Baldur's Gate Wiki
Advertisement

This page is specifically for the ranger class in Baldur's Gate LOGOBG00001 Icon SoDBaldur's Gate:
Enhanced Edition
(2012)
This icon indicates content from the Baldur's Gate: Enhanced Edition campaign.
Siege of Dragonspear LOGOSOD00001 Icon SoDBaldur's Gate:
Siege of Dragonspear
(2016)
This icon indicates content from the Siege of Dragonspear campaign of the Baldur's Gate: Enhanced Edition.
BGIIlogoonlyBaldur's Gate II
Classic & Enhanced

This icon indicates content from all games of the 2nd Baldur's Gate instalment – all editions and expansions. This may include The Black Pits II.
.

For the version in Baldur's Gate GTRBPSK Icon BG1Baldur's Gate (1998)
This icon indicates content from the original Baldur's Gate campaign.
Tales of the Sword Coast IconBaldur's Gate: Tales of the Sword Coast (1999)
This icon indicates content from the original Baldur's Gate: Tales of the Sword Coast campaign.
, refer to Ranger (Baldur's Gate).

Introduction

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 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 Shadows of Amn campaign at the end of Ranger-Protector of the Umar Hills, can they become normal rangers once more.

Humans, elves and half-elves may become rangers.

The only multi-/dual-class option for rangers is with cleric.

Character abilities table

Character Ability Score Minimum Score
Strength*^ 13
Dexterity* 13
Constitution 14
Intelligence 3
Wisdom* 14
Charisma 3

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 ranger

Racial enemy

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:

Charm animal

Rangers can charm animals to prevent fights or to gain advantages, starting from level 3.

Stealth

Rangers can Move Silently & Hide In Shadows wearing studded leather armor or lighter, the stealth skills start at 25 & 20 respectively, which are further modified by race selection, dexterity score, and increase with level. Rangers may not Backstab like thieves, but they still receive the -4 THAC0 bonus when they strike from the hidden.

Druid spells

Rangers unlock druid spells at level 8 and may learn up to spell level 3. 

Single class rangers do not gain wisdom based bonus spell slots; cleric & ranger combinations gain additional slots like single class clerics. In Classic Versions, rangers multi or dual with cleric may learn lv4+ druid spells when the higher spell level slots are unlocked by cleric. It’s no longer possible in Enhanced Editions.

Ranger lvl Spell slots per spell level
1 2 3
8 Tales of the Sword Coast IconBaldur's Gate: Tales of the Sword Coast (1999)
This icon indicates content from the original Baldur's Gate: Tales of the Sword Coast campaign.
Baldur's Gate LOGOBG00001 Icon SoDBaldur's Gate:
Enhanced Edition
(2012)
This icon indicates content from the Baldur's Gate: Enhanced Edition campaign.
1
9 Siege of Dragonspear LOGOSOD00001 Icon SoDBaldur's Gate:
Siege of Dragonspear
(2016)
This icon indicates content from the Siege of Dragonspear campaign of the Baldur's Gate: Enhanced Edition.
2
10 2 1
11 2 2
12 2 2 1
13 3 2 1
14 3 2 2
15 3 3 2
16 3 3 3

Class Kits

Ranger

The ranger is a warrior and a woodsman who is skilled with weapons and is knowledgeable in the ways of the forest. The Ranger often protects and guides lost travelers and honest peasant-folk. A Ranger needs to be strong and wise to the ways of nature to live a full life.

Class features:

  • May wear helmets
  • May wear any armor and use any weapon
  • May not exceed Specialization (two slots) in any weapon class
  • May achieve Specialized (two slots) in any fighting style
  • Begins Specialized (two slots) in Two-Weapon Style and may place a third slot into it
  • May select a racial enemy, which grants a -4 THAC0 bonus to and +4 damage rolls bonus against the selected enemy race
  • May use the Charm Animal ability once per day. Gains one use at level 1 and an additional use every 2 levels thereafter
  • May use the Hide In Shadows ability while wearing no armor, leather armor, or studded leather armor
  • May cast druidic spells starting at level 8, up to spell level 3
  • Alignment restricted to good
  • Hit Die: d10
  • Prime Requisites For Dual-Classing: Strength, Dexterity, Wisdom

Gameplay

Archer

The Archer is the epitome of skill with the bow - 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 the proficiency with melee weapons and armor. 

Advantages: 

  •  -1 bonus to hit and +1 bonus to damage with any missile weapon every 3 levels, including thrown arsenals 
  •  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. Gains one use at level 4 and an additional use every 4 levels thereafter. All successful ranged attacks within the next 2 rounds have the following cumulative effects besides normal damage, according to the level of the Archer:
    4th level: +1 penalty to target's THAC0 for 2 rounds, no save
    8th level: +1 penalty to target's Saving Throws vs. Spell for 2 rounds, no save
    12th level: -1 penalty to the target's Strength score for 2 rounds, no save
    16th level: +2 bonus to damage roll for 2 rounds 

Disadvantages: 

  • May not wear any metallic armor(Classic)/May only wear leather, studded leather, and hide armor(EE)
  • May only put one dot in melee weapon proficiencies, one dot in Two-Handed Weapon Style, Sword and Shield Style, Single-Weapon Style  
  • May not use the Charm Animal ability

Gameplay

  • In addition to damage boost, Called Shot is also effective to debilitate enemies
  • Shortbow of Gesen is a suggestible weapon for a pure archer since their attack per round with bow will reach 9/2: Allowing them to benefit from Improved Haste and Critical Strike or Smite, Greater Deathblow while being able to hit any enemies with immunity to +3 weapons or lesser.  The alternative is Tansheron's Bow which is like a minor copy of the Shortbow of Gesen, provides an ability to hit enemies immune to +2 weapons or less
  • Light Crossbow of Speed is suggested in the early game while Firetooth is suggested from the mid-game
  • Erinne Sling is a suggestible weapon if dual-classed into cleric since slings can benefit from Draw Upon Holy Might and high Strength score
  • Beware that proficiency points must be spent before exiting the level-up screen, and because the only missile weapon available to dual-classed Archer > Cleric is slings, which they can only become specialized in, you may get stuck at the screen due to no slots to be invested in in certain situations
  • Unlike Stalker, Archer's armor restriction was coded as "non-metallic" in classic versions and could wear following armors: Ankheg Plate Mail, Red Dragon Scale, White Dragon Scale
  • Companion Schael Corwin is an archer

Stalker

Stalkers serve as covert intelligence-gatherers, comfortable in both wilderness and urban settings. They are spies, informants, and interrogators, and their mastery of stealth makes them deadly opponents. 

Advantages: 

  • +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, melee weapon restrictions still apply for their backstabbing, which are long swords, short swords, katanas, scimitar/wakizashi/ninjato, daggers, clubs, or quarterstaffs. Dual-classed Stalker > Cleric may only use clubs or quarterstaffs to backstab. 
  • 12th level: May memorize 3 Mage spells: Haste, Protection from Normal Missiles, and Minor Spell Deflection, which are selectable from the Stalker's level 3 spellbook 

Disadvantages: 

  • May not wear armor heavier than studded leather 

Gameplay

Beast Master

Beast Masters are wanderers and are not comfortable in civilized lands. Therefore, they maintain a natural affinity for animals; who are the Beast Masters' friends and comrades-in-arms, and the Beast Masters have a limited form of telepathic communication with the animals. 

Advantages: 

  • +15 to Move Silently and Hide In Shadows. 
  • May use Find Familiar as a special ability to summon a pseudo dragon (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) 

Disadvantages: 

  • 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 
  • May not wear armor heavier than studded leather 

Gameplay

  • Beast Master then Dual-Class to Clerics allow for level 4,5,6 summoning spells to be used as level 1,2,3 cleric spells once the cleric class is one level higher than the beast master class.
  • Be very aware that proficiency points must be spent before exiting the level-up screen! Because dual-classed Beast Master > Clerics may only use clubs, quarterstaffs, and slings (despite a huge number of proficiency points gained as a ranger), you may get stuck at this screen due to no available options remaining. To prevent this it is highly advisable to waste all proficiency points gained beyond level 3 while a stalker into crossbows, longbows, shortbows, and darts, or else level 36 as a cleric will not be achievable.
  • If dual classing to a cleric ensure Animal Summoning spells are deselected in spell book or else game may find itself in an unsolvable loop of code since priest do not these spells initially accessible.

High-level class abilities

High level class abilities are added in Throne of Bhaal LOADCNTR00004 Icon ToBBaldur's Gate II:
Throne of Bhaal
(2001)
This icon indicates content from the original Baldur's Gate II: Throne of Bhaal campaign.
expansion. For all warrior classes and Monks, the pool of abilities consist of abilities which can be accesses from the special abilities menu. These HLAs are available once they reach levels beyond 3,000,000 xp, exact level varies by class.

  • Whirlwind Attack, can be selected as many times you like
  • Greater Whirlwind Attack, requires Whirlwind Attack, can be selected as many times you like
  • Deathblow, can be selected as many times you like
  • Greater Deathblow, requires Deathblow, can be selected as many times you like
  • Resist Magic, can be selected as many times you like
  • Power Attack, can be selected as many times you like
  • Critical Strike, requires Power Attack, can be selected as many times you like
  • Smite, requires Power Attack and Critical Strike, can be selected only once
  • Hardiness, can be selected as many times you like
  • War Cry, can be selected as many times you like
  • Tracking, can be selected only once

Table for experience, weapon proficiency points and hitpoints

Level Level
Cap
XP

Required

Hit Dice Attacks
per
Round
Weapon Proficiency THAC0 Saving Throws
D/W/P/B/S
Stealth Bonus
MS/HiS^
No. of HLA
1 0 1d10 1 +4 & starts at 2 in Two-Weapon Style 20 14/16/15/17/17 25/20
2 2,250 2d10 1 19 14/16/15/17/17 31/26
3 4,500 3d10 1 +1 18 13/15/14/16/16 37/32
4 9,000 4d10 1 17 13/15/14/16/16 43/38
5 18,000 5d10 1 16 11/13/12/13/14 50/45
6 36,000 6d10 1 +1 15 11/13/12/13/14 57/52
7 75,000 7d10 1.5 14 10/12/11/12/13 65/60
8 Baldur's Gate LOGOBG00001 Icon SoDBaldur's Gate:
Enhanced Edition
(2012)
This icon indicates content from the Baldur's Gate: Enhanced Edition campaign.
150,000 8d10 1.5 13 10/12/11/12/13 72/67
9 Siege of Dragonspear LOGOSOD00001 Icon SoDBaldur's Gate:
Siege of Dragonspear
(2016)
This icon indicates content from the Siege of Dragonspear campaign of the Baldur's Gate: Enhanced Edition.
The Black Pits LOGOTBP00001 Icon SoDThe Black Pits (2012)
This icon indicates content from the Black Pits campaign in the Baldur's Gate: Enhanced Edition.
300,000 9d10 1.5 +1 12 8/10/9/9/11 80/75
10 600,000 9d10+3 1.5 11 8/10/9/9/11 88/83
11 900,000 9d10+6 1.5 10 7/9/8/8/10 96/91
12 1,200,000 9d10+9 1.5 +1 9 7/9/8/8/10 104/99
13 1,500,000 9d10+12 2 8 5/7/6/5/8 109/104
14 1,800,000 9d10+15 2 7 5/7/6/5/8 109/104
15 2,100,000 9d10+18 2 +1 6 4/6/5/4/7 109/104
16 2,400,000 9d10+21 2 5 4/6/5/4/7 109/104
17 Shadows of Amn LOADCNTR00004 Icon SoABaldur's Gate II:
Shadows of Amn
(2000)
This icon indicates content from the original Baldur's Gate II: Shadows of Amn campaign.
2,700,000 9d10+24 2 4 3/5/4/4/6 109/104
18 3,000,000 9d10+27 2 +1 3 3/5/4/4/6 109/104 1
19 3,300,000 9d10+30 2 2 3/5/4/4/6 109/104 2
20 3,600,000 9d10+33 2 1 3/5/4/4/6 109/104 3
21 3,900,000 9d10+36 2 +1 0 3/5/4/4/6 109/104 4
22 4,200,000 9d10+39 2 0 3/5/4/4/6 109/104 5
23 4,500,000 9d10+42 2 0 3/5/4/4/6 109/104 6
24 4,800,000 9d10+45 2 +1 0 3/5/4/4/6 109/104 7
25 5,100,000 9d10+48 2 0 3/5/4/4/6 109/104 8
26 5,400,000 9d10+51 2 0 3/5/4/4/6 109/104 9
27 5,700,000 9d10+54 2 +1 0 3/5/4/4/6 109/104 10
28 6,000,000 9d10+57 2 0 3/5/4/4/6 109/104 11
29 6,300,000 9d10+60 2 0 3/5/4/4/6 109/104 12
30 6,600,000 9d10+63 2 +1 0 3/5/4/4/6 109/104 13
31 6,900,000 9d10+66 2 0 3/5/4/4/6 109/104 14
32 7,200,000 9d10+69 2 0 3/5/4/4/6 109/104 15
33 7,500,000 9d10+72 2 +1 0 3/5/4/4/6 109/104 16
34 Throne of Bhaal LOADCNTR00004 Icon ToBBaldur's Gate II:
Throne of Bhaal
(2001)
This icon indicates content from the original Baldur's Gate II: Throne of Bhaal campaign.
Shadows of Amn LOGOSOA00001 Icon BG2EEBaldur's Gate II: Enhanced Edition – Shadows of Amn (2013)
This icon indicates content from the Shadows of Amn campaign of the Baldur's Gate II: Enhanced Edition.
Gladiators of Thay LOGOTBP00001 Icon BG2EEThe Black Pits II:
Gladiators of Thay
(2013)
This icon indicates content from the Black Pits II: Gladiators of Thay campaign in the Baldur's Gate II: Enhanced Edition.
7,800,000 9d10+75 2 0 3/5/4/4/6 109/104 17
Total 17 17
^Stalkers gain a +20 bonus to Stealth; Beast Masters gain a +15 bonus to Stealth

Stronghold

Protagonist rangers serve as protectors of the Umar Hills once the Investigate the deaths in the Umar Hills side quest is completed.

Creative origins

This section uses Creative Commons Licensed content from Wikipedia:Ranger (Dungeons & Dragons)

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.[1] 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.[2]

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.[3] 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.

Citations

 Gameplay (community)

~Write your insights below, different from the Gameplay section above, you may use your signatures here, example page~

Advertisement