Ranger FAQ

Ranger FAQs created by CaptainKO
Date: 4/14/07
Version 1.04

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Table of Contents
A.	Attributes & Skills
B.	Feats
C.	Gameplay
D.	Spells
E.	Races
F.	Multi-Classing
G.	FAQs
H.	Copyright

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A. Attributes & Skills

Strength - (14)
Strength is need for carrying items, raise you're Attack Bonus (aka AB) for
melee weapons and doing more damage. The amount of weight you can carry goes up
with every point of strength you receive and the damage you do with a weapon
does up every 2 points for +1 to damage and attack bonus. If you have a
Strength score of 10, you'll gain no benefits to damage, attack bonus and the
weight you can pick is standard. If you're Strength goes below 10, you'll start
to suffer -1 penalties towards AB, damage and the amount of weight you can
carry with every -2 you lose. (Penalties apply to weight every point taken from
strength)

Rangers are not melee characters. The fact this class doesn't have medium or
heavy armor proficiency should be a clue. The most your Ranger should look
forward to is a score of 14 to Strength to hold a Large Shield and a one-handed
melee weapon.


Dexterity - (17)+5
Dexterity is need to raise your Reflex saves against damaging spells, raise
your Attack Bonus (aka AB) for range weapons, Dexterity-based skills and traps
as well as raising your Armor Class (aka AC) for a better defense. Your Reflex
saves, Dexterity-based skills, Range AB and AC are raised by +1 points every 2
points of Dexterity you get. If you have Dexterity score of 10, you'll gain no
benefits to your Reflex saves, Dexterity-based skills, Range AB or AC. If
you're Dexterity goes below 10, you'll start to suffer -1 penalty towards any
Dexterity based-skill, AB with range weapons, reflex saves and AC.

If you aren't going to put points in this attribute then you should re-roll
another character. Dexterity has more use important uses for the Ranger then
just adding AB, but it gives the Ranger bonus AC and bonus skill points to
hide, move silently and set trap.

Set Trap (Dexterity-based skill): The Ranger can set traps along doors,
contains or on the ground. The DC of the trap depends on how strong the trap
is. The calculation for this is Set Trap Skill + Dexterity + Dice Roll vs.
DC of the Trap. A critical failure can lead to your character get hit by his or
her own trap. I hate to say this, but traps are fair better than a Ranger's
spell and are almost required for ANY Ranger build.

Parry (Dexterity-based skill): The calculations for this is Parry DC +
Dexterity vs. Enemy AB. If the roll is 5 or higher, you'll perform a counter
attack. You can only block and counter attack as many attacks you can perform
in one round, which means you can only perform 4 successful blocks and 4
successful counter attacks. This is only useful if go down the combat style
path and obtain two-weapon defense and improve two-weapon defense
for 7 parries and 7 riptose.

Hide & Move Silently (Dexterity-based skill): These skills are mentioned
together because both skills work with stealth mode. These skills are debatable
as its usefulness depends on your style of play and how often you end up in
cramped areas. The Ranger's version of Stealth is better than the Rogue's
because this class get HIPS (Hide in Plain Sight) while a Rogue,
meaning you can go in stealth any time you like.

To put it in perceptive, stealth is useful in PvP server to get the drop on
your opponent or in PvE if you find yourself in corridors frequently. In narrow
hallways, it's rather easy for enemies to close the distance and it's rather
hard to maneuver. Plus, you don't want your enemies targeting you for death
first when you go through a door so stealth is ideal to get a better position
to gain the advantage. However, stealth is a bad scouting skill when COMPARED
to Survival Skill.


Constitution - (13)
Constitution is need to raise one's Health Points (HP), Constitution-based
skills, and Fortitude saves against poison, disease, negative energy affects &
death spells, attacks and traps. Your Fortitude saves, Constitution-based
skills, and HP are raised by +1 every 2 points of Constitution you get. If you
have Constitution score of 10, you'll gain no benefits to your Fortitude saves,
Constitution-based skills, or Health points. If you're Constitution goes below
10, you'll start to suffer -1 penalty towards Fortitude saves, any
Constitution-based skill, and HP.

Rangers only need a Constitution of 13 to 12. Don't worry about getting 9
Health Points per level as you.

Concentration (Constitution-based skill): Allows you to continue casting even
being attack/damaged. The calculation for this is Concentration DC +
Constitution + Dice Roll vs. 10 + Enemy Damage. This skill isn't really needed
unless you plan to cast spells in the frontlines. Since Ranger are primary a
range-attacking class, it best not to put anything towards this.


Intelligence - (10)
Intelligence is needed to gain another skill points and raise your score for
Intelligent-based skills. Your Intelligence-based skills and Intelligent-based
skills are raised by +1 every 2 points of Intelligence you get. If you have
Intelligence score of 10, you'll gain no benefits to your Skill points or
Intelligence-based skills. If you're Intelligence goes below 10, you'll start
to suffer -1 penalty towards Skill points and any Intelligence-based skill.

Rangers only need an Intelligence score of 10 because they only have one
Intelligence skill worth putting points too and that's Lore. Search is useless
if they can't use disable device. Intelligence should maintain at 10 unless
you're Non-human ranger.

Craft Armor & Craft Weapon (Intelligence-based skill): These skills allow a
character to create armor and weapons for their teammates, provided they have
the materials need to craft. If you aren't planning to be a stealth Ranger then
these two skills will prove most helpful and will allow you to save more money
for enchanted arrows.

Craft Trap: This skill allows you to craft a trap using Alchemist items and
trap molds. This is a must for the Ranger unless the module or server does not
provide the ability to craft a trap.

Lore (Intelligence-based skill): You can identify items that appear to be
unknown when taking them out of the chest. If you want to save money for
enchanted arrows, then you'll put points towards this skill.

Search (Intelligence-based skill): This skill allows you to spot traps on the
ground, door, or container. (Ex. Treasure chest) This skill is useless because
you can neither disable traps nor recover traps to use again. If you could,
this ability would have more worth as a Ranger skill. Let the Rogue search and
recover the traps for you.

Wisdom - (14)
Wisdom is need to raise one's Willpower save against mind spells, attacks &
traps and Wisdom-based skills. Your Willpower saves and Wisdom-based skills are
raised by +1 every 2 points of Wisdom you get. If you have Wisdom score of 10,
you'll gain no benefits to your Willpower saves and Wisdom-based skills. If
you're Wisdom goes below 10, you'll start to suffer -1 penalties towards
Willpower saves and Wisdom-based skills.

A Ranger only needs a score of 14 to cast spells. You don't need any additional
points towards Wisdom as you only three spells that require DC and even they
aren't that useful.

Heal (Wisdom-based skill): This skill present a ranger having to dedicate spell
slots for removing poison and healing. The healing kit perform two functions:
Completely heals your allies and removes any Fortitude saving aliment like
poison or disease. The calculation for Heal is Heal Skill DC + Wisdom Bonus vs.
Aliment. A successful roll cures the character of their aliment.

Spot & Listen (Wisdom-based skill): This gives the Ranger the ability to see or
hear anyone in stealth sneaking up on them. These skills will allow you to see
sneaking characters, but not invisible characters. Having both is good because
you get two rolls against your enemy's DC instead of one or none at all.
However, it's not too useful in PvP because most dexterity-based classes who
use stealth have above a score of 23 towards their Move Silently skill.

Survival (Wisdom-based skill): The Survival skill allows the Ranger to see
enemies within the area who are hidden or behind closed doors on the mini-map.
This skill can only be used by those with a track feat. The more points 
put's towards Survival, the bigger the detection radius becomes. This is a very
good scouting skill and is one of the Ranger's key ability that will make you
an excellent scout class.


Charisma- (8)
Charisma is needed to raise points toward Charisma based-skills. Your Charisma
based-skills are raised by +1 every 2 points of Charisma you get. If you have
Charisma score of 10, you'll gain no benefits to your Charisma based-skills. If
you're Charisma goes below 10, you'll start to suffer -1 penalty towards any
Charisma based-skills.

This is the Ranger's dump attribute because Rangers have no Charisma based
skills at all. At one time, they had Animal Handling and Wild Empathy to use to
dominate animals, but are they now useless because animal only appear in the
wilderness whereas most modules are focus in the city.


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B. Feats

-	Class Feats

*Favored Enemy: At the first levels during character creation, the Ranger can
choose a race they can specialize in doing damage against or gaining Spot, and
Listen skill point advantages. You'll gain +1 point to damage every 5 levels
after level 1 for a total of +5 points towards, damage, Spot, and Listen checks
at level 20. Favored enemy is also a prerequisite for Favored Power Attack.
Level 1 - +1 to Damage, Spot, and Listen.
Level 5 - +2 to Damage, Spot, and Listen.
Level 10 - +3 to Damage, Spot, and Listen.
Level 15 - +4 to Damage, Spot, and Listen.
Level 20 - +5 to Damage, Spot, and Listen.

*Archery Style: Starting at level 2 (if selected) Archery Style gives the
Ranger three free ranger-attacking feats: Rapid Shot (Level 2), Many Shot
(Level 6) and Improve Many Shot. (Level 12)

*Combat Style: Starting at level 2 (if selected) Combat Style gives the Ranger
three free two-weapon fighting feats: Two-weapon Fighting (Level 2), Improve
Two-Weapon Fighting (Level 6), and Greater Two-Weapon Fighting. (Level 12)

Trackless Step: At level 1, when outdoors, you'll get a +4 to Hide and Move
Silently. You're not going to be making much use out of this considering you'll
be in either a dungeon or city most of the time. In fact, any outdoors ability
is useless to Ranger.

Toughness: At level 3, the Ranger gains +1 Health Point equal to their level
for a total of +20 points to health.

*Animal Companion: At level 4, the Ranger will be able to summon a pet to fight
beside him or her. You can choose one of the 5 pets: Badger, Bear, Boar, Spider
and Wolf.

Woodland Stride: At level 7, the Ranger speed increases when outdoors. Refer to
Trackless Step as to why you aren't going to be putting this feat to much use.

Swift Tracker: At level 8, the Ranger can use Tracking mode without being
slowed down.

Evasion At level 9, you'll gain the only ability that's worthwhile to your
Ranger. Evasion will allow you to avoid 100% damage, if you pass your
Reflex
save as oppose to taking half. However, if you fail, you'll still take full
damage.

Camouflage: At level 13, the Ranger can continue to run at the same speeds
while in stealth mode. Not to useful, since stealth mode is only useful in
cramped areas.

Hide in Plain Sight: At level 17, the Ranger gains the ability to go in stealth
outdoors while being viewed by the enemy. This ability works outdoors. Need I
say more?

**Note: To get more information on these feats, refer to the Gameplay chapter.


-	Selectable Ranger Feats

Favor Power attack: This feat gives you +4 damage instead of +3 against your
favored enemy. Not a good feat unless you're a melee type Ranger even then it's
not useful because power attack damage isn't universal. You would have to pick
this ability five times in order to get the true use out of it.

-	General Feats

Power Attack & Cleave: You're only get power attack to get cleave to help make
your fights shorter.

Weapon Focus, Improve Critical and Power Critical: These feats are a must if
you want to increase the damage output of your bow.

Blind Fighting: If find yourself fighting a concealed enemy, this feat is great
as you get a second roll against your enemy.

Dodge: Add +1 point to your Base AC.

Iron Will: These feat grants +2 towards Willpower save. I'm only suggesting
this because they aren't many feats a Ranger can get.


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C. Gameplay

The Class
Instead of trying to create an Aargon Ranger or a Legalos Ranger, you should be
shooting for Link from the Legend of Zelda. This Ranger's job is crowd control
from long range. You rain death on your enemies from above with a hail of
arrows. The damage you do, causes the enemy to break away from your current ally
so you're allies can get an Attack of Opportunity (AOO) against them as they try
to run towards you. The Ranger's pet assists in crowd controlling by either
tanking or causing status inflictions such as poison from the Spider. When not,
not sniping, you're in the frontlines holding down the fort using a large
shield and a one-handed weapon.

Top 5 Favored Enemies
The top 5 favor enemies are Humans, Undead, Aberrations, Constructs
and Dragons. You're likely to run into a Human, Undead and Dragon
in just about every game, while the Outsiders and Elementals are
a give or take.

Archery Style vs. Combat Style
Archery Style gives you Rapid Shot, Many Shot and Improve Many Shot while
Combat style gives you Two-Weapon Fighting, Improve Weapon Fighting and Greater
Two-Weapon Fighting. The three feats offered by Archery Style is the full-range
feat package while Combat style only offers 3 out of 5 the Two-weapon Fighting
feats.

Furthermore, Two-Weapon Fighting is only useful for those who can do a lot of
damage (such as Sneak attack) or have a low critical threat range. Rangers can
do a lot of damage, if they are fighting against their favored enemy. However,
compare to other classes, Rangers damage while dual wielding isn't that
impressive. So it's better to stick with Archery style. Besides, you're well off
using a shield and sword with your ranger and serving as tank to the team
then try
to do a lot of damage. If you're looking to do a lot of damage in melee then
you've pick the wrong class.

Ranger Pets
The best pet is the Wolf because they are good to use against spellcasters whom
are the most dangerous class in the game. Wolfs have a decent attack bonus,
damage and they can use knock, but their strength is low, their AC score and
health are seriously lacking.

The second best pet is the Spider because of its poison. The spider's poison
reduces the enemy NPC's Dexterity, making the target easier to hit. If the
enemy continues failing their fortitude save, their dexterity continues to go
down. However, the Spider's AC, health and damage are the worse in the game,
second to the Badger.

The Bear is the third best because it's your best damaging tank. The bear
offers a lot of damage and a lot of health, but has a poor AC score. If you
have a NPC Wizard/Sorcerer, Druid or Cleric in your party, then have them cast
Stoneskin and spells that increase your pet's AC score. Sadly, not too many PC
spellcasters are willing to waste their buffs to keep your pet alive.

The Boar and Badger are the least favored pets on this list as they offer
nothing, especially the Badger.

Pre-Battle
You're buffing your pet before you take the first shot to start the battle.

Melee
The only time you'll find yourself in melee is when your main tank falls and
your force to hold the frontline until he's able to be recovered or the
spellcaster is able to throw in his/her trump card. You should not be at the
frontlines dual wielding or power hitting.

Range
This is the best position for the Ranger. You're Ranger should be doing damage
from long range using a longbow if medium statured or a shortbow if small
statured. In the beginning, you'll be using the standard bow with
standard arrows. However, as time goes on, you should look for bows with the
mighty enchantment so you can add your strength to every
shot.

Strengths
-	Rangers are a good dual-classing, being able to tank and use long
range attacks.
-	Rangers have a huge AB for range fighting and a decent AB for melee.
-	Rangers get a lot of free feats.
-	Rangers get a number of spells.
-	Rangers get advantage over Favored enemies.
-	The Ranger can get up to 5 Favored enemies.
-	The Ranger is very effective outdoors on any server or module.

Weakness
-	Rangers are confined to light armor causing them to focus more
on Dexterity.
-	They are only 4 to 5 spells that are useful to the Ranger.
-	Rangers have two options in approaching a fight, but poor utility to back
them up.
-	Most of the Ranger free feats don't offer anything better that other class
can get for themselves.
-	Rangers don't get any real unique feats except for their outdoor feats and
favored enemies when compared to the class like the Rogue and the Fighter.
-	The bonuses of a Ranger's Favored enemy aren't all that great.
-	Rangers can only pick 5 races out of several groups of races, which also limit
their effectiveness.
-	Rangers have no NPC roleplaying options, leaving them with one-dimensional
gameplay.
-	The Ranger's Combat Style doesn't offer Two-Weapon Defense or Improve Weapon
Defense.
-	The Ranger is still dependant heavily on enchantment weapons.
-	The Ranger's Archer style is inferior to a Fighter, Rogue-types and Arcane
Archer.
-	The Ranger's Combat style is inferior to Fighter-types.
-	Most modules and servers are based around cities.
-	Druids with Zen Archery are better wannabe-Rangers.


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D.	Spells

-	Level 1 Spell

Camouflage
Adds +10 to Hide and Move Silently. This spell is good to strengthen your
tealth mode.

Cure Minor Wounds
The target ally is healed of 1d8 Health Points and additional + 1 Health point
per caster level for maximum of +5. This spell is useful until level 5.

Magic Fang
This spell provides a +1 magic enchantment bonus for your Animal Companion.

Resist Energy
This is a great spell for Damage Reduction against elemental attack, spells and
traps.

-	Level 2 Spell

Bear's Endurance
Bear's Endurance boost your character's or your pet's Constitution up by +4.

Cat's Grace
Cat's Grace boost your character's or your pet's Dexterity up by +4.

Protection from Energy
This spell gives you a 30/- damage reduction against elemental damage.

Barkskin
This spell is a must for your Pet or Ranger as it add Natural AC to your or
your pet's AC score.


-	Level 3 Spells

Cure Moderate Wounds
The target ally is healed of 2d8 Health Points and additional + 1 Health point
per caster level for a maximum of +10. Not a useful spell once you get it.

Aid
This spell gives 8 health and +1 to attack bonus to the caster or target.

Summon III
Summon a Dire Wolf, who is by far your best summon pet over your bear or wolf.

Greater Magic Fang
Greater Magic Fang enchants your creature fangs by +1 magical enchantment every
4 levels.

Invisibility Purge
This spell will dispel any invisibility spells within the area.


-	Level 4 Spells

Cure Serious Wounds
The target ally is healed of 3d8 Health Points and additional + 1 Health point
per caster level for a maximum of +15. Not a useful spell once you get it.

Freedom of Movement
This spell is useful because you don't want to get stuck or slowed down
vs. vines and grease.

Summon IV
Your Ranger will summon a Dire Spider.


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E.	Races


Elves are the best race for being a Ranger. The Drow and Moon Elf get a +2
toward Dexterity and a -2 towards Constitution. (Drow gets +2 to Charisma too.)
As I noted earlier, you only need a Constitution of at 12 so this leaves you
with +2 extra points to put towards one of your attributes. It would be best to
put it towards Intelligence since you'll need the extra point to get 7 points
total. Sun elves and Wood elves are okay rangers when compare to the Moon and
the Drow. The reason elves are good ranger is because of their sleep immunity
and hardiness vs. enchantment spell racial feat. These feats are good since
willpower saves aren't the Ranger's strongest saves.

(Note: Non-humans should always put a 12 towards Intelligence in order to get
the 7 necessary skill points.)

The next best Ranger is the Tiefling because they get both +2 to Dexterity, +2
to Intelligence and -2 to Charisma. Rangers don't need Charisma so you can
lower the Tielfling's Charisma to 6. One of Dexterity and Intelligence,
Tielfings get damage reduction vs. cold, fire and electric, darkvision, +2
Skill Affinity points to hide and a free racial darkness spell for better
stealth combat.

Dwarves are tied with Tielfling because they posses favored enemy racial feats
against giants and goblinoids. Shield and Gray Dwarves are excellent choices
Rangers for Dwarven Rangers, but the Gold Dwarf is under qualified by one point.

Humans are rather mediocre when it comes to Rangers. The Rangers only get a few
feats that are useful while the rest are a give or a take. The extra feats are
not need because the Ranger class gets free feats anyway and because their
Intelligence is lower than 13 they aren't working with any good tactical feats.

Aasimar offer only +2 to Wisdom, +2 to Charisma, and a free racial light spell,
both of which are quite useless. Although, this frees attribute points up for
the Aasimar, the Charisma can't put the attributes to use whatsoever. However,
the Aasimar gets the same Damage Reduction vs. fire, cold and electric as the
Tielfling.

Halflings and Gnomes are okay choices when making Ranger. The gnomes,
especially since they come with favored enemies racial towards reptilian
opponents. You're only setback is that you'll be wielding a shortsword instead
of longsword.

Half Orcs offer +2 to Strength, but a -2 penalty to Intelligence and Charisma.
While you don't need Charisma, the -2 to Intelligence isn't good, especially if
you're a non-human. The Half Orcs makes for a decent Ranger, but can only land
six skill points. If you're willing to sacrifice Lore or Heal then the Half Orc
Ranger might work.


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F.	Good Classes to take in consideration when multi-classing.

Fighter: The ranger will lose a bonus to favored enemy for a chance to do +2 to
damage with Weapon Specialization while landing a few extra unneeded feats.

Rogue: A ranger with 4 levels of will get 2d6 sneak attack, Evasion and
Uncanny Dodge.

Cleric: One level of cleric with Air and Travel give uncanny dodge and fast
movement. Unfortunately, you lose 1 point towards all your favored enemies
bonuses.

Barbarian: A level of Barbarian with extended range can allow your Ranger to
capitalize on his enhanced strength score when using Mighty bows.

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G.	FAQ

1.	Is this build for the original Campaign?
No, as I've mention in other FAQs, these are general all-around builds.

2.	Why didn't you include Strength based builds?
Strength based builds can only get up to score of 18 without totally ignoring
their Dexterity, which also needs to be raise to 18 in order to at least
qualify for a Chain Shirt. Besides, if you plan to melee more than attack in
long range then you might want to play a different class like a Fighter.

3.	Is there any other way to build my Ranger?
They are other ways to build your Ranger, but most of advice you'll find around
the web will turn your Ranger into a cliche dual-wielding build or a full on
archer build. To be useful to your team, you need be both proficient in long
range attacking and tanking.

4.	There are other spells and feats you didn't mention here. Why?
Ranger has the worse spell list in the game and lacks feats that are worth
taking. Not to mention the feats worth getting, the Ranger gets for free.

5.	Does the Ranger suck as a class?
Depends on how you play, the Ranger. The Ranger may not be as effective as an a
long range attacker as the Arcane Archer or a tank like the Fighter, but the
class makes up for it with his/her ability to do crowd controlling. You just
need to know what enemies to hit and what pets are best for crowd
controlling.

6.	Who's Link?
Link is a character from Legend of Zelda for the Nintendo who was created back
in 1987 and was based on Shigeru Miyamoto's childhood fantasy he has as a boy
adventuring in the woods. Legend of Zelda came out for the NES and was instant
hit. It has since then spawn sequels or "do overs" as the developers
continuously reintroduce Link with new features or a new story. Link possessed
a number of talents including sword fighting with a shield and archery. These
two skills are used in just about every Legend of Zelda game and Link has had
to switch between both during combat. (Thus, my suggestion about playing your
Ranger as a Link character)

Although, this isn't official, many fans speculate that Link is REALLY based on
a character from a 1985 film called Legend, which was directed by Ridley Scott
and featured a young Tom Cruise and Tim Curry. The three of the Legend
characters(Jack, Lily and Darkness) have uncanny resemblance to the three main
characters of the Legend of Zelda. (Link, Zelda and Gannon) Jack is helped by
fairies just as Link is. Again, this is not official, but mere speculation on
the part of some of the fans.


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H.	Copyright and Permission

All the material written here is copy of myself and will not be used without
permission from me.

(c) Tony Mark, March 2007