Ranger

[[Image:ranger.png|35px]] Ranger
Masters of the wild lands, rangers roam about the land stopping evil and unnatural beings that threaten the balance of nature and the areas that rangers swear to protect. Their training and single minded focus make them devastating combatants against their chosen foes, striking fear into their ranks. Years of wandering and stalking across the land allow rangers to blend in with the environment around them and in some cases hide in plain sight.

Game Rule Information
Abilities:

Strength is important for all rangers as it increases their damage potential for both ranged and melee combat. Dexterity is important to ranged combat focused rangers as it determines their to-hit bonus. A Wisdom score of 11 is required to cast the most basic of ranger spells and a Wisdom score of 14 or higher is required to access the most powerful of ranger spells. It's also important to not ignore Constitution as it increases their survivability by increasing their hit points. 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.

The ranger's class skills (and the key ability for each skill) are:




 * [[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:
Rangers are proficient with all:




 * [[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).
 * }

Advancement table
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 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 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):
 * }

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 rangers cannot cast spells without additional bonus to his spell points, whether it is a Wisdom higher than 11, enhancements, feats, equipment or spell points gotten from multiclassing.

See the list of Ranger spells.