Ranger level information:
Minimum ability scores to be a ranger: Strength 12, Constitution 9, Intelligence 9, Wisdom 9.
A ranger with 15 or greater Strength and Wisdom gains 10% bonus experience points.
Rangers can use up to mail armor (haubergeon or hauberk), and can use shields. They can choose proficiencies from all weapons.
Rangers have the following special abilities:
When fighting certain enemies, rangers add a +1 bonus per level (maximum of +10) to their damage rolls.
At 1st level, this bonus applies to all animals and vermin, but not against beasts (dire, magical, or otherwise special creatures.) At 5th level the applicable enemies include beasts and plant creatures. At 9th level the bonus is also applied against sylvan and fairy creatures: brownies, leprechauns, and so forth.
Rangers acting in the wilderness increase opponent surprise chances by 1, but the ranger only has this increased chance of surprising opponents if the ranger is acting alone, or if their companions are limited to any mix of: rangers, thieves, assassins, or anything else which has skill at moving silently.
Rangers are only surprised on a 1 in 6 when in the wilderness.
Rangers can track other creatures. See Tracking.
At 8th level, the ranger gain the ability to cast druid spells. If the ranger is literate or becomes so, they can also use druid scrolls.
At 9th level, the ranger gains the ability to cast mage spells. If the ranger is literate or becomes so, they can also use mage scrolls.
At 10th level, the ranger attracts 2d12 followers. Some or all of these followers may be unusual creatures, such as forest animals or monsters, who will nevertheless be as loyal to the ranger just as regular followers are. The exact creatures are determined by a table, which the DM will provide for the ranger to roll on.