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Path:Arcane Archer (Warforged Profile)

From DDO Compendium

Path: Arcane Archer (Warforged Profile)
Derived from: Arcane Archer
Class: Ranger
Suggested Race: Half-Elf
Solo Ability: Good
These rangers are masters of archery. They can create their own powerful arrows and launch them at enemies with incredible speed. When they focus in on a single target, they rarely miss.

Choose this path if you prefer to focus on ranged attacking and scouting.

As an Arcane Archer you will excel when using your bow. You will be able to boost your ability to successfully hit your targets, conjure an endless supply of magical arrows, and with proper strategy will be able to attack multiple enemies at once.

You will focus mainly on fighting with a bow, but will also be an accomplished scout, and like all rangers, starting at level 4, you will be able to assist the party with several helpful ranger spells.

STR
14
 
DEX
16
 
CON
16
 
INT
8
 
WIS
12
 
CHA
6
 
You receive one point of the listed ability at the listed level.
4 Dexterity
8 Dexterity
12 Dexterity
16 Dexterity
20 Dexterity
1BalanceAllows you to recover your balance and stand back up when knocked down.44
1HideAllows you to sneak past monsters, avoiding their sight. This is only used while sneaking.33
1JumpAllows you to jump higher. To jump, press the spacebar.44
1Move SilentlyAllows you to sneak past monsters, avoiding their hearing. This is only used while sneaking.33
1SpotAllows 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.44
1TumbleAllows you to tumble and roll away from attacking enemies. To tumble, hold down the 'Shift' key and then hit one of the four movement keys. Also reduces the damage you take from falling.22
2BalanceAllows you to recover your balance and stand back up when knocked down.15
2HideAllows you to sneak past monsters, avoiding their sight. This is only used while sneaking.14
2JumpAllows you to jump higher. To jump, press the spacebar.15
2Move SilentlyAllows you to sneak past monsters, avoiding their hearing. This is only used while sneaking.14
2SpotAllows 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.15
3BalanceAllows you to recover your balance and stand back up when knocked down.16
3HideAllows you to sneak past monsters, avoiding their sight. This is only used while sneaking.15
3JumpAllows you to jump higher. To jump, press the spacebar.16
3Move SilentlyAllows you to sneak past monsters, avoiding their hearing. This is only used while sneaking.15
3SpotAllows 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.16
4BalanceAllows you to recover your balance and stand back up when knocked down.17
4HideAllows you to sneak past monsters, avoiding their sight. This is only used while sneaking.16
4JumpAllows you to jump higher. To jump, press the spacebar.17
4Move SilentlyAllows you to sneak past monsters, avoiding their hearing. This is only used while sneaking.16
4SpotAllows 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.17
5BalanceAllows you to recover your balance and stand back up when knocked down.18
5HideAllows you to sneak past monsters, avoiding their sight. This is only used while sneaking.17
5JumpAllows you to jump higher. To jump, press the spacebar.18
5Move SilentlyAllows you to sneak past monsters, avoiding their hearing. This is only used while sneaking.17
5SpotAllows 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.18
6BalanceAllows you to recover your balance and stand back up when knocked down.19
6HideAllows you to sneak past monsters, avoiding their sight. This is only used while sneaking.18
6JumpAllows you to jump higher. To jump, press the spacebar.19
6Move SilentlyAllows you to sneak past monsters, avoiding their hearing. This is only used while sneaking.18
6SpotAllows 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.19
7BalanceAllows you to recover your balance and stand back up when knocked down.110
7HideAllows you to sneak past monsters, avoiding their sight. This is only used while sneaking.19
7JumpAllows you to jump higher. To jump, press the spacebar.110
7Move SilentlyAllows you to sneak past monsters, avoiding their hearing. This is only used while sneaking.19
7SpotAllows 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.110
8BalanceAllows you to recover your balance and stand back up when knocked down.111
8HideAllows you to sneak past monsters, avoiding their sight. This is only used while sneaking.110
8JumpAllows you to jump higher. To jump, press the spacebar.111
8Move SilentlyAllows you to sneak past monsters, avoiding their hearing. This is only used while sneaking.110
8SpotAllows 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.111
9BalanceAllows you to recover your balance and stand back up when knocked down.112
9HideAllows you to sneak past monsters, avoiding their sight. This is only used while sneaking.111
9JumpAllows you to jump higher. To jump, press the spacebar.112
9Move SilentlyAllows you to sneak past monsters, avoiding their hearing. This is only used while sneaking.111
9SpotAllows 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.112
10BalanceAllows you to recover your balance and stand back up when knocked down.113
10HideAllows you to sneak past monsters, avoiding their sight. This is only used while sneaking.112
10JumpAllows you to jump higher. To jump, press the spacebar.113
10Move SilentlyAllows you to sneak past monsters, avoiding their hearing. This is only used while sneaking.112
10SpotAllows 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.113
11BalanceAllows you to recover your balance and stand back up when knocked down.114
11HideAllows you to sneak past monsters, avoiding their sight. This is only used while sneaking.113
11JumpAllows you to jump higher. To jump, press the spacebar.114
11Move SilentlyAllows you to sneak past monsters, avoiding their hearing. This is only used while sneaking.113
11SpotAllows 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.114
12BalanceAllows you to recover your balance and stand back up when knocked down.115
12HideAllows you to sneak past monsters, avoiding their sight. This is only used while sneaking.114
12JumpAllows you to jump higher. To jump, press the spacebar.115
12Move SilentlyAllows you to sneak past monsters, avoiding their hearing. This is only used while sneaking.114
12SpotAllows 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.115
13BalanceAllows you to recover your balance and stand back up when knocked down.116
13HideAllows you to sneak past monsters, avoiding their sight. This is only used while sneaking.115
13JumpAllows you to jump higher. To jump, press the spacebar.116
13Move SilentlyAllows you to sneak past monsters, avoiding their hearing. This is only used while sneaking.115
13SpotAllows 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.116
14BalanceAllows you to recover your balance and stand back up when knocked down.117
14HideAllows you to sneak past monsters, avoiding their sight. This is only used while sneaking.116
14JumpAllows you to jump higher. To jump, press the spacebar.117
14Move SilentlyAllows you to sneak past monsters, avoiding their hearing. This is only used while sneaking.116
14SpotAllows 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.117
15BalanceAllows you to recover your balance and stand back up when knocked down.118
15HideAllows you to sneak past monsters, avoiding their sight. This is only used while sneaking.117
15JumpAllows you to jump higher. To jump, press the spacebar.118
15Move SilentlyAllows you to sneak past monsters, avoiding their hearing. This is only used while sneaking.117
15SpotAllows 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.118
16HideAllows you to sneak past monsters, avoiding their sight. This is only used while sneaking.219
16JumpAllows you to jump higher. To jump, press the spacebar.119
16Move SilentlyAllows you to sneak past monsters, avoiding their hearing. This is only used while sneaking.118
16SpotAllows 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.119
17BalanceAllows you to recover your balance and stand back up when knocked down.119
17HideAllows you to sneak past monsters, avoiding their sight. This is only used while sneaking.120
17JumpAllows you to jump higher. To jump, press the spacebar.120
17Move SilentlyAllows you to sneak past monsters, avoiding their hearing. This is only used while sneaking.119
17SpotAllows 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.120
18BalanceAllows you to recover your balance and stand back up when knocked down.120
18HideAllows you to sneak past monsters, avoiding their sight. This is only used while sneaking.121
18JumpAllows you to jump higher. To jump, press the spacebar.121
18Move SilentlyAllows you to sneak past monsters, avoiding their hearing. This is only used while sneaking.120
18SpotAllows 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.121
19BalanceAllows you to recover your balance and stand back up when knocked down.121
19HideAllows you to sneak past monsters, avoiding their sight. This is only used while sneaking.122
19JumpAllows you to jump higher. To jump, press the spacebar.122
19Move SilentlyAllows you to sneak past monsters, avoiding their hearing. This is only used while sneaking.121
19SpotAllows 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.122
20BalanceAllows you to recover your balance and stand back up when knocked down.122
20HideAllows you to sneak past monsters, avoiding their sight. This is only used while sneaking.123
20JumpAllows you to jump higher. To jump, press the spacebar.123
20Move SilentlyAllows you to sneak past monsters, avoiding their hearing. This is only used while sneaking.122
20SpotAllows 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.123
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 Composite Plating Warforged plating counts as light armor and grants a +2 armor bonus, but also provides a 5% arcane spell failure chance.
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 Fortification Warforged have a 25% immunity to critical hits and sneak attacks.
1 Martial Weapon Proficiency You do not suffer an attack penalty for martial weapons.
1 Shield Proficiency (General) You are proficient with bucklers, and small and large shields.\n\nWizards, sorcerers, and bards should generally avoid using shields and shouldn't take this feat because using a shield can cause arcane spells to fail to cast (known as Arcane Spell Failure). In general, the bigger the shield, the greater the chance of failure.
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 Warforged Immunities Warforged are naturally immune to sleep, energy drain, nausea, sickness, exhaustion, poison, disease, and paralysis effects except those which physically hold them in place.
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, and increases the chance to produce off hand attacks when fighting with two weapons (or as an unarmed monk) by 20% to 40%.
3 Diehard You automatically stabilize when incapacitated.
6 Improved Two Weapon Fighting Increases the chance to produce off hand attacks when fighting with two weapons (or as an unarmed monk) by an additional 20% to 60%.
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 chance to produce off hand attacks when fighting with two weapons (or as an unarmed monk) by an additional 20% to 80%.
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.
1 Favored Enemy A ranger receives a damage bonus when fighting certain foes. The bonus starts at +2, and increases every five ranger levels.

Type(s): Favored Enemy (Undead, Favored Enemy (Elemental, Favored Enemy (Construct, Favored Enemy (Evil Outsider, Favored Enemy (Chaotic Outsider

1 Mithral Body Mithral body counts as light armor and grants a +5 armor bonus, but also provides a 15% arcane spell failure chance, -2 armor check penalty to certain skills, and a +5 maximum Dex bonus.
3 Point Blank Shot You gain +1 bonus to hit with ranged attacks within 45 feet, and your ranged weapons deal deals +1(Base Weapon Damage). (A weapon that deals 1d6 damage per hit will deal 2d6 damage per hit instead, while a weapon that deals 2d8 damage per hit will deal 4d8 damage instead. This affects the base dice associated with a weapon any time they are rolled, including critical hits.)
5 Favored Enemy A ranger receives a damage bonus when fighting certain foes. The bonus starts at +2, and increases every five ranger levels.

Type(s): Favored Enemy (Undead, Favored Enemy (Elemental, Favored Enemy (Construct, Favored Enemy (Evil Outsider, Favored Enemy (Chaotic Outsider

6 Weapon Focus: Ranged Weapons Provides a +1 bonus to attack rolls when using a ranged weapon.
9 Mental Toughness Increases your maximum spell points by 10 at first level, and 5 spell points for each additional level.
10 Favored Enemy A ranger receives a damage bonus when fighting certain foes. The bonus starts at +2, and increases every five ranger levels.

Type(s): Favored Enemy (Undead, Favored Enemy (Elemental, Favored Enemy (Construct, Favored Enemy (Evil Outsider, Favored Enemy (Chaotic Outsider

12 Improved Critical: Ranged Weapons Doubles the base critical hit threat range of any ranged weapon you use. This feat does not stack with item effects that double threat range like keen and impact.
15 Favored Enemy A ranger receives a damage bonus when fighting certain foes. The bonus starts at +2, and increases every five ranger levels.

Type(s): Favored Enemy (Undead, Favored Enemy (Elemental, Favored Enemy (Construct, Favored Enemy (Evil Outsider, Favored Enemy (Chaotic Outsider

15 Toughness Increases your hit points by +3 at first level, and 1 additional hit point for each additional level.
18 Improved Mental Toughness Increases your maximum spell points by 10 at first level, and 5 spell points for each additional level. (You must be able to cast 3rd-level spells to take this feat)
20 Favored Enemy A ranger receives a damage bonus when fighting certain foes. The bonus starts at +2, and increases every five ranger levels.

Type(s): Favored Enemy (Undead, Favored Enemy (Elemental, Favored Enemy (Construct, Favored Enemy (Evil Outsider, Favored Enemy (Chaotic Outsider

4 Camouflage An ally becomes more able to blend in with his or her surroundings, giving a +10 circumstances bonus to Hide.
4 Tumble Gives an ally a +10 enhancement bonus on Tumbling.
4 Summon Nature's Ally I Summons 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.
4 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.
4 Ram's Might Your hands increase in size, granting a +2 size bonus to Strength and damage.
4 Merfolk's Blessing Gives an ally per caster level a +10 enhancement bonus on Swim checks, plus one for every 2 caster levels.
4 Longstrider Increases your base run speed by +15%.
4 Jump Gives an ally a +10 enhancement bonus on Jump checks. This bonus increases to +20 at 5th level and +30 at 9th level.
8 Summon Nature's Ally II Summons 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.
8 Spike Growth Creates hard and pointed vegetation that injures the feet and legs of enemies that pass over it, slowing movement and causing 1 to 4 piercing damage every 2 seconds. A successful Reflex save negates the slow effect.\n\nD&D Dice: Deals 1d4 piercing damage every 2 seconds.
8 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.
8 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.
8 Owl's Wisdom Grants an ally a +4 enhancement bonus to wisdom.
8 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.
8 Cure Light Wounds Positive energy is channeled to heal light wounds of your target or damage undead for 3 to 8 hit points plus an additional 1 for every caster level up to caster level 5. Undead who make a successful Will save reduce the damage by half.\n\nD&D Dice: Heals 1d6+2 hp plus an additional 1 per caster level (max 5).
8 Cat's Grace An ally becomes more graceful, agile, and coordinated, giving a +4 enhancement bonus to Dexterity.
8 Camouflage, Mass Casts Camouflage on multiple targets giving a +10 circumstances bonus to Hide to each.
8 Bear's Endurance An ally gains greater vitality and stamina, giving a +4 enhancement bonus to Constitution.
8 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 12.
11 Wild Instincts You sharpen your instincts and your awareness of immediate surroundings, giving a +10 Insight bonus on Listen and Spot checks.
11 Summon Nature's Ally III Summons 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.
11 Remove Disease Cures all diseases on an ally. Does not prevent re-infection after a new exposure.
11 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.
11 Cure Moderate Wounds Positive energy is channeled to heal moderate wounds of your target or damage undead for 6 to 16 hit points plus an additional 1 for every caster level up to caster level 10. Undead who make a successful Will save reduce the damage by half.\n\nD&D Dice: Heals 2d6+4 hp plus 1 point per caster level (max 10).
14 Cure Serious Wounds Positive energy is channeled to heal serious wounds of your target or damage undead for 9 to 24 hit points plus an additional 1 for every caster level up to caster level 15. Undead who make a successful Will save reduce the damage by half.\n\nD&D Dice: Heals 3d6+6 hp plus 1 point per caster level (max 15).
14 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.
14 Longstrider, Mass Casts Longstrider on multiple targets, increasing base run speed of allies by +15%.
14 Summon Nature's Ally IV Summons 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.

Path: Arcane Archer (Warforged Profile)
Derived from: Arcane Archer
Class: Ranger
Suggested Race: Half-Elf
Solo Ability: Good
These rangers are masters of archery. They can create their own powerful arrows and launch them at enemies with incredible speed. When they focus in on a single target, they rarely miss.

Choose this path if you prefer to focus on ranged attacking and scouting.

As an Arcane Archer you will excel when using your bow. You will be able to boost your ability to successfully hit your targets, conjure an endless supply of magical arrows, and with proper strategy will be able to attack multiple enemies at once.

You will focus mainly on fighting with a bow, but will also be an accomplished scout, and like all rangers, starting at level 4, you will be able to assist the party with several helpful ranger spells.

STR
16
 
DEX
16
 
CON
16
 
INT
8
 
WIS
12
 
CHA
6
 
You receive one point of the listed ability at the listed level.
4 Dexterity
8 Dexterity
12 Dexterity
16 Dexterity
20 Dexterity
1BalanceAllows you to recover your balance and stand back up when knocked down.426
1HideAllows you to sneak past monsters, avoiding their sight. This is only used while sneaking.326
1JumpAllows you to jump higher. To jump, press the spacebar.427
1Move SilentlyAllows you to sneak past monsters, avoiding their hearing. This is only used while sneaking.325
1SpotAllows 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.427
1TumbleAllows you to tumble and roll away from attacking enemies. To tumble, hold down the 'Shift' key and then hit one of the four movement keys. Also reduces the damage you take from falling.24
2BalanceAllows you to recover your balance and stand back up when knocked down.127
2HideAllows you to sneak past monsters, avoiding their sight. This is only used while sneaking.127
2JumpAllows you to jump higher. To jump, press the spacebar.128
2Move SilentlyAllows you to sneak past monsters, avoiding their hearing. This is only used while sneaking.126
2SpotAllows 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.128
3BalanceAllows you to recover your balance and stand back up when knocked down.128
3HideAllows you to sneak past monsters, avoiding their sight. This is only used while sneaking.128
3JumpAllows you to jump higher. To jump, press the spacebar.129
3Move SilentlyAllows you to sneak past monsters, avoiding their hearing. This is only used while sneaking.127
3SpotAllows 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.129
4BalanceAllows you to recover your balance and stand back up when knocked down.129
4HideAllows you to sneak past monsters, avoiding their sight. This is only used while sneaking.129
4JumpAllows you to jump higher. To jump, press the spacebar.130
4Move SilentlyAllows you to sneak past monsters, avoiding their hearing. This is only used while sneaking.128
4SpotAllows 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.130
5BalanceAllows you to recover your balance and stand back up when knocked down.130
5HideAllows you to sneak past monsters, avoiding their sight. This is only used while sneaking.130
5JumpAllows you to jump higher. To jump, press the spacebar.131
5Move SilentlyAllows you to sneak past monsters, avoiding their hearing. This is only used while sneaking.129
5SpotAllows 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.131
6BalanceAllows you to recover your balance and stand back up when knocked down.131
6HideAllows you to sneak past monsters, avoiding their sight. This is only used while sneaking.131
6JumpAllows you to jump higher. To jump, press the spacebar.132
6Move SilentlyAllows you to sneak past monsters, avoiding their hearing. This is only used while sneaking.130
6SpotAllows 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.132
7BalanceAllows you to recover your balance and stand back up when knocked down.132
7HideAllows you to sneak past monsters, avoiding their sight. This is only used while sneaking.132
7JumpAllows you to jump higher. To jump, press the spacebar.133
7Move SilentlyAllows you to sneak past monsters, avoiding their hearing. This is only used while sneaking.131
7SpotAllows 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.133
8BalanceAllows you to recover your balance and stand back up when knocked down.133
8HideAllows you to sneak past monsters, avoiding their sight. This is only used while sneaking.133
8JumpAllows you to jump higher. To jump, press the spacebar.134
8Move SilentlyAllows you to sneak past monsters, avoiding their hearing. This is only used while sneaking.132
8SpotAllows 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.134
9BalanceAllows you to recover your balance and stand back up when knocked down.134
9HideAllows you to sneak past monsters, avoiding their sight. This is only used while sneaking.134
9JumpAllows you to jump higher. To jump, press the spacebar.135
9Move SilentlyAllows you to sneak past monsters, avoiding their hearing. This is only used while sneaking.133
9SpotAllows 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.135
10BalanceAllows you to recover your balance and stand back up when knocked down.135
10HideAllows you to sneak past monsters, avoiding their sight. This is only used while sneaking.135
10JumpAllows you to jump higher. To jump, press the spacebar.136
10Move SilentlyAllows you to sneak past monsters, avoiding their hearing. This is only used while sneaking.134
10SpotAllows 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.136
11BalanceAllows you to recover your balance and stand back up when knocked down.136
11HideAllows you to sneak past monsters, avoiding their sight. This is only used while sneaking.136
11JumpAllows you to jump higher. To jump, press the spacebar.137
11Move SilentlyAllows you to sneak past monsters, avoiding their hearing. This is only used while sneaking.135
11SpotAllows 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.137
12BalanceAllows you to recover your balance and stand back up when knocked down.137
12HideAllows you to sneak past monsters, avoiding their sight. This is only used while sneaking.137
12JumpAllows you to jump higher. To jump, press the spacebar.138
12Move SilentlyAllows you to sneak past monsters, avoiding their hearing. This is only used while sneaking.136
12SpotAllows 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.138
13BalanceAllows you to recover your balance and stand back up when knocked down.138
13HideAllows you to sneak past monsters, avoiding their sight. This is only used while sneaking.138
13JumpAllows you to jump higher. To jump, press the spacebar.139
13Move SilentlyAllows you to sneak past monsters, avoiding their hearing. This is only used while sneaking.137
13SpotAllows 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.139
14BalanceAllows you to recover your balance and stand back up when knocked down.139
14HideAllows you to sneak past monsters, avoiding their sight. This is only used while sneaking.139
14JumpAllows you to jump higher. To jump, press the spacebar.140
14Move SilentlyAllows you to sneak past monsters, avoiding their hearing. This is only used while sneaking.138
14SpotAllows 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.140
15BalanceAllows you to recover your balance and stand back up when knocked down.140
15HideAllows you to sneak past monsters, avoiding their sight. This is only used while sneaking.140
15JumpAllows you to jump higher. To jump, press the spacebar.141
15Move SilentlyAllows you to sneak past monsters, avoiding their hearing. This is only used while sneaking.139
15SpotAllows 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.141
16HideAllows you to sneak past monsters, avoiding their sight. This is only used while sneaking.242
16JumpAllows you to jump higher. To jump, press the spacebar.142
16Move SilentlyAllows you to sneak past monsters, avoiding their hearing. This is only used while sneaking.140
16SpotAllows 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.142
17BalanceAllows you to recover your balance and stand back up when knocked down.141
17HideAllows you to sneak past monsters, avoiding their sight. This is only used while sneaking.143
17JumpAllows you to jump higher. To jump, press the spacebar.143
17Move SilentlyAllows you to sneak past monsters, avoiding their hearing. This is only used while sneaking.141
17SpotAllows 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.143
18BalanceAllows you to recover your balance and stand back up when knocked down.142
18HideAllows you to sneak past monsters, avoiding their sight. This is only used while sneaking.144
18JumpAllows you to jump higher. To jump, press the spacebar.144
18Move SilentlyAllows you to sneak past monsters, avoiding their hearing. This is only used while sneaking.142
18SpotAllows 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.144
19BalanceAllows you to recover your balance and stand back up when knocked down.143
19HideAllows you to sneak past monsters, avoiding their sight. This is only used while sneaking.145
19JumpAllows you to jump higher. To jump, press the spacebar.145
19Move SilentlyAllows you to sneak past monsters, avoiding their hearing. This is only used while sneaking.143
19SpotAllows 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.145
20BalanceAllows you to recover your balance and stand back up when knocked down.144
20HideAllows you to sneak past monsters, avoiding their sight. This is only used while sneaking.146
20JumpAllows you to jump higher. To jump, press the spacebar.146
20Move SilentlyAllows you to sneak past monsters, avoiding their hearing. This is only used while sneaking.144
20SpotAllows 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.146
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 Composite Plating Warforged plating counts as light armor and grants a +2 armor bonus, but also provides a 5% arcane spell failure chance.
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 Fortification Warforged have a 25% immunity to critical hits and sneak attacks.
1 Martial Weapon Proficiency You do not suffer an attack penalty for martial weapons.
1 Shield Proficiency (General) You are proficient with bucklers, and small and large shields.\n\nWizards, sorcerers, and bards should generally avoid using shields and shouldn't take this feat because using a shield can cause arcane spells to fail to cast (known as Arcane Spell Failure). In general, the bigger the shield, the greater the chance of failure.
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 Warforged Immunities Warforged are naturally immune to sleep, energy drain, nausea, sickness, exhaustion, poison, disease, and paralysis effects except those which physically hold them in place.
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, and increases the chance to produce off hand attacks when fighting with two weapons (or as an unarmed monk) by 20% to 40%.
3 Diehard You automatically stabilize when incapacitated.
6 Improved Two Weapon Fighting Increases the chance to produce off hand attacks when fighting with two weapons (or as an unarmed monk) by an additional 20% to 60%.
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 chance to produce off hand attacks when fighting with two weapons (or as an unarmed monk) by an additional 20% to 80%.
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.
1 Favored Enemy A ranger receives a damage bonus when fighting certain foes. The bonus starts at +2, and increases every five ranger levels.

Type(s): Favored Enemy (Undead, Favored Enemy (Elemental, Favored Enemy (Construct, Favored Enemy (Evil Outsider, Favored Enemy (Chaotic Outsider

1 Mithral Body Mithral body counts as light armor and grants a +5 armor bonus, but also provides a 15% arcane spell failure chance, -2 armor check penalty to certain skills, and a +5 maximum Dex bonus.
3 Point Blank Shot You gain +1 bonus to hit with ranged attacks within 45 feet, and your ranged weapons deal deals +1(Base Weapon Damage). (A weapon that deals 1d6 damage per hit will deal 2d6 damage per hit instead, while a weapon that deals 2d8 damage per hit will deal 4d8 damage instead. This affects the base dice associated with a weapon any time they are rolled, including critical hits.)
5 Favored Enemy A ranger receives a damage bonus when fighting certain foes. The bonus starts at +2, and increases every five ranger levels.

Type(s): Favored Enemy (Undead, Favored Enemy (Elemental, Favored Enemy (Construct, Favored Enemy (Evil Outsider, Favored Enemy (Chaotic Outsider

6 Weapon Focus: Ranged Weapons Provides a +1 bonus to attack rolls when using a ranged weapon.
9 Mental Toughness Increases your maximum spell points by 10 at first level, and 5 spell points for each additional level.
10 Favored Enemy A ranger receives a damage bonus when fighting certain foes. The bonus starts at +2, and increases every five ranger levels.

Type(s): Favored Enemy (Undead, Favored Enemy (Elemental, Favored Enemy (Construct, Favored Enemy (Evil Outsider, Favored Enemy (Chaotic Outsider

12 Improved Critical: Ranged Weapons Doubles the base critical hit threat range of any ranged weapon you use. This feat does not stack with item effects that double threat range like keen and impact.
15 Favored Enemy A ranger receives a damage bonus when fighting certain foes. The bonus starts at +2, and increases every five ranger levels.

Type(s): Favored Enemy (Undead, Favored Enemy (Elemental, Favored Enemy (Construct, Favored Enemy (Evil Outsider, Favored Enemy (Chaotic Outsider

15 Toughness Increases your hit points by +3 at first level, and 1 additional hit point for each additional level.
18 Improved Mental Toughness Increases your maximum spell points by 10 at first level, and 5 spell points for each additional level. (You must be able to cast 3rd-level spells to take this feat)
20 Favored Enemy A ranger receives a damage bonus when fighting certain foes. The bonus starts at +2, and increases every five ranger levels.

Type(s): Favored Enemy (Undead, Favored Enemy (Elemental, Favored Enemy (Construct, Favored Enemy (Evil Outsider, Favored Enemy (Chaotic Outsider

4 Camouflage An ally becomes more able to blend in with his or her surroundings, giving a +10 circumstances bonus to Hide.
4 Tumble Gives an ally a +10 enhancement bonus on Tumbling.
4 Summon Nature's Ally I Summons 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.
4 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.
4 Ram's Might Your hands increase in size, granting a +2 size bonus to Strength and damage.
4 Merfolk's Blessing Gives an ally per caster level a +10 enhancement bonus on Swim checks, plus one for every 2 caster levels.
4 Longstrider Increases your base run speed by +15%.
4 Jump Gives an ally a +10 enhancement bonus on Jump checks. This bonus increases to +20 at 5th level and +30 at 9th level.
8 Summon Nature's Ally II Summons 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.
8 Spike Growth Creates hard and pointed vegetation that injures the feet and legs of enemies that pass over it, slowing movement and causing 1 to 4 piercing damage every 2 seconds. A successful Reflex save negates the slow effect.\n\nD&D Dice: Deals 1d4 piercing damage every 2 seconds.
8 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.
8 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.
8 Owl's Wisdom Grants an ally a +4 enhancement bonus to wisdom.
8 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.
8 Cure Light Wounds Positive energy is channeled to heal light wounds of your target or damage undead for 3 to 8 hit points plus an additional 1 for every caster level up to caster level 5. Undead who make a successful Will save reduce the damage by half.\n\nD&D Dice: Heals 1d6+2 hp plus an additional 1 per caster level (max 5).
8 Cat's Grace An ally becomes more graceful, agile, and coordinated, giving a +4 enhancement bonus to Dexterity.
8 Camouflage, Mass Casts Camouflage on multiple targets giving a +10 circumstances bonus to Hide to each.
8 Bear's Endurance An ally gains greater vitality and stamina, giving a +4 enhancement bonus to Constitution.
8 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 12.
11 Wild Instincts You sharpen your instincts and your awareness of immediate surroundings, giving a +10 Insight bonus on Listen and Spot checks.
11 Summon Nature's Ally III Summons 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.
11 Remove Disease Cures all diseases on an ally. Does not prevent re-infection after a new exposure.
11 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.
11 Cure Moderate Wounds Positive energy is channeled to heal moderate wounds of your target or damage undead for 6 to 16 hit points plus an additional 1 for every caster level up to caster level 10. Undead who make a successful Will save reduce the damage by half.\n\nD&D Dice: Heals 2d6+4 hp plus 1 point per caster level (max 10).
14 Cure Serious Wounds Positive energy is channeled to heal serious wounds of your target or damage undead for 9 to 24 hit points plus an additional 1 for every caster level up to caster level 15. Undead who make a successful Will save reduce the damage by half.\n\nD&D Dice: Heals 3d6+6 hp plus 1 point per caster level (max 15).
14 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.
14 Longstrider, Mass Casts Longstrider on multiple targets, increasing base run speed of allies by +15%.
14 Summon Nature's Ally IV Summons 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.

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