Ranger (Campaign Class)

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

Ranger Level Progression

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

Ranger (Fighter) Attack and Saving Throws

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+

Ranger Spell Progression

Level 12345
1–6
7 1
8 2
9 21
10 22
11 2211
12 22211
13 33221
14 33322

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.

Ranger Divine Spell List

First Level Divine Spells
1Detect DangerPC
2Faerie Fire
3Locate Animal or PlantPC
4Pass Without TracePC
5Predict WeatherPC
Second Level Divine Spells
1ChameleonPC
2Charm Animal
3Silent StepPC
4Speak With Animals
5Warp WoodPC
Third Level Divine Spells
1Detect Invisible
2Eyes of the EaglePC
3GlitterdustPC
4Growth of Animals
5Striking
Fourth Level Divine Spells
1Command AnimalsPC
2Infravision
3Neutralize Poison
4Summon AnimalsPC
5Water Breathing
Fifth Level Divine Spells
1Control AnimalsPC
2Control WindPC
3Growth of Plants
4Speak With Plants
5Summon WeatherPC
PC Spell found in the Player's Companion