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    Ranger by Xenoku

    Version: 1.0 | Updated: 08/17/02 | Search Guide | Bookmark Guide

    Neverwinter Nights - Ranger Creation Guide
    Version 1.0
    by Greg "Xenoku" Bilello, August 17, 2002
    GameFAQs Message Board Name: Xenoku
    Status: (32) Legend
    This FAQ is property of myself, Greg Bilello.  This FAQ should be distributed
    freely at all times.  If you would like this FAQ on your website, E-Mail or
    Instant Message me, and I will most likely allow it.  However, full credit must
    be given to myself. Do not alter any part of this FAQ, even if it is a mistake.
     Do not publish this work as your own.  Blah, Blah, you know the deal.
    Copyright (c) 2002 by Greg Bilello
    Version History:
    Version 1.0 - First release, probably a couple errors, more updates to come.
    Neverwinter Nights is a really good game.  With that being said I feel I can
    move on.  Never in my life have I played a game with more replay value than
    this game.  I've been playing it since it came out more than a month ago, and
    I'm not bored yet (which is good, I usually get bored of games really quick). 
    Anyway, I'm pretty sure your familiar with the game if your reading this, so I
    don't think I need to go into any more detail about it.
    Contents -
    	I. Ranger Introduction/Developing your Ranger
    	II. Ranger Advantages/Disadvantages
    	III. Ranger Spells
    	IV. Ranger Feats
    	V. Conclusion
    I. Ranger Introduction
    Bioware Writes the following about Rangers in the Instruction Manual:
    Rangers are skilled stalkers and hunters who make their home in the woods. 
    Their martial skill is nearly the equal of the fighter, but they lack the
    latter's dedication to the craft of fighting.  Instead the ranger focuses his
    skills and training on a specific enemy - a type of creature he bears a
    vengeful grudge against and hunts above all others.  Rangers often accept the
    role of protector, aiding those who live in or travel through the woods.  His
    skills allow him to move quietyly and stick to the shadows, especially in
    natural settings, and he also has special knowledge of certain types of
    creatures.  Finally, an experienced ranger has such a tie to nature that he can
    actually draw on natural power to cast divine spells, much as a druid does, and
    like a druid he is often accompanied by animal companions.  A ranger's Wisdom
    score should be high, as this determines the maximum spell level that he can
    	- Hit Die: d10
    	- Proficiencies: All simple and martial weapons, light armor, medium armor,
    and              shields
    	- Skill Points (+4 at 1st level): 4 + Int Modifier
    Basically the above describes Rangers perfectly.  They are very good fighters
    (not quite as good as a pure fighter), they have Racial Enemies, an Animal
    Companion, and can cast some 1st - 4th level druid spells.
    Rangers are my favorite class, simply because of their Versatility.  If you
    make a fighter, he's going to do one thing for you... fight.  However, Rangers
    can do much more than just fight.  Sure you can make them as hard-core fighting
    machines, but you can also develop them as more of a rogue type character, with
    spot and hide skills; as well as multi-class with a Druid or Cleric for a tough
    spell caster.
    Also, the Ranger is probably one of the easiest classes to play as in the
    single player game.  You'll usually have four members in your party (You,
    Henchman, Animal Companion, and Summon Creature), which makes the game easy for
    What Abilities are Important for Rangers?
    Strength: Definately one of the most important, if not the most important,
    ability to a Ranger.  Regardless of how you develop your Ranger, he's going to
    have to engage in some melee combat, and therefore Strength is Important.
    Dexterity: Very Important if you plan to create an Archer-Ranger.  It's also
    important if you don't.  Dexterity is important to add a nice bonus to your AC
    if your using light or medium armor, but if your making a Platemail wearing,
    Greatsword carrying, Ranger you don't need to put as many points into Dex as
    you otherwise would have to.
    Constitution: Also Very Important to a Ranger.  Constitution determins your Hit
    Points and thus is important to all characters, but mostly to melee fighters as
    they are the ones who are going to take a beating up close.
    Intelligence: Not Important at all, Just pump this up to 10 so you don't talk
    like an idiot, and get a little skill point bonus.
    Wisdom: Important to cast ranger spells.  A Wisdom of 10 + Spell Level is
    required to cast all Ranger Spells.  So if you want to cast 3st level spells,
    you need a Wisdom of 13.  Since Rangers only have four spell levels, you don't
    need to go any higher than 14 for Wisdom.
    Charisma: Like Int, this isn't really important for a Ranger.  Just pump it up
    to 10 so people don't hate you when you talk to them.
    What Races make good Rangers?
    Human: Probably the best race.  Gains more feats than any other race, which
    helps out alot. Plus, they don't get points taken off of any abilities.
    Half-Elf: Second best class in my opinion.  Half-Elves, like humans, don't get
    points taken off of any skills, and they're immune to sleep and have some
    resistances to enchantments.  But your sacrificing that for an extra feat if
    you pick Human.
    Elf: Not a bad class.  The +2 to Dex is a welcome addition, but the -2 to Con
    is not.  Pick this if you want to be more of a Rogue-type Ranger.
    Halfling: Not that great, +2 to Dex is good, but -2 to Str is not.  And they
    can't use large weapons.
    Gnome: Gnomes are magic users, not fighters.  Still I bet it would be
    interesting to be one as a Ranger, they get +2 to Con, and a -2 to Str, and
    like Halflings, they can't use large weapons.
    Half-Orc: Like Elves, these are not bad to be.  +2 to Str is great, but -2 to
    Int and Cha is not good, since you probably will only have a maximum of 10
    points in both of those abilities, you'll end up with 8 in both so you'll talk
    like an idiot, which is not fun.  Plus, Half-Orcs are really ugly...
    What should my Abilities look like when I create my Ranger?
    Personally I like this build to start out with:
    Strength: 16
    Dexterity: 12
    Constitution: 14
    Intelligence: 10
    Wisdom: 14
    Charisma: 10
    With this you have a good attack bonus, a decent dexterity and constitution
    bonus, and you can cast all Ranger Spells.
    Additionally you will recieve on attribute point to add to what you want every
    four levels. I recommend putting two points into strength, two into
    constitution, and one into dexterity. Thus, you will end up with the following
    Strength: 18
    Dexterity: 13
    Constitution: 16
    Intelligence: 10
    Wisdom: 14
    Charisma: 10
    This is how I like to build up my Ranger.  I like them almost like fighters. 
    Others might chose to add more points dexterity, but I like to wear heavy
    armor, so the AC bonus isn't really needed when I play.  If you were to add the
    points to dex, you should probably add them like this:
    Strength: 16
    Dexterity: 16
    Constitution: 15
    Intelligence: 10
    Wisdom: 14
    Charisma: 10
    Of course, you could add all 5 points into Dex, but I feel throw one into Con,
    for a little Hit Point Bonus.
    II. Ranger Advantages/Disadvantes
    Ranger Advantages:
     - Versatile: Can be almost everything from Strong Fighters to Sneaky Rogues
     - Gains Trackless Step feat for free at 1st level
     - Get Ambidexterity and Two-Weapon Fighting feats for free at 1st level
     - Gains Improved Two-Weapon Fighting for free at 9th levle
     - d10 roll for hit points, the same as regular fighters
     - May chose a Racial Enemy at 1st level and again every 5 levels
     - Gains an Animal Companion at 6th level
     - Can use some 1st - 4th level Druid Spells
     - multiclasses well with Rogues, Fighters, Druids, and Paldins
    Ranger Disadvantes:
     - Not as combat oriented as a Fighter, Barbarian, or Paladin
     - Not as Versatile as Rogues
     - Spells aren't that great
    III. Ranger Spells
    Rangers have access to some, not all, 1st - 4th level Druid spells.  While most
    are not really important, some are very good and should be used alot.  The
    following table shows how many Spells a Ranger gets at a given level.
    Ranger Spells per Day:
    lvl		   Base Spells Per Day
    		1	2	3	4
    1		-	-	-	-
    2		-	-	-	-
    3		-	-	-	-
    4		0	-	-	-
    5		0	-	-	-
    6		1	-	-	-
    7		1	-	-	-
    8		1	0	-	-
    9		1	0	-	-
    10		1	1	-	-
    11		1	1	0	-
    12		1	1	1	-
    13		1	1	1	0
    14		2	1	1	0
    15		2	1	1	1
    16		2	2	1	1
    17		2	2	2	1
    18		3	2	2	1
    19		3	3	3	2
    20		3	3	3	3
    Rangers gain 1st level spells at level 6, 2nd level spells at level 10, 3rd
    level spells at level 12, and 4th level spells at level 15.
    The following are all Ranger spells and their uses:
    1st Level Ranger Spells:
    Cure Light Wounds: 1d8 points of damage + 1/Ranger Level
    	- Great at healing yourself at low levels when you've run out of potions
    Entangle: Trap enemies with clinging vegetation.
    	- Enemies that are entangled can still act, but can not move.  This spell with
    stop enemies from ganging up on you.  I've never really used it, as the
    graphics lower my 	framerates (initiate laughter now), but I guess it could
    come in handy.
    Grease: Slows or knocks down enemies.
    	- I've honestly never used this spell, but I guess it could make dealing with
    large groups of enemies easier by slowing them down.
    Summon Creature I: Summons a dire badger.
    	- The Summon Creature Spells are the best Ranger spells.  While a Dire Badger
    isn't really that powerful, it does add a fourth member to your party, which
    can  help you 	from being overwhelmed by enemies.
    2nd Level Ranger Spells:
    Cat's Grace: The target creature's Dexterity is increased by 1d4 + 1.
    	- Great spell to cast for a nice Dex bonus.  Use before boss fights for a nice
    AC bonus.
    Hold Animal: Target animal is paralyzed.
    	- Not that great, as animals aren't really that tough and you can usually kill
    them without using it.  If your going to use it, save it for Dire Wolves and
    Dire Bears, 	as they are the hardest animals you will fight.
    Protection from Elements: 30/- damage resitance against all elemental forms of
    	- Very good when you know your going to fight some elemental monsters.  Most
    normal enemies, however, do not have elemental attributes, so save this for
    when you need 	it.
    Resist Elements: 20/- damage resistance against all elemental forms of damage.
    	- Don't use this, Protection from Elements is better.  Use that.
    Sleep: Causes 2d4 HD of creatures to fall asleep:
    	- Not bad, but I've never really used it.  Note that if a creature is asleep,
    and you attack it, it will wake up.
    Summon Creature II: Summons a dire boar.
    	- The Dire Boar is a much better fighter than the Dire Badger, so get rid of
    Summon Creature I and start using this.
    3nd Level Ranger Spells:
    Aid: Target receives +1 bonus to attacks and saving thows vs. fear; +1d8 hit
    	- Great spell to use.  Unfortunately in my first play through the game I found
    a magical item that casts Aid on my character 3 times a day, so I never
    bothered to 	use the spell.  Still its very good to use before big boss fights.
    Cure Moderate Wounds: Heal 2d8 points of damage + 1/Ranger Level
    	- Good Spell to heal yourself in the heat of combat, or when enemies are
    nearby.  Otherwise, just rest.
    Invisibility Purge: Removes all invisibility from nearby creatures.
    	- There aren't alot of monsters that are invisible, so this spell won't be
    used alot.  But when their are invisible monsters, it's a lifesaver.
    Neutralize Poison: Target cured, if poisoned.
    	- Poison sucks, use this to cure it.  Any questions?
    Remove Disease: All diseases removed from target.
    	- Diseases suck, use this to cure them.  Any questions?
    Summon Creature III: Summons a dire wolf.
    	- Dire Wolves are strong as hell, use them as your new fourth party member.
    4th level Ranger Spells:
    Cure Serious Wounds: Heals 3d8 points of damage +1/Ranger Level
    	- Again, use this to heal yourself if you need it.
    Freedom of Movement: Target becomes immune to paralysis.
    	- Being paralyzed sucks, use this to cure it.  Any questions?
    Polymorph Self: Caster is able to turn himself into a pixie, troll, umber hulk,
    giant spider, or zombie.
    	- Not as good as it sounds.  By the time you get this, you'll be stronger than
    all of these creatures.  Still, Umber Hulks and Trolls are probably the
    strongest so use 	them if you want to have fun.
    Summon Creature IV: Summons a Dire Spider.
    	- I like the Dire Wolf the best, so I didn't use this much.  I think Dire
    Wolves are stronger, strength and Hit Point wise, as well.
    There you have it, all Ranger Spells and their uses.
    IV. Ranger Feats
    Rangers have access to some of the best feats in the game.  They also gain many
    good feats for free at certain levels.  Rangers excel in fighting with two
    weapons, and thus gain two-weapon fighting feats for free.  The following feats
    are gained by being a Ranger:
    Trackless Step
    Gained: 1st level
    Use: Automatic
    Bonuses: The ranger gains a +4 competence bonus to Hide and Move Silently
    checks when in outdoor areas.
    Favored Enemy
    Rangers study their enemies and develop a keen understanding of the weakness of
    various creatures.
    Gained: 1st level and every five levels thereafter.
    Use: Automatic
    Bonuses: Rangers gain a +1 bonus to Listen, Spot, and Taunt checks against
    their favored enemy, as well as a +1 bonus to any physical damage applied to
    the enemy.  These bonuses improve by +1 every five levels.
    Ranger Favored Enemy Groups:
    Aberration	Half-elf
    Animal		Half-orc
    Beast		Halfling
    Construct	Human
    Dragon		Monstrous humanoid
    Elemental	Orc
    Fey		Reptilian humanoid
    Giant		Magical beast
    Dwarf		Outsider
    Elf		Shapechanger
    Gnome		Undead
    Goblinoid	Vermin
    Gained: 1st level
    Use: Automaticly when two weapons are equipped
    Bonuses: When two-weapon fighting, this feat reduces the penalty of the
    off-hand weapon by 4.
    Two Weapon Fighting
    Gained: 1st level
    Use: The ambidexterity feat further reduces the attack penalty for the second
    weapon by 4 (-4/-4).  Best results are achieved if the off-hand weapon is
    light, further reducing the penalty for both the primary and off-hand by 2
    Bonuses: A character with this feat reduces the penalties suffered when using a
    weapon in each hand.  The normal penalty of -6 to the primary hand and -10 to
    the off-hand becomes -4 fro the primary hand and -8 for the off-hand.
    Animal Companion
    Gained: 6th level
    Use: Once per day, until killed or unsummoned
    Bonuses: Animal companions may be changed with each new ranger class level.
    Animal Companion List:
    Dire Badger
    Dire Boar
    Brown Bear
    Dire Spider
    Dire Wolf
    Improved Two Weapon Fighting
    Gained: 9th level
    Use: Automaticly when two weapon are equipped
    Bonuses: The character with this feat is able to get a second off-hand attack
    (at a penalty of -5 to the attack roll).
    Choosing a Favored Enemy can be tricky.  You may want to jump and pick Dragon
    right away, and that's not a bad idea, but keep in mind you don't fight many
    dragons in the game.  Your probably better off picking an enemy you fight
    everywhere.  Don't go picking Orcs or Goblinoids either, they're easy enough
    and you don't even need the bonuses.  The following are some good choices:
    Undead: This includes all Skeletons, Zombies, Mummies, etc.  You always seem to
    be fighting undead, and they can sometimes give you some trouble.  I usually
    always pick this.
    Humans: Many people don't realize, that your really fighting Humans alot in the
    game.  This bonus will help out whenever your fighting Humans, which is very
    Giants: Giants can be tough, especially when your fighting more than one.  This
    makes it a bit easier.
    Dragons: They're not common, but when you do fight them, your gonna need all
    the help you can get.
    Elementals: Elementals can get tough if your not careful.  This is always a
    good pick.
    The right Animal Companion can also be tough to pick.  From my experiences, I
    like an Animal Companion that can hold its own in a fight.  One with enough HP
    so I'm not resting every 5 seconds.  My favorite Animal Companion is the Dire
    Wolf.  They're quick and strong and once you get to higher levels they start
    dealing pretty good damage.
    V. Conclusion
    There you have it, a short look at the world of Rangers.  For more info,
    contact me and ask me a question, and i'll try to answer it.
    Contact Information
    You can reach me by the following means:
    Email - Basinpup@hotmail.com
    AIM   - Basinpup
    If you see an error in this FAQ (there probably are some) please Email me,
    telling me the problem, and I will fix it, and thank you in the next update. 
    All suggestions are welcome.
    Special Thanks
     - Bioware, Infogrames, Atari, and Wizards of the Coast for making this awesome
     - Johnny Babs for letting me play online with someone I actually know.
     - Matt, my brother, for lending me the $10 bucks I needed to buy this game.
     - GameFAQs and CJayC for allowing me to post this here.
     - All Neverwinter Nights Players out there.
    The Newest Version of this FAQ can always be found at http://www.gamefaqs.com,
    the best site on the internet for Codes, Cheats, FAQs, and Walkthroughs.
    The Ranger Description, Spell Descriptions, and Ranger Spell Chart are all
    property of Bioware and were copied from the Neverwinter Nights Manual.  I am
    not trying to pawn them off as my own, I acknowledge that they are not mine.
    Peace, I'm outa here...

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