At least 2 rangers every campaign
| Level | Base Attack Bonus | Actions per turn | Reflex Save | Fortitude Save | Will Save | Special |
| 1 | 1 | 2 | 1 | 0 | 0 | Animal Companion, Track |
| 2 | 2 | 2 | 2 | 1 | 1 | Two Weapon Fighting or Rapid Shot |
| 3 | 3 | 2 | 3 | 1 | 1 | |
| 4 | 4 | 2 | 3 | 2 | 2 | Spells |
| 5 | 5 | 2 | 4 | 2 | 2 | Find Weakness |
| 6 | 5 | 3 | 5 | 3 | 3 | |
| 7 | 6 | 3 | 6 | 3 | 3 | Combat Feat |
| 8 | 7 | 3 | 6 | 3 | 4 | |
| 9 | 8 | 3 | 7 | 4 | 4 | |
| 10 | 8 | 3 | 8 | 4 | 5 | Prestige Class: Wilder or Commando |
| 11 | 9 | 3 | 9 | 4 | 5 | |
| 12 | 10 | 4 | 9 | 5 | 6 | |
| 13 | 11 | 4 | 10 | 5 | 7 | Combat Feat |
| 14 | 11 | 4 | 11 | 5 | 7 | |
| 15 | 12 | 4 | 12 | 6 | 8 | |
| 16 | 13 | 4 | 12 | 6 | 8 | |
| 17 | 14 | 4 | 13 | 6 | 9 | |
| 18 | 14 | 4 | 14 | 7 | 9 | |
| 19 | 15 | 4 | 15 | 7 | 10 | Bonus Feat |
| 20 | 15 | 4 | 15 | 7 | 10 |
Skills 3+int (x4 at first level)
Class Skills: Craft, Athletics, Acrobatics, Burgling, Sleight of Hand, Stealth, Arcana, History, Investigation, Nature, Religion, Animal Handling, Insight, Medicine, Perception, Survival, Deception, Intimidation, and Persuasion
Weapon Proficiency: Bows
Special
Animal Companion: Rangers begin with an animal companion of their choice. See below for a options:
——–
Light Horse: HP: 1D10 HP Speed: 50 ft. (10 squares) Armor Class: 14, touch 12, flat-footed 12
Attack: Kick +2 melee (1d8+1) Space/Reach: 5 ft./5 ft.
Special Qualities: Pack: This creature can hold any number of items.
Saves: Fort +1, Ref +4, Will +1
——-
Wolf: HP: 1D12 HP Speed: 40 ft. (8 squares) Armor Class: 14, touch 12, flat-footed 12
Attack: Bite +3 melee (1d6+1) Space/Reach: 5 ft./5 ft.
Special Qualities: Low-light vision
Saves: Fort +5, Ref +5, Will +1
——
Octopus: HP: 1D8 HP Speed: Swim, 40 ft. (8 squares) Armor Class: 17, touch 16, flat-footed 11
Attack: Wrap +1 melee (1d4+1) Space/Reach: 5 ft./5 ft.
Special Attacks: Ink shot: Fire an ink attack up to 15 feet.
If hit, target gets disadvantage on their next attack.
Special Qualities: Saves: Fort +3, Ref +5, Will +0
——
Owl: HP: 1D10 HP Speed: Flight, 25 ft. (5 squares) Armor Class: 16, touch 16, flat-footed 10
Attack: Claw +1 melee (1d4+1) Space/Reach: 5 ft./5 ft.
Special Qualities: Flyby: you may move before and after you attack.
Saves: Fort +0, Ref +4, Will +3
——
Snake: HP: 1D6 HP Speed: 20 ft. (4 squares) Armor Class: 17, touch 17, flat-footed 10
Attack: Bite +1 melee (1d4+1) Space/Reach: 5 ft./5 ft.
Special Attacks: Poison: If you succeed on a bite attack, the target can become poisoned. The must roll a
fortitude save vs your will save. If they fail, they become unable to move for 1d4 rounds.
Saves: Fort +1, Ref +5, Will +1
——
Animal Companion’s HP is equal to the dice roll for each level you are. This is retroactive (if you get a new wolf at level 5, you would roll 5D12).
You may get a new animal companion after dismissing the old one. Gain a new animal companion by rolling a successful nature check on a wild animal. Animals that are stronger will require a stronger check, and extremely strong animals may flat out refuse.
Track: You can track any target of that creature type given you have a clue or an item of the target, as long as they are within 5 miles.
Two Weapon Fighting or Rapid Shot: As a bonus feat, you may choose between Two Weapon Fighting or Rapid Shot.
Spells: Rangers gain the ability to cast level 0 and level 1 spells at level 4, and may cast an additional level spell every 2 levels after that. See below for details.
| Player Level | Spell Levels Known | Player Level | Spell Levels Known | |
| 4 | 0,1 | 11 | ||
| 5 | 12 | 5 | ||
| 6 | 2 | 13 | ||
| 7 | 14 | 6 | ||
| 8 | 3 | 15 | ||
| 9 | 16 | 7 | ||
| 10 | 4 | 17 | ||
| 18 | 8 |
Rangers may memorize up to int mod spells to cast from memory, and they may cast the same amount of spells each day. It requires a full rest to change these out with spells you have written down. You may cast other spells, however, you must read off of scrolls or a spells book. You may not cast spells while wearing Medium or heavy armor.
Find Weakness: As a full round action, you may roll an investigation check vs a target’s will save. You detect any innate weaknesses you might take advantage of, if any exist.
Combat Feat: Gain a bonus combat feat.
Prestige Class: Wilder or Commando
Choose One:
Wilder: Gain the ability to change form into the same form as your animal companion.
Gain Spells equal to your int mod + level each day instead of just int.
Gain +5 to Survival.
Commando: You and your animal companion both gain +3 to hit and damage.
You and your animal companion both gain +2 AC and stealth
Gain +5 to Acrobatics.
Bonus Feat: Gain a bonus feat.