Path:Arcane Archer (Warforged Profile)
From DDO Compendium
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.

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| Attack | 1 |
| Bow Strength | 1 |
| Composite Plating | 1 |
| Defensive Fighting | 1 |
| Favored Enemy (Favored Enemy (Undead, Favored Enemy (Elemental, Favored Enemy (Construct, Favored Enemy (Evil Outsider, Favored Enemy (Chaotic Outsider) | 1 |
| Heroic Durability | 1 |
| Light Fortification | 1 |
| Martial Weapon Proficiency | 1 |
| Mithral Body | 1 |
| Shield Proficiency (General) | 1 |
| Simple Weapon Proficiency | 1 |
| Sneak | 1 |
| Sunder | 1 |
| Trip | 1 |
| Warforged Immunities | 1 |
| Wild Empathy | 1 |
| Rapid Shot | 2 |
| Two Weapon Fighting | 2 |
| Diehard | 3 |
| Point Blank Shot | 3 |
| Improved Two Weapon Fighting | 6 |
| Manyshot | 6 |
| Weapon Focus: Ranged Weapons | 6 |
| Improved Wild Empathy | 7 |
| Evasion | 9 |
| Mental Toughness | 9 |
| Greater Two Weapon Fighting | 11 |
| Improved Precise Shot | 11 |
| Precise Shot | 11 |
| Improved Critical: Ranged Weapons | 12 |
| Toughness | 15 |
| Hide in Plain Sight | 17 |
| Improved Mental Toughness | 18 |


| You receive one point of the listed ability at the listed level. | |
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| 4 | Dexterity |
| 8 | Dexterity |
| 12 | Dexterity |
| 16 | Dexterity |
| 20 | Dexterity |

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| 1 | Balance | Allows you to recover your balance and stand back up when knocked down. | 4 | 4 | |
| 1 | Hide | Allows you to sneak past monsters, avoiding their sight. This is only used while sneaking. | 3 | 3 | |
| 1 | Jump | Allows you to jump higher. To jump, press the spacebar. | 4 | 4 | |
| 1 | Move Silently | Allows you to sneak past monsters, avoiding their hearing. This is only used while sneaking. | 3 | 3 | |
| 1 | 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. | 4 | 4 | |
| 1 | Tumble | Allows 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. | 2 | 2 |
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| 2 | Balance | Allows you to recover your balance and stand back up when knocked down. | 1 | 5 | |
| 2 | Hide | Allows you to sneak past monsters, avoiding their sight. This is only used while sneaking. | 1 | 4 | |
| 2 | Jump | Allows you to jump higher. To jump, press the spacebar. | 1 | 5 | |
| 2 | Move Silently | Allows you to sneak past monsters, avoiding their hearing. This is only used while sneaking. | 1 | 4 | |
| 2 | 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. | 1 | 5 |
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| 3 | Balance | Allows you to recover your balance and stand back up when knocked down. | 1 | 6 | |
| 3 | Hide | Allows you to sneak past monsters, avoiding their sight. This is only used while sneaking. | 1 | 5 | |
| 3 | Jump | Allows you to jump higher. To jump, press the spacebar. | 1 | 6 | |
| 3 | Move Silently | Allows you to sneak past monsters, avoiding their hearing. This is only used while sneaking. | 1 | 5 | |
| 3 | 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. | 1 | 6 |
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| 4 | Balance | Allows you to recover your balance and stand back up when knocked down. | 1 | 7 | |
| 4 | Hide | Allows you to sneak past monsters, avoiding their sight. This is only used while sneaking. | 1 | 6 | |
| 4 | Jump | Allows you to jump higher. To jump, press the spacebar. | 1 | 7 | |
| 4 | Move Silently | Allows you to sneak past monsters, avoiding their hearing. This is only used while sneaking. | 1 | 6 | |
| 4 | 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. | 1 | 7 |
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| 5 | Balance | Allows you to recover your balance and stand back up when knocked down. | 1 | 8 | |
| 5 | Hide | Allows you to sneak past monsters, avoiding their sight. This is only used while sneaking. | 1 | 7 | |
| 5 | Jump | Allows you to jump higher. To jump, press the spacebar. | 1 | 8 | |
| 5 | Move Silently | Allows you to sneak past monsters, avoiding their hearing. This is only used while sneaking. | 1 | 7 | |
| 5 | 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. | 1 | 8 |
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| 6 | Balance | Allows you to recover your balance and stand back up when knocked down. | 1 | 9 | |
| 6 | Hide | Allows you to sneak past monsters, avoiding their sight. This is only used while sneaking. | 1 | 8 | |
| 6 | Jump | Allows you to jump higher. To jump, press the spacebar. | 1 | 9 | |
| 6 | Move Silently | Allows you to sneak past monsters, avoiding their hearing. This is only used while sneaking. | 1 | 8 | |
| 6 | 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. | 1 | 9 |
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| 7 | Balance | Allows you to recover your balance and stand back up when knocked down. | 1 | 10 | |
| 7 | Hide | Allows you to sneak past monsters, avoiding their sight. This is only used while sneaking. | 1 | 9 | |
| 7 | Jump | Allows you to jump higher. To jump, press the spacebar. | 1 | 10 | |
| 7 | Move Silently | Allows you to sneak past monsters, avoiding their hearing. This is only used while sneaking. | 1 | 9 | |
| 7 | 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. | 1 | 10 |
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| 8 | Balance | Allows you to recover your balance and stand back up when knocked down. | 1 | 11 | |
| 8 | Hide | Allows you to sneak past monsters, avoiding their sight. This is only used while sneaking. | 1 | 10 | |
| 8 | Jump | Allows you to jump higher. To jump, press the spacebar. | 1 | 11 | |
| 8 | Move Silently | Allows you to sneak past monsters, avoiding their hearing. This is only used while sneaking. | 1 | 10 | |
| 8 | 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. | 1 | 11 |
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| 9 | Balance | Allows you to recover your balance and stand back up when knocked down. | 1 | 12 | |
| 9 | Hide | Allows you to sneak past monsters, avoiding their sight. This is only used while sneaking. | 1 | 11 | |
| 9 | Jump | Allows you to jump higher. To jump, press the spacebar. | 1 | 12 | |
| 9 | Move Silently | Allows you to sneak past monsters, avoiding their hearing. This is only used while sneaking. | 1 | 11 | |
| 9 | 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. | 1 | 12 |
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| 10 | Balance | Allows you to recover your balance and stand back up when knocked down. | 1 | 13 | |
| 10 | Hide | Allows you to sneak past monsters, avoiding their sight. This is only used while sneaking. | 1 | 12 | |
| 10 | Jump | Allows you to jump higher. To jump, press the spacebar. | 1 | 13 | |
| 10 | Move Silently | Allows you to sneak past monsters, avoiding their hearing. This is only used while sneaking. | 1 | 12 | |
| 10 | 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. | 1 | 13 |
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| 11 | Balance | Allows you to recover your balance and stand back up when knocked down. | 1 | 14 | |
| 11 | Hide | Allows you to sneak past monsters, avoiding their sight. This is only used while sneaking. | 1 | 13 | |
| 11 | Jump | Allows you to jump higher. To jump, press the spacebar. | 1 | 14 | |
| 11 | Move Silently | Allows you to sneak past monsters, avoiding their hearing. This is only used while sneaking. | 1 | 13 | |
| 11 | 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. | 1 | 14 |
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| 12 | Balance | Allows you to recover your balance and stand back up when knocked down. | 1 | 15 | |
| 12 | Hide | Allows you to sneak past monsters, avoiding their sight. This is only used while sneaking. | 1 | 14 | |
| 12 | Jump | Allows you to jump higher. To jump, press the spacebar. | 1 | 15 | |
| 12 | Move Silently | Allows you to sneak past monsters, avoiding their hearing. This is only used while sneaking. | 1 | 14 | |
| 12 | 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. | 1 | 15 |
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| 13 | Balance | Allows you to recover your balance and stand back up when knocked down. | 1 | 16 | |
| 13 | Hide | Allows you to sneak past monsters, avoiding their sight. This is only used while sneaking. | 1 | 15 | |
| 13 | Jump | Allows you to jump higher. To jump, press the spacebar. | 1 | 16 | |
| 13 | Move Silently | Allows you to sneak past monsters, avoiding their hearing. This is only used while sneaking. | 1 | 15 | |
| 13 | 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. | 1 | 16 |
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| 14 | Balance | Allows you to recover your balance and stand back up when knocked down. | 1 | 17 | |
| 14 | Hide | Allows you to sneak past monsters, avoiding their sight. This is only used while sneaking. | 1 | 16 | |
| 14 | Jump | Allows you to jump higher. To jump, press the spacebar. | 1 | 17 | |
| 14 | Move Silently | Allows you to sneak past monsters, avoiding their hearing. This is only used while sneaking. | 1 | 16 | |
| 14 | 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. | 1 | 17 |
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| 15 | Balance | Allows you to recover your balance and stand back up when knocked down. | 1 | 18 | |
| 15 | Hide | Allows you to sneak past monsters, avoiding their sight. This is only used while sneaking. | 1 | 17 | |
| 15 | Jump | Allows you to jump higher. To jump, press the spacebar. | 1 | 18 | |
| 15 | Move Silently | Allows you to sneak past monsters, avoiding their hearing. This is only used while sneaking. | 1 | 17 | |
| 15 | 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. | 1 | 18 |
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| 16 | Hide | Allows you to sneak past monsters, avoiding their sight. This is only used while sneaking. | 2 | 19 | |
| 16 | Jump | Allows you to jump higher. To jump, press the spacebar. | 1 | 19 | |
| 16 | Move Silently | Allows you to sneak past monsters, avoiding their hearing. This is only used while sneaking. | 1 | 18 | |
| 16 | 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. | 1 | 19 |
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| 17 | Balance | Allows you to recover your balance and stand back up when knocked down. | 1 | 19 | |
| 17 | Hide | Allows you to sneak past monsters, avoiding their sight. This is only used while sneaking. | 1 | 20 | |
| 17 | Jump | Allows you to jump higher. To jump, press the spacebar. | 1 | 20 | |
| 17 | Move Silently | Allows you to sneak past monsters, avoiding their hearing. This is only used while sneaking. | 1 | 19 | |
| 17 | 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. | 1 | 20 |
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| 18 | Balance | Allows you to recover your balance and stand back up when knocked down. | 1 | 20 | |
| 18 | Hide | Allows you to sneak past monsters, avoiding their sight. This is only used while sneaking. | 1 | 21 | |
| 18 | Jump | Allows you to jump higher. To jump, press the spacebar. | 1 | 21 | |
| 18 | Move Silently | Allows you to sneak past monsters, avoiding their hearing. This is only used while sneaking. | 1 | 20 | |
| 18 | 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. | 1 | 21 |
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| 19 | Balance | Allows you to recover your balance and stand back up when knocked down. | 1 | 21 | |
| 19 | Hide | Allows you to sneak past monsters, avoiding their sight. This is only used while sneaking. | 1 | 22 | |
| 19 | Jump | Allows you to jump higher. To jump, press the spacebar. | 1 | 22 | |
| 19 | Move Silently | Allows you to sneak past monsters, avoiding their hearing. This is only used while sneaking. | 1 | 21 | |
| 19 | 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. | 1 | 22 |
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| 20 | Balance | Allows you to recover your balance and stand back up when knocked down. | 1 | 22 | |
| 20 | Hide | Allows you to sneak past monsters, avoiding their sight. This is only used while sneaking. | 1 | 23 | |
| 20 | Jump | Allows you to jump higher. To jump, press the spacebar. | 1 | 23 | |
| 20 | Move Silently | Allows you to sneak past monsters, avoiding their hearing. This is only used while sneaking. | 1 | 22 | |
| 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. | 1 | 23 |

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| 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. |
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| 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%. |
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| 3 | Diehard | You automatically stabilize when incapacitated. |
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| 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. |
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| 7 | Improved Wild Empathy | Activate this ranger ability to befriend an animal or beast, effectively charming them. |
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| 9 | Evasion | When you make a successful Reflex save to avoid damage, you suffer no damage instead of half damage. |
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| 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. |
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| 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. |

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| 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 |
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| 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. |
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| 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.) |
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| 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 |
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| 6 | Weapon Focus: Ranged Weapons | Provides a +1 bonus to attack rolls when using a ranged weapon. |
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| 9 | Mental Toughness | Increases your maximum spell points by 10 at first level, and 5 spell points for each additional level. |
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| 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 |
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| 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. |
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| 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 |
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| 15 | Toughness | Increases your hit points by +3 at first level, and 1 additional hit point for each additional level. |
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| 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) |
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| 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 |

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| 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. |
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| 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. |
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| 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). |
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| 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. |
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.

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| Attack | 1 |
| Bow Strength | 1 |
| Composite Plating | 1 |
| Defensive Fighting | 1 |
| Favored Enemy (Favored Enemy (Undead, Favored Enemy (Elemental, Favored Enemy (Construct, Favored Enemy (Evil Outsider, Favored Enemy (Chaotic Outsider) | 1 |
| Heroic Durability | 1 |
| Light Fortification | 1 |
| Martial Weapon Proficiency | 1 |
| Mithral Body | 1 |
| Shield Proficiency (General) | 1 |
| Simple Weapon Proficiency | 1 |
| Sneak | 1 |
| Sunder | 1 |
| Trip | 1 |
| Warforged Immunities | 1 |
| Wild Empathy | 1 |
| Rapid Shot | 2 |
| Two Weapon Fighting | 2 |
| Diehard | 3 |
| Point Blank Shot | 3 |
| Improved Two Weapon Fighting | 6 |
| Manyshot | 6 |
| Weapon Focus: Ranged Weapons | 6 |
| Improved Wild Empathy | 7 |
| Evasion | 9 |
| Mental Toughness | 9 |
| Greater Two Weapon Fighting | 11 |
| Improved Precise Shot | 11 |
| Precise Shot | 11 |
| Improved Critical: Ranged Weapons | 12 |
| Toughness | 15 |
| Hide in Plain Sight | 17 |
| Improved Mental Toughness | 18 |


| You receive one point of the listed ability at the listed level. | |
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| 4 | Dexterity |
| 8 | Dexterity |
| 12 | Dexterity |
| 16 | Dexterity |
| 20 | Dexterity |

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| 1 | Balance | Allows you to recover your balance and stand back up when knocked down. | 4 | 26 | |
| 1 | Hide | Allows you to sneak past monsters, avoiding their sight. This is only used while sneaking. | 3 | 26 | |
| 1 | Jump | Allows you to jump higher. To jump, press the spacebar. | 4 | 27 | |
| 1 | Move Silently | Allows you to sneak past monsters, avoiding their hearing. This is only used while sneaking. | 3 | 25 | |
| 1 | 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. | 4 | 27 | |
| 1 | Tumble | Allows 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. | 2 | 4 |
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| 2 | Balance | Allows you to recover your balance and stand back up when knocked down. | 1 | 27 | |
| 2 | Hide | Allows you to sneak past monsters, avoiding their sight. This is only used while sneaking. | 1 | 27 | |
| 2 | Jump | Allows you to jump higher. To jump, press the spacebar. | 1 | 28 | |
| 2 | Move Silently | Allows you to sneak past monsters, avoiding their hearing. This is only used while sneaking. | 1 | 26 | |
| 2 | 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. | 1 | 28 |
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| 3 | Balance | Allows you to recover your balance and stand back up when knocked down. | 1 | 28 | |
| 3 | Hide | Allows you to sneak past monsters, avoiding their sight. This is only used while sneaking. | 1 | 28 | |
| 3 | Jump | Allows you to jump higher. To jump, press the spacebar. | 1 | 29 | |
| 3 | Move Silently | Allows you to sneak past monsters, avoiding their hearing. This is only used while sneaking. | 1 | 27 | |
| 3 | 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. | 1 | 29 |
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| 4 | Balance | Allows you to recover your balance and stand back up when knocked down. | 1 | 29 | |
| 4 | Hide | Allows you to sneak past monsters, avoiding their sight. This is only used while sneaking. | 1 | 29 | |
| 4 | Jump | Allows you to jump higher. To jump, press the spacebar. | 1 | 30 | |
| 4 | Move Silently | Allows you to sneak past monsters, avoiding their hearing. This is only used while sneaking. | 1 | 28 | |
| 4 | 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. | 1 | 30 |
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| 5 | Balance | Allows you to recover your balance and stand back up when knocked down. | 1 | 30 | |
| 5 | Hide | Allows you to sneak past monsters, avoiding their sight. This is only used while sneaking. | 1 | 30 | |
| 5 | Jump | Allows you to jump higher. To jump, press the spacebar. | 1 | 31 | |
| 5 | Move Silently | Allows you to sneak past monsters, avoiding their hearing. This is only used while sneaking. | 1 | 29 | |
| 5 | 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. | 1 | 31 |
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| 6 | Balance | Allows you to recover your balance and stand back up when knocked down. | 1 | 31 | |
| 6 | Hide | Allows you to sneak past monsters, avoiding their sight. This is only used while sneaking. | 1 | 31 | |
| 6 | Jump | Allows you to jump higher. To jump, press the spacebar. | 1 | 32 | |
| 6 | Move Silently | Allows you to sneak past monsters, avoiding their hearing. This is only used while sneaking. | 1 | 30 | |
| 6 | 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. | 1 | 32 |
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| 7 | Balance | Allows you to recover your balance and stand back up when knocked down. | 1 | 32 | |
| 7 | Hide | Allows you to sneak past monsters, avoiding their sight. This is only used while sneaking. | 1 | 32 | |
| 7 | Jump | Allows you to jump higher. To jump, press the spacebar. | 1 | 33 | |
| 7 | Move Silently | Allows you to sneak past monsters, avoiding their hearing. This is only used while sneaking. | 1 | 31 | |
| 7 | 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. | 1 | 33 |
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| 8 | Balance | Allows you to recover your balance and stand back up when knocked down. | 1 | 33 | |
| 8 | Hide | Allows you to sneak past monsters, avoiding their sight. This is only used while sneaking. | 1 | 33 | |
| 8 | Jump | Allows you to jump higher. To jump, press the spacebar. | 1 | 34 | |
| 8 | Move Silently | Allows you to sneak past monsters, avoiding their hearing. This is only used while sneaking. | 1 | 32 | |
| 8 | 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. | 1 | 34 |
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| 9 | Balance | Allows you to recover your balance and stand back up when knocked down. | 1 | 34 | |
| 9 | Hide | Allows you to sneak past monsters, avoiding their sight. This is only used while sneaking. | 1 | 34 | |
| 9 | Jump | Allows you to jump higher. To jump, press the spacebar. | 1 | 35 | |
| 9 | Move Silently | Allows you to sneak past monsters, avoiding their hearing. This is only used while sneaking. | 1 | 33 | |
| 9 | 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. | 1 | 35 |
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| 10 | Balance | Allows you to recover your balance and stand back up when knocked down. | 1 | 35 | |
| 10 | Hide | Allows you to sneak past monsters, avoiding their sight. This is only used while sneaking. | 1 | 35 | |
| 10 | Jump | Allows you to jump higher. To jump, press the spacebar. | 1 | 36 | |
| 10 | Move Silently | Allows you to sneak past monsters, avoiding their hearing. This is only used while sneaking. | 1 | 34 | |
| 10 | 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. | 1 | 36 |
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| 11 | Balance | Allows you to recover your balance and stand back up when knocked down. | 1 | 36 | |
| 11 | Hide | Allows you to sneak past monsters, avoiding their sight. This is only used while sneaking. | 1 | 36 | |
| 11 | Jump | Allows you to jump higher. To jump, press the spacebar. | 1 | 37 | |
| 11 | Move Silently | Allows you to sneak past monsters, avoiding their hearing. This is only used while sneaking. | 1 | 35 | |
| 11 | 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. | 1 | 37 |
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| 12 | Balance | Allows you to recover your balance and stand back up when knocked down. | 1 | 37 | |
| 12 | Hide | Allows you to sneak past monsters, avoiding their sight. This is only used while sneaking. | 1 | 37 | |
| 12 | Jump | Allows you to jump higher. To jump, press the spacebar. | 1 | 38 | |
| 12 | Move Silently | Allows you to sneak past monsters, avoiding their hearing. This is only used while sneaking. | 1 | 36 | |
| 12 | 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. | 1 | 38 |
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| 13 | Balance | Allows you to recover your balance and stand back up when knocked down. | 1 | 38 | |
| 13 | Hide | Allows you to sneak past monsters, avoiding their sight. This is only used while sneaking. | 1 | 38 | |
| 13 | Jump | Allows you to jump higher. To jump, press the spacebar. | 1 | 39 | |
| 13 | Move Silently | Allows you to sneak past monsters, avoiding their hearing. This is only used while sneaking. | 1 | 37 | |
| 13 | 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. | 1 | 39 |
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| 14 | Balance | Allows you to recover your balance and stand back up when knocked down. | 1 | 39 | |
| 14 | Hide | Allows you to sneak past monsters, avoiding their sight. This is only used while sneaking. | 1 | 39 | |
| 14 | Jump | Allows you to jump higher. To jump, press the spacebar. | 1 | 40 | |
| 14 | Move Silently | Allows you to sneak past monsters, avoiding their hearing. This is only used while sneaking. | 1 | 38 | |
| 14 | 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. | 1 | 40 |
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| 15 | Balance | Allows you to recover your balance and stand back up when knocked down. | 1 | 40 | |
| 15 | Hide | Allows you to sneak past monsters, avoiding their sight. This is only used while sneaking. | 1 | 40 | |
| 15 | Jump | Allows you to jump higher. To jump, press the spacebar. | 1 | 41 | |
| 15 | Move Silently | Allows you to sneak past monsters, avoiding their hearing. This is only used while sneaking. | 1 | 39 | |
| 15 | 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. | 1 | 41 |
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| 16 | Hide | Allows you to sneak past monsters, avoiding their sight. This is only used while sneaking. | 2 | 42 | |
| 16 | Jump | Allows you to jump higher. To jump, press the spacebar. | 1 | 42 | |
| 16 | Move Silently | Allows you to sneak past monsters, avoiding their hearing. This is only used while sneaking. | 1 | 40 | |
| 16 | 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. | 1 | 42 |
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| 17 | Balance | Allows you to recover your balance and stand back up when knocked down. | 1 | 41 | |
| 17 | Hide | Allows you to sneak past monsters, avoiding their sight. This is only used while sneaking. | 1 | 43 | |
| 17 | Jump | Allows you to jump higher. To jump, press the spacebar. | 1 | 43 | |
| 17 | Move Silently | Allows you to sneak past monsters, avoiding their hearing. This is only used while sneaking. | 1 | 41 | |
| 17 | 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. | 1 | 43 |
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| 18 | Balance | Allows you to recover your balance and stand back up when knocked down. | 1 | 42 | |
| 18 | Hide | Allows you to sneak past monsters, avoiding their sight. This is only used while sneaking. | 1 | 44 | |
| 18 | Jump | Allows you to jump higher. To jump, press the spacebar. | 1 | 44 | |
| 18 | Move Silently | Allows you to sneak past monsters, avoiding their hearing. This is only used while sneaking. | 1 | 42 | |
| 18 | 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. | 1 | 44 |
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| 19 | Balance | Allows you to recover your balance and stand back up when knocked down. | 1 | 43 | |
| 19 | Hide | Allows you to sneak past monsters, avoiding their sight. This is only used while sneaking. | 1 | 45 | |
| 19 | Jump | Allows you to jump higher. To jump, press the spacebar. | 1 | 45 | |
| 19 | Move Silently | Allows you to sneak past monsters, avoiding their hearing. This is only used while sneaking. | 1 | 43 | |
| 19 | 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. | 1 | 45 |
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| 20 | Balance | Allows you to recover your balance and stand back up when knocked down. | 1 | 44 | |
| 20 | Hide | Allows you to sneak past monsters, avoiding their sight. This is only used while sneaking. | 1 | 46 | |
| 20 | Jump | Allows you to jump higher. To jump, press the spacebar. | 1 | 46 | |
| 20 | Move Silently | Allows you to sneak past monsters, avoiding their hearing. This is only used while sneaking. | 1 | 44 | |
| 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. | 1 | 46 |

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| 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. |
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| 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%. |
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| 3 | Diehard | You automatically stabilize when incapacitated. |
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| 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. |
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| 7 | Improved Wild Empathy | Activate this ranger ability to befriend an animal or beast, effectively charming them. |
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| 9 | Evasion | When you make a successful Reflex save to avoid damage, you suffer no damage instead of half damage. |
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| 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. |
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| 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. |

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| 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 |
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| 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. |
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| 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.) |
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| 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 |
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| 6 | Weapon Focus: Ranged Weapons | Provides a +1 bonus to attack rolls when using a ranged weapon. |
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| 9 | Mental Toughness | Increases your maximum spell points by 10 at first level, and 5 spell points for each additional level. |
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| 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 |
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| 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. |
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| 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 |
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| 15 | Toughness | Increases your hit points by +3 at first level, and 1 additional hit point for each additional level. |
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| 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) |
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| 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 |

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| 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. |
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| 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. |
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| 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). |
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| 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. |












