A 1st level character must choose between using the rules for the original ranger class or one of its subclasses, hunter or scout.
A 1st level ranger other than a scout begins with hit points equal to 12 plus the ranger's Constitution score, healing surges per day equal to 6 plus the ranger's Constitution modifier, and a +1 bonus to Fortitude and Reflex defenses. A ranger gains 5 hit points per level.
A scout gains the same benefits, except for healing surges per day, which equal 7 plus the scout's Constitution modifier.
A hunter has the same proficiencies, except for hide armor proficiency; hunters have only cloth and leather armor proficiencies as a class trait.
A ranger begins trained in either:
Plus any four of the following skills:
- Acrobatics (Dex)
- Athletics (Str)
- Dungeoneering (Wis)
- Endurance (Con)
- Heal (Wis)
- Nature (Wis)
- Perception (Wis)
- Stealth (Dex)
- Key Abilities: Strength, Dexterity, Wisdom
- Build Options: Archer ranger, Two-blade ranger, Beast Master
Characteristics: You combine fast, hard-hitting melee attack power with excellent ranged attack ability, and shift easily from melee to ranged combat. You are moderately resilient in battle, but you prefer hit-and-run attacks or ambushes to prolonged slugging matches. Hit hard, get out; that’s the ranger’s way.
Religion: Rangers favor deities of nature and of the hunt. They often revere Kord, Melora, or the Raven Queen. Evil or chaotic evil rangers usually worship Gruumsh or Zehir.
Races: Elves are ideal archer rangers. Humans, halflings, dragonborn, and eladrin are all sometimes drawn to the wandering life of a two-blade ranger.
Rangers other than hunters or scouts gain the following class features at 1st level:
Hunters gain the following class features at 1st level:
Scouts gain the following class features at 1st level:
Hunters gain the Archery Style class feature at 1st level, and choose one of the following options. Each option grants a bonus feat, and may have additional effects.
|Archery style||Bonus feat||Additional effects|
|Bow Hunter[HotFK:155]||Bow Expertise||—|
|Crossbow Hunter[HotFK:155]||Crossbow Expertise||free action to reload crossbows|
Aspects of the WildEdit
Scouts gain the Attack Finesse class feature at 1st level. Scouts with the Attack Finesse class feature can use their Dexterity modifiers instead of their Strength modifiers for both the attack rolls and damage rolls of melee basic attacks.[HotFK:181]
Dual Weapon AttackEdit
Scouts gain dual weapon attack as an at-will power at 1st level. Dual weapon attack is an off-hand melee weapon attack made as a free action once per round, triggered by hitting with a melee basic attack on the scout's turn.[HotFK:181]
Rangers other than hunters or scouts who do not choose the Beast Mastery class feature gain the Fighting Style class feature at 1st level, and choose one of the following options. Each option grants a bonus feat, regardless of whether the ranger has met the feat's normal prerequisites, and may have additional effects.
|Fighting style||Bonus feat||Additional effects|
|Archer Fighting Style[PHB:104]||Defensive Mobility||—|
|Hunter Fighting Style[MP2:32]||Quick Draw||free action to sheathe weapons, and +4 AC vs. opportunity attacks provoked by ranged attacks|
|Marauder Fighting Style[MP2:32]||Two-Weapon Defense||+1 speed while not using a shield or two-handed weapon|
|Two-Blade Fighting Style[PHB:104]||Toughness||treat one-handed weapons as off-hand|
- Main article: Hunter's Quarry
Rangers other than hunters or scouts receive the Hunter's Quarry class feature.
A ranger with the Hunter's Quarry class feature can, once per turn as a minor action, designate the nearest visible enemy as his or her quarry. This designation lasts until the encounter ends, the quarry is defeated, or the ranger designates a different target. Once per round, the ranger deals 1d6 per tier damage when hitting his or her quarry with an attack.[PHB:104][U:7/2008]
- Main article: Prime Shot
If none of your allies are nearer to your target than you are, you receive a +1 bonus to ranged attack rolls against that target.
If you use a standard action that lets you move (such as a charge or the skirmish shot power), and you end that movement at least 2 squares away from where you began that move, you gain a +1 bonus to attack rolls made as part of that standard action.[MP2:32]
Scouts gain the Two-Weapon Style class feature at 1st level, and choose one of the following options.
|Finishing Blade Mastery[HotFK:181]||+1 to weapon attack rolls while wielding a light blade off-hand|
|Spinning Axe Mastery[HotFK:181]||+2 to weapon damage rolls while wielding an axe off-hand|
Hunters gain the Weapon Talent class feature at 1st level. Hunters with the Weapon Talent class feature gain a +1 bonus to weapon attack rolls.[HotFK:157]
|At-will attack exploits and evocations|
Heroic Tier feats
- Action Rush
- Agile Hunter
- Agile Running Attack
- Blood Quarry
- Beast Guidance
- Beast Protector
- Beast Training
- Brutal Accuracy
- Constricting Serpent
- Coordinated Opportunity
- Darkfire Targeting
- Defense Throw
- Drow Beast Mastery
- Elven Beast Mastery
- Expert Tracker
- Fearless Seeker
- Feyborn Companion
- Fiendish Companion
- Flank on the Run
- Furious Charge
- Goring Boar
- Group Quarry
- Harrying Raptor
- Hobling Strike
- Human Beast Mastery
- Hunter of WInd and Wave
- Hunter's Arm
- Hunter's Aim
- Lethal Hunter
- Lucky Skirmisher
- Manticore's Fury
- Mauling Bear
- Nimble Companion
- Pouncing Cat
- Precise Hunter
- Predatory Action
- Prime Strike
- Savage Wolf
- Second Shot
- Secure Encampment
- Shifting Companion
- Snapping Lizard
- Staggering Strike
- Swift Footwork
- Thundertusk Companion
- Twilight Training
- Vengeful Beast
- Venomous Spider
Ranger paragon pathsEdit
Warrior of the Wild