| Prime Requisite: | STR, DEX, WIS |
| Requirements: | CON 11 |
| Hit Dice: | 1d6 |
| Maximum Level: | 14 |
Rangers are warriors who are experts at woodcraft, but unlike explorers, they also have a connection to the mystical side of nature, similar to shamans and witches.
Rangers are exceedingly skilled fighters. They are trained in the use of all weapons, and can wear chain mail or lighter armor. They may fight with a weapon and shield, a two-handed weapon, or a weapon in each hand. At first level, rangers hit an unarmored foe (AC 0) with an attack throw of 10+. They advance in attack throws and saving throws by two points every three levels of experience (as fighters). They may use any magic item usable by fighters.
Rangers increase their base damage roll from either successful melee or missile attacks (choose one) by +1 at 1st level and by an additional +1 at 3rd, 6th, 9th, and 12th level. At 1st level, they must choose whether the bonus applies to melee or missile attacks.
The ranger's woodcraft grants them a +1 bonus to avoid surprise, and imposes a -1 penalty on his opponents' surprise rolls.
A ranger is a friend of birds and beasts. He can identify plants and fauna with a proficiency throw of 11+, and undertand the subtle body language of birds and beasts (though they mat not understand the ranger). He gains a +2 to all reaction rolls when encountering normal animals, and can take animals as henchmen.
All rangers are experts at tracking, and can follow tracks with a proficiency throw of 11+. This proficiency throw can be improved by taking the Tracking proficiency.
At 5th level (Tracker), a ranger's experience and hardiness reassure those who follow him into the wild. Hirelings on a wilderness adventure led by the ranger gain a +1 bonus to their morale score. This bonus stacks with any modifiers from the ranger's Charisma or proficiencies.
Starting at 7th level (Pathfinder), a ranger can cast divine spells like a cleric of 5 levels lower. Rangers cannot turn undead.
At 9th level (Ranger Knight), a ranger may build a border fort in the borderlands or wilderness. When he does so, up to 1d4+1×10 0th level mercenaries and 1d6 rangers of 1st – 3rd level will come to apply for jobs and training. If hired, they must be paid standard rates for mercenaries. The ranger becomes the warden of any nearby settlers, and will attract more settlers over time. Rangers' forts are otherwise identical to fighters' castles, as detailed in the Campaign chapter of the ACKS Rulebook.
Ranger Proficiency List: Ambushing, Animal Husbandry, Animal Training, Armor Training, Blind Fighting, Climbing, Combat Reflexes, Combat Trickery (Wrestle), Eavesdropping, Elven Bloodline, Endurance, Fighting Style, Goblin-Slaying, Land Surveying, Mountaineering, Naturalism, Navigation, Passing Without Trace, Precise Shooting, Running, Skirmishing, Survival, Swashbuckling, Tracking, Unarmed Fighting, Vermin-Slaying, Weapon Finesse, Weapon Focus
| Experience | Title | Level | Hit Dice | Damage Bonus |
|---|---|---|---|---|
| 0 | Runner | 1 | 1d6 | +1 |
| 2,050 | Strider | 2 | 2d6 | +1 |
| 4,100 | Scout | 3 | 3d6 | +2 |
| 8,200 | Courser | 4 | 4d6 | +2 |
| 16,500 | Tracker | 5 | 5d6 | +2 |
| 33,000 | Guide | 6 | 6d6 | +3 |
| 65,000 | Pathfinder | 7 | 7d6 | +3 |
| 130,000 | Ranger | 8 | 8d6 | +3 |
| 250,000 | Ranger Knight | 9 | 9d6 | +4 |
| 370,000 | Ranger Lord, 10th level | 10 | 9d6+2* | +4 |
| 490,000 | Ranger Lord, 11th level | 11 | 9d6+4* | +4 |
| 610,000 | Ranger Lord, 12th level | 12 | 9d6+6* | +5 |
| 730,000 | Ranger Lord, 13th level | 13 | 9d6+8* | +5 |
| 850,000 | March Lord | 14 | 9d6+10* | +5 |
| * Hit point modifiers from Constitution are ignored | ||||
| Level | Petrification & Paralysis | Poison & Death | Blast & Breath | Staff & Wands | Spells | Attack Throw |
|---|---|---|---|---|---|---|
| 1 | 15+ | 14+ | 16+ | 16+ | 17+ | 10+ |
| 2–3 | 14+ | 13+ | 15+ | 15+ | 16+ | 9+ |
| 4 | 13+ | 12+ | 14+ | 14+ | 15+ | 8+ |
| 5–6 | 12+ | 11+ | 13+ | 13+ | 14+ | 7+ |
| 7 | 11+ | 10+ | 12+ | 12+ | 13+ | 6+ |
| 8–9 | 10+ | 9+ | 11+ | 11+ | 12+ | 5+ |
| 10 | 9+ | 8+ | 10+ | 10+ | 11+ | 4+ |
| 11–12 | 8+ | 7+ | 9+ | 9+ | 10+ | 3+ |
| 13 | 7+ | 6+ | 8+ | 8+ | 9+ | 2+ |
| 14 | 6+ | 5+ | 7+ | 7+ | 8+ | 1+ |
| Level | 1 | 2 | 3 | 4 | 5 |
|---|---|---|---|---|---|
| 1–6 | — | — | — | — | — |
| 7 | 1 | — | — | — | — |
| 8 | 2 | — | — | — | — |
| 9 | 2 | 1 | — | — | — |
| 10 | 2 | 2 | — | — | — |
| 11 | 2 | 2 | 1 | 1 | — |
| 12 | 2 | 2 | 2 | 1 | 1 |
| 13 | 3 | 3 | 2 | 2 | 1 |
| 14 | 3 | 3 | 3 | 2 | 2 |
Created with Hit Dice Value 1, Fighting Value 2, Divine Value 1. Traded armor selection (down to Broad), damage bonus (either melee or missile), and turning undead for 3 custom powers.
| First Level Divine Spells | |
|---|---|
| 1 | Detect DangerPC |
| 2 | Faerie Fire |
| 3 | Locate Animal or PlantPC |
| 4 | Pass Without TracePC |
| 5 | Predict WeatherPC |
| Second Level Divine Spells | |
| 1 | ChameleonPC |
| 2 | Charm Animal |
| 3 | Silent StepPC |
| 4 | Speak With Animals |
| 5 | Warp WoodPC |
| Third Level Divine Spells | |
| 1 | Detect Invisible |
| 2 | Eyes of the EaglePC |
| 3 | GlitterdustPC |
| 4 | Growth of Animals |
| 5 | Striking |
| Fourth Level Divine Spells | |
| 1 | Command AnimalsPC |
| 2 | Infravision |
| 3 | Neutralize Poison |
| 4 | Summon AnimalsPC |
| 5 | Water Breathing |
| Fifth Level Divine Spells | |
| 1 | Control AnimalsPC |
| 2 | Control WindPC |
| 3 | Growth of Plants |
| 4 | Speak With Plants |
| 5 | Summon WeatherPC |
| PC Spell found in the Player's Companion | |