Ranger

Class Summary
Alignment: Any

Hit die: d8

Class Skills

 * Skill points at 1st level: (6 + Intelligence modifier) x4.


 * Skill points at each additional level: 6 + Intelligence modifier.




 * [[Image:Skill_concentration.png‎|25px]]
 * Concentration (Con)
 * [[Image:Skill_heal.png‎|25px]]
 * Heal (Wis)
 * [[Image:Skill_hide.png‎|25px]]
 * Hide (Dex)
 * [[Image:Skill_jump.png‎|25px]]
 * Jump (Str)
 * [[Image:Skill_listen.png‎|25px]]
 * Listen (Wis)
 * [[Image:Skill_movesilently.png‎|25px]]
 * Move Silently (Dex)
 * [[Image:Skill_search.png‎|25px]]
 * Search (Int)
 * [[Image:Skill_spot.png‎|25px]]
 * Spot (Wis)
 * [[Image:Skill_swim.png‎|25px]]
 * Swim (Str)
 * }
 * Search (Int)
 * [[Image:Skill_spot.png‎|25px]]
 * Spot (Wis)
 * [[Image:Skill_swim.png‎|25px]]
 * Swim (Str)
 * }
 * Swim (Str)
 * }

Weapon and Armor Proficiencies:



 * [[Image:Feat_simpleweaponproficiency.png‎|25px]]
 * Simple weapons
 * [[Image:Feat_martialweaponproficiency.png‎|25px]]
 * Martial weapons
 * [[Image:Feat_armorproficiency_light.png‎|25px]]
 * Light armor
 * [[Image:Feat_shieldproficiency_general.png‎|25px]]
 * Shields (except tower shields).
 * }
 * [[Image:Feat_shieldproficiency_general.png‎|25px]]
 * Shields (except tower shields).
 * }

Paths

 * Deepwood Sniper
 * Tempest
 * Arcane Archer

Prestige Enhancements

 * Arcane Archer
 * Deepwood Sniper
 * Tempest

Advancement Table
As with Clerics, Rangers automatically have access to all their spells once they reach a high enough level, and can freely swap which are prepared at shrines and taverns.

Spell Points: The SP values indicated with an asterisk are assumed, base on a linear 15-point increase per level, and need confirming from in-game experience.

Combat Style Feats: The ranged and melee combat style feats gained at levels 2, 6 and 11 are automatically obtained even if the ranger does not meet the usual prerequisites for these feats. In addition, the ranger does not need to wear light or no armor to use these feats. This contrasts greatly with the combat style, improved combat style, and combat style mastery rules from PnP.

Class feats
The following list contains only the ranger-specific class feats that are obtained through advancement. A ranger also gets automatically a number of other feats when leveling, as indicated in the advancement table above. See the feats list for more details on those.

Level 1

 * Wilderness Lore - Represents your knowledge of the wilderness.

Level 2

 * Rapid Shot (passive): This feat allows you to fire ranged attacks faster and reload faster when using a ranged weapon; it affects thrown weapons, crossbows (normal and repeating), and bows; and it stacks with Quick Draw and Rapid Reload.


 * Two Weapon Fighting (passive): This feat reduces the to-hit penalty when using two weapons at the same time, and increases the chance to proc an off-hand attack by 20%, bringing the total chance to 40%.

Level 3

 * Diehard (passive): This feat causes the ranger to automatically stabilize when they become unconscious.

Level 4

 * Gain the ability to cast Ranger spells. Your effective caster level is equal to your Ranger level, contrary to PnP (thus, the starting duration for a Resist energy spell is 4 minutes). A Ranger needs a Wisdom score of at least (10 + spell level) to prepare and cast spells.

Level 6

 * Improved Two Weapon Fighting (passive): This feat increases the chance to produce an off-hand attack by 20%, bringing the total chance to 60%.
 * Improved Two Weapon Fighting (passive): This feat increases the chance to produce an off-hand attack by 20%, bringing the total chance to 60%.

Level 11

 * Precise Shot (passive): Your targeted ranged attacks pass through friend and foe to strike your target (no damage will be done except to your target).
 * Improved Precise Shot (passive): Your targeted ranged attacks pass through and potentially damage all enemies in the projectile's path.
 * Greater Two Weapon Fighting (active): This feat increases the chance to produce an off-hand attack by 20%, bringing the total chance to 80%.

Level 17

 * Hide In Plain Sight (passive): You are a master when it comes to hiding in places others think impossible. At all times while sneaking, conditions are treated as two 'eyes' better - you can hide even in plain daylight, and it takes opponents longer to detect you.

Spells
See the list of Ranger spells.

Upon advancing to level 4, rangers gain the ability to tap the divine power in nature and manifest that energy in the form of spells. To cast a spell a ranger must have a Wisdom score of 10 + the spell's level.

Dungeons and Dragons Online allows ability score boosting items and spells to qualify for reaching the minimum Wisdom score for casting spells.For example, a ranger with a Wisdom score of 8 could equip a +4 Wisdom enhancing item to reach a total Wisdom score of 12 and be able to cast level 2 ranger spells.