At lvl18, when you take stunning blow, your DC will not be high enough to be effective in amrath, IQ and beyond, even with a stunning weapon which would be a bludgeoning type like a club or warhammer. You take imp critical slashing so you must be planning on using dwarven axes. Those are great dps weapons but will not help you stun.
Energy of the wild and favored attack are pretty much a waste of APs.
If you really want good self healing for soloing, then I would replace stunning blow with quicken. One interrupted heal can mean death. Also, take it earlier. Replace energy of the wild and favored attack with the full ranger devotion line. And replace empower healing with maximize. Maximize works on your cure spells.
Favored enemies look good and in the proper order.
Your AC will be fine for lvls 6-11 and with the right gear, will be fine up to meridia. AC endgame becomes meaningless unless around 70+. If you took 2 monk instead of fighter, got +8 bracers, Icy rainment, chattering ring, etc... you could probably pull off that kind of AC. Read more builds on here like the exploiter. Ask questions. I'm sure you will come up with the build you want.
*Edit: Just came up with this. No tomes required. Strong self healing (comes in later because of ranger slow progression of spells), strong dps (especially on FEs), good AC (can get fairly high with good gear), evasion early on, good saves. Till you get higher levels, wands and cure serious pots are your friends. Probably cheaper to just bring a hireling cleric for soloing till you get your spells but you should always be carrying cure serious pots. A +6 item will bring your wisdom to 20 (+5 to AC). Wear bracers and icy rainment later on for an AC boost. You will also have the shield bonus to AC from tempest. Exceptional gear later on will round out your ability scores. Stuff like +3 tomes, rings from tod, etc. This is just an idea, adjust it how you like. Enjoy.
Code:
Character Plan by DDO Character Planner Version 3.5.1
DDO Character Planner Home Page
Level 20 Lawful Good Dwarf Male
(2 Monk \ 18 Ranger)
Hit Points: 322
Spell Points: 279
BAB: 19\19\24\29\29
Fortitude: 18
Reflex: 17
Will: 11
Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(28 Point) (Level 1) (Level 20)
Strength 16 21
Dexterity 14 17
Constitution 16 18
Intelligence 8 8
Wisdom 14 14
Charisma 6 6
Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 4 30
Jump 7 28
Listen 6 19
Spot 6 25
Level 1 (Ranger)
Skill: Balance (+2)
Skill: Hide (+2)
Skill: Jump (+4)
Skill: Listen (+4)
Skill: Move Silently (+2)
Skill: Spot (+4)
Feat: (Selected) Dodge
Feat: (Favored Enemy) Favored Enemy: Undead
Level 2 (Ranger)
Skill: Hide (+1)
Skill: Jump (+1)
Skill: Listen (+1)
Skill: Move Silently (+1)
Skill: Spot (+1)
Level 3 (Monk)
Skill: Balance (+2)
Skill: Tumble (+1)
Feat: (Selected) Oversized Two Weapon Fighting
Feat: (Monk Bonus) Toughness
Level 4 (Monk)
Ability Raise: STR
Skill: Balance (+3)
Feat: (Monk Bonus) Mobility
Level 5 (Ranger)
Skill: Balance (+1)
Skill: Jump (+3)
Level 6 (Ranger)
Skill: Balance (+1)
Skill: Jump (+1)
Skill: Spot (+2)
Feat: (Selected) Spring Attack
Level 7 (Ranger)
Skill: Balance (+1)
Skill: Jump (+1)
Skill: Spot (+2)
Feat: (Favored Enemy) Favored Enemy: Giant
Level 8 (Ranger)
Ability Raise: STR
Skill: Balance (+1)
Skill: Jump (+1)
Skill: Spot (+2)
Level 9 (Ranger)
Skill: Balance (+1)
Skill: Jump (+1)
Skill: Listen (+1)
Skill: Spot (+1)
Feat: (Selected) Improved Critical: Slashing Weapons
Level 10 (Ranger)
Skill: Balance (+1)
Skill: Jump (+1)
Skill: Listen (+1)
Skill: Spot (+1)
Level 11 (Ranger)
Skill: Balance (+1)
Skill: Jump (+1)
Skill: Listen (+1)
Skill: Spot (+1)
Level 12 (Ranger)
Ability Raise: STR
Skill: Balance (+1)
Skill: Jump (+1)
Skill: Listen (+1)
Skill: Spot (+1)
Feat: (Favored Enemy) Favored Enemy: Evil Outsider
Feat: (Selected) Maximize Spell
Level 13 (Ranger)
Skill: Balance (+1)
Skill: Jump (+1)
Skill: Listen (+1)
Skill: Spot (+1)
Level 14 (Ranger)
Skill: Balance (+1)
Skill: Jump (+1)
Skill: Listen (+1)
Skill: Spot (+1)
Level 15 (Ranger)
Skill: Balance (+1)
Skill: Jump (+1)
Skill: Listen (+1)
Skill: Spot (+1)
Feat: (Selected) Quicken Spell
Level 16 (Ranger)
Ability Raise: STR
Skill: Balance (+1)
Skill: Jump (+1)
Skill: Listen (+1)
Skill: Spot (+1)
Level 17 (Ranger)
Skill: Balance (+1)
Skill: Jump (+1)
Skill: Listen (+1)
Skill: Spot (+1)
Level 18 (Ranger)
Skill: Balance (+1)
Skill: Jump (+1)
Skill: Listen (+1)
Skill: Spot (+1)
Feat: (Selected) Power Attack
Level 19 (Ranger)
Skill: Balance (+1)
Skill: Jump (+1)
Skill: Listen (+1)
Skill: Spot (+1)
Level 20 (Ranger)
Ability Raise: STR
Skill: Balance (+1)
Skill: Jump (+1)
Skill: Listen (+1)
Skill: Spot (+1)
Enhancement: Ranger Sprint Boost I
Enhancement: Dwarven Axe Attack I
Enhancement: Dwarven Axe Attack II
Enhancement: Dwarven Axe Damage I
Enhancement: Dwarven Axe Damage II
Enhancement: Dwarven Constitution I
Enhancement: Dwarven Constitution II
Enhancement: Dwarven Spell Defense I
Enhancement: Dwarven Spell Defense II
Enhancement: Dwarven Spell Defense III
Enhancement: Way of the Clever Monkey I
Enhancement: Racial Toughness I
Enhancement: Racial Toughness II
Enhancement: Racial Toughness III
Enhancement: Racial Toughness IV
Enhancement: Ranger Favored Damage I
Enhancement: Ranger Favored Damage II
Enhancement: Ranger Favored Damage III
Enhancement: Ranger Favored Damage IV
Enhancement: Ranger Favored Resistance I
Enhancement: Ranger Favored Resistance II
Enhancement: Ranger Tempest I
Enhancement: Ranger Tempest II
Enhancement: Ranger Tempest III
Enhancement: Ranger Devotion I
Enhancement: Ranger Devotion II
Enhancement: Ranger Devotion III
Enhancement: Ranger Devotion IV
Enhancement: Ranger Energy of the Wild I
Enhancement: Ranger Dexterity I
Enhancement: Ranger Dexterity II
Enhancement: Ranger Dexterity III