Ranger

This page describes the Ranger class in Enhanced Editions and in Original BG2.
==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 the fighter and paladin, but unlike fighters, they can only invest a maximum of two points into weapon proficiency, with the exception of bows and crossbows for 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.
If a ranger protagonist falls below 7 reputation (or due to possible story-related reasons at the end of BG2(EE)), they will become a Fallen Ranger, which is a ranger without the special abilities, and they will lose a lot of 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. Multi and dual-classed rangers can't fall, and neither can ranger companions (but since all ranger companions have good alignment, they will start leaving the party at low reputation). 
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 Human, 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 creature types listed below.
 Carrion Crawler, Ettercap, Ghoul, Gibberling, Gnoll, Hobgoblin, Kobold, Ogre, Skeleton, Giant Spider, Troll, Orc, Shadow, Elemental, Demonic/Fell, Dragon
 Beholder, Carrion Crawler, Demonic Fell Creature, Dragon, Elemental, Ettercap, Fairy, Genie, Ghoul, Gibberling, Golem, Gnoll, Hobgoblin, Imp, Kobold, Kuo-Toa, Lich, Lycanthrope, Mephit, Mind Flayer, Ogre, Orc, Otyugh, Rakshasa, Sahuagin, Shadow, Skeleton, Slime, Spider, Troll, Umber Hulk, Vampire
===Charm animal===
Rangers can charm animals to prevent fights or to gain advantages, starting from level 3.
=== Effect on neutral bears ===
Neutral bears normally turn hostile if a party member gets too close, but if a Ranger (or Druid) is nearby they'll remain friendly.
===Stealth===
Rangers can Hide In Shadows when not wearing heavy armor. Rangers get a bonus to their stealth skills based on level, starting at +15 for both Move Silently and Hide In Shadows at level 1 (maxing out at 99 for both at level 13). These skills are further modified by race selection, dexterity score, and increase with level. With the exception of Stalkers, Rangers may not Backstab like thieves, but they still receive the -4 THAC0 bonus when they strike while hidden.
=== Druid spells ===
Rangers unlock druid spells at level 8, may learn up to spell level 3. The caster level for these spells is calculated as 7 levels less than the current Ranger level, but maxes out at level 9 in classic versions. In the Enhanced Editions, the caster level continues to increase normally with the penalty (up to a max of 27 at level 34). Lower caster level means that many spell effects are weaker or last a shorter duration, and they can more easily be dispelled.
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. In the Enhanced Edition, this has been turned into an option in the external configuration file called "baldur.lua". For more information, see the Cleric / Ranger page.
Ranger lvl	Ranger lvl	Casting level	Spell slots per spell level	Spell slots per spell level	Spell slots per spell level
Ranger lvl	Ranger lvl	Casting level	1 	2 	3
8 	 	1 	1 	 	
9 	 	2 	2 	 	
10 	 	3 	2 	1 	
11 	 	4 	2 	2 	
12 	 	5 	2 	2 	1
13 	 	6 	3 	2 	1
14 	 	7 	3 	2 	2
15 	 	8 	3 	3 	2
16 	 	9 	3 	3 	3
17 to 34 	 	10 to 27 	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 Specialization (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 creatures.
* 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 Stealth ability.
* May cast Druidic spells, starting with level 1 spells at Ranger level 8 and going up to level 3 spells.
* Alignment restricted to good.
* Hit Die: d10
* Prime requisites for Dual-Classing: Strength, Dexterity, and Wisdom.
Gameplay
* Companions Kivan and Minsc are rangers
===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
Called Shot: 
Disadvantages: 
* May not wear any metallic armor
* May only wear leather, studded leather, and hide armor 
*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
* If dual-classed into a cleric, slings and throwing weapons, except darts, 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: long swords, short swords, katanas, scimitar/wakizashi/ninjato, daggers, clubs, or quarterstaffs. Dual-classed clerics 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 only wear leather, studded leather, and hide armor.
Gameplay
* Companion Valygar Corthala is a stalker
===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 only wear leather, studded leather, and hide armor.
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 advisable to spend all proficiency points gained beyond level 3 while still being a Beast Master 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 the game may find itself in an unsolvable loop of code since priests do not have these spells initially accessible. 
==High-level class abilities==
High level class abilities are added in expansion. For all warrior classes and Monks, the pool of abilities consist of abilities which can be accessed 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	LevelCap	XP
Required	Hit Dice	AttacksperRound	Weapon Proficiency 	THAC0 	Saving throwsD/W/P/B/S	Stealth Bonus	No. of HLA
1 	 	0 	1d10 	1 	+4 & starts at 2 in Two-Weapon Style	20 	14/16/15/17/17 	15 	
2 	 	2,250 	2d10 	1 	 	19 	14/16/15/17/17 	20 21 	
3 	 	4,500 	3d10 	1 	18 	13/15/14/16/16	27 	 	
4 	 	9,000 	4d10 	1 	 	17 	13/15/14/16/16 	33 	
5 	 	18,000 	5d10 	1 	 	16 	11/13/12/13/14 	40 	
6 	 	36,000 	6d10 	1 	15 	11/13/12/13/14	47 	 	
7 	 	75,000 	7d10 	1.5 	 	14 	10/12/11/12/13 	55 	
8 	 	150,000 	8d10 	1.5 	 	13 	10/12/11/12/13 	62 	
9 	 	300,000 	9d10 	1.5 	12 	8/10/9/9/11 	70 	 	
10 	 	600,000 	9d10+3 	1.5 	 	11 	8/10/9/9/11 	78 	
11 	 	900,000 	9d10+6 	1.5 	 	10 	7/9/8/8/10 	86 	
12 	 	1,200,000	9d10+9 	1.5 	9 	7/9/8/8/10 	94 	 	
13 	 	1,500,000	9d10+12 	2 	 	8 	5/7/6/5/8 	99 	
14 	 	1,800,000	9d10+15 	2 	 	7 	5/7/6/5/8 	99 	
15 	 	2,100,000	9d10+18 	2 	6 	4/6/5/4/7 	99 	 	
16 	 	2,400,000	9d10+21 	2 	 	5 	4/6/5/4/7 	99 	
17 	 	2,700,000	9d10+24 	2 	 	4 	3/5/4/4/6 	99 	
18 	 	3,000,000	9d10+27 	2 	3 	3/5/4/4/6 	99 	1 	
19 	 	3,300,000	9d10+30 	2 	 	2 	3/5/4/4/6 	99 	2
20 	 	3,600,000	9d10+33 	2 	 	1 	3/5/4/4/6 	99 	3
21 	 	3,900,000	9d10+36 	2 	0 	3/5/4/4/6 	99 	4 	
22 	 	4,200,000	9d10+39 	2 	 	0 	3/5/4/4/6 	99 	5
23 	 	4,500,000	9d10+42 	2 	 	0 	3/5/4/4/6 	99 	6
24 	 	4,800,000	9d10+45 	2 	0 	3/5/4/4/6 	99 	7 	
25 	 	5,100,000	9d10+48 	2 	 	0 	3/5/4/4/6 	99 	8
26 	 	5,400,000	9d10+51 	2 	 	0 	3/5/4/4/6 	99 	9
27 	 	5,700,000	9d10+54 	2 	0 	3/5/4/4/6 	99 	10 	
28 	 	6,000,000	9d10+57 	2 	 	0 	3/5/4/4/6 	99 	11
29 	 	6,300,000	9d10+60 	2 	 	0 	3/5/4/4/6 	99 	12
30 	 	6,600,000	9d10+63 	2 	0 	3/5/4/4/6 	99 	13 	
31 	 	6,900,000	9d10+66 	2 	 	0 	3/5/4/4/6 	99 	14
32 	 	7,200,000	9d10+69 	2 	 	0 	3/5/4/4/6 	99 	15
33 	 	7,500,000	9d10+72 	2 	0 	3/5/4/4/6 	99 	16 	
34 	 	7,800,000	9d10+75 	2 	 	0 	3/5/4/4/6 	99 	17
Total	 	 	 	 	17 	 	 	 	17
===Stealth modifiers===
*The bonus in the table is applied to both skills, Move Silently and Hide in Shadows, equally. Final values will vary, depending on the ranger's Dexterity and their race; see this and this table for an overview.
*Stalkers gain a bonus of 20% to the skills.
*Beast masters gain a bonus of 15% to the skills.
== Stronghold ==
A Protagonist ranger serves as Ranger-Protector of the Umar Hills once the Investigate the deaths in the Umar Hills side quest is completed.
==Class exclusive items==
*Montolio's Cloak
*Moon Dog Figurine
==Class group exclusive items==
*Composite Longbows such as Heartseeker, Ripper, and Strong Arm
*Gauntlets of Extraordinary Specialization
*Rod of Reversal
== Warrior and Monk exclusive items ==
* Potion of Heroism
* Potion of Invulnerability
* Potion of Hill Giant Strength
* Potion of Stone Giant Strength
* Potion of Frost Giant Strength
* Potion of Fire Giant Strength
* Potion of Cloud Giant Strength
* Potion of Storm Giant Strength
==Creative origins== 
:This section uses Creative Commons Licensed content from 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 Middle-earth mythos, as warriors who use tracking and other wilderness skills to hunt down their enemies.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 The AD&D second edition handbook mentions several other inspirations from myth and legend, such as Robin Hood, Jack the Giant Killer, the huntresses Diana, and the Greek hero Orion.David Cook 1989 Player's Handbook TSR isbn = 0-88038-716-5
Although it is commonly thought that the ranger character Drizzt Do'Urden (WP) 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.http://www.dragonsfoot.org/forums/viewtopic.php?f=11&t=26912&p=514487#p514487 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 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.
==Achievements==
===Oathbreaker BG1 ===
Become a Fallen Paladin or a Fallen Ranger during Baldur's Gate: Enhanced Edition or Baldur's Gate: Siege of Dragonspear.
===Oathbreaker BG2===
Become a Fallen Paladin or a Fallen Ranger during Baldur's Gate II: Enhanced Edition.
===Cabin In the Woods===
Acquire the ranger stronghold during Baldur's Gate II: Enhanced Edition.
===Epic Warrior ===
Reach level 30 with a Fighter, Ranger, Paladin, Monk, or Barbarian during Baldur's Gate II: Enhanced Edition.
== Gameplay (community)==
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=== Alignment exploits with certain items ===
Despite the alignment limitation at character creation, it must be noted that it's possible for a party to have a non-Fallen evil Ranger in BG(EE) and Siege of Dragonspear, as the Helmet of Opposite Alignment does not cause Rangers to fall. This can be of particular interest to Beast Masters, whose familiar choice is determined by their alignment, or any Ranger who would like to make use of the Cornugon's Revenge armor during SoD. Moreover, although of little practical use to most players, it's also possible to keep said Ranger as evil by skipping the Shadows of Amn portion of BG2(EE) and importing the BG(EE) character with the Helmet of Opposite Alignment straight into Throne of Bhaal (as the helmet still exists in the code and ToB doesn't remove items from the player's party). Finally, it's also possible to keep a Ranger as evil after removing the Helmet of Opposite Alignment through the use of exploits (check the Helmet of Opposite Alignment section), which allows the Ranger to use many non-good or evil-exclusive items when they reach BG2(EE), such as the Human Flesh armor, the Silver Dragon Scale or The Visage. 
==External Links==
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==References==
 
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