Neverwinter Nights – Ranger Character Guide (walkthrough)


Neverwinter Nights - Ranger Character Guide

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Neverwinter Nights Ranger Character Guide v1.0 (14-Nov-2003)
by Michael "Cironir" Vondung, cironir@furcadia.com
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0.0 TABLE OF CONTENTS
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1.0 PREFACE
An overview of the Ranger class and its pros and cons in NWN.
1.1 Why play a Ranger?
1.2 Ranger Types

2,0 RACES
A discussion of the various classes from a Ranger's point of view.

3.0 ABILITY SCORES
Which attributes are important for Rangers, and which can be neglected?
3.1 Starting and Final Attributes

4.0 SKILLS
Rangers do not have many skill points, so spend the few wisely.
4.1 Recommended Skills
4.2 So-and-So Skills
4.3 Almost Useless Skills

5.0 FEATS
The right choice of feats shapes and forms your Ranger character.
5.1 Feats that Rangers get automatically
5.2 General Feats
5.3 Type-specfic Feats

6.0 MULTICLASSING
A few levels from another class might improve your Ranger, if you insist.
6,1 Notes on Multiclassing
6.2 Multiclassing Combinations

7.0 ANIMAL COMPANIONS
In this section you meet the Ranger's faithful pets.
7.1 Thoughts on Animal Companions
7.2 Introduction of the Animal Companions
7.3 Which Animal Companion to Pick?

8.0 SPELLS
Here you learn everything about the Ranger's magical abilities.
8.1 Thoughts on Ranger Spells
8.2 Spell Slots and Memorizing
8.3 Ranger Spells in Detail

9.0 EQUIPMENT
Brief discussion of what to wear and look for.
9.1 Stuff for Archers
9.2 Stuff for Assassins
9.3 Stuff for Battle Rangers

10.0 STRATEGY
Helpful advice and additional information for playing a Ranger.
10.1 Tips for Rangers
10.2 Information on Dual-Wielding

11.0 MISCELANEOUS
Everything else that needs to be said or didn't fit anywhere else.
11.1 Copyright Notice
11.2 Credits and Thanks
11,3 Revision History
11.4 Ranger Guide Locations

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1.0 PREFACE
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Occasionally NWN players voice the opinion that Rangers are amongst the worst
classes, and that dual-weapon fighting is far worse than the weapon/shield
style, and thus the Ranger's free feats are not an actual advantage. The
purpose of this Guide is to introduce the reader to all aspects of the Ranger
character and make suggestions on how to play a Ranger efficiently. Even though
there are plenty of references to the Official Campaign (the module that ships
with the stock game), most of what is said here applies to player-created
modules as well. The author has put an effort into verifying the accuracy of
the provided information. As always with Guides, there can be no guarantee that
everything said in this document is correct or the best possible approach. It
is hoped that this Ranger Guide will provide answers to common questions, and
rouse some interest in this often overlooked class.

I apologise for the penetrant use of British spelling throughout this guide. :)
My thanks goes to the authors of the excellent Rogue and Monk Character Guides
at GameFAQs, whose base structure was the example for this document.

If you have comments, corrections or questions, feel free to contact me via e-
mail at cironir@furcadia.com. As time permits, this guide will be updated with
current information and additional material.

1.1 WHY PLAY A RANGER?
----------------------
Rangers are a versatile class. Now, what exactly does "versatile" mean? In case
of NWN this means that Rangers are flexible characters that can deal
competently with a wide range of situations that they are confronted with. They
do not possess the arsenal of spells that Clerics or Druids feature, and they
do not get as many feats as Fighters, but with their favoured enemies, an
Animal Companion and their unique combination of class skills, they make
welcome additions to all parties, and are equally attractive to the dedicated
solo-hunter. Below is a list of pro and cons of Rangers:

Pros:

- Rangers get an Animal Companion.
- Rangers have a d10 hit die, like Fighters.
- Rangers receive feats for two-weapon fighting for free.
- Rangers get four circles of spells.
- Rangers can cast spells with armour on.
- Rangers are proficient with martial weapons.
- Rangers can choose favoured enemies.

Cons:

- Rangers do not get weapon specialization.
- Rangers' two-weapon fighting feats work only with light armour.
- Rangers do not get their Animal Companion before level 6.
- Rangers' Animal Companions are weaker than those of Druids.
- Rangers get only a few useful spells.
- Rangers get their spells relatively late (1st level at level 6),

1.2 RANGER TYPES
----------------
As with all characters, you can "customize" your Ranger's focus and shape her
or him in a way to fit your playing style or the role that you have in mind for
your character. This section of the Ranger Guide introduces the three "base
types" of Rangers:

ASSASSIN
Disciplined, experienced killer, cold and always focused on his prey, the
Assassin rarely misses his mark. Unlike a Rogue, he can face crowds as well as
individual targets, and thanks to the Ranger's d10 hit die, he has sufficient
hit points to go toe to toe with even strong opponents. The dexterous combat
artist usually wields two sharp blades, but doesn't hesitate to switch to a
shield and weapon combination, and even carries a longbow for situations where
he prefers to hang back. Flexibility is the key to success, as is his keen
knowledge of weapons, armour and foes. He actively uses the terrain, that he
evaluates in mere moments, to his advantage and never runs unprepared into
unfamiliar situations. Never does he wear anything heavier than light armour,
mortally afraid of losing his best advantages: speed and quickness. This is the
Ranger type that this guide recommends, and that the author views as ultimate
Ranger. Humans are the best choice for an Assassin.

ARCHER
Equipped with a mighty long bow, the light-armoured Archer is a silent hunter,
roaming the woods, ready to pluck arrows into any enemy that might cross his
narrow path. Many players, even those not familiar with DnD, associate this
type of character with Rangers. As you'll see later, bows are not actually the
best and certainly not the only way to play a Ranger. Archers are solid
characters, plenty of fun and quite a force solo or in multiplayer. They are
arguably the second best bow-users after a multi classed Fighter/Rogue. Elves
make great Archers because of their racial DEX bonus.

BATTLE RANGER
This Ranger type prefers heavy armour and a heavy-hitting weapon. He does not
care about stealth or strategy (and wouldn't be good at it due to the skill
penalties from the heavy armour), he focuses on killing an opponent fast and
without much talk. Dead enemies don't hurt you, after all. In many ways, this
is your typical fanatic, out to kill the creatures he loathes mercilessly.
While this Ranger type is efficient and can be lots of fun, a Fighter or even a
crazed Cleric might be a better choice for this kind of character. However, the
Animal Companion (that can be healed without spells, unlike a summoned pet)
makes this a unique build. Dwarves make good Battle Rangers.

OTHER TYPES
There are other character builds for Rangers that are not covered in the
current version of this Ranger guide. An example would be a Zookeeper that uses
a shield/weapon combination and relies on an Animal Companion and "picked up"
wildlife animals.

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2.0 RACES
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In NWN, not all races are equally suited for the various classes. In this
section, we'll look at the alternatives and try to find out which races work
well with the Ranger class.

HUMANS
They are the average, common inhabitants of the realm. They don't sport any
sweeping advantages, but don't suffer any significant penalties either. Their
benefits are an extra skill point per level (four at creation), allowing the
player to pick up an additional skill. They also receive a bonus feat when the
character is born. Humans are probably the best class for the Assassin type of
Rangers. All Rangers get the martial weapons proficiency feat (which includes
rapiers and longbows), so this advantage usually typical of elves is countered.
Assassin Rangers, who fight close up with opponents, require the additional
feat that humans get to pick up the knockdown feats later on.

ELF
Elves are dexterous and resistant to mind affecting spells, yet fragile when it
comes to physical attacks. They make ideal archers as they can start with high
dexterity. If Rangers didn't get martial weapon profiency as class bonus, elves
would be the perfect choice for even the Assassin type. However, they still do
make the best archers, by far. So, if you are going to play a ranged Ranger
(oh, the wit!), then you should be an elf.

DWARF
Interestingly enough, Dwarves are not only a viable option for the Battle
Ranger, but the arguably best choice -- thanks to their hardiness and the STR
bonus. The Charisma blow is not necessarily a problem (none if you aren't going
to play the Official Campaign). They are not suited for Archer or Assassin
builds. But if you play a Battle Ranger, you'll love the plenty of useful
racial bonuses that Dwarves offer: resistance against poison, various spells, a
+4 AC bonus against Giants, and more. Only consider them if you are interested
in a Battle Ranger

HALF-ELF
A hybrid of humans and elves, these handsome fellows offer some advantages of
their elven relatives, without suffering their disadvantages. But since they do
not get the human benefits (extra skill point and feat), they are only an
average choice for a Ranger. Unless you wish to roleplay an half-elf, you
should go with a human or an elf.

GNOME
Gnomes are small, sturdy creatures with a talent for the arcane arts. Although
the +2 CON racial bonus is welcome for all Ranger types, the -2 STR penalty is
a clear drawback. More importantly, Gnomes are small-sized creatures, which
means that medium weapons (such as rapiers) are large weapons to them and must
be wielded with two hands, and large weapons (such as longbows) cannot be used
by small-sized creatures at all. Although a Kukri/dagger combination would be
quite interesting to play, Gnomes just make better Wizards than Rangers.

HALFLING
Halflings are the traditional rogues of the realm (not necessarily the best
choice in all cases, but old habits die hard). The bonus to Move Silently
benefits a Ranger as well as the DEX bonus, however, like Gnomes, Halflings are
small-sized creatures. The concerns about weapon size in regard to the size of
Gnomes (see above) apply to Halflings as well. With some imagination I could
see a PvP oriented, enchanted Kukri/dagger wielding Assassin-Ranger, but
really, a Rogue is probably the better choice here.

HALF-ORC
Much of what was said about the Dwarf applies to the Half-Orc as well. The INT
and CHA penalty means that your ugly Half-Orc would not only be incredibly
uncharming, but he'd also be just a bit brighter than a rock. In NWN terms this
means that you'd sacrifice a skill, which is not a great idea -- there are
already not enough skill points for enough flexibility. Half-Orcs make much
better Fighters and Barbarians.

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3.0 ABILITY SCORES
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The distribution of the ability/stat points at character creation determines
the future of your character. The importance of carefully planning your
character before you start playing her or him can't be stressed enough. If you
blunder here, you'll suffer disadvantages later on, and there's not much you
can do about it at that point. In this section, we are going to look at the
significance of the various attributes for Rangers.

STRENGTH (STR)
Your strength determines how much weight you can carry, how much extra damage
your weapons do and is the base for your attack rolls. That said, there's an
exception: The attack roll for ranged weapon is based on DEX, and if you get
the Weapon Finesse feat *and* use a "finessable" weapon (we'll cover this in
detail later), strength has no impact on your attack roll whatsoever. For
Battle Rangers, STR is the most important attribute. You want at least 16 here
when you create the character, and pump all five extra attribute points into
STR. Archers and Assassins can neglect STR, but only to some degree. Assassins,
who usually use two blades and occasionally fall back on a longbow variant,
should go with a 14 here. The off-hand weapon gets a STR bonus of 0.5, so 12
STR would give you no bonus at all, and 14 gives you +1. In addition, the
requirement for the Cleave feat is 13, so you don't have any choice anyway. Get
14 STR if you play an Assassin. Archers need to make up their mind what's more
important to them: accuracy or an added bonus. The choice here is between 10
and 14, so 12 might be the happy medium.

DEXTERITY (DEX)
Dexterity is important for reflex saves, accuracy of ranged weapons, and the
attack roll if you are a finesse fighter (which you are, if you play an
Assassin). It's also important if you wear light armour (you will, as Archer
and Assassin). Several of your skills are DEX-based also. Now, if you are a
heavy-armour wearing Battle Ranger, you can neglect dexterity. 12 DEX is what
you want, and then ignore it for the rest of the game. Your reflex saves will
be lower, so take that into account when you buy equipment. Archers and
Assassins need DEX. No, not only need, but without the hint of a doubt MUST
have DEX. Start an Assassin with 16 DEX, and consider an 18 if you are an elven
Archer (which you probably should be) and can squeeze it in. Assassins don't
really need more than 16 here, and can't afford it anyway. Archers and
Assassins both put all of their additional five attribute points into DEX.

CONSTITUTION (CON)
Constitution does two things for you: It gives you hitpoints and it is the base
for the calculation of your fortitude saving throws. Every character desires
high CON, but obviously not all can squeeze enough points into it. Archers
should start their character with 12 CON and leave it there (you can consider a
10 here, but I don't recommend it), and Battle Rangers and Assassins want a 14
here. Dwarven Battle Rangers should get a CON of 16. Assassins are happy with
14, however.

INTELLIGENCE (INT)
Skill points are important, but not crucial. So, you can afford to be of
average intelligence. I know, it's a bit awkward to play a not overly bright
character, and it can really conflict with roleplaying aspects, but regardless
of the Ranger type you play, an INT of 10 is sufficient. I wouldn't go lower,
however. Just put 10 points here and be happy with it.

WISDOM (WIS)
Ranger spells are of divine nature and thus based on WIS. The saving throw that
is rolled against mind-affecting spells is based on this very attribute. And
who doesn't find it incredibly annoying to be dazed? You need 11 WIS to be able
to cast any of your spells (the first level) and +1 for every additional level.
Rangers have four spell levels, so what you want here is 14. If you think you
can go with less, play a Barbarian or Fighter. Your spells are not great, far
from it, but if you don't care about them at all, you miss the point of playing
a Ranger. So, put 14 here and leave it at that. More points would give you
additional spell slots (plus better will saves), but it's not needed or
recommended. We'll get back to this in the Spells section.

CHARISMA (CHA)
One of the other class guides said, "You don't need Charisma if you can kill
people.". This is more bluntly expressed than I'd put it, but it's accurate. If
it helps you to justify the very low 8 in CHA, just imagine that your Ranger
character is an outdoors person. She or he doesn't interact often with other
civilized and communicative individuals, so her or his social skills are poorly
developed. One thing, however: The Official Campaign makes heavy use of the
Persuade skill, and that one is based on CHA: The good news is that you don't
*need* to persuade anyone to win the game, and there are, at this point in
time, extremely few player-created modules where Persuade has an impact at all.
Furthermore, you won't have enough points to get the Persuade skill, which, to
make it worse, isn't even a class skill for Rangers. So forget about being
charming and just be deadly, mhmm?

3.1 STARTING AND FINAL ATTRIBUTES
---------------------------------
Here's a summary of the explanations above, broken down into the three Ranger
types that this guide introduces.

ASSASSIN (HUMAN)
Creation: 14 STR, 16 DEX, 14 CON, 14 WIS, 10 INT, 8 CHA
At Lvl20: 14 STR, 21 DEX, 14 CON, 14 WIS, 10 INT, 8 CHA (unmodified)

ARCHER (ELVEN)
Creation: 14 STR, 18 DEX, 12 CON, 14 WIS, 10 INT, 8 CHA
At Lvl20: 12 STR, 23 DEX, 12 CON, 14 WIS, 10 INT, 8 CHA (unmodified)

BATTLE RANGER (DWARF)
Creation: 16 STR, 12 DEX, 16 CON, 14 WIS, 10 INT, 8 CHA
At Lvl20: 21 STR, 12 DEX, 16 CON, 14 WIS, 10 INT, 8 CHA (unmodified)

If you are tempted to go with lower WIS, you might be happier with a Fighter
than with a Ranger. You aren't going to get a lot of spells, but they do help
and give you more options. If you absolutely do not wish to use any of the
Ranger spells, a 10 WIS will be sufficient. Assassins would put the spare
points into STR or DEX, Archers into CON or STR, and Battle Rangers into STR.
But try to stick to the Ranger theme, it's a roleplaying game after all. Plus,
casting the long-lasting Cat's Grace (a Ranger spell) gives you 1-4 DEX.

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4.0 SKILLS
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Rangers with an INT of 10 get 16 skill points at character creation, and 4
skill points per level up. Humans get an extra four points at creation and one
extra point at level up. If you follow my recommendations, you can choose four
or five skills. This is fairly average, but at least you do better than Clerics
who get to pick two or three skills (unless they dump points in INT). In this
section of the guide, we are going to look at the available skills and discuss
if, and to what degree, they are suited for our Ranger builds. We'll start with
the set of skills that are recommended for Rangers.

4,1 RECOMMENDED SKILLS
----------------------

DISCIPLINE (STR)
Ironically enough, the first skill I recommend for Battle Rangers and Assassins
is not a class skill. I do wish this was a class skill, but we'll have to live
with it being a 2-points-for-1 type of skill. Why get Discipline? Simple:
Because it's highly annoying and sometimes deadly to get knocked down by
opponents. Nobody wants to lie helplessly in the dirt while a foe is happily
sticking sharp blades into their body, and getting bashed with a blunt weapon
isn't any more pleasant. Though you will never have more than a mediocre skill
level in Discipline, it will still help, especially since you get a small bonus
from STR. Archers can skip this.

HIDE (DEX) / MOVE SILENTLY (DEX)
I'm discussing these two skills together as there is no point in getting either
one without the other. Archers and Assassins (especially the latter) often
depend on being in the right position when they launch an attack, and there are
situations when it is necessary to get to a specific foe before its friends
swarm you. Enemy mages are good examples for such "must knock out first"
enemies. High dexterity of the aforementioned types directly benefits the
character's ability to move around undetected, and get out of tough situations
(or in the middle of them). Battle Rangers, who wear heavy armour, can skip
these two skills. Everyone else: get them.

HEALING (WIS)
This skill has been discussed to death on various message boards and in other
guides. I'll make it quick and simple say: It's a must-have skill. Okay, now
you ask, "Why?". Okay, the deal is this: In the Official Campaign, you can
easily rest almost whenever you want, and if you need to be cured from poison
or diseases, you can use the Stone of Recall to get back to the temple.
However, it's still fairly annoying, costs some gold, and it's a bit of a game-
stopper when you are on a roll. Healing kits drop frequently and are cheaper
than heal potions. Your decent WIS attribute benefits your Healing skill, so
you do heal quite a few HPs. Another aspect is that in many NWN persistent
worlds (PWs) and multiplayer adventures, the resting frequency is limited
and/or there are no Stone of Recalls. All in all, there's no good reason not to
get Healing. What are you waiting for?

SET TRAPS (DEX)
Are you surprised to see this skill listed here? Rangers are, besides Rogues,
the only other class that have Set Traps as a class skill. Granted, in the
Official Campaign, there is no real need for this skill (amazing how many
skills are not very needed in the OC, isn't it?), but it's a lot of fun and
gives you an alternate option to soften up (or blast into eternity) crowds. It
requires strategy and a bit of testing before you get the routine down, but if
you're like me and interested in a versatile playstyle, Set Traps is a welcome
addition to your character. As a Ranger, you'll find traps fairly often. Unlike
Rogues, you cannot easily disable and "recycle" traps laid by the game or other
players. Battle Rangers can skip this skill if they insist, but for Archers and
Assassins it is almost a must. All right, not a must, but why would you want to
skip a perfectly cool and almost unique skill?

4.2 SO-AND-SO SKILLS
--------------------

ANIMAL EMPATHY (CHA)
I'm sure you have wondered why this skill is not listed in the recommended
section. The reason for this is that Animal Empathy isn't overly useful. You
are not a zookeeper (leave that profession to Druids), and if you ever need
reinforcement, you can call your Animal Companion and summon an additional
helper. For roleplaying purposes, this skill is definitely worth looking into,
and I would even go so far to mildly recommend it for Archers. Battle Rangers
and Assassins most certainly don't need it. In fact, for Assassins it's even a
hindrance to have any "helpers" if you want to move around unnoticed. Hard to
do if your pets attract hordes of hostile critters, isn't it? Plus, and this
should crush most of your hopes, this skill is based on Charisma. And you have
the charisma of a loaf of bread, remember? I'll say, though, that it is more
useful if you play in Persistant Worlds that have large wilderness (or other)
areas with many animals. In such places you can simply "pick up" an animal
helper whenever you need one.

LORE (INT)
Every NPC vendor will be happy to identify your mysterious loot for a small fee
of 100 gold. Lore is a "nice skill", and that's it. It helps to be able to
identify objects "on the fly", especially if your strength is low (it's not
likely to be) and you play without a Stone of Recall or rejoice in dungeon
crawls. However, you don't have the skill points for it (unless you are a
Battle Ranger) and if you run out of room, just use magic bags of holding. Lore
is an option for Battle Rangers that have spare skill points.

SPOT (WIS)
This skills helps you to "spot" hidden creatures, and -- to some degree -- look
behind closed doors. It's nifty and useful in modules where creatures tend to
go invisible on you, or for adventures where the DM is awfully creative to your
disadvantage. In the Official Campaign, this skill is utterly useless. Not a
bad skill, but not really necessary, either. You get a bonus from WIS if you
take it.

OPEN LOCKS (DEX)
Rangers are not Rogues, even though they have some aspects in common (both can
set traps, both often rely on their ability to move unseen in the shadows).
Archers and Assassins have very high DEX (and can cast Cat's Grace to further
increase it), so even though Open Locks is not a class skill, it is an
acceptable choice -- thanks to the DEX bonus. Then again, many locks can be
bashed open.

DISARM TRAPS (DEX)
While you can place traps competently, disarming them is not a class skill. Of
course, that doesn't make much sense, since in order to build a trap, you need
the same knowledge that's required to make them unusable. Alas, I didn't make
the rules. If you decide to get this skill anyway, you get a bonus from your
high DEX (if you are an Assassin or an Archer) and can expect to be able to
disable most floor traps that you encounter (examine them first!). Traps on
doors and containers can be a different issue, however. Note that you'll need
Search for Disarm Traps to make much sense, and you are slowly running out of
skill points.

SEARCH (INT)
If you want to find traps on your own, to either avoid or disarm them, you need
this skill to find them. It is actually a class skill (surprise, surprise), but
INT based, and your Ranger just isn't going to be the brightest adventurer in
the woods, so you get no bonus here. If you are going to pick up Disarm Traps,
this skill is worth considering, otherwise don't bother.

4.3 ALMOST USELSS SKILLS
------------------------
All skills that are not listed above, Simple, eh? Actually, I don't really like
the word "useless", because there are also situations or original character
builds where unusual skills can have a use and even be the focus of a
character's life. Average Persuade can be helpful on the Official Campaign,
Spellcraft might be useful for the passive bonus to saving throws against
spells, Parry might improve your defence, but drags battles into length and
just isn't overly helpful. But all in all, the skills that fall in this
category are "special interest" choices -- and if you go with them, I assume
that you know what you do.

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5.0 FEATS
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