Ironiiku, it would probably be most beneficial for you to play Vladimir, considering that Velris is the same class as Bleau and the party will most likely need the spell support of a sorcerer.
Gloshuan, there's some problems with your skill choices. You've marked the wrong skills as class skills (the little checkmarks in the small boxes). Here are the ranger's class skills: Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
You can put up to 3+your character level into a class skill, and half that amount into a cross-class skill (any skill that is not a class skill). For a ranger, the most useful skills are probably Hide, Move Silently (both allow you to be stealthy), and Survival (allows you to survive in the wild and also follow the tracks of creatures). Handle Animal is another useful one, since it allows you to teach your animal companion tricks and tell it what to do. Knowledge (Nature) is also a good choice for rangers.
Since your intelligence modifier is +2, you'll have 56 skill points to distribute at level 4, and you can put a maximum of 7 points into a single skill (putting 7 into a cross-class skill will give you 3.5 ranks in that skill). When you boil it down, you can max out (put 7 skill points in) 8 skills, because you get 8 skill points per level (6 from your class and 2 from your intelligence).
So, I would max out Hide, Move Silently, Survival, Handle Animal, and Knowledge (Nature), and then spread out the remaining points (there will be 28 remaining) among your other class skills. Listen and Spot are useful, as are Climb, Jump, Swim, Ride, and Use Rope. It's up to you if you want to put points into Heal, but usually that is the cleric's area of expertise.
One other bit of knowledge: the racial ability adjustments (+2 Dex and -2 Constitution, for an elf) are applied directly to the ability scores and are not temporary modifiers. So, your Dex would be 15 and your constitution 11.
Also, a recommendation: I would put the 14 into wisdom and the 17 into Dexterity. The ranger is a warrior-type class and focuses on combat, and since you've chosen the archery combat style, dexterity is your main ability score. For a ranger's spells, 14 is the highest wisdom you'll need (you need 14 wisdom to cast 4th level spells, which is the highest level rangers get). If you do put the 17 into dexterity, it will become a 19 because you are an elf. One other thing: at level 4, you get a single point to add to any one ability score. If you put it into dexterity, (and you follow my previous advice), you'll have a 20 dexterity, which gives you a +5 modifier.
On the subject of hit points, you get 8+ your constitution modifer for first level, and then you roll 1d8 and add your constitution modifier for each new level you attain, so you would have 8+3d8 hit points since your constitution is 11.
One last thing... At level 4, rangers get spells to cast. You'll have 0 spells per day granted by your class, but since you'll have a 14 wisdom, you'll get 1 bonus spell for 1st level spells (and, when you get to level 8, one bonus 2nd level spell)
Here's the list of ranger spells. You can pick one 1st level spell to memorize.