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== Features ==
== Features ==
Below, a complete list of the class features. Text in ''italic'' are vanilla NWN abilities. The rest are Arelith's additions to the class.


*At level 1, ''gain Dual-Wield feat, Trackless Steps feat, ranger bonus feat (favored enemy).''
 
*At level 5, ''ranger bonus feat (favored enemy).''
'''Alignment restrictions:''' none
*At level 6, ''acquire Animal Companion,'' and they gain +1 Dodge AC when they are dual wielding.  This applies to Double Sided Weapons.
 
*At level 7, Woodland Stride feat.
'''Hit die:''' d10
*At level 9, ''gain Improved Two-Weapon Fighting feat'', and gain Evasion feat.
 
*At level 10, ''ranger bonus feat (favored enemy).''
'''Proficiencies:''' Armor proficiency (light, armor proficiency (medium), shield proficiency, [weapon proficiency (martial), weapon proficiency (simple)
*At level 14, their dual-wield Dodge AC increases to +2.
 
*At level 15, ''ranger bonus feat (favored enemy)''
'''Skill points:''' 6 + int modifier ( (6 + int modifier) * 4 at 1st level)
*At level 20, ''ranger bonus feat (favored enemy)''
 
'''Skills:''' animal empathy, concentration, craft armor, craft trap, craft weapon, discipline, heal, hide, listen, lore, move silently, parry, ride, search, set trap, spot
 
'''Unavailable feats:'''
ambidexterity, curse song, divine might, divine shield, extra music, extra turning, lingering song, quicken spell, two-weapon fighting, weapon specialization
<br />These general feats cannot be selected when taking a level of ranger.
 
'''Bonus feats:''' favored enemy, greater spell focus
 
'''Primary saving throw:''' fortitude
 
'''Base attack bonus:''' +1/level
 
'''Spellcasting:''' Divine (spell failure from armor is ignored), wisdom-based (a base wisdom score of 10 + the spell's level is required to cast a spell, bonus spells are based on modified wisdom, and the wisdom modifier affects spell DCs), and requires preparation.
 
 
== Spells ==
 
{| border=2 style="background:#efefef; color:#000000; border-collapse:collapse"
|- style="background:#c0c0c0"
!1st level spells
!2nd level spells
!3rd level spells
!4th level spells
|- align=left valign=top
|
*Camouflage
*Cure light wounds
*Entangle
*Grease
*Magic fang
*Resist elements
*Summon creature I&nbsp;
*Ultravision
 
|
*Cat's grace
*Hold animal
*One with the land
*Protection from elements&nbsp;
*Sleep
*Summon creature II
 
|
*Aid
*Blade thirst
*Cure moderate wounds&nbsp;
*Invisibility purge
*Greater magic fang
*Neutralize poison
*Remove disease
*Summon creature III
 
|
*Cure serious wounds
*Freedom of movement&nbsp;
*Mass camouflage
*Polymorph self
*Summon creature IV
|}
 
{| border=2 style="background:#efefef; color:#000000; border-collapse:collapse"
|- style="background:#c0c0c0"
!Level
!BAB
!colspan=3|Saves
!Feats
!HP range
!rowspan=22 style="background:#ffffff"|&nbsp;
!colspan=4|Base spells per day
!rowspan=22 style="background:#ffffff"|&nbsp;
!rowspan=2|Bonuses vs.<br />fav. enemy
|- style="background:#c0c0c0"
!colspan=2|
!Fort
!Ref
!Will
!colspan=2|
!1st
!2nd
!3rd
!4th
|- align=center
|1st || +1 || +2 || +0 || +0 ||align=left|Bonus Feat (Favored Enemy), Dual-Wield, Trackless Step &nbsp;
|5-10 || - || - || - || - || +1
|- align=center
|2nd || +2 || +3 || +0 || +0 ||align=left|
|10-20 || - || - || - || - || +1
|- align=center
|3rd || +3 || +3 || +1 || +1 ||align=left|
|15-30 || - || - || - || - || +1
|- align=center
|4th || +4 || +4 || +1 || +1 ||align=left|
|20-40 ||0 || - || - || - || +1
|- align=center
|5th || +5 || +4 || +1 || +1 ||align=left|Bonus Feat
|25-50 ||0 || - || - || - || +2
|- align=center
|6th || +6/+1 || +5 || +2 || +2 ||align=left|Animal Companion, +1 Dual Wield AC (Dodge)
|30-60 ||1 || - || - || - || +2
|- align=center
|7th || +7/+2 || +5 || +2 || +2 ||align=left|Woodland Stride
|35-70 ||1 || - || - || - || +2
|- align=center
|8th || +8/+3 || +6 || +2 || +2 ||align=left|
|40-80 ||1 ||0 || - || - || +2
|- align=center
|9th || +9/+4 || +6 || +3 || +3 ||align=left|Improved Two-Weapon Fighting, Evasion
|45-90 ||1 ||0 || - || - || +2
|- align=center
|10th || +10/+5 || +7 || +3 || +3 ||align=left|Bonus Feat
|50-100 ||1 ||1 || - || - || +3
|- align=center
|11th || +11/+6/+1 || +7 || +3 || +3 ||align=left|
|55-110 ||1 ||1 ||0 || - || +3
|- align=center
|12th || +12/+7/+2 || +8 || +4 || +4 ||align=left|
|60-120 ||1 ||1 ||1 || - || +3
|- align=center
|13th || +13/+8/+3 || +8 || +4 || +4 ||align=left|
|65-130 ||1 ||1 ||1 || - || +3
|- align=center
|14th || +14/+9/+4 || +9 || +4 || +4 ||align=left|+1 Dual Wield AC (Dodge)
|70-140 ||1 ||1 ||1 ||0 || +3
|- align=center
|15th || +15/+10/+5 || +9 || +5 || +5 ||align=left|Bonus Feat
|75-150 ||2 ||1 ||1 ||1 || +4
|- align=center
|16th || +16/+11/+6/+1 || +10 || +5 || +5 ||align=left|
|80-160 ||2 ||2 ||1 ||1 || +4
|- align=center
|17th || +17/+12/+7/+2 || +10 || +5 || +5 ||align=left|
|85-170 ||2 ||2 ||2 ||1 || +4
|- align=center
|18th || +18/+13/+8/+3 || +11 || +6 || +6 ||align=left|
|90-180 ||3 ||2 ||2 ||1 || +4
|- align=center
|19th || +19/+14/+9/+4 || +11 || +6 || +6 ||align=left|
|95-190 ||3 ||3 ||3 ||2 || +4
|- align=center
|20th || +20/+15/+10/+5&nbsp; || +12 || +6 || +6 ||align=left|Bonus Feat
|100-200 ||3 ||3 ||3 ||3 || +5
|}
 
{| border=2 style="background:#efefef; color:#000000; border-collapse:collapse"
|- style="background:#c0c0c0"
!Level
!Feats
!HP range
!rowspan=22 style="background:#ffffff"|&nbsp;
!rowspan=2|Bonuses vs.<br />fav. enemy
|- style="background:#c0c0c0"
!colspan=3|&nbsp;
|- align=center
|21st ||align=left|Hide in Plain Sight (Wilderness only) ||105-210 || +5
|- align=center
|22nd ||align=left| ||110-220 || +5
|- align=center
|23rd ||align=left|bonus feat ||115-230 || +5
|- align=center
|24th ||align=left| ||120-240 || +5
|- align=center
|25th ||align=left|bonus feat ||125-250 || +6
|- align=center
|26th ||align=left|bonus feat ||130-260 || +6
|- align=center
|27th ||align=left| ||135-270 || +6
|- align=center
|28th ||align=left| ||140-280 || +6
|- align=center
|29th ||align=left|bonus feat ||145-290 || +6
|- align=center
|30th ||align=left|bonus feat ||150-300 || +7
|}
 
*At level 21, they gain Hide in Plain Sight in "natural" areas.
*At level 21, they gain Hide in Plain Sight in "natural" areas.
*Skillpoints per level increased to 6.  
*Skillpoints per level increased to 6.  
**They gain the skillpoints '''after''' taking the level, so they get to actually use the extra 2 that they get the next level. This is due to a mechanical limitation of the engine.  
**They gain the skillpoints '''after''' taking the level, so they get to actually use the extra 2 that they get the next level. This is due to a mechanical limitation of the engine.  
''Epic rangers receive a bonus feat every 3 and 5 levels afterwards.''
 


* Rangers count toward one of the required classes to become [[Arcane archer]]s. They still need to fill the other requirements (feats and race).
* Rangers count toward one of the required classes to become [[Arcane archer]]s. They still need to fill the other requirements (feats and race).

Revision as of 09:47, 6 June 2017

NWN Requirements

  • None

Features

Alignment restrictions: none

Hit die: d10

Proficiencies: Armor proficiency (light, armor proficiency (medium), shield proficiency, [weapon proficiency (martial), weapon proficiency (simple)

Skill points: 6 + int modifier ( (6 + int modifier) * 4 at 1st level)

Skills: animal empathy, concentration, craft armor, craft trap, craft weapon, discipline, heal, hide, listen, lore, move silently, parry, ride, search, set trap, spot

Unavailable feats: ambidexterity, curse song, divine might, divine shield, extra music, extra turning, lingering song, quicken spell, two-weapon fighting, weapon specialization
These general feats cannot be selected when taking a level of ranger.

Bonus feats: favored enemy, greater spell focus

Primary saving throw: fortitude

Base attack bonus: +1/level

Spellcasting: Divine (spell failure from armor is ignored), wisdom-based (a base wisdom score of 10 + the spell's level is required to cast a spell, bonus spells are based on modified wisdom, and the wisdom modifier affects spell DCs), and requires preparation.


Spells

1st level spells 2nd level spells 3rd level spells 4th level spells
  • Camouflage
  • Cure light wounds
  • Entangle
  • Grease
  • Magic fang
  • Resist elements
  • Summon creature I 
  • Ultravision
  • Cat's grace
  • Hold animal
  • One with the land
  • Protection from elements 
  • Sleep
  • Summon creature II
  • Aid
  • Blade thirst
  • Cure moderate wounds 
  • Invisibility purge
  • Greater magic fang
  • Neutralize poison
  • Remove disease
  • Summon creature III
  • Cure serious wounds
  • Freedom of movement 
  • Mass camouflage
  • Polymorph self
  • Summon creature IV
Level BAB Saves Feats HP range   Base spells per day   Bonuses vs.
fav. enemy
Fort Ref Will 1st 2nd 3rd 4th
1st +1 +2 +0 +0 Bonus Feat (Favored Enemy), Dual-Wield, Trackless Step   5-10 - - - - +1
2nd +2 +3 +0 +0 10-20 - - - - +1
3rd +3 +3 +1 +1 15-30 - - - - +1
4th +4 +4 +1 +1 20-40 0 - - - +1
5th +5 +4 +1 +1 Bonus Feat 25-50 0 - - - +2
6th +6/+1 +5 +2 +2 Animal Companion, +1 Dual Wield AC (Dodge) 30-60 1 - - - +2
7th +7/+2 +5 +2 +2 Woodland Stride 35-70 1 - - - +2
8th +8/+3 +6 +2 +2 40-80 1 0 - - +2
9th +9/+4 +6 +3 +3 Improved Two-Weapon Fighting, Evasion 45-90 1 0 - - +2
10th +10/+5 +7 +3 +3 Bonus Feat 50-100 1 1 - - +3
11th +11/+6/+1 +7 +3 +3 55-110 1 1 0 - +3
12th +12/+7/+2 +8 +4 +4 60-120 1 1 1 - +3
13th +13/+8/+3 +8 +4 +4 65-130 1 1 1 - +3
14th +14/+9/+4 +9 +4 +4 +1 Dual Wield AC (Dodge) 70-140 1 1 1 0 +3
15th +15/+10/+5 +9 +5 +5 Bonus Feat 75-150 2 1 1 1 +4
16th +16/+11/+6/+1 +10 +5 +5 80-160 2 2 1 1 +4
17th +17/+12/+7/+2 +10 +5 +5 85-170 2 2 2 1 +4
18th +18/+13/+8/+3 +11 +6 +6 90-180 3 2 2 1 +4
19th +19/+14/+9/+4 +11 +6 +6 95-190 3 3 3 2 +4
20th +20/+15/+10/+5  +12 +6 +6 Bonus Feat 100-200 3 3 3 3 +5
Level Feats HP range   Bonuses vs.
fav. enemy
 
21st Hide in Plain Sight (Wilderness only) 105-210 +5
22nd 110-220 +5
23rd bonus feat 115-230 +5
24th 120-240 +5
25th bonus feat 125-250 +6
26th bonus feat 130-260 +6
27th 135-270 +6
28th 140-280 +6
29th bonus feat 145-290 +6
30th bonus feat 150-300 +7
  • At level 21, they gain Hide in Plain Sight in "natural" areas.
  • Skillpoints per level increased to 6.
    • They gain the skillpoints after taking the level, so they get to actually use the extra 2 that they get the next level. This is due to a mechanical limitation of the engine.


  • Rangers count toward one of the required classes to become Arcane archers. They still need to fill the other requirements (feats and race).
  • Characters with at least 3/4 of their character levels as Ranger will turn animals into Companions when successfully using the Animal Empathy skill. This allows a Ranger to have up to three followers (2 Companions and 1 Summon/Empathy Animal). Companions will not be released upon rest, but normal Empathy animals still will be.
  • Tracks - By using the "-tracks" command, a ranger can detect enemies in the area, and assess the balance of a NPC population.
  • A ranger can also use tracks (footprints) near area transitions in natural areas to determine certain details about PCs who have recently traveled through.
  • Spell changes, or Organized Spell Changes.
  • Must have natural deity to receive full access to their spells.
  • Bonus Language: Animal Language

Animal Companion

  • They have maximized hit points and skill ranks for all known skills
  • Epic level animal companions now gain the Epic Skill Focus: Discipline feat
  • Animal companions with the Weapon Finesse feat are now granted +1 dexterity each 3 levels and +1 damage each 6 levels
  • Animal companions that do not have the Weapon Finesse feat are now granted +1 strength / 3 levels and +1 AC / 6 levels

Archer

Rangers on Arelith can choose the Archer path. Such rangers lose the feats Dual-wield and Improved Two-Weapon Fighting, but can craft a bundle of iron arrows at ranger level 1, a bundle of steel arrows at ranger level 5, and a bundle of damask arrows at ranger level 10.

Instead of the AC bonus at level 6, they gain +1 of damage to ranged attacks. At 14, they gain +3. This damage can not be reduced.

Sniper

The Sniper path is an alternate archer path for rangers. Snipers lose the dual wield feats but get point blank shot and rapid shot at level 1 and called shot at level 9.

Instead of the AC bonus at level 6, they gain +1 of damage to ranged attacks. At 14, they gain +3. This damage can not be reduced.

Totem Ranger

While not strictly a path, rangers have their own version of the totem-pact of the druids. Finding the same NPCs as the druids, they can take on a favored animal to bind themselves, but they will not receive any of the mechanical bonuses or penalties, nor will they be able to use the -polymorph command. The only change that they will experience is that (nearly) all their summons will take the form of their totem animal.

A ranger that later multiclasses as druid will be able to -polymorph, but will never receive any of the other bonuses or penalties. Also, the -polymorph will only use the druid levels for determining the power of the shape, ignoring the ranger levels.

The bargain is permanent. Once taken, it cannot be undone or changed.

Spells and Deity

A ranger must select a nature deity (as a druid) or a deity that supports their alignment (as cleric). When selecting a non-nature deity, Rangers lose access to spells that a cleric cannot cast. These include, but are not limited to, camouflage line, polymorph self, blade thirst, one with the land, and the magic fang line.

See below for a list of nature deities.

Roleplay Tips

Rangers are hunters with an affinity for the world around them. Two things should be noted to be true here: Hunters. And “Affinity for the world”.

Origins of Rangers

Rangers are possibly one of the newest classes to appear in the Realms. This may be counter-intuitive, as it would seem that characters with an affinity for their environment would be something that could be produced in any circumstance, but this is not so. Rangers fulfill a very specific function in their world, one that frequently had to be filled by a particularly canny rogue, fighter or druid in the past. Rangers, therein, evolved to fill this particularly empty role, adopting traits of all those classes and creating their own unique skillset. The single most important aspect of someone becoming a ranger is living in and adapting to a particular environment. Stereotypically this is a forest or other natural area: mountains, swamps, open plains. Anything you’d tap for mana. But it can also be a particular city, system of caves or something completely unexpected, like a stretch of the planes. A ranger must, simply must, have lived in the area they most associate themselves with. One cannot study their way into the ranger’s discipline. Read all the books on tracking you want: you’re still going to have no idea how to do it properly. After living in this area enough, they will begin to be what a ranger is.

Being a Ranger

A ranger is the ultimate local. One must remember that like all adventurers, rangers are not common. A given tract of land is not entitled to have a ranger watching over it, but may consider itself blessed if it does. If that tract of land does manage to produce a ranger, though, functionally every living thing on the land will be aware of, or completely ignorant of the ranger’s existence, at that ranger’s discretion. A ranger knows their land, in a way that only a ranger can. They know when things get sick and die, as well as when they flourish. They know the natives, speak their languages, know where they sleep, eat and sometimes more about their mannerisms than the natives do themselves. If need be, the Ranger knows how to track, corner, intimidate, coerce, bribe, lure, trick and avoid the natives as well. the ranger’s base of power is in their home. To creatures in that environment, he is a nigh-omniscient force. And nobody in their right mind would attempt to confront a ranger in their home territory. The Ranger knows where the pitfalls are, how to lose someone, how to catch someone, and how to lure someone. The actual application of this skill set is entirely up to the morality of the ranger, but there is one particular goal that they share almost universally.

Rangers want to preserve their home. This could be considered several different ways. For a Good ranger it would be preservation of the life worth preserving in that home. For an Evil ranger it may be simply ensuring their dominance over that section of the world. Once their home is changed, trees burned, houses burned, mountains leveled or stripped of life: all that Ranger’s life work goes with it. Their skills become useless in the alien place they find themselves. A ranger will not let this happen. How this happens is again, up to the ranger’s morality.


Rangers are Hunters?

This is just as fair to say as “rogues are assassins”. Sure, they may not all actively use those skills they have, but they’re there, always lingering on the edges of their consciousness. Like the “Sneak Attack” feat, the “Favored Enemy” feat is a horrifying concept in the reality of the Realms. That means that a single individual out in the world has put more thought than any other member of his species into the death of your species, or even any other species. They know perhaps more than you do about how you move and think, and how to best kill you. Just look at the bonuses given:

Bluff: The Ranger knows how to lie to you.
Listen: He may hear you when you are trying to be quiet.
Sense Motive: He knows when you lie.
Spot: You cannot hide from him.
Survival: You cannot flee from him without being tracked.
Damage Bonus: He knows how to kill you.

Certainly, it may not be your race the ranger knows how to slay, but the sheer realization that these people devote some quantity of their lives to an obsession with what is functionally the inevitable death of another race makes them terrifying combatants. One must also recognize that rangers are natural combatants nearly on par with the Fighter. Perhaps not with the fighter’s versatility and brutal efficiency, but coupled with their class abilities and plethora of skills, rangers are more than a match, provided not in a straight fight.

Morality

We should discuss briefly, the ranger’s morality. They are often typecast as selflessly leading native forces or standing alone against the threat of an invading or unnatural force. I’m actually not going to argue that rangers don’t do that. I’d say that any ranger would do that regardless of their alignment, but their reasons behind it could be infinite. As they stand in that pass, hide in that pass or lie behind a bush with a thin wire in their mouth, prepared to trigger a rockslide, one must give consideration to whether killing the onrushing orcs is a selfless act. In combat, rangers are often completely indistinguishable from one another. How they actually live their day to day lives in their territory is often the greatest indication of a ranger’s morality. The one that speaks with the natives, helps them with their problems, overtly or subtly, and in general tries to protect and preserve sentient species passing through their realm is most likely a ‘good’ ranger. An evil ranger can be a thousand things, just as the good ranger can differ greatly in personality. They could be an absolute ruler of their territory, someone to whom the natives pay tithes and taxes in exchange for protection. The ranger may be changing the place they live in to better suit themselves, or some idea of an ideal home. They may have given themselves over to the cause of another, whom they believe has a better idea of what the land requires.

Wanderlust

It stands to reason that actively adventuring rangers are not always in their home territory. The ranger skill set works in almost any environment that they have exposure to and practice in, so some rangers take to travel. Abandoning the benefits of complete affinity with a given locale, these rangers instead are the ultimate adaptors, capable of taking their universal understanding of the world and applying it to any unexpected situation. These individuals often spend great amounts of time observing locals, often the best source of information, or attempting to explore their environment through experimentation. They are difficult to catch off guard, and eternally wary of things they have no experience with, leading to the ranger’s well-deserved stereotype as a ‘loner’. They often have difficulty relating to people whom they don’t know well, out of this trepidation. Alternatively, a ranger may be over-energetic around new people, having so little social experience that they come off as overwhelming or too friendly, speaking to gather new experience with a culture, to adapt it into their ‘domain’, as it were.

Animal Companions

Rangers’ animal companions are completely normal animals. These are animals that the ranger has managed to, through a variety of perfectly normal animal-training methods, gain some measure of control over. Whether the animal is always present, capable or even loyal is entirely up to the animal. The beast most commonly believes itself to be ‘using’ the ranger for food, or has been intimidated into a semblance of loyalty. It should be stressed that unlike the druid’s animal companion, the ranger’s animal companion has no way of being ‘awakened’ and becoming sentient. They do not contemplate their actions, they have minimal intelligence and absolutely no introspective logical thought. The ranger may appreciate, abuse, shelter, ignore or aid their companion based on their relationship with it. Though the average Ranger may go through a dozen companions in a single campaign, due to Neverwinter Nights mechanics, your companion will seem to inexplicably ‘reappear’ at several points. We’ve made the executive decision to chalk that up to ‘playing dead’, or ‘retreating’ on the part of the companion.

It should be a given, from this, that rangers have a great range, as all classes do, in their personalities and interests. The only way one can possibly go wrong with a ranger is to have one that comes off as completely ignorant of their environment, and incompetent in a new situation.

Complete Nature Deity List

In Arelith, Druids and Rangers receive spells and abilities only from Nature Deities. Rangers need to select a nature deity in order to have access to certain nature-based spells from their spell list.

Aerdrie Faenya (Elven pantheon), Angharradh (Elven pantheon), Anhur (Mulhorandi pantheon), Auril, Baervan Wildwanderer (Gnome pantheon), Chauntea, Deep Sashelas (Elven pantheon), Eldath, Fenmarel Mestarine (Elven pantheon), Gwaeron Windstrom (patron of rangers of the North; serves to Mielikki), Hiatea (monster deity), Isis (Mulhorandi pantheon), Lurue, Malar, Mielikki, Nobanion, Osiris (Mulhorandi pantheon), Rillifane Rallathil (Elven pantheon), Sebek (Mulhorandi pantheon), Segojan Earthcaller (Gnome pantheon), Sekolah (monster deity), Sheela Peryroyl (Halfling pantheon), Shiallia (serves to Mielikki), Silvanus, Solonor Thelandira (Elven pantheon), Stronmaus (monster deity), Talona, Talos, Thard Harr (Dwarven pantheon; wild dwarves), Ubtao, Ulutiu, Umberlee

(Page 90 of FR Faiths and Pantheons)

However, not all of those deities are considered nature deities in Arelith's deity system. Here is a list of the Deities that are considered Nature deities in Arelith. Confirmed Nature Deity List

External Links

Animal companions on NWNWiki
Favored enemy on NWNWiki
Information about default NWN class are available on NWNWiki.