GENERAL DESCRIPTION
"The forests are home to fierce and cunning creatures, such as bloodthirsty owlbears and malicious displacer beasts. But more cunning and powerful than these monsters is the ranger, a skilled hunter and stalker. He knows the woods as if they were his home (as indeed they are), and he knows his prey in deadly detail." - D&D Player's Handbook

Original Art by Ed Cox, D&D Complete Warrior
ADVENTURES
"Rangers often accept the role of protector, aiding those who live in or travel through the woods. In addition, they often carry grudges against certain types of creatures and look for opportunities to find adventure for all the reasons that fighters do." - D&D Player's Handbook
CHARACTERISTICS
"The ranger is proficient with all simple and martial weapons and 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 of certain types of creatures. This knowledge makes him more capable of finding and defeating those foes. Finally, an experienced ranger has such a tie to nature that he can actually draw on natural power to cast divine spells, much as a druid does. An experienced ranger often has one or more animal companions to aid him, thanks to his animal friendship spell." - D&D Player's Handbook
ABILITIES
Primary: Dexterity (for added protection so Light Armor can be worn)
Secondary: Strength (combat), Wisdom (access to Ranger Skills and Spells)
ALIGNMENT
Rangers can be any alignment. Keep in mind that in DDO there are no Evil Alignments, but you can still be Lawful, Chaotic, Neutral, and Good (and all combinations).
RACES
All Races of DDO can be rangers - Human, Dwarf, Warforged, Elf, or Halfling
HIT DIE: d10
WEAPON & ARMOR PROFICIENCIES: All Simple Weapons, All Martial Weapons, Light Armor, Medium Armor, All Shields.
CLASS SKILLS:
Skill Points @ 1st Level: (4 + INT Mod) x 4
Skill Points @ Each New Level: 4 + INT Mod
Automatic Skills: Animal Empathy, Climb, Concentration, Handle Animal, Heal, Hide, Intuit Direction, Jump, Listen, Move Silently, Profession, Search, Spot, Swim, Use Rope, Wilderness Lore (note that not all of these skills may be available in DDO, and some new ones may be added)
FEATS:
Available Feats (in addition to those available to all classes): Favored Enemies (Aberations, Animals, Beasts, Constructs, Dragons, Elementals, Fey, Giants, Goblinoid, Humans, Reptilian Humanoids, Magical Beasts, Oozes, Plants, Shapechangers, Undead, Vermin) - All Standard Feats Available
(note that not all feats may be available in DDO, and some new ones may be added)
RANGERS OF EBERRON:
"Rangers might come from backgrounds similar to those of barbarians, fighters, or druids. Like barbarians, they are often found in the wild places of the world (althugh many make their homes in more urban environments as well). Like fighters, many rangers served in the Last War (usually as scouts) and have either retired or switched to adventuring careers. Like druids, some rangers patrol the wilds of the Eldeen Reaches, punishing poachers and protecting the creatures that live there. These Eldeen rangers are very simliar in outlook to the members of the druid sects, placing a greater emphasis on martial training than on spiritual discipline." - Eberron Campaign Setting Book
Additional Feats of Eberron: Beast Totem, Totem Companion, Urban Tracking(not all feats may be available in DDO at release)