Starting a Ranger

Classic Ranger
The classic Ranger is a very agile and skilled scout with minor spellcasting abilities. With his keen senses he can detect traps, secret doors or enemies before anyone else. Once combat starts the ranger can stay behind to support the party with his bow. But even in melee he has learned to wield two weapons with deadly precision. The ranger wears only light armor but is quick in his movement.

Recommended race
Elf: Traditionally a good choice. The increased Dex and the bonus to listen and spot are a great benefit for every ranger. Racial enhancements for bow and sword/rapier can help too.

Warforged: Rather unpopular but can be a great ranger too. Warforged have natural resistances and are a good choice especially when you favor melee combat.

Dwarf: An effective but uncommon choice. Often, a dwarf ranger can have Two-weapon fighting without meeting the dexerity requirements, allowing a higher strength. She can focus on melee combat with the free Dwarven axe exotic weapon proficiency and racial axe bonus enhancements. (Unfortunately, those enhancements don't work with a Handaxe, which would double their power).

Recommended stats
Elf

Str: 14 +2 Bonus Damage to all attacks

Dex: 20 +5 Important for skills, AC, and attacks

Con: 10   Not much, but with high Dex you can avoid many attacks

Wis: 12 +1 Minimum for Level 2 spells

Int: 8 -1 Dumped in favour of combat stats

Cha: 8 -1 Dumped in favour of combat stats

Warforged

Str: 16 +3 More power for melee

Dex: 16 +3 Dex 22 is all we need at lvl 10, so this is a good start

Con: 12 +1 Some extra hit points for melee

Wis: 12 +1 Minimum for Level 2 spells

Int: 8 -1 Dumped in favour of combat stats

Cha: 6 -2 Dumped in favour of combat stats

Skills
The most important skills for a ranger are tumble and spot. The remaining skill points should be divide equally amomng the following skills: Listen, Hide, Move Silently, Jump.

Tumble: maximum

Spot:  maximum

Other skills:

Listen

Jump

Move Silently

Hide

Only invest in the Tumble skill when you're advancing as rogue. Else you are wasting valuable skillpoints!

Warforged only When playing a warforged the amount you heal when resting at a shrine is determined by the player with the highest repair skill in your group. Because of this you should try to have at least one warforged warrior or a wizard with heal in your group.

Recommended enhancements
Ranger Action Boost

Ranger's Dexterity

Rogue's Dexterity

Warforged only
Construct Thinking

Warforged Constitution

Elf only
Elven Dexterity

Elven Ranged Damage

Elven Melee Damage

Elven Perception

Elven Enchantment Resistance

Feats
Two-Weapon Defense

Point Blank Shot

Precision

Dodge

Mobility

Shot on the Run

Warforged only
Mithral Body

Mithral Fluidity

Elf only
Weapon Finesse

Alternate build
Halfling Ranger
 * 12 str
 * 18 dex
 * 14 con
 * 14 wis
 * 8 int
 * 8 cha

Bonus stat points into str.

Favored Enemy:
 * Undead
 * Giant
 * Evil Outsider

Feats:
 * 1 Luck of Heroes
 * 3 Iron Will
 * 6 WFocus: Slash
 * 9 Improved Critical: Slash

Enhancements:
 * Ranger Dex
 * Halfling Dex
 * Ranger Action Boost
 * Halfling Luck

Skills:


 * Concentration
 * Search
 * Spot
 * Heal
 * Tumble CC