Ranger

So you wanna be a Ranger? Just a fair warning; you can't be a dark elf ranger. They do not exist in this world.
 * 1) You're pretty quick. + 1 to Dexterity up to 19. After that, if you re-roll this, the excess goes to Strength or Constitution.
 * 2) You're a talker. + 1 to Charisma up to 19. After that, excess points go to Wisdom or Intelligence.
 * 3) Get a + 1 to Bushcraft skill
 * 4) Get a + 1 to Move Silently skill
 * 5) You have an animal companion. It is completely loyal to you, slightly smarter than the average animal of its species.
 * 6) You have a + 1 to hit in melee combat.
 * 7) You've got a + 1 to all saving throws.
 * 8) Extra attack with a ranged weapon
 * 9) Get a + 1 to hit with ranged weapons.
 * 10) Aimed shot: + 1 to hit after concentrating for an entire round.
 * 11) Calm hostile animals by softly talking to them. Your Charisma modifier + d8 vs the animal's Hit Dice + d8
 * 12) Hunting takes half the time and use 1/2 the ammo.
 * 13) Get a + 1 vs Surprise in the wilderness
 * 14) Get a + 1 Search skill
 * 15) Get a + 1 to the medical skill when using natural herbs and plants
 * 16) Eating the heart of an animal you've killed one on one grants bonuses equal to the creature's modifiers. These bonuses last for 2 hours.
 * 17) You tend to notice things out of the ordinary. Get a + 1 bonus to notice when outdoors. This should be rolled by the GM in secret.
 * 18) Get a + 1 increase to your critical range. So you'd now only have to roll a 19 or 20 for a critical hit.
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