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Path:Deepwood Sniper (Warforged Profile)

From DDO Compendium

Path: Deepwood Sniper (Warforged Profile)
Derived from: Deepwood Sniper
Class: Ranger
Suggested Race: Elf[v]
Solo Ability: Good
These stealthy rangers are incredibly skilled in archery and are capable of amplifying the destructive power of their arrows. They also make very good scouts.

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

As a Deepwood Sniper you will be incredibly skilled with your bow. You will be able to boost your bow damage and with proper strategy will be able to attack multiple enemies at once.

As the stealthiest of the rangers, you will be a very accomplished scout. In addition, like all rangers, you will be able to assist the party with several helpful ranger spells starting at level 4.

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.22
1HideAllows you to sneak past monsters, avoiding their sight. This is only used while sneaking.44
1ListenAllows you to hear enemies that are trying to move silently as well as subtle noises which others may not hear.44
1Move SilentlyAllows you to sneak past monsters, avoiding their hearing. This is only used while sneaking.44
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
2HideAllows you to sneak past monsters, avoiding their sight. This is only used while sneaking.15
2JumpAllows you to jump higher. To jump, press the spacebar.11
2ListenAllows you to hear enemies that are trying to move silently as well as subtle noises which others may not hear.15
2Move SilentlyAllows you to sneak past monsters, avoiding their hearing. This is only used while sneaking.15
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
3HideAllows you to sneak past monsters, avoiding their sight. This is only used while sneaking.16
3JumpAllows you to jump higher. To jump, press the spacebar.12
3ListenAllows you to hear enemies that are trying to move silently as well as subtle noises which others may not hear.16
3Move SilentlyAllows you to sneak past monsters, avoiding their hearing. This is only used while sneaking.16
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
4HideAllows you to sneak past monsters, avoiding their sight. This is only used while sneaking.17
4JumpAllows you to jump higher. To jump, press the spacebar.13
4ListenAllows you to hear enemies that are trying to move silently as well as subtle noises which others may not hear.17
4Move SilentlyAllows you to sneak past monsters, avoiding their hearing. This is only used while sneaking.17
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
5HideAllows you to sneak past monsters, avoiding their sight. This is only used while sneaking.18
5ListenAllows you to hear enemies that are trying to move silently as well as subtle noises which others may not hear.18
5Move SilentlyAllows you to sneak past monsters, avoiding their hearing. This is only used while sneaking.18
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
5TumbleAllows 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.13
6BalanceAllows you to recover your balance and stand back up when knocked down.13
6HideAllows you to sneak past monsters, avoiding their sight. This is only used while sneaking.19
6ListenAllows you to hear enemies that are trying to move silently as well as subtle noises which others may not hear.19
6Move SilentlyAllows you to sneak past monsters, avoiding their hearing. This is only used while sneaking.19
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
7HideAllows you to sneak past monsters, avoiding their sight. This is only used while sneaking.110
7ListenAllows you to hear enemies that are trying to move silently as well as subtle noises which others may not hear.110
7Move SilentlyAllows you to sneak past monsters, avoiding their hearing. This is only used while sneaking.110
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
7TumbleAllows 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.14
8BalanceAllows you to recover your balance and stand back up when knocked down.14
8HideAllows you to sneak past monsters, avoiding their sight. This is only used while sneaking.111
8JumpAllows you to jump higher. To jump, press the spacebar.14
8ListenAllows you to hear enemies that are trying to move silently as well as subtle noises which others may not hear.111
8Move SilentlyAllows you to sneak past monsters, avoiding their hearing. This is only used while sneaking.111
9HideAllows you to sneak past monsters, avoiding their sight. This is only used while sneaking.112
9JumpAllows you to jump higher. To jump, press the spacebar.15
9ListenAllows you to hear enemies that are trying to move silently as well as subtle noises which others may not hear.112
9Move SilentlyAllows you to sneak past monsters, avoiding their hearing. This is only used while sneaking.112
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.111
10HideAllows you to sneak past monsters, avoiding their sight. This is only used while sneaking.113
10JumpAllows you to jump higher. To jump, press the spacebar.16
10ListenAllows you to hear enemies that are trying to move silently as well as subtle noises which others may not hear.113
10Move SilentlyAllows you to sneak past monsters, avoiding their hearing. This is only used while sneaking.113
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.112
11HideAllows you to sneak past monsters, avoiding their sight. This is only used while sneaking.114
11ListenAllows you to hear enemies that are trying to move silently as well as subtle noises which others may not hear.114
11Move SilentlyAllows you to sneak past monsters, avoiding their hearing. This is only used while sneaking.114
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.113
11SwimAllows you to swim faster and hold your breath for a longer period of time when underwater.11
12HideAllows you to sneak past monsters, avoiding their sight. This is only used while sneaking.115
12ListenAllows you to hear enemies that are trying to move silently as well as subtle noises which others may not hear.115
12Move SilentlyAllows you to sneak past monsters, avoiding their hearing. This is only used while sneaking.115
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.114
12SwimAllows you to swim faster and hold your breath for a longer period of time when underwater.12
13HideAllows you to sneak past monsters, avoiding their sight. This is only used while sneaking.116
13ListenAllows you to hear enemies that are trying to move silently as well as subtle noises which others may not hear.116
13Move SilentlyAllows you to sneak past monsters, avoiding their hearing. This is only used while sneaking.116
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.115
13SwimAllows you to swim faster and hold your breath for a longer period of time when underwater.13
14HideAllows you to sneak past monsters, avoiding their sight. This is only used while sneaking.117
14ListenAllows you to hear enemies that are trying to move silently as well as subtle noises which others may not hear.117
14Move SilentlyAllows you to sneak past monsters, avoiding their hearing. This is only used while sneaking.117
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.116
14SwimAllows you to swim faster and hold your breath for a longer period of time when underwater.14
15HideAllows you to sneak past monsters, avoiding their sight. This is only used while sneaking.118
15ListenAllows you to hear enemies that are trying to move silently as well as subtle noises which others may not hear.118
15Move SilentlyAllows you to sneak past monsters, avoiding their hearing. This is only used while sneaking.118
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.117
15SwimAllows you to swim faster and hold your breath for a longer period of time when underwater.15
16HideAllows you to sneak past monsters, avoiding their sight. This is only used while sneaking.119
16JumpAllows you to jump higher. To jump, press the spacebar.17
16ListenAllows you to hear enemies that are trying to move silently as well as subtle noises which others may not hear.119
16Move SilentlyAllows you to sneak past monsters, avoiding their hearing. This is only used while sneaking.119
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.118
17HideAllows you to sneak past monsters, avoiding their sight. This is only used while sneaking.120
17ListenAllows you to hear enemies that are trying to move silently as well as subtle noises which others may not hear.120
17Move SilentlyAllows you to sneak past monsters, avoiding their hearing. This is only used while sneaking.120
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.119
17SwimAllows you to swim faster and hold your breath for a longer period of time when underwater.16
18HideAllows you to sneak past monsters, avoiding their sight. This is only used while sneaking.121
18ListenAllows you to hear enemies that are trying to move silently as well as subtle noises which others may not hear.121
18Move SilentlyAllows you to sneak past monsters, avoiding their hearing. This is only used while sneaking.121
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.120
18SwimAllows you to swim faster and hold your breath for a longer period of time when underwater.17
19HideAllows you to sneak past monsters, avoiding their sight. This is only used while sneaking.122
19ListenAllows you to hear enemies that are trying to move silently as well as subtle noises which others may not hear.122
19Move SilentlyAllows you to sneak past monsters, avoiding their hearing. This is only used while sneaking.122
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.121
19SwimAllows you to swim faster and hold your breath for a longer period of time when underwater.18
20HideAllows you to sneak past monsters, avoiding their sight. This is only used while sneaking.123
20ListenAllows you to hear enemies that are trying to move silently as well as subtle noises which others may not hear.123
20Move SilentlyAllows you to sneak past monsters, avoiding their hearing. This is only used while sneaking.123
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.122
20SwimAllows you to swim faster and hold your breath for a longer period of time when underwater.19
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 (Reptilian, Favored Enemy (Goblinoid, Favored Enemy (Giant, 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 Weapon Finesse You can use your Dexterity bonus instead of Strength bonus to determine bonus to attack with certain weapons if it is higher.
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 (Reptilian, Favored Enemy (Goblinoid, Favored Enemy (Giant, 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 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.)
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 (Reptilian, Favored Enemy (Goblinoid, Favored Enemy (Giant, 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 (Reptilian, Favored Enemy (Goblinoid, Favored Enemy (Giant, 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 Mental Toughness Increases your maximum spell points by 10 at first level, and 5 spell points for each additional level.
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 (Reptilian, Favored Enemy (Goblinoid, Favored Enemy (Giant, 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: Deepwood Sniper (Warforged Profile)
Derived from: Deepwood Sniper
Class: Ranger
Suggested Race: Elf[v]
Solo Ability: Good
These stealthy rangers are incredibly skilled in archery and are capable of amplifying the destructive power of their arrows. They also make very good scouts.

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

As a Deepwood Sniper you will be incredibly skilled with your bow. You will be able to boost your bow damage and with proper strategy will be able to attack multiple enemies at once.

As the stealthiest of the rangers, you will be a very accomplished scout. In addition, like all rangers, you will be able to assist the party with several helpful ranger spells starting at level 4.

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.26
1HideAllows you to sneak past monsters, avoiding their sight. This is only used while sneaking.427
1Move SilentlyAllows you to sneak past monsters, avoiding their hearing. This is only used while sneaking.427
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.426
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.26
1Use Magic DeviceAllows you the ability to use magic devices and wear magic items which you normally wouldn't be able to use because of class or race restrictions. You must perform a check each time you attempt to use a magic item with this skill and may succeed sometimes and fail other times with the same item.44
2HideAllows you to sneak past monsters, avoiding their sight. This is only used while sneaking.128
2JumpAllows you to jump higher. To jump, press the spacebar.18
2Move SilentlyAllows you to sneak past monsters, avoiding their hearing. This is only used while sneaking.128
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.127
2Use Magic DeviceAllows you the ability to use magic devices and wear magic items which you normally wouldn't be able to use because of class or race restrictions. You must perform a check each time you attempt to use a magic item with this skill and may succeed sometimes and fail other times with the same item.15
3HideAllows you to sneak past monsters, avoiding their sight. This is only used while sneaking.129
3JumpAllows you to jump higher. To jump, press the spacebar.19
3Move SilentlyAllows you to sneak past monsters, avoiding their hearing. This is only used while sneaking.129
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.128
3Use Magic DeviceAllows you the ability to use magic devices and wear magic items which you normally wouldn't be able to use because of class or race restrictions. You must perform a check each time you attempt to use a magic item with this skill and may succeed sometimes and fail other times with the same item.16
4HideAllows you to sneak past monsters, avoiding their sight. This is only used while sneaking.130
4JumpAllows you to jump higher. To jump, press the spacebar.110
4Move SilentlyAllows you to sneak past monsters, avoiding their hearing. This is only used while sneaking.130
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.129
4Use Magic DeviceAllows you the ability to use magic devices and wear magic items which you normally wouldn't be able to use because of class or race restrictions. You must perform a check each time you attempt to use a magic item with this skill and may succeed sometimes and fail other times with the same item.17
5HideAllows you to sneak past monsters, avoiding their sight. This is only used while sneaking.131
5Move SilentlyAllows you to sneak past monsters, avoiding their hearing. This is only used while sneaking.131
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.130
5TumbleAllows 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.17
5Use Magic DeviceAllows you the ability to use magic devices and wear magic items which you normally wouldn't be able to use because of class or race restrictions. You must perform a check each time you attempt to use a magic item with this skill and may succeed sometimes and fail other times with the same item.18
6BalanceAllows you to recover your balance and stand back up when knocked down.17
6HideAllows you to sneak past monsters, avoiding their sight. This is only used while sneaking.132
6Move SilentlyAllows you to sneak past monsters, avoiding their hearing. This is only used while sneaking.132
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.131
6Use Magic DeviceAllows you the ability to use magic devices and wear magic items which you normally wouldn't be able to use because of class or race restrictions. You must perform a check each time you attempt to use a magic item with this skill and may succeed sometimes and fail other times with the same item.19
7HideAllows you to sneak past monsters, avoiding their sight. This is only used while sneaking.133
7Move SilentlyAllows you to sneak past monsters, avoiding their hearing. This is only used while sneaking.133
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.132
7TumbleAllows 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.18
7Use Magic DeviceAllows you the ability to use magic devices and wear magic items which you normally wouldn't be able to use because of class or race restrictions. You must perform a check each time you attempt to use a magic item with this skill and may succeed sometimes and fail other times with the same item.110
8BalanceAllows you to recover your balance and stand back up when knocked down.18
8HideAllows you to sneak past monsters, avoiding their sight. This is only used while sneaking.134
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.134
8Use Magic DeviceAllows you the ability to use magic devices and wear magic items which you normally wouldn't be able to use because of class or race restrictions. You must perform a check each time you attempt to use a magic item with this skill and may succeed sometimes and fail other times with the same item.111
9HideAllows you to sneak past monsters, avoiding their sight. This is only used while sneaking.135
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.135
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.133
9Use Magic DeviceAllows you the ability to use magic devices and wear magic items which you normally wouldn't be able to use because of class or race restrictions. You must perform a check each time you attempt to use a magic item with this skill and may succeed sometimes and fail other times with the same item.112
10HideAllows you to sneak past monsters, avoiding their sight. This is only used while sneaking.136
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.136
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.134
10Use Magic DeviceAllows you the ability to use magic devices and wear magic items which you normally wouldn't be able to use because of class or race restrictions. You must perform a check each time you attempt to use a magic item with this skill and may succeed sometimes and fail other times with the same item.113
11HideAllows you to sneak past monsters, avoiding their sight. This is only used while sneaking.137
11Move SilentlyAllows you to sneak past monsters, avoiding their hearing. This is only used while sneaking.137
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.135
11SwimAllows you to swim faster and hold your breath for a longer period of time when underwater.110
11Use Magic DeviceAllows you the ability to use magic devices and wear magic items which you normally wouldn't be able to use because of class or race restrictions. You must perform a check each time you attempt to use a magic item with this skill and may succeed sometimes and fail other times with the same item.114
12HideAllows you to sneak past monsters, avoiding their sight. This is only used while sneaking.138
12Move SilentlyAllows you to sneak past monsters, avoiding their hearing. This is only used while sneaking.138
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.136
12SwimAllows you to swim faster and hold your breath for a longer period of time when underwater.111
12Use Magic DeviceAllows you the ability to use magic devices and wear magic items which you normally wouldn't be able to use because of class or race restrictions. You must perform a check each time you attempt to use a magic item with this skill and may succeed sometimes and fail other times with the same item.115
13HideAllows you to sneak past monsters, avoiding their sight. This is only used while sneaking.139
13Move SilentlyAllows you to sneak past monsters, avoiding their hearing. This is only used while sneaking.139
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.137
13SwimAllows you to swim faster and hold your breath for a longer period of time when underwater.112
13Use Magic DeviceAllows you the ability to use magic devices and wear magic items which you normally wouldn't be able to use because of class or race restrictions. You must perform a check each time you attempt to use a magic item with this skill and may succeed sometimes and fail other times with the same item.116
14HideAllows you to sneak past monsters, avoiding their sight. This is only used while sneaking.140
14Move SilentlyAllows you to sneak past monsters, avoiding their hearing. This is only used while sneaking.140
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.138
14SwimAllows you to swim faster and hold your breath for a longer period of time when underwater.113
14Use Magic DeviceAllows you the ability to use magic devices and wear magic items which you normally wouldn't be able to use because of class or race restrictions. You must perform a check each time you attempt to use a magic item with this skill and may succeed sometimes and fail other times with the same item.117
15HideAllows you to sneak past monsters, avoiding their sight. This is only used while sneaking.141
15Move SilentlyAllows you to sneak past monsters, avoiding their hearing. This is only used while sneaking.141
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.139
15SwimAllows you to swim faster and hold your breath for a longer period of time when underwater.114
15Use Magic DeviceAllows you the ability to use magic devices and wear magic items which you normally wouldn't be able to use because of class or race restrictions. You must perform a check each time you attempt to use a magic item with this skill and may succeed sometimes and fail other times with the same item.118
16HideAllows you to sneak past monsters, avoiding their sight. This is only used while sneaking.142
16JumpAllows you to jump higher. To jump, press the spacebar.114
16Move SilentlyAllows you to sneak past monsters, avoiding their hearing. This is only used while sneaking.142
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.140
16Use Magic DeviceAllows you the ability to use magic devices and wear magic items which you normally wouldn't be able to use because of class or race restrictions. You must perform a check each time you attempt to use a magic item with this skill and may succeed sometimes and fail other times with the same item.119
17HideAllows you to sneak past monsters, avoiding their sight. This is only used while sneaking.143
17Move SilentlyAllows you to sneak past monsters, avoiding their hearing. This is only used while sneaking.143
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.141
17SwimAllows you to swim faster and hold your breath for a longer period of time when underwater.115
17Use Magic DeviceAllows you the ability to use magic devices and wear magic items which you normally wouldn't be able to use because of class or race restrictions. You must perform a check each time you attempt to use a magic item with this skill and may succeed sometimes and fail other times with the same item.120
18HideAllows you to sneak past monsters, avoiding their sight. This is only used while sneaking.144
18Move SilentlyAllows you to sneak past monsters, avoiding their hearing. This is only used while sneaking.144
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.142
18SwimAllows you to swim faster and hold your breath for a longer period of time when underwater.116
18Use Magic DeviceAllows you the ability to use magic devices and wear magic items which you normally wouldn't be able to use because of class or race restrictions. You must perform a check each time you attempt to use a magic item with this skill and may succeed sometimes and fail other times with the same item.121
19HideAllows you to sneak past monsters, avoiding their sight. This is only used while sneaking.145
19Move SilentlyAllows you to sneak past monsters, avoiding their hearing. This is only used while sneaking.145
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.143
19SwimAllows you to swim faster and hold your breath for a longer period of time when underwater.117
19Use Magic DeviceAllows you the ability to use magic devices and wear magic items which you normally wouldn't be able to use because of class or race restrictions. You must perform a check each time you attempt to use a magic item with this skill and may succeed sometimes and fail other times with the same item.122
20HideAllows you to sneak past monsters, avoiding their sight. This is only used while sneaking.146
20Move SilentlyAllows you to sneak past monsters, avoiding their hearing. This is only used while sneaking.146
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.144
20SwimAllows you to swim faster and hold your breath for a longer period of time when underwater.118
20Use Magic DeviceAllows you the ability to use magic devices and wear magic items which you normally wouldn't be able to use because of class or race restrictions. You must perform a check each time you attempt to use a magic item with this skill and may succeed sometimes and fail other times with the same item.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 (Reptilian, Favored Enemy (Goblinoid, Favored Enemy (Giant, 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 Weapon Finesse You can use your Dexterity bonus instead of Strength bonus to determine bonus to attack with certain weapons if it is higher.
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 (Reptilian, Favored Enemy (Goblinoid, Favored Enemy (Giant, 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 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.)
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 (Reptilian, Favored Enemy (Goblinoid, Favored Enemy (Giant, 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 (Reptilian, Favored Enemy (Goblinoid, Favored Enemy (Giant, 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 Mental Toughness Increases your maximum spell points by 10 at first level, and 5 spell points for each additional level.
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 (Reptilian, Favored Enemy (Goblinoid, Favored Enemy (Giant, 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: Deepwood Sniper (Warforged Profile)
Derived from: Deepwood Sniper
Class: Ranger
Suggested Race: Elf[v]
Solo Ability: Good
These stealthy rangers are incredibly skilled in archery and are capable of amplifying the destructive power of their arrows. They also make very good scouts.

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

As a Deepwood Sniper you will be incredibly skilled with your bow. You will be able to boost your bow damage and with proper strategy will be able to attack multiple enemies at once.

As the stealthiest of the rangers, you will be a very accomplished scout. In addition, like all rangers, you will be able to assist the party with several helpful ranger spells starting at level 4.

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.210
1HideAllows you to sneak past monsters, avoiding their sight. This is only used while sneaking.450
1Move SilentlyAllows you to sneak past monsters, avoiding their hearing. This is only used while sneaking.450
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.448
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.210
1Use Magic DeviceAllows you the ability to use magic devices and wear magic items which you normally wouldn't be able to use because of class or race restrictions. You must perform a check each time you attempt to use a magic item with this skill and may succeed sometimes and fail other times with the same item.427
2HideAllows you to sneak past monsters, avoiding their sight. This is only used while sneaking.151
2JumpAllows you to jump higher. To jump, press the spacebar.115
2Move SilentlyAllows you to sneak past monsters, avoiding their hearing. This is only used while sneaking.151
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.149
2Use Magic DeviceAllows you the ability to use magic devices and wear magic items which you normally wouldn't be able to use because of class or race restrictions. You must perform a check each time you attempt to use a magic item with this skill and may succeed sometimes and fail other times with the same item.128
3HideAllows you to sneak past monsters, avoiding their sight. This is only used while sneaking.152
3JumpAllows you to jump higher. To jump, press the spacebar.116
3Move SilentlyAllows you to sneak past monsters, avoiding their hearing. This is only used while sneaking.152
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.150
3Use Magic DeviceAllows you the ability to use magic devices and wear magic items which you normally wouldn't be able to use because of class or race restrictions. You must perform a check each time you attempt to use a magic item with this skill and may succeed sometimes and fail other times with the same item.129
4HideAllows you to sneak past monsters, avoiding their sight. This is only used while sneaking.153
4JumpAllows you to jump higher. To jump, press the spacebar.117
4Move SilentlyAllows you to sneak past monsters, avoiding their hearing. This is only used while sneaking.153
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.151
4Use Magic DeviceAllows you the ability to use magic devices and wear magic items which you normally wouldn't be able to use because of class or race restrictions. You must perform a check each time you attempt to use a magic item with this skill and may succeed sometimes and fail other times with the same item.130
5HideAllows you to sneak past monsters, avoiding their sight. This is only used while sneaking.154
5Move SilentlyAllows you to sneak past monsters, avoiding their hearing. This is only used while sneaking.154
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.152
5TumbleAllows 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.111
5Use Magic DeviceAllows you the ability to use magic devices and wear magic items which you normally wouldn't be able to use because of class or race restrictions. You must perform a check each time you attempt to use a magic item with this skill and may succeed sometimes and fail other times with the same item.131
6BalanceAllows you to recover your balance and stand back up when knocked down.111
6HideAllows you to sneak past monsters, avoiding their sight. This is only used while sneaking.155
6Move SilentlyAllows you to sneak past monsters, avoiding their hearing. This is only used while sneaking.155
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.153
6Use Magic DeviceAllows you the ability to use magic devices and wear magic items which you normally wouldn't be able to use because of class or race restrictions. You must perform a check each time you attempt to use a magic item with this skill and may succeed sometimes and fail other times with the same item.132
7HideAllows you to sneak past monsters, avoiding their sight. This is only used while sneaking.156
7Move SilentlyAllows you to sneak past monsters, avoiding their hearing. This is only used while sneaking.156
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.154
7TumbleAllows 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.112
7Use Magic DeviceAllows you the ability to use magic devices and wear magic items which you normally wouldn't be able to use because of class or race restrictions. You must perform a check each time you attempt to use a magic item with this skill and may succeed sometimes and fail other times with the same item.133
8BalanceAllows you to recover your balance and stand back up when knocked down.112
8HideAllows you to sneak past monsters, avoiding their sight. This is only used while sneaking.157
8JumpAllows you to jump higher. To jump, press the spacebar.118
8Move SilentlyAllows you to sneak past monsters, avoiding their hearing. This is only used while sneaking.157
8Use Magic DeviceAllows you the ability to use magic devices and wear magic items which you normally wouldn't be able to use because of class or race restrictions. You must perform a check each time you attempt to use a magic item with this skill and may succeed sometimes and fail other times with the same item.134
9HideAllows you to sneak past monsters, avoiding their sight. This is only used while sneaking.158
9JumpAllows you to jump higher. To jump, press the spacebar.119
9Move SilentlyAllows you to sneak past monsters, avoiding their hearing. This is only used while sneaking.158
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.155
9Use Magic DeviceAllows you the ability to use magic devices and wear magic items which you normally wouldn't be able to use because of class or race restrictions. You must perform a check each time you attempt to use a magic item with this skill and may succeed sometimes and fail other times with the same item.135
10HideAllows you to sneak past monsters, avoiding their sight. This is only used while sneaking.159
10JumpAllows you to jump higher. To jump, press the spacebar.120
10Move SilentlyAllows you to sneak past monsters, avoiding their hearing. This is only used while sneaking.159
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.156
10Use Magic DeviceAllows you the ability to use magic devices and wear magic items which you normally wouldn't be able to use because of class or race restrictions. You must perform a check each time you attempt to use a magic item with this skill and may succeed sometimes and fail other times with the same item.136
11HideAllows you to sneak past monsters, avoiding their sight. This is only used while sneaking.160
11Move SilentlyAllows you to sneak past monsters, avoiding their hearing. This is only used while sneaking.160
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.157
11SwimAllows you to swim faster and hold your breath for a longer period of time when underwater.119
11Use Magic DeviceAllows you the ability to use magic devices and wear magic items which you normally wouldn't be able to use because of class or race restrictions. You must perform a check each time you attempt to use a magic item with this skill and may succeed sometimes and fail other times with the same item.137
12HideAllows you to sneak past monsters, avoiding their sight. This is only used while sneaking.161
12Move SilentlyAllows you to sneak past monsters, avoiding their hearing. This is only used while sneaking.161
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.158
12SwimAllows you to swim faster and hold your breath for a longer period of time when underwater.120
12Use Magic DeviceAllows you the ability to use magic devices and wear magic items which you normally wouldn't be able to use because of class or race restrictions. You must perform a check each time you attempt to use a magic item with this skill and may succeed sometimes and fail other times with the same item.138
13HideAllows you to sneak past monsters, avoiding their sight. This is only used while sneaking.162
13Move SilentlyAllows you to sneak past monsters, avoiding their hearing. This is only used while sneaking.162
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.159
13SwimAllows you to swim faster and hold your breath for a longer period of time when underwater.121
13Use Magic DeviceAllows you the ability to use magic devices and wear magic items which you normally wouldn't be able to use because of class or race restrictions. You must perform a check each time you attempt to use a magic item with this skill and may succeed sometimes and fail other times with the same item.139
14HideAllows you to sneak past monsters, avoiding their sight. This is only used while sneaking.163
14Move SilentlyAllows you to sneak past monsters, avoiding their hearing. This is only used while sneaking.163
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.160
14SwimAllows you to swim faster and hold your breath for a longer period of time when underwater.122
14Use Magic DeviceAllows you the ability to use magic devices and wear magic items which you normally wouldn't be able to use because of class or race restrictions. You must perform a check each time you attempt to use a magic item with this skill and may succeed sometimes and fail other times with the same item.140
15HideAllows you to sneak past monsters, avoiding their sight. This is only used while sneaking.164
15Move SilentlyAllows you to sneak past monsters, avoiding their hearing. This is only used while sneaking.164
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.161
15SwimAllows you to swim faster and hold your breath for a longer period of time when underwater.123
15Use Magic DeviceAllows you the ability to use magic devices and wear magic items which you normally wouldn't be able to use because of class or race restrictions. You must perform a check each time you attempt to use a magic item with this skill and may succeed sometimes and fail other times with the same item.141
16HideAllows you to sneak past monsters, avoiding their sight. This is only used while sneaking.165
16JumpAllows you to jump higher. To jump, press the spacebar.121
16Move SilentlyAllows you to sneak past monsters, avoiding their hearing. This is only used while sneaking.165
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.162
16Use Magic DeviceAllows you the ability to use magic devices and wear magic items which you normally wouldn't be able to use because of class or race restrictions. You must perform a check each time you attempt to use a magic item with this skill and may succeed sometimes and fail other times with the same item.142
17HideAllows you to sneak past monsters, avoiding their sight. This is only used while sneaking.166
17Move SilentlyAllows you to sneak past monsters, avoiding their hearing. This is only used while sneaking.166
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.163
17SwimAllows you to swim faster and hold your breath for a longer period of time when underwater.124
17Use Magic DeviceAllows you the ability to use magic devices and wear magic items which you normally wouldn't be able to use because of class or race restrictions. You must perform a check each time you attempt to use a magic item with this skill and may succeed sometimes and fail other times with the same item.143
18HideAllows you to sneak past monsters, avoiding their sight. This is only used while sneaking.167
18Move SilentlyAllows you to sneak past monsters, avoiding their hearing. This is only used while sneaking.167
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.164
18SwimAllows you to swim faster and hold your breath for a longer period of time when underwater.125
18Use Magic DeviceAllows you the ability to use magic devices and wear magic items which you normally wouldn't be able to use because of class or race restrictions. You must perform a check each time you attempt to use a magic item with this skill and may succeed sometimes and fail other times with the same item.144
19HideAllows you to sneak past monsters, avoiding their sight. This is only used while sneaking.168
19Move SilentlyAllows you to sneak past monsters, avoiding their hearing. This is only used while sneaking.168
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.165
19SwimAllows you to swim faster and hold your breath for a longer period of time when underwater.126
19Use Magic DeviceAllows you the ability to use magic devices and wear magic items which you normally wouldn't be able to use because of class or race restrictions. You must perform a check each time you attempt to use a magic item with this skill and may succeed sometimes and fail other times with the same item.145
20HideAllows you to sneak past monsters, avoiding their sight. This is only used while sneaking.169
20Move SilentlyAllows you to sneak past monsters, avoiding their hearing. This is only used while sneaking.169
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.166
20SwimAllows you to swim faster and hold your breath for a longer period of time when underwater.127
20Use Magic DeviceAllows you the ability to use magic devices and wear magic items which you normally wouldn't be able to use because of class or race restrictions. You must perform a check each time you attempt to use a magic item with this skill and may succeed sometimes and fail other times with the same item.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 (Reptilian, Favored Enemy (Goblinoid, Favored Enemy (Giant, 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 Weapon Finesse You can use your Dexterity bonus instead of Strength bonus to determine bonus to attack with certain weapons if it is higher.
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 (Reptilian, Favored Enemy (Goblinoid, Favored Enemy (Giant, 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 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.)
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 (Reptilian, Favored Enemy (Goblinoid, Favored Enemy (Giant, 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 (Reptilian, Favored Enemy (Goblinoid, Favored Enemy (Giant, 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 Mental Toughness Increases your maximum spell points by 10 at first level, and 5 spell points for each additional level.
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 (Reptilian, Favored Enemy (Goblinoid, Favored Enemy (Giant, 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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