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Class:Ranger

From DDO Compendium


Rangers are extremely versatile combatants. They can act as scouts, can wield two weapons at once, and are lethal with a bow.

Solo Ability: Good.

Important stats:

Strength and Dexterity are the most important stats for rangers. Strength affects melee attack chance and damage, and high dexterity boosts a ranger's defense and ability to hit enemies with a bow.

A moderate level of wisdom is also needed for a ranger to cast spells.

Notable abilities: Favored Enemy, Two Weapon Fighting.

Rangers are incredibly skilled with the bow. They can eventually learn remarkable techniques like shooting through groups of enemies with a single arrow or firing multiple arrows simultaneously.

Rangers are also the best class at two-weapon fighting, using a weapon in each hand. In addition, they can make very good scouts, sneaking ahead of the party and gathering information on enemies and their movements.

Rangers can also cast several useful spells and begin to learn these at level 4.

Hit Die:D8
Base Skill Points Each Level:6
Caster Type:Divine
Spell Casting:Wisdom determines how powerful a spell a Ranger can cast, how many spells they can cast, and how hard those spells are to resist.
Path(s):Deepwood Sniper, Tempest, Arcane Archer
1 +1 2 2 0
2 +2 3 3 0
3 +3 3 3 1
4 +4 4 4 1
5 +5 4 4 1
6 +6 / +1 5 5 2
7 +7 / +2 5 5 2
8 +8 / +3 6 6 2
9 +9 / +4 6 6 3
10 +10 / +5 7 7 3
11 +11 / +6 / +1 7 7 3
12 +12 / +7 / +2 8 8 4
13 +13 / +8 / +3 8 8 4
14 +14 / +9 / +4 9 9 4
15 +15 / +10 / +5 9 9 5
16 +16 / +11 / +6 / +1 10 10 5
17 +17 / +12 / +7 / +2 10 10 5
18 +18 / +13 / +8 / +3 11 11 6
19 +19 / +14 / +9 / +4 11 11 6
20 +20 / +15 / +10 / +5 12 12 6

Concentration Allows you a chance to continue casting a spell when you would normally be interrupted. For characters with ki, concentration allows you to retain more base ki and slows the rate at which your ki dissipates.
Heal Allows you to revive unconscious and bleeding companions to 1 hit point. Also grants additional hit points for yourself and your companions when resting in a dungeon. Doesn't affect warforged characters.
Hide Allows you to sneak past monsters, avoiding their sight.
Jump Allows you to jump higher.
Listen Allows you to hear enemies that are trying to move silently as well as subtle noises which others may not hear.
Move Silently Allows you to sneak past monsters, avoiding their hearing.
Search When activated, allows you to attempt to find the exact location of hidden doors, traps, and other objects. Some traps are so well hidden they can only be found by rogues (traps with a Search Difficulty Check (DC) above 20).
Spot Allows you to sense the presence of nearby hidden doors, traps, and objects, and to spot enemies that are trying to hide. This skill is passive (always on). Note that traps with a Spot Difficulty Check (DC) above 20 can only be spotted by rogues.
Swim Allows you to swim faster and hold your breath for a longer period of time when underwater.

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1CamouflageAn ally becomes more able to blend in with his or her surroundings, giving a +10 circumstances bonus to Hide.
1JumpGives an ally a +10 enhancement bonus on Jump checks. This bonus increases to +20 at 5th level and +30 at 9th level.
1LongstriderIncreases your base run speed by +15%.
1Merfolk's BlessingGives an ally per caster level a +10 enhancement bonus on Swim checks, plus one for every 2 caster levels.
1Ram's MightYour hands increase in size, granting a +2 size bonus to Strength and damage.
1Resist EnergyGives an ally limited protection from an elemental damage type, reducing that type of damage taken by 10. The damage reduction increases to 20 at caster level 7 and 30 at caster level 11.
1Summon Nature's Ally ISummons a gray wolf to fight for you. You can only have one summoned creature serving you at a time. Summoning another creature will return this one to its home plane.
1TumbleGives an ally a +10 enhancement bonus on Tumbling.
2BarkskinToughens the skin of an ally, giving a +2 natural armor bonus to AC with an additional +1 bonus for every 3 caster levels above 3rd, to a maximum of +5 at caster level 12.
2Bear's EnduranceAn ally gains greater vitality and stamina, giving a +4 enhancement bonus to Constitution.
2Camouflage, MassCasts Camouflage on multiple targets giving a +10 circumstances bonus to Hide to each.
2Cat's GraceAn ally becomes more graceful, agile, and coordinated, giving a +4 enhancement bonus to Dexterity.
2Cure Light WoundsPositive energy is channeled to heal light wounds of your target or damage undead for 1d8 hit points +1 per caster level (max +5). Undead who make a successful Will save reduce the damage by half.
2Hold AnimalAn animal becomes paralyzed and freezes in place. It is aware, but can take no actions for a maximum of 6 seconds per caster level. The enemy may attempt to make a new Will save every 3 seconds.
2Owl's WisdomGrants an ally a +4 enhancement bonus to wisdom.
2Protection from EnergyGrants temporary immunity to a form of energy for 1 minute per caster level or until 12 points of energy per caster level (max 120) have been absorbed.
2SnareCreates a snare that, when triggered, entangles a single enemy. An entangled creature may attempt to make a Strength check every 2 seconds to escape. Incorporeal creatures and oozes cannot be caught in the snare.
2Spike GrowthCreates hard and pointed vegetation that injures the feet and legs of enemies that pass over it, slowing movement and causing 1d4 piercing damage every 2 seconds. A successful Reflex save negates the slow effect.
2Summon Nature's Ally IISummons a hyena to fight for you. You can only have one summoned creature serving you at a time. Summoning another creature will return this one to its home plane.
3Cure Moderate WoundsPositive energy is channeled to heal moderate wounds of your target or damage undead for 2d8 hit points +1 per caster level (max +10). Undead who make a successful Will save reduce the damage by half.
3Neutralize PoisonDetoxifies any sort of venom in an ally, causing him to suffer no additional effects from the poison. Additionally, it immunizes the ally from any poison he is exposed to during the duration of the spell.
3Remove DiseaseCures all diseases on an ally. Does not prevent re-infection after a new exposure.
3Summon Nature's Ally IIISummons a lioness to fight for you. You can only have one summoned creature serving you at a time. Summoning another creature will return this one to its home plane.
3Wild InstinctsYou sharpen your instincts and your awareness of immediate surroundings, giving a +10 Insight bonus on Listen and Spot checks.
4Cure Serious WoundsPositive energy is channeled to heal serious wounds of your target or damage undead for 3d8 hit points +1 per caster level (max +15). Undead who make a successful Will save reduce the damage by half.
4Freedom of MovementThis spell enables an ally to move and attack normally for the duration of the spell, even under the influence of magic that normally impedes movement, such as paralysis, entanglement, or solid fog.
4Longstrider, MassCasts Longstrider on multiple targets, increasing base run speed of allies by +15%.
4Summon Nature's Ally IVSummons a young razor cat to fight for you. You can only have one summoned creature serving you at a time. Summoning another creature will return this one to its home plane.

1 Attack Your basic attack. When activated, you will continue attacking until your target is defeated.
1 Bow Strength You apply your Strength bonus to bow damage.
1 Defensive Fighting While using Defensive Fighting mode, you trade attack bonus for a small AC bonus. Casting a spell ends this mode.
1 Heroic Durability Increases your maximum hit points by 20.
1 Light Armor Proficiency You are proficient with light armor, and do not suffer armor penalties to your attack rolls when wearing light armor.
1 Martial Weapon Proficiency You do not suffer an attack penalty for martial weapons.
1 Shield Proficiency (General) You are proficient with bucklers, small, and large shields.
1 Simple Weapon Proficiency You do not suffer an attack penalty for simple weapons.
1 Sneak Uses your Move Silently and Hide in Shadows skills to stealth through dungeons.
1 Sunder Using this attack, you may reduce the target's Armor Class by 4 for a short time. Some creatures may be immune to the sunder effect. A successful Fortitude save negates this effect. (DC 10 + Str mod)
1 Trip Using this attack, you may trip the target, rendering it prone. Some creatures may be immune to this effect. A successful Balance check negates this effect. (DC 10 + Str mod)
1 Wild Empathy Activate this ranger ability to lower an animal's or beast's aggression, effectively mesmerizing them.
2 Rapid Shot You can fire ranged attacks faster and reload faster when using a ranged weapon.
2 Two Weapon Fighting Reduces the penalty for fighting with two weapons.
3 Diehard You automatically stabilize when incapacitated.
6 Improved Two Weapon Fighting Increases the number of attacks when fighting with two weapons.
6 Manyshot By activating this ability, you can shoot multiple arrows simultaneously for a time. With a Base Attack Bonus of 10 and under you can shoot two arrows, from 11 to 15 you can shoot 3, and at 16 and up you can shoot 4 at once.
7 Improved Wild Empathy Activate this ranger ability to befriend an animal or beast, effectively charming them.
9 Evasion When you make a successful Reflex save to avoid damage, you suffer no damage instead of half damage.
11 Greater Two Weapon Fighting Increases the number of attacks when fighting with two weapons.
11 Improved Precise Shot Your missile attacks may pass through friends and foes to strike your target. Foes between you and your target might be hit.
11 Precise Shot Your missile attacks may pass through other characters and monsters to strike their target.
17 Hide in Plain Sight 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.

Rangers may select one additional feat at levels 1, 5, 10, 15, and 20 from the list below.
Favored EnemyA ranger receives a damage bonus when fighting certain foes. The bonus starts at +2, and increases every five ranger levels.

1 Ranger Devotion I
Grants a 10% increase to the effectiveness of your healing spells.
Cost: 1 action point
1 Ranger Energy Resistance Boost I
Activate this ability to receive energy resistance 8 for 20 seconds.
Cost: 1 action point
1 Ranger Extra Empathy I
You gain 1 additional use of Wild Empathy per rest.
Cost: 1 action point
1 Ranger Favored Damage I
When attacking a favored enemy, you receive an additional +1 bonus on damage rolls.
Cost: 1 action point
1 Ranger Favored Defense I
When attacked by a favored enemy, you receive a +1 bonus on Armor Class.
Cost: 1 action point
1 Ranger Heal I
Grants a +1 bonus to your Heal skill.
Cost: 1 action point
1 Ranger Hide I
Grants a +1 bonus to your Hide skill.
Cost: 1 action point
1 Ranger Jump I
Grants a +1 bonus to your Jump skill.
Cost: 1 action point
1 Ranger Move Silently I
Grants a +1 bonus to your Move Silently skill.
Cost: 1 action point
1 Ranger Search I
Grants a +1 bonus to your Search skill.
Cost: 1 action point
1 Ranger Skill Boost I
Activate this ability to receive a +2 Action Boost bonus to skills for 20 seconds.
Cost: 1 action point
1 Ranger Spot I
Grants a +1 bonus to your Spot skill.
Cost: 1 action point
1 Ranger Sprint Boost I
Activate this ability to receive a 35% Action Boost bonus to running speed for 20 seconds.
Cost: 1 action point
1 Ranger Swim I
Grants a +1 bonus to your Swim skill.
Cost: 1 action point
2 Ranger Desert Lore I
You gain energy resistance 2 versus fire, or improve your existing resistance by 2.
Cost: 1 action point
Spent: 3 action points
2 Ranger Dexterity I
Grants a +1 increase to your Dexterity score.
Cost: 2 action points
Spent: 2 action points
2 Ranger Favored Resistance I
When making a save against a spell or effect from a favored enemy, you receive a +1 bonus to saves.
Cost: 1 action point
Spent: 3 action points
2 Ranger Swamp Lore I
You gain energy resistance 2 versus acid, or improve your existing resistance by 2.
Cost: 1 action point
Spent: 3 action points
2 Ranger Tundra Lore I
You gain energy resistance 2 versus cold, or improve your existing resistance by 2.
Cost: 1 action point
Spent: 3 action points
2 Ranger Vermin Empathy
You can use this ability to pacify Vermin much like you can pacify animals with Wild Empathy.
Cost: 2 action points
Spent: 2 action points
Requires All of: Ranger Extra Empathy I
4 Ranger Devotion II
Grants an additional 10% increase to the effectiveness of your healing spells, bringing the total increase to 20%.
Cost: 2 action points
Spent: 10 action points
Requires All of: Ranger Devotion I
4 Ranger Elemental Empathy
You can use this ability to pacify Elementals much like you can pacify animals with Wild Empathy.
Cost: 2 action points
Spent: 10 action points
Requires All of: Ranger Extra Empathy I
4 Ranger Energy of the Wild I
Grants a 20 point increase to spell points.
Cost: 1 action point
Spent: 11 action points
4 Ranger Energy Resistance Boost II
Activate this ability to receive energy resistance 10 for 20 seconds.
Cost: 2 action points
Spent: 10 action points
4 Ranger Extra Empathy II
You gain 1 additional use of Wild Empathy per rest, bringing the total increase to 2.
Cost: 2 action points
Spent: 10 action points
Requires All of: Ranger Extra Empathy I
4 Ranger Heal II
Grants an additional +1 bonus to your Heal skill, bringing the total increase to 2.
Cost: 2 action points
Spent: 10 action points
Requires All of: Ranger Heal I
4 Ranger Hide II
Grants an additional +1 bonus to your Hide skill, bringing the total increase to 2.
Cost: 2 action points
Spent: 10 action points
Requires All of: Ranger Hide I
4 Ranger Jump II
Grants an additional +1 bonus to your Jump skill, bringing the total increase to 2.
Cost: 2 action points
Spent: 10 action points
Requires All of: Ranger Jump I
4 Ranger Move Silently II
Grants an additional +1 bonus to your Move Silently skill, bringing the total increase to 2.
Cost: 2 action points
Spent: 10 action points
Requires All of: Ranger Move Silently I
4 Ranger Search II
Grants an additional +1 bonus to your Search skill, bringing the total increase to 2.
Cost: 2 action points
Spent: 10 action points
Requires All of: Ranger Search I
4 Ranger Skill Boost II
Activate this ability to receive a +3 Action Boost bonus to skills for 20 seconds.
Cost: 2 action points
Spent: 10 action points
Requires All of: Ranger Skill Boost I
4 Ranger Spot II
Grants an additional +1 bonus to your Spot skill, bringing the total increase to 2.
Cost: 2 action points
Spent: 10 action points
Requires All of: Ranger Spot I
4 Ranger Sprint Boost II
Activate this ability to receive a 40% Action Boost bonus to running speed for 20 seconds.
Cost: 2 action points
Spent: 10 action points
Requires All of: Ranger Sprint Boost I
4 Ranger Swim II
Grants an additional +1 bonus to your Swim skill, bringing the total increase to 2.
Cost: 2 action points
Spent: 10 action points
Requires All of: Ranger Swim I
5 Ranger Favored Damage II
When attacking a favored enemy, you receive an additional +2 bonus on damage rolls.
Cost: 2 action points
Spent: 14 action points
Requires All of: Ranger Favored Damage I
5 Ranger Item Defense I
You are skilled at protecting your gear against damage, granting you a 25% chance to negate potential item wear before it occurs.
Cost: 1 action point
Spent: 15 action points
6 Arcane Archer: Imbue Force Arrows
Imbues all missiles that you fire with arcane force, granting them the Force ability (+1d6 Force damage) and negating the incorporeal miss chance of ethereal creatures. This ability costs 10 spell points to activate, and triggers a lengthy cooldown of the Magic Missile spell. Only one Arcane Archer Imbue ability may be active at any time.
Cost: 1 action point
Spent: 18 action points
Requires All of: Ranger Arcane Archer I
6 Ranger Arcane Archer I
Grants the abilities to conjure returning magical arrows and fire True Strike arrows. Also grants +20 spell points. You may possess only one prestige enhancement line at a time for each class.
Cost: 4 action points
Spent: 16 action points
Grants: Arcane Archer: Conjure +1 Arrows, Arcane Archer: True Strike
6 Ranger Deepwood Sniper I
Grants a +1 bonus to Hide, Move Silently, and Spot. Also grants the ability to take an aimed 'sniper shot' with a bonus to hit, critical threat range, and critical threat multiplier. You may possess only one prestige enhancement line at a time for each class.
Cost: 4 action points
Spent: 16 action points
Grants: Deepwood Sniper: Sniper Shot
6 Ranger Desert Lore II
Your energy resistance versus fire is increased by 2, bringing the total increase to 4.
Cost: 2 action points
Spent: 18 action points
Requires All of: Ranger Desert Lore I
6 Ranger Dexterity II
Grants an additional +1 to your Dexterity score.
Cost: 4 action points
Spent: 16 action points
Requires All of: Ranger Dexterity I
6 Ranger Favored Attack I
When attacking a favored enemy, you receive a +1 bonus to attack.
Cost: 2 action points
Spent: 18 action points
6 Ranger Swamp Lore II
Your energy resistance versus acid is increased by 2, bringing the total increase to 4.
Cost: 2 action points
Spent: 18 action points
Requires All of: Ranger Swamp Lore I
6 Ranger Tempest I
Your training has greatly improved your ability to fight with two weapons at once, granting a 10% competence bonus to dual wield attack speed and a +2 shield bonus to armor class when two-weapon fighting. You may possess only one prestige enhancement line at a time for each class.
Cost: 4 action points
Spent: 16 action points
6 Ranger Tundra Lore II
Your energy resistance versus cold is increased by 2, bringing the total increase to 4.
Cost: 2 action points
Spent: 18 action points
Requires All of: Ranger Tundra Lore I
7 Ranger Devotion III
Grants an additional 10% increase to the effectiveness of your healing spells, bringing the total increase to 30%.
Cost: 3 action points
Spent: 21 action points
Requires All of: Ranger Devotion II
7 Ranger Energy Resistance Boost III
Activate this ability to receive energy resistance 12 for 20 seconds.
Cost: 3 action points
Spent: 21 action points
7 Ranger Extra Empathy III
You gain 1 additional use of Wild Empathy per rest, bringing the total increase to 3.
Cost: 3 action points
Spent: 21 action points
Requires All of: Ranger Extra Empathy II
7 Ranger Favored Defense II
When attacked by a favored enemy, you receive a +2 bonus on Armor Class.
Cost: 2 action points
Spent: 22 action points
Requires All of: Ranger Favored Defense I
7 Ranger Skill Boost III
Activate this ability to receive a +4 Action Boost bonus to skills for 20 seconds.
Cost: 3 action points
Spent: 21 action points
Requires All of: Ranger Skill Boost II
7 Ranger Sprint Boost III
Activate this ability to receive a 45% Action Boost bonus to running speed for 20 seconds.
Cost: 3 action points
Spent: 21 action points
Requires All of: Ranger Sprint Boost II
8 Ranger Energy of the Wild II
Grants an additional 20 spell points, bringing your total increase to 40 points.
Cost: 2 action points
Spent: 26 action points
8 Ranger Favored Resistance II
When making a save against a spell or effect from a favored enemy, you receive a +2 bonus to saves.
Cost: 2 action points
Spent: 26 action points
8 Ranger Heal III
Grants an additional +1 bonus to your Heal skill, bringing the total increase to 3.
Cost: 3 action points
Spent: 25 action points
Requires All of: Ranger Heal II
8 Ranger Hide III
Grants an additional +1 bonus to your Hide skill, bringing the total increase to 3.
Cost: 3 action points
Spent: 25 action points
Requires All of: Ranger Hide II
8 Ranger Jump III
Grants an additional +1 bonus to your Jump skill, bringing the total increase to 3.
Cost: 3 action points
Spent: 25 action points
Requires All of: Ranger Jump II
8 Ranger Move Silently III
Grants an additional +1 bonus to your Move Silently skill, bringing the total increase to 3.
Cost: 3 action points
Spent: 25 action points
Requires All of: Ranger Move Silently II
8 Ranger Search III
Grants an additional +1 bonus to your Search skill, bringing the total increase to 3.
Cost: 3 action points
Spent: 25 action points
Requires All of: Ranger Search II
8 Ranger Spot III
Grants an additional +1 bonus to your Spot skill, bringing the total increase to 3.
Cost: 3 action points
Spent: 25 action points
Requires All of: Ranger Spot II
8 Ranger Swim III
Grants an additional +1 bonus to your Swim skill, bringing the total increase to 3.
Cost: 3 action points
Spent: 25 action points
Requires All of: Ranger Swim II
9 Arcane Archer: Conjure +2 Arrows
Activate this ability to conjure a stack of +2 Returning Arrows.
Cost: 1 action point
Spent: 30 action points
9 Arcane Archer: Imbue Acid Arrows
Imbues all missiles that you fire with acid, granting them the Corrosive ability (+1d6 Acid damage) and dealing acid damage over time if your arrow damages your target. This ability costs 20 spell points to activate, and triggers a lengthy cooldown of the Melf's Acid Arrow spell. Only one Arcane Archer Imbue ability may be active at any time.
Cost: 1 action point
Spent: 30 action points
9 Ranger Favored Damage III
When attacking a favored enemy, you receive an additional +3 bonus on damage rolls.
Cost: 3 action points
Spent: 29 action points
Requires All of: Ranger Favored Damage II
9 Ranger Item Defense II
You are skilled at protecting your gear against damage, granting you a 33% chance to negate potential item wear before it occurs.
Cost: 2 action points
Spent: 30 action points
Requires All of: Ranger Item Defense I
10 Ranger Desert Lore III
Your energy resistance versus fire is increased by 2, bringing the total increase to 6.
Cost: 3 action points
Spent: 33 action points
Requires All of: Ranger Desert Lore II
10 Ranger Devotion IV
Grants an additional 10% increase to the effectiveness of your healing spells, bringing the total increase to 40%.
Cost: 4 action points
Spent: 32 action points
Requires All of: Ranger Devotion III
10 Ranger Dexterity III
Grants an additional +1 to your Dexterity score.
Cost: 6 action points
Spent: 30 action points
Requires All of: Ranger Dexterity II
10 Ranger Energy Resistance Boost IV
Activate this ability to receive energy resistance 15 for 20 seconds.
Cost: 4 action points
Spent: 32 action points
10 Ranger Extra Empathy IV
You gain 1 additional use of Wild Empathy per rest, bringing the total increase to 4.
Cost: 4 action points
Spent: 32 action points
Requires All of: Ranger Extra Empathy III
10 Ranger Skill Boost IV
Activate this ability to receive a +5 Action Boost bonus to skills for 20 seconds.
Cost: 4 action points
Spent: 32 action points
Requires All of: Ranger Skill Boost III
10 Ranger Sprint Boost IV
Activate this ability to receive a 50% Action Boost bonus to running speed for 20 seconds.
Cost: 4 action points
Spent: 32 action points
Requires All of: Ranger Sprint Boost III
10 Ranger Swamp Lore III
Your energy resistance versus acid is increased by 2, bringing the total increase to 6.
Cost: 3 action points
Spent: 33 action points
Requires All of: Ranger Swamp Lore II
10 Ranger Tundra Lore III
Your energy resistance versus cold is increased by 2, bringing the total increase to 6.
Cost: 3 action points
Spent: 33 action points
Requires All of: Ranger Tundra Lore II
11 Ranger Extra Action Boost I
You can use each of your action boosts 1 additional time per rest.
Cost: 2 action points
Spent: 38 action points
12 Arcane Archer: Conjure +3 Arrows
Activate this ability to conjure a stack of +3 Returning Arrows.
Cost: 1 action point
Spent: 42 action points
12 Arcane Archer: Imbue Explosive Arrows
Imbues all missiles that you fire with flame, granting them the Flaming Burst ability (+1d6 Fire damage, plus additional damage on critical hits). This ability costs 30 spell points to activate, and triggers a lengthy cooldown of the Fireball spell. Only one Arcane Archer Imbue ability may be active at any time.
Cost: 1 action point
Spent: 42 action points
12 Ranger Energy of the Wild III
Grants an additional 20 spell points, bringing your total increase to 60 points.
Cost: 3 action points
Spent: 41 action points
12 Ranger Favored Attack II
When attacking a favored enemy, you receive a +2 bonus to attack.
Cost: 4 action points
Spent: 40 action points
Requires All of: Ranger Favored Attack I
12 Ranger Heal IV
Grants an additional +1 bonus to your Heal skill, bringing the total increase to 4.
Cost: 4 action points
Spent: 40 action points
Requires All of: Ranger Heal III
12 Ranger Hide IV
Grants an additional +1 bonus to your Hide skill, bringing the total increase to 4.
Cost: 4 action points
Spent: 40 action points
Requires All of: Ranger Hide III
12 Ranger Jump IV
Grants an additional +1 bonus to your Jump skill, bringing the total increase to 4.
Cost: 4 action points
Spent: 40 action points
Requires All of: Ranger Jump III
12 Ranger Move Silently IV
Grants an additional +1 bonus to your Move Silently skill, bringing the total increase to 4.
Cost: 4 action points
Spent: 40 action points
Requires All of: Ranger Move Silently III
12 Ranger Search IV
Grants an additional +1 bonus to your Search skill, bringing the total increase to 4.
Cost: 4 action points
Spent: 40 action points
Requires All of: Ranger Search III
12 Ranger Spot IV
Grants an additional +1 bonus to your Spot skill, bringing the total increase to 4.
Cost: 4 action points
Spent: 40 action points
Requires All of: Ranger Spot III
12 Ranger Swim IV
Grants an additional +1 bonus to your Swim skill, bringing the total increase to 4.
Cost: 4 action points
Spent: 40 action points
Requires All of: Ranger Swim III
12 Ranger Tempest II
Your training has continued to improve your two-weapon fighting abilities. You now gain a +3 shield bonus to armor class when two-weapon fighting, and your attack bonus penalty has been reduced by 1 for each hand.
Cost: 2 action points
Spent: 42 action points
13 Ranger Favored Damage IV
When attacking a favored enemy, you receive an additional +4 bonus on damage rolls.
Cost: 4 action points
Spent: 44 action points
Requires All of: Ranger Favored Damage III
13 Ranger Favored Defense III
When attacked by a favored enemy, you receive a +3 bonus on Armor Class.
Cost: 3 action points
Spent: 45 action points
Requires All of: Ranger Favored Defense II
13 Ranger Item Defense III
You are skilled at protecting your gear against damage, granting you a 50% chance to negate potential item wear before it occurs.
Cost: 3 action points
Spent: 45 action points
Requires All of: Ranger Item Defense II
14 Ranger Extra Action Boost II
You can use each of your action boosts 1 additional time per rest, bringing the total increase to 2.
Cost: 4 action points
Spent: 48 action points
14 Ranger Favored Resistance III
When making a save against a spell or effect from a favored enemy, you receive a +3 bonus to saves.
Cost: 4 action points
Spent: 48 action points
15 Arcane Archer: Conjure +4 Arrows
Activate this ability to conjure a stack of +4 Returning Arrows.
Cost: 1 action point
Spent: 54 action points
15 Arcane Archer: Imbue Force Burst Arrows
Imbues all missiles that you fire with arcane force, granting them the Force Burst ability (+1d6 Force damage and additional damage on critical hits) and negating the incorporeal miss chance of ethereal creatures. This ability costs 40 spell points to activate, and triggers a lengthy cooldown of the Force Missile spell. Only one Arcane Archer Imbue ability may be active at any time.
Cost: 1 action point
Spent: 54 action points
15 Arcane Archer: Imbue Terror Arrows
Imbues all missiles that you fire with negative energy, granting them the Fearsome ability. This ability costs 40 spell points to activate, and triggers a lengthy cooldown of the Fear spell. Only one Arcane Archer Imbue ability may be active at any time.
Cost: 1 action point
Spent: 54 action points
18 Arcane Archer: Conjure +5 Arrows
Activate this ability to conjure a stack of +5 Returning Arrows.
Cost: 1 action point
Spent: 66 action points
18 Arcane Archer: Imbue Slaying Arrows
Imbues all missiles that you fire with incredible power, granting them the Slaying ability, which will deal massive damage to a living target on what would be a vorpal attack (natural 20 followed by critical confirmation). This ability costs 50 spell points to activate, and triggers a lengthy cooldown of the Finger of Death spell. Only one Arcane Archer Imbue ability may be active at any time.
Cost: 1 action point
Spent: 66 action points
18 Ranger Tempest III
Your skill with two weapons is unequaled. You have become a whirling tempest of steel and have one additional free attack in your attack chain when two-weapon fighting. In addition, you now gain a +4 shield bonus to armor class when two-weapon fighting, and your attack bonus penalty has been reduced by 1 additional point for each hand.
Cost: 2 action points
Spent: 66 action points
Requires All of: Ranger Tempest II
20 Ranger Master of Archery
Through extensive practice and incredible focus you can fire any ranged weapon at amazing speed without losing accuracy. You gain a 25% competence bonus to your attack speed when using any ranged weapon, including thrown weapons.
Cost: 2 action points
Spent: 74 action points