus to AC against the ranger's attacks. This attack scores an automatic critical hit and ignores DR (except DR/- and DR/epic). Should they survive, the subject must make a Fortitude save (DC 10 + 1/2 Ranger level + Int mod) or be knocked unconscious. The ranger may use this ability a number of times per day equal to his Int mod. This attack cannot be used more than once against the same target in a 24-hour period.
Skirmish Mastery (Ex)
At 19th level, a ranger learns to position his body and predict the flow of combat so well that it is difficult to hit him. Attacks made against him suffer a 20% miss chance, as per concealment. Skirmish mastery functions even when the skirmisher is flat-footed, but not when he is immobilized or helpless, when he wears medium or heavy armor, or when he carries a medium or heavy load.