Ranger

At least 2 rangers every campaign

LevelBase Attack BonusActions per turnReflex SaveFortitude SaveWill SaveSpecial
112100Animal Companion, Track
222211Two Weapon Fighting or Rapid Shot
332311
442322Spells
552422Find Weakness
653533
763633Combat Feat
873634
983744
1083845Prestige Class: Wilder or Commando
1193945
12104956
131141057Combat Feat
141141157
151241268
161341268
171441369
181441479
1915415710Bonus Feat
2015415710
Hit Die 1D6    
    
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 LevelSpell Levels KnownPlayer LevelSpell Levels Known
40,111
5125
6213
7146
8315
9167
10417
188

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.