Heart of the Wilderness: Humans raised in the wild learn the hard way that only the strong survive. They gain a racial bonus equal to half their character level on Survival checks. They also gain a +5 racial bonus on Constitution checks to stabilize when dying and add half their character level to their Constitution score when determining the negative hit point total necessary to kill them. This racial trait replaces skilled.
Class Abilities
Weapon and Armor Proficiency:
A woodland skirmisher is proficient with all simple and martial weapons and with light armor.
This replaces the normal ranger armor and weapon proficiency.
Focused Enemy (Ex):
At 1st level, a woodland skirmisher selects one favored enemy (usually “humanoid [human]”). He does not gain additional favored enemies at higher levels. He does get to increase his favored enemy bonus by +2 at 5th, 10th, 15th, and 20th level.
This otherwise acts as and replaces the standard favored enemy ability.
Favoured Enemy: +2 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.
Forest Ghost (Ex):
At 1st level, a woodland skirmisher adds a bonus equal to 1/2 his level on all Perception and Survival skill checks he makes while located in forest terrain.
This ability replaces wild empathy.
Track (Ex):
A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.
Feats
Point Blank Shot:
You are especially accurate when making ranged attacks against close targets.
Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Precise Shot:
You are adept at firing ranged attacks into melee.
Prerequisite: Point-Blank Shot.
Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
Note: Two characters are engaged in melee if they are enemies of each other and either threatens the other.
Traits - 2
Eyes of the Wild (Religion - Green Faith):
Having spent much time immersed in the wilderness, you’re now attuned to its ways.
Benefit: You gain a +2 trait bonus on Perception checks in natural settings.
Fearless Defiance (Faith):
Upon overcoming your fear, you become a scourge to your enemies.
Benefits: You gain a +1 trait bonus on all saving throws against fear effects. In addition, if you successfully save against such an effect, you receive a +1 trait bonus on attack rolls against your favored enemies for 1 round.