Astonishing ACKS – Ranger Class

Hyperborean RangerAn ACKS Ranger, based on the Crowbar & Brick version but with the Hyperborean twist. This custom class uses the Dual Casting, Toughness, and Fellowship house rules.

HD 1 (d6), Fighting 2 (3 trade-offs), Dual Caster 1 (½ trade-offs).

Base XP: 500 + 1000 (+ 450) + 450 = 2400 XP for 2nd level.

2 Fighting Styles: Two-weapon style, two-handed weapons.
Unrestricted Weapon Selection: All weapons.
Broad Armour Selection: Chain armour or lighter (no shields).
Custom Powers: Toughness, Otherworldly Enemies, Tracking, & Attunement to Nature @ 1st; Experience & Hardiness @ 5th. Damage bonus to ranged only.

Maximum Level: 14th.
Prime Requisite: Strength and Wisdom.
Requirements: STR, DEX, INT, & WIS 9 or more.
Proficiencies: Alertness, Ambushing, Arcane Dabbling, Blind Fighting, Climbing, Combat Trickery (disarm, incapacitate, knockdown), Eavesdropping, Endurance, Fighting Style, Healing, Land Surveying, Mapping, Mountaineering, Naturalism, Navigation, Passing Without Trace, Precise Shooting, Riding, Running, Skirmishing, Sniping, Survival, Swashbuckling, Trapping, Wakefulness, Weapon Finesse, Weapon Focus.
Attack Throws: As Fighter.
Saving Throws: As Fighter.
Magic Items: As Fighter.
Stronghold: Fellowship.

Divine Spells: At higher levels, a ranger learns druidic magic. The ranger’s divine spell list is limited to three spells per level, selected (by the player) from the shaman spell list.

Arcane Spells: A ranger’s arcane repertoire is equal to the number of spells per level, and the character does not use a spellbook. As per my house rule, Rangers may cast arcane spells while wearing leather armour or equivalent (AC 2 max).

Hyperborea HR

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About K-Slacker

Gamer and referee for online gameblogs.
Aside | This entry was posted in Astonishing ACKS, Classes, House Rules and tagged , , , , . Bookmark the permalink.

6 Responses to Astonishing ACKS – Ranger Class

  1. K-Slacker says:

    Toughness: Classes with an HD Value of 1 gain an additional HD at level 1, and enjoy an additional 1d6 HP. Classes with an HD Value of 2 may gain a second die of d8 HP, but this costs two powers. Constitution modifier, if any, is applied to both die.

    (House Rule: 1st-lvl Rangers start with 9 hit points, plus 2 × CON bonus.)

  2. K-Slacker says:

    Otherworldly Enemies: From his earliest training, the ranger is furnished with the terrible knowledge of alien species and the nameless horrors they represent. Through the instruction he is provided the most effective means of harming them.

    The ranger receives +1 on attack throws against aboleths, crab-men, elder things, fish-men, the Great Race, mi-go, night-gaunts, spore-men, and tentacular horrors. At level 7, this bonus increases to +2, and at level 13 it increases to +3.

  3. K-Slacker says:

    The ranger can use Explorer templates (from the ACKS Player’s Companion). Alternately, here’s a classic trope from Crowbar & Brick

    This pre-generated template represents a lost scion of a presumed-dead royal line, defending a civilization that does not yet know him as king. The template is ready for adventure. However, if your ranger’s INT is 13 or greater, you may pick one or more additional general proficiencies before play.

    Template: Lost Heir

    Proficiencies: Leadership, Healing.
    Equipment: Longbow, quiver with 20 arrows, bastard sword, two short swords, dagger, chain mail armour, hooded cloak, ranger’s garments, leather belt, sturdy boots, backpack, lantern, tinderbox, 2 oil flasks, 50′ rope, canteen, 1 week’s iron rations, birthwort, woundwort, goldenrod herbs.

  4. Pingback: Astonishing ACKS – Dual Casting | Mutants & Magic

  5. Pingback: Gatekeepers in Astonishing ACKS | Mutants & Magic

  6. Pingback: Astonishing ACKS – Ranger Redux | Mutants & Magic

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