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 (DDO compendium)
 * Tempest (DDO compendium)
 * Arcane Archer (DDO compendium)

See also: Deepwood Sniper enhancements, Tempest enhancements, Arcane Archer enhancements (DDO wiki).

Advancement Table
The final four columns are how many preparable spells are available at that level. 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.

Spell Points: Paladins and Rangers are supposed to receive 5 SP at level 4. However, due to an unfixed bug, they are receiving only 2 SP at that level. To be as accurate as possible to game data, the SP on this table has been updated with the lower/bugged number. When it is fixed in-game, it will be corrected here, too.

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



 * [[Image:Feat_bow_strength.png‎|25px]]
 * Bow Strength (passive): This feat allows the ranger to apply their strength modifier to bow damage.
 * [[Image:Feat_favoredenemy.png‎|25px]]
 * Favored Enemy (passive): At first level a ranger can select a type of creature from the favored enemy list. Favored Enemy grants +2 to damage and +2 to the skills bluff, listen, and spot against the chosen creature type. At 5th level and every 5 levels thereafter (10th, 15th, and 20th) a ranger may select an additional creature type from the favored enemy list. In addition, every 5 levels, the damage bonus against favored enemies increases by 2.
 * [[Image:Feat_wildempathy.png‎|25px]]
 * Wild Empathy (active): This feat allows the ranger to fascinate an animal as per the Hypnotism spell so that it will not attack. It can be used 3 time / rest period.
 * }
 * Wild Empathy (active): This feat allows the ranger to fascinate an animal as per the Hypnotism spell so that it will not attack. It can be used 3 time / rest period.
 * }

Level 2

 * Rapid Shot (passive): This feat allows you to fire ranged attacks faster and reload faster when using a ranged weapon, it effects thrown weapons, crossbows (normal and repeating) and bows, and 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).  Note that since spellpoints are minimal until level 6, a level 4 Ranger cannot actually cast a spell without getting spellpoints from elsewhere, such as Wisdom bonus points, or a magic item of Wizardry or Power. Remember also that you need a Wisdom score of at least (10 + spell level) to prepare and cast any spell.

Level 5



 * [[Image:Feat_favoredenemy.png‎|25px]]
 * Favored Enemy (passive): You can now select an additional creature type from the favored enemy list. In addition, the damage bonus against favored enemies increases by 2.
 * }

Level 7



 * [[Image:Feat_wildempathy_improved.png‎|25px]]
 * Improved wild empathy (active):   Note: Improved wild empathy can not be dispelled.
 * }

Level 9



 * [[Image:Feat_evasion_ranger.png‎|25px]]
 * Evasion (passive):
 * }

Level 10



 * [[Image:Feat_favoredenemy.png‎|25px]]
 * Favored Enemy (passive): You can now select an additional creature type from the favored enemy list. In addition, the damage bonus against favored enemies increases by 2.
 * }

Level 15



 * [[Image:Feat_favoredenemy.png‎|25px]]
 * Favored Enemy (passive): You can now select an additional creature type from the favored enemy list. In addition, the damage bonus against favored enemies increases by 2.
 * }

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.

Level 20



 * [[Image:Feat_favoredenemy.png‎|25px]]
 * Favored Enemy (passive): You can now select an additional creature type from the favored enemy list. In addition, the damage bonus against favored enemies increases by 2.
 * }

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.

Note that a ranger cannot cast spells without an additional bonus to his spell points, whether it is a Wisdom higher than 11, enhancements, feats, equipment or spell points gained from multiclassing, until sixth level.