Ranger

Rangers are much respected upon Hearth, with the ability to live off the land and pass through snowfields with no trace. They, like bards, travel too and fro, though are more likely to take up residence in an area than pass frivolously from place to place. They are often the first to give warning of danger and their ability with the bow despite the dark and rain is legendary.

Frostfell Ranger Variant
Those who choose this ranger variant gain all the class features of the ranger, with the changes below.

Warmth Sense: At 1st level a frostfell ranger gains the benefit of the Warm-Eyed skill trick and need not meet the prerequisites for that trick. This benefit replaces the standard ranger's Wild Empathy ability.

Warm-Eyed (Manipulation) You can detect heat signatures. Prerequisite: Autohypnosis 8 ranks Benefit: Through constant practice you are able to sense the general presence of heat 90 F degrees or higher out to 20 feet, 60 feet if an actual fire or a fire elemental. This does not indicate the direction any more than in front of you, behind you, or to the sides, nor can its exact location be detected. You can differentiate the difference between wildly varying heat sources, such as that of a human's body heat and that of a campfire or fire elemental. In this manner you can detect the number of differentiating hear sources, but multiple humans behind you for example wouldn't register multiple sources, being the same temperature and thus source. A group in front and a group in back would register as they are in different directions Special: If you desire you can determine before sleeping to awake in the presence of a new heat source than those that you fell asleep within range of your sense.

Cold Endurance: At 3rd level a frostfell ranger gains Cold Endurance (Frostburn, p. 47) as a bonus feat. If he already has Cold Endurance, the ranger gains Improved Cold Endurance instead and need not meet the prerequisites for that feat. This benefit replaces the standard ranger's Endurance bonus feat.

Snow Walker: At 7th level, a frostfell ranger gains the ability to walk atop snow and ice sheets, avoiding the usual movement penalties and leaving neither footprint nor scent. Tracking the ranger through snow and ice is impossible by nonmagical means.

Frost Stalker (Ex): At 10th level, a frostfell ranger chooses a specific kind of enemy native to the waste from among the types or subtypes he has already chosen. For example, he could choose winter wolves if he has magical beasts as a favored enemy. He gains an additional +2 bonus on weapon damage rolls, and on Bluff, Listen, Sense Motive, Spot and Survival checks against creatures of this kind. In addition, the ranger gains a +2 bonus on saves against the chosen creature's special abilities and damage reduction 2/- against its physical attacks. This benefit replaces the new favored enemy gained at 10th level by a standard ranger, but the frost ranger's bonus against previously selected favored enemies increase as if he had gained a new favored enemy.