Elven Ranger
Cost Ability
15 Wood Elf
90 Ranger
2 Quick Knock: +1 with Fast Draw
4 Penalty Skill Levels: +2 vs. Range Modifier with Any Bow
5 Rapid Attack: Ranged
4 Rapid Archery (+2 with Rapid Fire for Any Bow)
1 Wiry: +1 STR
4 Archer's Strength: +8 STR Only to Offset Strength Minima of Bows (-1)

125

Total Cost of Template

Race Package Deal
Wood Elves
Wood Elves are typically more durable and rugged than their cousin races. Less cerebral and more adventurous, Wood Elves tend to be less in touch with magic than their brethren, favoring more martial pursuits such as hunting and bowcraft.
Cost Ability
3 Graceful: +1 DEX
9 Graceful: +1 SPD
1 Attractive: +2 COM
6 Light of Foot: +3" Running
5 Tree Walker: Environmental Movement: Offset Narrow Surface, Climbing, Cramped Penalties in Trees
3 Alert: Lightsleep
6 Elven Senses: +2 PER All Senses
5 Elven Eyes: Nightvision
10 Elven Mind: +30 Mental Defense vs. Sleep & "Charm" Effects Only (-2)
3 Longevity: LS: 1000 Years
Value Disadvantages
-20 Normal Characteristic Maxima
-5 Distinctive Feature: Elf (Concealable w/ Magic, Noticed, Not Distinctive in Some Cultures)
-10 Psychological Limitation: Isolationist Mentality (Common, Moderate)
-2 Slight of Limb: -1 STR

+14

Total Cost of Package

Race Package Deal
Elf Options
With the GM's permission you may upgrade any of the Package Deals listed above with options selected from the list below, where appropriate at Character Creation. You may not later add any of these abilities to the existing Package Deal, though you may buy them separately. The GM must approve all additional Disadvantages take for a given package; simply loading up on extra Racial Enmities and similar should only be allowed if valid for the character's background.
Cost Ability
3* Racial Enmity: +1 All Combat, vs. Orc-kin Only (-2)
3* Racial Enmity: +1 All Combat, vs. Drow and Drow Servants Only (-2)
3* Elven Archery: +1 OCV w/ all Bows
2* Elven Longsword Training: +1 OCV w/ Long Swords
5* Elven Cool: +10 PRE; Defensive Use Only
6 Elven Graces: 1 level of Combat Luck
20 Elven Animal Ken: Animal Friendship (Animal Handler [All Categories], PRE +3)
25 Elven Awareness: Danger Sense (Area: Immediate Vicinity, Function as a Sense, Intuitional, Sensitivity: Out of Combat) 14-
8 Elven Combat Archery: Combat Archery (+5 OCV with Bows, Only to Prevent Hitting Non-Enemies When Firing Into Melees (-2))
10 Elven Charm: Fascination (+25 PRE; Incantations Throughout (-1/2), only to make "Stop And Listen To Me" Presense Attacks)
6 Elven Stride: Trackless Stride (Gliding 9"; Ground Gliding (-1/4))
10 Elven Anti-Concealment: Detect Concealed Doors & Passages, Discriminatory, Sense
10 Elven Fighting: Two Weapon Fighting: HtH
2 Elven Weapons Group: WF: Blades, Spears, Bows
* May take Multiple Times
Value Disadvantages
-2 Frail: -2 STR
-4 Fragile: -2 CON
-10 Psychological Limitation: Racial Enmity: Orc-kin (Uncommon, Strong)
-10 Psychological Limitation: Racial Enmity: Drow and Drow Servants (Uncommon, Strong)
-10 Psychological Limitation: Arrogant & Haughty (Common, Moderate)
-10 Psychological Limitation: Ethnocentricity (Common, Moderate)

Package Deals
Ranger (Generic)
Rangers are skilled at living in and protecting natural environments, typically woodlands. They leaven their combat ability with skill at existing in harmony with and using their environment to best advantage.
As a gameism that has evolved over years of play, there has been a marked tendency for Rangers to concentrate on archery skills, perhaps due to some subconscious connection to Robin Hood in the minds of some players, although the Ranger Class of games like D&D had no actual mechanical advantage for doing so.
For a Ranger with Nature Magic, consider using the Ranger (Animi) Package Deal.
For an archery based Ranger, consider defining the Weapon of Choice for the abilities detailed in the Light Foot Package to be a Bow; alternately, use the Archer Package Deal and modify it by dropping some abilities and taking the Forest Fighting Skills package (or one of the other Environment based Packages).
Cost Ability
55 Light Foot Package (Select Weapon of Choice)
10 Forest Fighting Skills (minus Tracking only in Forests)
6 Ambidexterity: Reduce Off Hand Penalty to -1
10 Two Weapon Fighting: HtH
2 AK: Any 1 Forest
2 KS: Nature Lore
5 Tracking +1
90 Total Cost of Abilities
Value Disadvantages
0 None

+90

Total Cost of Package
Cost Options
+10 Reliably Precise: Find Weakness to 13-
+8 Combat Archery (+5 OCV with Bows, Only to Prevent Hitting Non-Enemies When Firing Into Melees (-2))
+4 Penalty Skill Levels: +2 vs Range Modifier with Any Bow
+2 Keen of Eye: Telescopic Sight +2 with Normal Sight only to Offset Range Penalties
+5 Rapid Attack: Ranged
+4 Rapid Archery (+2 with Rapid Fire for Any Bow)
+7 Animal Friendship (Animal Handler [All Categories], PRE +3); 1 Charge (-2)
+12 Forest Awareness: Danger Sense (Area: Immediate Vicinity, Function as a Sense, Intuitional, Sensitivity: Out of Combat) 14-; Only in Natural Settings (-1)
var Nature Magic: Buy Nature Magic VPP; See Druid for details
var Not a Forest-bound Ranger: Drop Forest Fighting Package Deal and replace with some other environment-oriented Packaged Deal; change AK: Any 1 Forest to appropriate land feature.
-5 Social Limitation: Wood Warden (Honor-bound to defend a particular woodland area from depredation; Occasionally, Minor)
-15 Green Man: Enraged when Woodlands destroyed/damaged (go 11-, recover 11-, Uncommon)

Basic Package Deals
Light Foot
As the name would indicate Light Foot typically fight on foot. They generally wear lighter armor and wield lighter weapons.
Light Foot concentrate on speed, manueverability, skill, and technique over brute force and strength. Reflexes and adroitness are their bread and butter, and they often make use of easily carried thrown weapons which they can hurl at an opponent.
Adept skirmishers, Light Foot are much more dangerous than their lightly armored fast moving nature would suggest, and what they lack in striking power they make up for with accuracy and finesse.
Cost Ability
6 Quick: +2 DEX
10 Nimble: +1 SPD
4 Fleet: +2" Run
10 Precision: Find Weakness 11-: One Attack (choose)
2 AF: Light Armor Proficiency
5 WF: Common Melee, Common Missile, Slings
10 Choose One:
 
  • Combat Skill Levels: +1 All Combat and
    +1 OCV with Weapon of Choice
  • Combat Skill Levels: +1 HtH and
    +1 DCV
  • Combat Skill Levels: +1 Ranged and
    +1 DCV
  • Combat Skill Levels: +5 OCV with Weapon of Choice
  • Skill Levels: +1 Overall Level
  • Penalty Skill Levels: +4 vs. Range Modifier and
    +2 OCV with Weapon of Choice
  • Penalty Skill Levels: +2 vs. Range Modifier and
    +2 OCV with a Tight Group of Attacks
  • Penalty Skill Levels: +2 vs. Range Modifier with All Attacks and
    Telescopic Sight: +4 with Normal Sight only to Offset Range Penalties and
    Enhanced Perception: +2 PER with Normal Sight
1 FAM: Acrobatics
3 Breakfall
3 Fast Draw
1 Warrior Elite: Right to Bear Arms or Equivalent For Culture
Value Disadvantages
0 None
+55 Total Cost of Package
Cost Options
4 Archer's Strength: +10 STR No Figured (-1/2), Only to Offset Strength Minima of Bows (-1)
10 Lethal: Deadly Blow: +1d6 Killing, any circumstance, any weapon
7.5 Light Lethality: Deadly Blow: +1d6 Killing, any circumstance, any light weapon 
+10 More Precise: Increase Find Weakness to Tight Group
+20 Incredibly Precise: Increase Find Weakness to All Attacks
+10 Reliably Precise: Increase Find Weakness to 13-
+40 Always Precise: Increase Find Weakness to 17-
6 Shifty: Combat Luck (3 PD/3 ED)
4 Dodgy: Combat Luck (3 PD/3 ED) (6 Active Points); Only While Not Wearing Armor (-1/2)
4 Second Skin: Combat Luck (3 PD/3 ED) (6 Active Points); Only While Wearing Light Armor (-1/2)
5 Passive Blocking: +3 DCV; OAF: Weapon of Choice (-1), vs HtH Only (-1)
-5 Physical Limitation: Old Injury (Infrequently, Slightly Impairing)
-5 Psychological Limitation: Warriors Code (Uncommon, Moderate)
-10 Psychological Limitation: Swashbuckler Mentality (Common, Moderate)
-10 Rivalry with other Warriors (More Powerful, Group, Professional, Unaware, Outdo)

Extention Package Deals
Forest Fighting Skills
Some people recieve training to improve their ability to fight in forested regions, or perhaps originate from a dangerous woodland area.
Cost Ability
2 Survival (Temperate)
2 Environmental Movement: Slippery Leaves & Undergrowth
1 Climbing; Only in Trees (-2)
1 Concealment; Only in Forested Regions (-2)
1 Stealth; Only in Forested Regions (-2)
1 Tracking; Only in Forested Regions (-2)
3 Forest Fighting: +1 All Combat; Only in Forested Regions (-2)
Value Disadvantages
  None

+11

Total Cost of Package