Racial:
Fearless-
Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Halfling Luck-
Halflings receive a +1 racial bonus on all saving throws.
Keen Senses-Halflings receive a +2 racial bonus on Perception checks.
Outrider-Some halflings specialize in mounted combat. Halflings with this racial trait gain a +2 bonus on Handle Animal and Ride checks.
Traits:
Magical Knack- Ranger-Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice.
Reactionary-You gain a +2 trait bonus on initiative checks.
Class Abilities:
Favored Enemy: Human +4, Outsider +2-He gains a bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
Track-A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.
Wild Empathy-A ranger 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). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result.
Favored Terrain: Urban-The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).
Hunter's Bond-Stick Foot