Class:Ranger
From DDO Compendium

 |
|
 |
|

Class: Ranger
The ranger is a deadly marksman, a stealthy scout and an agile swordsman. At higher levels, these abilities increase, giving them extra damage and attacks with these weapons, as well as access to divine spells. - A good combatant but better suited as a ranged attacker in a party
- At 2nd level they can dual-wield weapons and gain a strength bonus to bow attacks
- Relies on a high dexterity and light armor for protection
- Proficient with all simple and martial weapons
- Can wear light armor and shields, except tower shields
- Has access to a wide array of stealth and perception-based skills
- Can cast divine spells at level 4
- Specialized training gives them bonuses against favored enemy races
- No alignment restriction
Recommended Attributes: Dexterity, Strength, Wisdom Although the wilds are home to fierce and cunning creatures, such as bloodthirsty worgs and malicious spiders, none are more cunning and powerful than the ranger. A skilled hunter and stalker, the ranger knows both the hidden hearts of the woodlands and the darkest caves of the underworld. Skilled in woodcraft as well as combat, he spends years studying the habits of his prey in order to defeat it.
| Hit Die: | D8 |
| 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. |
 |
 |
 |
 |
 |
| 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 |
|  |
 |
 |  |  |  |
| 1 |
-- | -- | -- | -- |
| 2 |
-- | -- | -- | -- |
| 3 |
-- | -- | -- | -- |
| 4 |
1 | -- | -- | -- |
| 5 |
1 | -- | -- | -- |
| 6 |
2 | -- | -- | -- |
| 7 |
2 | -- | -- | -- |
| 8 |
2 | 1 | -- | -- |
| 9 |
2 | 1 | -- | -- |
| 10 |
2 | 2 | -- | -- |
| 11 |
2 | 2 | 1 | -- |
| 12 |
2 | 2 | 2 | -- |
| 13 |
2 | 2 | 2 | -- |
| 14 |
3 | 2 | 2 | 1 |
| 15 |
3 | 2 | 2 | 2 |
| 16 |
3 | 3 | 2 | 2 |
 |
1 | | 2 | | 3 | | 4 | |
|
 |
 |
 |
 |
| 1 |  | Camouflage | An ally becomes more able to blend in with his or her surroundings, giving a +10 circumstances bonus to Hide. |
| 1 |  | Jump | Gives an ally a +10 enhancement bonus on Jump checks. This bonus increases to +20 at 5th level and +30 at 9th level. |
| 1 |  | Longstrider | Increases your base run speed by +15%. |
| 1 |  | Merfolk's Blessing | Gives an ally per caster level a +10 enhancement bonus on Swim checks, plus one for every 2 caster levels. |
| 1 |  | Ram's Might | Your hands increase in size, granting a +2 size bonus to Strength and damage. |
| 1 |  | Resist Energy | Gives 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. |
| 1 |  | Summon Nature's Ally I | Summons a gray wolf to fight for you for a brief time. Casting this spell locks out casting any other Summon Nature's Ally spell for 1 minute. |
| 1 |  | Tumble | Gives an ally a +10 enhancement bonus on Tumbling. |
|
 |
 |
 |
 |
| 2 |  | Barkskin | Toughens 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 12th. |
| 2 |  | Bear's Endurance | An ally gains greater vitality and stamina, giving a +4 enhancement bonus to Constitution. |
| 2 |  | Camouflage, Mass | Casts Camouflage on multiple targets giving a +10 circumstances bonus to Hide to each. |
| 2 |  | Cat's Grace | An ally becomes more graceful, agile, and coordinated, giving a +4 enhancement bonus to Dexterity. |
| 2 |  | Cure Light Wounds | Positive 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. |
| 2 |  | Hold Animal | An 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. |
| 2 |  | Owl's Wisdom | Grants an ally a +4 enhancement bonus to wisdom. |
| 2 |  | Protection from Energy | Grants 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. |
| 2 |  | Snare | Creates 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. |
| 2 |  | Spike Growth | Creates 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. |
| 2 |  | Summon Nature's Ally II | Summons a hyena to fight for you for a brief time. Casting this spell locks out casting any other Summon Nature's Ally spell for 2 minutes. |
|
 |
 |
 |
 |
| 3 |  | Cure Moderate Wounds | Positive 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. |
| 3 |  | Neutralize Poison | Detoxifies 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. |
| 3 |  | Remove Disease | Cures all diseases on an ally. Does not prevent re-infection after a new exposure. |
| 3 |  | Summon Nature's Ally III | Summons a lioness to fight for you for a brief time. Casting this spell locks out casting any other Summon Nature's Ally spell for 3 minutes. |
| 3 |  | Wild Instincts | You sharpen your instincts and your awareness of immediate surroundings, giving a +10 Insight bonus on Listen and Spot checks. |
|
 |
 |
 |
 |
| 4 |  | Cure Serious Wounds | Positive 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. |
| 4 |  | Freedom of Movement | This 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. |
| 4 |  | Longstrider, Mass | Casts Longstrider on multiple targets, increasing base run speed of allies by +15%. |
| 4 |  | Summon Nature's Ally IV | Summons a young razor cat to fight for you for a brief time. Casting this spell locks out casting any other Summon Nature's Ally spell for 4 minutes. |
 |
1 | | 2 | | 3 | | 6 | | 7 | | 9 | | 11 | |
|
 |
 |
 |
 |
| 1 |  | Attack | Your basic attack. When activated, you will continue attacking until your target is defeated. |
| 1 |  | Bow Strength | A ranger can apply his or her 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. |
 |
1 | | 2 | | 4 | | 5 | | 6 | | 7 | | 8 | | 9 | | 10 | | 11 | | 12 | | 13 | | 14 | | 15 | |
|
 |
 |
 |
 |
| 1 |  | Ranger Devotion I |
| Grants a 10% increase to the effectiveness of your healing spells. |
|
|
| 1 |  | | | |