As Ranger, except:
Class Skills:
Remove: Concentration, Handle Animal, Heal, Knowledge(geography),
Knowledge(nature).
Add: Knowledge(Monster Lore(foe's type))
Saving Throw Bonuses
The Driven Hunter has good Fort and Will bonuses
(instead of Fort and Ref for a Ranger).
Altered Class Features:
Remove: wild empathy, spells, animal companion, Woodland Stride, Camoflage,
Hide in Plain Sight.
Replace: All favored enemy increases with Favored Enemy "feats". The
Driven Hunter chooses one and only one Favored Enemy at 1st level, and
never gets another. The Driven Hunter gets +3 (instead of the +2) to
Bluff, Listen, Sense Motive, Spot and Survival checks regarding his foe at
first level, and an additional +3 each time he gets a new Favored Enemy
"feat". But, instead of gaining the normal +2 to damage at 1st,
5th, 10th, 15th and 20th level that a ranger gets, he gets +1 and also
selects from the following following "feats" (not all of which are actual
feats.) He must meet any prerequisites of the feat, but if he selects a
feat that involves a benefit that only occurs upon a scoring a critical hit
and his favored enemy is immune to critical hits, he still gets the benefit
of the feat when a critical hit would have been scored.
Know thy Enemy(Ex): A Driven Hunter gets a +3 bonus to Knowledge (Monster Lore) checks for his favored enemy creature type.
Improved Speed: At 2nd level and every level after 2nd the Driven Hunter gains a +2 bonus to his speed when encountering or chasing his favored enemy.
Reserve Energy: At 3rd level the Driven Hunter is so driven by his quest to find and destroy her favored enemy that she can go without food for an extended period of time, and gains the Reserve Energy feat from 7th Sea: Swashbuckling Adventures.
Saving Throw Bonus: Having devoted his life to the destruction of his favored enemy, the Driven Hunter becomes used to the sight of his enemy and the victims of his enemy. At 3rd level and every 3rd levels after 3rd (6th, 9th etc), the Driven Hunter gets a +1 bonus to Fear, Horror and Madness saving throws related to his favored enemy.
Reduced Sleep: (in order to maximize the time he can spend out hunting his foe ) Beginning at 4th level the Driven Hunter needs only 4 hours sleep per day ( not necessarily consecutive hours). {see Odd Sleeping Habits feat from 7th Sea: Swashbuckling Adventures}.
Diehard: At 7th level the Ranger Driven Hunter gains the Diehard feat from the 3.5 Players Handbook.
Detect Foe: At 13th level the ranger Driven Hunter can automatically detect the presence of his favored foe within 60 feet if he concentrates as a standard action that doesn't draw an attack of opportunity. Concentrating just one round indicates on the presence or absence of the foe; concentrating for a subsequent round indicates the direction in which the foe resides. Concentrating longer generates no more information.