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 Core Class: Ranger

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All Washed Up
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All Washed Up


Posts : 70
Join date : 2010-08-23
Location : Texas

Core Class: Ranger Empty
PostSubject: Core Class: Ranger   Core Class: Ranger EmptyTue May 17, 2011 1:07 am

Ranger
Attack Bonus: High (1).
Strong Saves: Fortitude and Reflex.
Hit Points: 10/level.
Skills: Concentration, Craft (Any), Heal, Hide, Intimidate, Listen, Lore, Move Silently, Search, Spellcraft, Spot, Survival, Tumble.
Skill Points: 6 + Intelligence Modifier.
Casting: Divine (Memorized), Wisdom.
Armor Proficiencies: Light Armor.
Shield Proficiencies: Light, and Heavy Shields.
Weapon Proficiencies: Simple and Martial Weapons.

Ranger
  1. Favored Enemy, Track
  2. Combat Style Feat
  3. Heightened Awareness I, Fast Movement
  4. Animal Companion, Spells
  5. 2nd Favored Enemy
  6. Combat Style Feat
  7. Woodland Stride
  8. Heightened Awareness II, Swift Tracker
  9. Evasion
  10. 3rd Favored Enemy, Hunting Guide
  11. Combat Style Feat
  12. Camouflage
  13. Heightened Awareness III


  • Favored Enemy (Ex): At 1st level, the ranger may select a type of creature as his favored enemy. The ranger gains a +1 bonus on Bluff, Listen, Spot, and Taunt checks, and also a +1 bonus on weapon damage rolls against their favored enemy. At 5th level, and every five levels after that, the ranger can choose an additional favored enemy and gains +1 to all favored enemy bonuses. 
  • Track (Ex): At 1st level, the ranger has the ability to find and read tracks, but he moves slowly when doing so. This will be displayed on the mini-map. The feat also depends on ranks in the survival skill. 
  • Combat Style Feat (Ex): At 2nd, 6th, 10th, 14th and 18th levels the ranger receives a bonus feat determined by the combat style he chooses (Archery or Two Weapon Fighting). The ranger must be wearing light armor to benefit from these feats.
    • Archery List: 2nd: Rapid Shot, 6th: Manyshot, 11th: Improved Rapid Shot. 
    • Two Weapon Fighting List: 2nd: Two Weapon Fighting, 6th: Improved Two Weapon Fighting, 11th: Greater Two Weapon Fighting.

  • Heightened Awareness (Ex): At 3rd level, the ranger gains a +3 bonus to hide, listen, move silently, search, spot and survival skill checks. This bonus increases to +6 at 8th level, and +9 at 13th level.
  • Fast Movement (Ex): At 3rd level, the Ranger’s movement speed increases by 10%.
  • Animal Companion (Ex): At 4th level, the ranger gains an Animal Companion. Animal companions are loyal allies in any battle. As your character gains experience, their animal companion will also grow in power. The ranger's effective druid level is their ranger level -3.
    • Ape, Boreamandrill; Bear; Boar; Cat (Large), Jaguar; Cat (Medium), Mountain Lion; Dog; Wolf; and Wolverine

  • Spells: At 4th level, the 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.
  • Woodland Stride (Ex): At 7th level, the ranger gains a +10% movement increase when in outdoor, natural environments. 
  • Swift Tracker (Ex): At 8th level, the ranger can use their tracking skill and move at normal speed.
  • Evasion (Ex): At 9th level, the ranger can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage.
  • Hunting Guide (Ex): At 10th level the ranger is a skilled hustman, he can aid his allies by pointing out the weaknesses of their quarry. All allies within 20 feet of the ranger receive a bonus to attack rolls equal to ½ his wisdom modifier for a number of rounds equal to his ranger level. This ability has a 1 hour cool down (360 rounds).
  • Camouflage (Ex): At 12th level, the ranger does not suffer a movement penalty for using stealth mode when in outdoor areas.


Last edited by All Washed Up on Sun May 22, 2011 4:59 pm; edited 2 times in total
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All Washed Up
Admin
All Washed Up


Posts : 70
Join date : 2010-08-23
Location : Texas

Core Class: Ranger Empty
PostSubject: NwN2 3.5   Core Class: Ranger EmptySun May 22, 2011 4:49 pm

Ranger
Attack Bonus: High (1).
Saves: Strong Fortitude and Reflex, Weak Will.
Hit Points: 8/level.
Skills: Concentration, Craft (alchemy, armor, trap, weapon), Heal, Hide, Listen, Lore, Move Silently, Parry, Search, Set Trap, Spot, and Survival
Skill Points: 6 + Intelligence Modifier.
Casting: Divine (Memorized), Wisdom.
Armor Proficiencies: Light Armor.
Shield Proficiencies: Light, and Heavy Shields.
Weapon Proficiencies: Simple and Martial Weapons.

Ranger
  1. Favored Enemy, Track
  2. Combat Style Feat
  3. Toughness
  4. Animal Companion, Spells
  5. 2nd Favored Enemy
  6. Combat Style Feat
  7. Woodland Stride
  8. Swift Tracker
  9. Evasion
  10. 3rd Favored Enemy
  11. Combat Style Feat
  12. -
  13. Camouflage


  • Favored Enemy(1st): The ranger may select a type of creature as his favored enemy. The ranger gains a +1 bonus on Bluff, Listen, Spot, and Taunt checks, and also a +1 bonus on weapon damage rolls against their favored enemy. At 5th level, and every five levels after that, the ranger can choose an additional favored enemy and gains +1 to all favored enemy bonuses.
  • Track (1st): The ranger has the ability to find and read tracks, but he moves slowly when doing so. This will be displayed on the mini-map. The feat also depends on ranks in the survival skill.
  • Combat Style Feat (2nd): At 2nd, 6th, and 11th levels the ranger receives a bonus feat determined by the combat style he chooses (Archery or Two Weapon Fighting). The ranger must be wearing light armor to benefit from these feats.
    • Archery List: 2nd: Rapid Shot, 6th: Manyshot, 11th: Improved Rapid Shot. 
    • Two Weapon Fighting List: 2nd: Two Weapon Fighting, 6th: Improved Two Weapon Fighting, 11th: Greater Two Weapon Fighting.

  • Toughness (3rd): The Ranger gains the Toughness feat.
  • Animal Companion (4th): A druid begins the game with an Animal companion. Animal companions are loyal allies in any battle. As your character gains experience, their animal companion will also grow in power. The ranger's effective druid level is their ranger level -3.
    • Ape, Boreamandrill; Bear; Boar; Cat (Large), Jaguar; Cat (Medium), Mountain Lion; Dog; Wolf; and Wolverine

  • Spells (4th): 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.
  • Woodland Stride (7th): The ranger gains a +10% movement increase when in outdoor, natural environments.
  • Swift Tracker (8th): A ranger can use their tracking skill and move at normal speed.
  • Evasion (9th): A ranger can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage.
  • Camouflage (13th): A ranger does not suffer a movement penalty for using stealth mode when in outdoor areas.

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