The Averni Ranger for ACKS
Prime Requisite: STR and DEX
Requirements: Must be Averni or have an approved backstory for a non-Averni
Hit Dice: 1d6
Maximum Level: 14
Averoigne has large swaths of land that are wilderness creeping into the lands of civilization. Therefore, there is a long warrior tradition within Averni culture that learns the ways of the wilderness in order to protect civilization from the wilderness.
Averni Rangers may wear chain-type armor or lighter, use all missile weapons and one-handed weapons and have the fighting styles weapon and shield as well as two weapons. They also have three Thieving Skills: Hide in Shadow, Move Silently and Backstab. HS and MS require leather or lighter armor to use.
In addition they have the following Custom Powers:
- Accuracy: Averni Rangers are trained marksmen. That are at a +1 to attack rolls with all missile weapons.
- Precise Shot: as trained marksmen, Averni Rangers can fire into melee at a -4 to the roll. This stacks with the Proficiency Precise Shooting to reduce the penalty to hit.
- Sniper: if an Averni Ranger can attack from ambush or is eligible to use backstab, they can do so using a ranged weapon at up to short range. [This is the Proficiency Sniping used as a Custom Power].
Averni Rangers fight and save as Fighters and use the Hideout rules to build a Stronghold at 9th level.
Averni Ranger Proficiency List: Alertness, Animal Husbandry, Blind Fighting, Climbing, Combat Trickery (disarm, incapacitate, knock down), Eavesdropping, Endurance, Fighting Style, Land Surveying, Mapping, Mountaineering, Naturalism, Navigation, Passing Without Trace, Precise Shooting, Riding, Running, Skirmishing, Survival, Swashbuckling, Tracking, Trapping, Wakefulness, Weapon Finesse, Weapon Focus
XP progression looks like this:
- Level 2: 2,150
- Level 3: 4,300
- Level 4: 8,600
- Level 5: 17,200
- Level 6: 34,400
- Level 7: 68,800
- Level 8: 137,600
- Level 9: 275,200
- Level 10: 279,200
- Level 11: 399,200
- Level 12: 519,200
- Level 13: 639,200
- Level 14: 759,200