Rangers are devoted to protecting nature and their own survival whilst doing their duty. Because of that, they must be strong, wise, tough and agile to survive.
In gameplay, they can use nearly every weapon and piece of armor, just like fighters and paladins, but unlike fighters, they can only invest a maximum of two points into weapon proficiency, with exception of Archer. Rangers have racial enemies, plus charm animal/mammal and stealth as special abilities.
Because they have Strength, Dexterity and Wisdom as their primary ability scores, and have a high minimum in each of them, rangers have the tendency to get 90 or more ability scores easily. The only valid dual-class route for rangers is to clerics.
If a ranger and commits a murder, they will become a Fallen Ranger, which is a ranger without the special abilities and they will lose a lot experience points. Only in Baldur's Gate II: Shadows of Amn and Baldur's Gate II: Enhanced Edition at the end of Ranger - Protector of the Umar Hills, can they become normal rangers once more.
Character abilities tableEdit
|Character Ability Score||Minimum Score|
During character creation, rolls below the minimum value for the class will be increased to that value. This table uses the values for Humans, other Races have modified ability scores.
*Prime Requisites for Dual-classing.
^ Rangers have access to percentile Strength.
Special abilities of the rangerEdit
Racial enemy Edit
Rangers tend to focus on a particular enemy race, gaining +4 bonus to hit and damage rolls versus the racial enemy. Some of these are not available in original Baldur's Gate or Tales of the Sword Coast and were added when Shadows of Amn and Throne of Bhaal were released. Several low level groups are only available in the first Baldur's Gate games. When importing a character from BG1 into BG2, you can choose a new racial enemy when you start a new game. The player chooses one of the types of creatures listed below:
- Beholders, Carrion Crawlers, Demonic/Fell creatures, Dragons, Elementals, Ettercaps, Faeries, Genies, Ghouls, Gibberling, Golems, Gnolls, Hobgoblins, Imps, Kobolds, Kuo-Toa, Lich, Lycanthropes, Mephits, Ogres, Otyugh, Rakshasa, Sahuagin, Shadows, Skeletons, Slimes, Spiders, Trolls, Umber Hulks, Vampires
Rangers can charm animals to prevent fights or to gain advantages, starting from level 3.
Rangers can hide in shadows if they wear leather armor, studded leather armor or no armor. Every ranger starts with 15% (not confirmed) modified by racial and dexterity bonuses at level 1 to successfully hides in shadows. Attempting to hide in shadows during the day or while not in shadows incurs a penalty to the hide check. Melee attacks receive a +4 to-hit bonus if performed while hidden.
Priest spells Edit
Beginning at level 8, part of the priest spellbook unlocks for rangers. They can use the following spells from that moment. The spells the rangers are able to use are the same as druids. They can learn up to level 3 spells. Their number of spells is determined by their level (up to a max at level 16) and is not affected by Wisdom.
Ranger/Clerics will not receive bonus spell slots beyond what a cleric receives. However, bonus spells in spellbook granted by Stalker or Beast Master class kits if dual-classing will be present (Ex:12 Beast Master/13 Cleric will have Animal Summoning III as both level 3 spell (from Beast Master) and a level 6 spell (from Cleric) in spellbook).
Lv 1 spell
Lv 2 spell
Lv 3 spell
|Bless||Slow Poison||Cure Disease|
|Cure Light Wounds||Barkskin||Cure Medium Wounds|
|Ranger Level||Lv 1 spells slots||Lv 2 spells slots||Lv 3 spells slots|
The archer is the epitome of skill with the bow. He is the ultimate marksman, able to make almost any shot, no matter how difficult. To become so skilled with the bow, the archer has had to sacrifice some of his proficiency with melee weapons and armor.
- +1 to hit and +1 to damage with any missile weapon every 3 levels (applies to all missile weapons, including thrown weapons)
- May achieve Grand Mastery (five slots) in Longbows, Shortbows, and Crossbows - may specialize (two slots) in slings and darts
- May use Called Shot ability once per day every 4 levels: All successful ranged attacks within the next 10 seconds have the following cumulative effects beside normal damage, according to the level of the Archer: 4th level: -1 penalty to target's THAC0, 8th level: -1 penalty to target's Saving Throws vs. Spell, 12th level: -1 penalty to the target's Strength score, 16th level: +2 bonus to damage roll.
- May not wear any metal armor.
- May only put one dot in melee weapon proficiencies. May only put one dot in two-handed weapon style, single weapon style and sword and shield style.
- May not use Charm Animal ability.
- The only missile weapon available to dual-classed Archer/Clerics is slings, which they can only become specialized in. A dual classed Fighter/Cleric can reach Grand Master in slings. BG2:EE will still not let a character level up if it cannot spend gained proficiency points making it very tough to dual class an Archer/Cleric safely.
This Ranger is a wanderer and is not comfortable in civilized lands. He maintains a natural affinity for animals; they are his friends and comrades-in-arms, and the Beast Master has a limited form of telepathic communication with them.
- +15% to Move Silently and Hide In Shadows.
- May use Find Familiar special ability to summon a pseudodragon (if lawful or neutral good) or fairy dragon (if chaotic good) companion.
- 8th level: May cast Animal Summoning I.(level 4 spell treated as a level 1 spell)
- 10th level: May cast Animal Summoning II.(level 5 spell treated as a level 2 spell)
- 12th level: May cast Animal Summoning III.(level 6 spell treated as a level 3 spell)
- May not use any metal weapons (for example: swords, halberds, war hammers, or morning stars) - may only put proficiency points in clubs, quarterstaffs, crossbows, longbows, shortbows, darts and slings.
- Dual-classed Beast Master/Clerics may only use clubs, quarterstaffs and slings. BG2:EE will still not let a character level up if it cannot spend gained proficiency points. Therefore any proficiency points gained beyond level 3 while a ranger should be wasted into crossbows, longbows, shortbows, or darts or level 36 as a cleric will not be achievable after dual-classing.
- May not wear armor heavier than studded leather.
Stalkers serve as covert intelligence-gatherers, comfortable in both wilderness and urban settings. They are the spies, informants, and interrogators and their mastery of stealth makes them deadly opponents.
- +20% to Move Silently and Hide In Shadows.
- May use Backstab ability, although for a lower damage multiplier than Thieves: (Level 1-8: x2, Level 9-16: x3, Level 17+: x4) - can only backstab with melee weapons usable by a single-class thief (long sword, short sword, katana, scimitar/wakizashi/ninja-to, club, dagger, quarterstaff)
- 12th level: May memorize 3 Mage spells: Haste, Protection From Normal Missiles, and Minor Spell Deflection. They are treated as level 3 priest spells.
- May not wear armor heavier than studded leather.
- Dual-classed Stalker/Clerics may only backstab with clubs and quarterstaffs (Coincidentally Staff of the Ram is the most damaging backstab weapon in the game).
Rangers receive the ranger cabin stronghold in the Umar Hills.
High-level class abilitiesEdit
High level class abilities are added the expansion Baldur's Gate II: Throne of Bhaal. For all warrior classes and Monks, the pool of abilities consist of abilities which can be accesses from the special abilities menu which can be used during battle. These abilities are available to fighters when they nearing 3,000,000 xp. (exact level varies by class).
- Power Attack, this ability can be selected as many times you like.
- Critical Strike, requires power attack. This ability can be selected as many times you like.
- Smite, requires power attack and critical strike. This ability can be selected only one time.
- Deathblow, this ability can be selected as many times you like.
- Greater Deathblow, requires deathblow. This ability can be selected as many times you like.
- Whirlwind, this ability can be selected as many times you like.
- Greater Whirlwind, it requires whirlwind. This ability can be selected as many times you like.
- War Cry, this ability can be selected as many times you like.
- Hardiness, this ability can be selected as many times you like.
- Resist Magic, this ability can be selected as many times you like.
- Summon Deva (good only)
- Summon Fallen Deva (evil only)
- Tracking, this ability can be selected as many times you like.
Table for experience, weapon proficiency points and hitpoints Edit
|Hit Dice||Attack per Round||Weapon Proficiency||THAC0||Saving Throws|
|No. of HLA|
|1||0||1d10||1||+4 & +2 in Two-Weapon Style||20||14/16/15/17/17||25/20|
|^Stalkers gain a +20% bonus to Stealth; Beast Masters gain a +15% bonus to Stealth|
Creative origins Edit
The ranger was primarily based on the exiled king Aragorn, and the Rangers of the North of J. R. R. Tolkien's (WP) Middle-earth mythos, as warriors who use tracking and other wilderness skills to hunt down their enemies. The AD&D second edition handbook mentions several other inspirations from myth and legend, such as Wikipedia:Robin Hood, Wikipedia:Jack the Giant Killer, the huntresses of Diana, and the Greek hero Orion.
Although it is commonly thought that the ranger character Wikipedia:Drizzt Do'Urden may also have influenced the development of the class, particularly with regard to the second edition inclusion of the ability to fight with two weapons, this notion has been rejected by the lead designer of that rule set, David "Zeb" Cook, and the lack of provision for players to be able to emulate Drizzt using the ranger class as it appears in the PHB seems to support his assertion. More likely, the Drizzt character was influenced by Unearthed Arcana, which introduced the drow as a player character race and contained somewhat ambiguous wording that allowed them to use a secondary weapon not normally permitted in AD&D. Drizzt appeared as a first edition character in the 1988 release FR5 Wikipedia:The Savage Frontier. Interestingly, few AD&D computer games based on the second edition rule set included provision for fighting with two weapons, and those that did seem to have not have included the ranger class ability (most notably, Baldur's Gate (WP) and Icewind Dale (WP), which provided rangers with an extra attack when not using a shield.)
Other notable rangers in the literature of Dungeons & Dragons include Hank from the cartoon series, King Tristan Kendrick from Forgotten Realms, and Ren from Pool of Radiance.
- ↑ http://web.archive.org/20050219020638/www.geocities.com/rgfdfaq/sources.html Literary Sources of D&D, Aardy DeVarque http://www.webcitation.org/query?url=http://www.geocities.com/rgfdfaq/sources.html&date=2007-07-20+21:51:07
- ↑ Wikipedia:David Cook (game designer) 1989 Wikipedia:Player's Handbook TSR isbn = 0-88038-716-5
- ↑ http://www.dragonsfoot.org/forums/viewtopic.php?f=11&t=26912&p=514487#p514487