![]() ![]() Icewind Dale: Enhanced Edition - Manual 2 - Mastering Melee & Magic.May not use any metal weapons (for example: swords, halberds, war hammers, or morning stars).12th level: May cast Animal Summoning III.10th level: May cast Animal Summoning II.6th level: May cast Animal Summoning I.May use the Find Familiar ability to summon a pseudo-dragon (if lawful or neutral good) or fairy dragon (if chaotic good) companion.+15% to Move Silently and Hide In Shadows.Therefore, he maintains a natural affinity for animals they are his friends and comrades-in-arms, and the Beast Master has a limited form of telepathic communication with them. This Ranger is a wanderer and is not comfortable in civilized lands. May not wear armor heavier than studded leather.12th level: May cast three arcane spells: Haste, Protection From Normal Missiles, and Minor Spell Deflection.Level 26-30: -3 to target’s hit and damage rolls.Level 18-25: -2 to target’s hit and damage rolls.Level 10-17: -1 to target’s hit and damage rolls.Crippling strikes last for 1 turn and have the following effects: If 3E Sneak Attack is enabled, may deal crippling strikes upon successful sneak attacks.If 3E Sneak Attack is enabled, may sneak attack instead of backstab for increased damage:.May backstab, although for a lower damage multiplier than Thieves:.+20% to Move Silently and Hide In Shadows.They are spies, informants, and interrogators, and their mastery of stealth makes them deadly opponents. Stalkers serve as covert intelligence-gatherers, comfortable in both wilderness and urban settings. May not exceed Proficient (one slot) with melee weapons.12th level: -1 penalty to the target’s Strength score.8th level: -1 penalty to target’s Saving Throws vs.4th level: -1 penalty to target’s THAC0.CALLED SHOT: All successful ranged attacks within the next 10 seconds have the following cumulative effects beside normal damage, according to the level of the Archer:.Gains one use at level 4 and an additional use every 4 levels thereafter. May use the Called Shot ability once per day.May achieve Grand Mastery (five slots) in longbows, shortbows, and crossbows.+1 to hit and damage rolls with any missile weapon every 3 levels.To become so skilled with the bow, the Archer has had to sacrifice some of his proficiency with melee weapons and armor. The Archer is the epitome of skill with the bow - the ultimate marksman, able to make almost any shot, no matter how difficult. Prime Requisites For Dual-Classing: Strength, Dexterity, and Wisdom.Ĭlass Kits EE only Archer EE only “.Gains 1/2 attacks per round at levels 7 and 13.May cast druidic spells starting at level 6.May use the Hide In Shadows ability while wearing no armor, leather armor, or studded leather armor.Rod/Staff/Wand, it will move and fight under the Ranger’s direction for 1 turn. CHARM ANIMAL: The Ranger can attempt to charm a single animal, such as a bear, wolf, or beetle.Gains one use at level 1 and an additional use every 2 levels thereafter. ![]() May use the Charm Animal ability once per day.Potential information that can be gained from tracking includes the number of creatures, the direction they were traveling in, and how long ago the tracks were made. TRACKING: The Ranger can attempt to look for tracks and gain information on what type of creatures, if any, have passed through the area.May use the Tracking ability at will once per day (once per round EE).May select a racial enemy, which grants a +4 bonus to hit and damage rolls against the selected enemy race.Prior to the introduction of fighting styles and dual-wielding, Rangers receive a +1 bonus to APR for any melee weapon class with at least 1 proficiency point investment, as long as no shield is equipped (the game manual says it only affects Small Swords and Large Swords, but due to a possible programming error, it applies to all one-handed and two-handed melee weapons).Begins Specialized (two slots) in Two-Weapon Style and may place a third slot into it.May achieve Specialization (two slots) in any fighting style.May not exceed Specialization (two slots) in any weapon class.A Ranger needs to be strong and wise to the ways of nature to live a full life. The Ranger often protects and guides lost travelers and honest peasant-folk. The Ranger is a warrior and a woodsman who is skilled with weapons and is knowledgeable in the ways of the forest. ![]()
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