HD 1 (d6), Fighting 2 (3 trade-offs), Dual Caster 1 (½ trade-offs).
Base XP: 500 + 1000 (+ 450) + 450 = 2400 XP for 2nd level.
2 Fighting Styles: Two-weapon style, two-handed weapons.
Unrestricted Weapon Selection: All weapons.
Broad Armour Selection: Chain armour or lighter (no shields).
Custom Powers: Toughness, Otherworldly Enemies, Tracking, & Attunement to Nature @ 1st; Experience & Hardiness @ 5th. Damage bonus to ranged only.
Maximum Level: 14th.
Prime Requisite: Strength and Wisdom.
Requirements: STR, DEX, INT, & WIS 9 or more.
Proficiencies: Alertness, Ambushing, Arcane Dabbling, Blind Fighting, Climbing, Combat Trickery (disarm, incapacitate, knockdown), Eavesdropping, Endurance, Fighting Style, Healing, Land Surveying, Mapping, Mountaineering, Naturalism, Navigation, Passing Without Trace, Precise Shooting, Riding, Running, Skirmishing, Sniping, Survival, Swashbuckling, Trapping, Wakefulness, Weapon Finesse, Weapon Focus.
Attack Throws: As Fighter.
Saving Throws: As Fighter.
Magic Items: As Fighter.
Divine Spells: At higher levels, a ranger learns druidic magic. The ranger’s divine spell list is limited to three spells per level, selected (by the player) from the shaman spell list.
Arcane Spells: A ranger’s arcane repertoire is equal to the number of spells per level, and the character does not use a spellbook. As per my house rule, Rangers may cast arcane spells while wearing leather armour or equivalent (AC 2 max).