Classes

Rangers are protectors of the forest and are renowned for their tracking ability. They are clever warriors, living not only by their sword but by their wits. They are highly skilled at a wide range of weapons and can quickly learn to fight with a weapon in each hand. Rangers also have an eclectic knowledge of magic so that they can aid and protect those that travel their forests.

Budding rangers have a wide selection of fighting skills, but have spent most of their young life becoming adept at the most versatile and popular of weapons, the one-handed sword.

Rangers gain their divine magical abilities directly from the power of nature, as a reward for lives dedicated towards its protection. Evil actions will cause them to lose their spell-casting ability, which can only be regained when they have righted the wrongs that caused them to stray from the natural path.

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Rangers may learn the following skills: Alchemy, Axe Throwing, Axes, Bandage, Bash, Blind Fighting, Block, Catch, Cooking, Dagger Throwing, Daggers, Dart Throwing, Disarm, Dodge, Draw, Dual Switch, Dual Wield, Endure Hunger, Endure Thirst, Extra Attack One, Extra Attack Two, Extra Attack Three, Extra Attack Four, Extra Attack Five, Greatswords, Guard, Hammer Throwing, Hammers, Hide, Hitall, Kick, Lightning Strike, Listen, Lose, Maces, Mountaineering, Parry, Pole Arms, Read Magic, Rescue, Scan, Shadow, Sneak, Outside, Spear Throwing, Spears, Spellcraft, Spot, Star Throwing, Staves, Stun, Swimming, Switch Opponents, Swords, Toss, Track, Unarmed Combat, and Whips.

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Rangers may learn the following spells: Airy Water, Armor, Astral Walk, Ball Lightning, Barkskin, Burning Hands, Calm, Changestaff, Charm Animal, Charm Monster, Chill, Conjure Elemental, Continual Light, Control Weather, Create Food, Create Light, Create Rose, Create Water, Cure Critical, Cure Light, Cure Serious, Darkness, Detect Evil, Detect Good, Detect Invisibility, Detect Magic, Detect Poison, Dispel Magic, Earthquake, Endurance, Entangle, Ever Darkness, Ever Light, Faerie Fire, Faerie Fog, Fire Wind, Flame Tongue, Float, Fly, Goodberry, Group Cure Critical, Group Cure Light, Group Cure Serious, Gust of Wind, Heroes Feast, Infravision, Invisibility, Knock, Know Alignment, Know Monster, Lightning Bolt, Locate Object, Magic Missile, Minor Creation, Poison, Purify, Recycle, Refresh, Remove Paralysis, Remove Silence, Resist Cold, Resist Fire, Scare, Scry, Second Wind, Sense Life, Shards, Shield, Shillelagh, Shriek, Silence, Sleep, Sparks, Spring, Static Charge, Stone Skin, Stormguard, Strength, Succor, Summon, Sustenance, True Sight, Water Breath, Watersheen, Waterwalking, Web, and Word of Recall.

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Rangers may learn the following specialties: Accuracy, Alertness, Ambidexterity, Athletics, Axe Mastery, Charisma, Clarity, Combat Concentration, Dagger Mastery, Gladiator, Greatsword Mastery, Hammer Mastery, Heir, Intimidation, Iron Grip, Jack of Trades, Mace Mastery, Mysticism, Nimbleness, Nine Lives, Packrat, Parting Blow, Perception, Pole Arm Mastery, Porter, Prone Defense, Quickdon, Quicksilver, Reason, Recuperation, Repair, Researching, Retreat, Shield Expertise, Spear Mastery, Spirituality, Staff Mastery, Stroke of Luck, Surprise Attack, Sword Mastery, Throwing Expertise, Tolerate Healing, Toughness, Trample, Unarmed Mastery, Vigilant Rest, Vigor, Whip Mastery, and Whirlwind.

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Rangers gain the following abilities at avatar levels:

*Initiate Avatar:Ability to wield a total weight of 35
*Lord of Earth:Consider command functions as Know Monster
*Lord of Water:Extra Attack Six skill
*Lord of Fire:Backstab skill
*Lord of Air:Ability to wield a total weight of 40
*Elemental Lord:Ignores class restrictions on items
*Spiritfinder:Sneak, Inside skill
*Spiritmaster:Ward of Nature spell
*Lord of Spirit:Stunned Maneuvers skill
*Avatar:Innate Sanctuary
*Grand Avatar:Ironguard spell

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