Ranger



Obsidian has confirmed that the Ranger base class will be included in NWN2.

DnD 3.5 Ranger
Description: Rangers are skilled stalkers and hunters who make their home in the woods. Their martial skill is nearly the equal of the fighter, but they lack the latter's dedication to the craft of fighting. Instead, the ranger focuses his skills and training on a specific enemy - a type of creature he bears a vengeful grudge against and hunts above all others. Rangers often accept the role of protector, aiding those who live in or travel through the woods. His skills allow him to move quietly and stick to the shadows, especially in natural settings, and he also has special knowledge of certain types of creatures. Finally, an experienced ranger has such a tie to nature that he can actually draw on natural power to cast divine spells, much as a druid does, and like a druid he is often accompanied by animal companions.

Alignment Restrictions: None

Hit Die: d8

Proficiencies: Armor (Light, Shields (except Tower shields), Weapons (Martial, Simple)

Skill points: (Int mod * 4 at 1st level) 6 + Int mod

Class skills: Climb, Concentration, Craft, Handle Animal, Heal, Hide, Jump, Knowledge (dungeoneering), Knowledge (geography), Knowledge (nature), Listen, Move Silently, Profession, Ride, Search, Spot, Survival, Swim and Use Rope

Base Attack Bonus progression: High

Primary Saving Throw(s): Fortitude

Spellcasting: Divine (Wisdom based, armor-related chance of spell failure is ignored). Must have a Wisdom score of 10 + the spell’s level to cast a spell.

Special Abilities & Feats

 * Level 1 1st Favored enemy, Track, Wild empathy
 * Level 2 Combat Style (see below)
 * Level 3 Endurance
 * Level 4 Animal Companion
 * Level 5 2nd Favored enemy
 * Level 6 Combat style (improved)
 * Level 7 Woodland stride
 * Level 8 Swift tracker
 * Level 9 Evasion
 * Level 10 3rd Favored enemy
 * Level 11 Combat style (mastered)
 * Level 13 Camouflage
 * Level 15 4th Favored enemy
 * Level 17 Hide in plain sight
 * Level 20 5th Favored enemy

Armour Related
The benefits of the ranger’s chosen combat style and evasion apply only when he wears light or no armor. He loses all benefits of his combat style and evasion when wearing medium or heavy armor.

Environment Related
The benefits of the ranger’s Hide in plain sight and Camouflage abilities only apply while in natural terrain.

Combat Style
A ranger must select one of two combat styles to pursue: archery or two-weapon combat. This choice affects the character’s class features but does not restrict his selection of feats or special abilities in any way. The initial combat style choice is made at 2nd level.

Basic
At 2nd level, if the ranger selects archery, he is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat. If the ranger selects two-weapon combat, he is treated as having the Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.

Improved
At 6th level, a ranger’s aptitude in his chosen combat style (archery or two-weapon combat) improves. If he selected archery at 2nd level, he is treated as having the Manyshot feat, even if he does not have the normal prerequisites for that feat. If the ranger selected two-weapon combat at 2nd level, he is treated as having the Improved Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.

Mastered
At 11th level, a ranger’s aptitude in his chosen combat style (archery or two-weapon combat) improves again. If he selected archery at 2nd level, he is treated as having the Improved Precise Shot feat, even if he does not have the normal prerequisites for that feat. If the ranger selected two-weapon combat at 2nd level, he is treated as having the Greater Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.

Spellcasting
Beginning at 4th level, a ranger gains the ability to cast a small number of divine spells, which are drawn from the ranger spell list. A ranger must choose and prepare his spells in advance.

To prepare or cast a spell, a ranger must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a ranger’s spell is 10 + the spell level + the ranger’s Wisdom modifier.

A ranger's caster level is one-half his ranger level.

Spellcasting is unaffected by Armour-related failure.

Spells
Level 1
 * Camouflage
 * Cure Light Wounds
 * Entangle
 * Grease
 * Magic Fang
 * Resist Elements
 * Summon Creature I
 * Ultravision

Level 2
 * Cat's Grace
 * Hold Animal
 * One with the Land
 * Protection from Elements
 * Sleep
 * Summon Creature II

Level 3
 * Aid
 * Blade Thirst
 * Cure Moderate Wounds
 * Invisibility Purge
 * Greater Magic Fang
 * Neutralize Poison
 * Remove Disease
 * Summon Creature III

Level 4
 * Cure Serious Wounds
 * Freedom of Movement
 * Mass Camouflage
 * Polymorph Self
 * Summon Creature IV

Pre-release notes

 * The skills Climb, Jump and Swim have been confirmed as not being implemented in NWN2.
 * Healing and summoning magics are highly likely to be in NWN2 as they are almost integral to the magic system of DnD

NWN comparison

 * The Discipline and Parry skills were created by NWN and are not features of DnD 3.5. It is unlikely that they will re-appear in NWN2 as the were not considered particularly successful.

External resources

 * NWNWiki:Ranger