Skip to content
Rangers
Shadows of Doubt

Rangers

Explore the Ranger class in Shadows of Doubt, including Archer, Stalker, and Beast Master kits, their unique abilities, spell progression, and combat bonuses.

By ···10 min read·Multi-source verified
1 reading this guide  

Explore the Ranger class in Shadows of Doubt, including Archer, Stalker, and Beast Master kits, their unique abilities, spell progression, and combat bonuses.

Ranger Class Features:

Rangers in Shadows of Doubt possess several class features:

  • May wear helmets.
  • May wear any armour and use any weapon.
  • May achieve Specialisation (two slots) with any weapon class.
  • May achieve Specialisation (two slots) in any fighting style.
  • Begins with two slots in Two-Weapon Style and may take a third slot.
  • May select a racial enemy, gaining +4 THAC0 (to-hit armor class 0) and damage against them. Vampires are suggested as a good choice for this bonus.
  • May use Charm Animal once per day at level 1, gaining an additional usage every 2 levels.
  • May Hide in Shadows if wearing light armour.
  • May cast druidic spells from level 8.
  • Alignment restricted to Good.
  • Have 10 HP (hit points) per level for the first nine levels, and 3 HP per level thereafter.
  • Dual-class attributes include Strength, Dexterity, and Wisdom.

Compared to a Fighter, the Ranger's Charm Animal ability is less impactful. The primary benefits over a Fighter are two free proficiency slots in Two-Weapon Fighting, minor spell casting, and the racial enemy bonus.

Ranger Spell Progression:

Rangers gain limited spellcasting abilities starting at level 8, eventually casting 3rd-level Druid spells. The spell progression is as follows:

  • Level 8: 1 1st-level spell
  • Level 9: 2 1st-level spells
  • Level 10: 2 1st-level spells, 1 2nd-level spell
  • Level 11: 2 1st-level spells, 2 2nd-level spells
  • Level 12: 2 1st-level spells, 2 2nd-level spells, 1 3rd-level spell
  • Level 13: 3 1st-level spells, 2 2nd-level spells, 1 3rd-level spell
  • Level 14: 3 1st-level spells, 2 2nd-level spells, 2 3rd-level spells
  • Level 15: 3 1st-level spells, 3 2nd-level spells, 2 3rd-level spells
  • Level 16+: 3 1st-level spells, 3 2nd-level spells, 3 3rd-level spells

Archer Kit:

The Archer is a dedicated marksman with the following features:

  • +1 THAC0 and damage with any missile weapon every 3 levels.
  • May achieve Grand Mastery (five slots) in longbows, shortbows, and crossbows.
  • May use Called Shot once per day at level 1, gaining an additional use every four levels thereafter (e.g., 2 uses at level 5, 3 uses at level 9).
  • May not wear metal armour.
  • May only become Proficient (one slot) with melee weapons.
  • May not use Charm Animal.

Called Shot causes ranged attacks in the subsequent round to inflict various penalties:

  • At 4th-level: -1 THAC0.
  • At 8th-level: -1 save vs. Spells.
  • At 12th-level: -1 Strength.
  • At 16th-level: +2 damage.

These bonuses from Called Shot stack. For example, an enemy hit by three arrows boosted by Called Shot from a 12th-level Archer will suffer a -3 THAC0 penalty, -3 save vs. Spells, and -3 Strength. Reducing an enemy's Strength to 0 results in their death, regardless of remaining HP. This can synergize with spells like Ray of Enfeeblement.

With Grand Mastery and the Archer bonus, you can gain an extra 8 points of damage from each arrow, providing significant DPS. The inability to wear heavy armour or specialize in melee weapons is mitigated by the Archer's focus on ranged combat.

Stalker Kit:

The Stalker enhances the Ranger's stealth capabilities:

  • +20% to stealth skills.
  • May backstab at a lower damage multiplier than thieves: x2 at levels 1-8, x3 at levels 9-16, and x4 at level 17+.
  • At 12th level, gains access to three arcane spells: Haste, Protection From Normal Missiles, and Minor Spell Deflection.
  • May not wear armour heavier than studded leather.

The backstab ability is functional, but other features are less impactful. The Stalker is not ideal for fulfilling a pure fighter role.

Beast Master Kit:

The Beast Master focuses on an affinity with nature:

  • +15% to stealth skills.
  • May cast Find Familiar to obtain a pseudo dragon or fairy dragon.
  • At 6th level: may cast Animal Summoning I.
  • At 10th level: may cast Animal Summoning II.
  • At 12th level: may cast Animal Summoning III.
  • May not use metal weapons (e.g., swords, morning stars, halberds).
  • May not wear armour heavier than studded leather.

The weapon restriction on metal weapons is limiting. While Animal Summoning is useful, the armour restriction prevents the Beast Master from effectively fulfilling a fighter role. A Fighter/Druid multiclass is suggested as an alternative.

100% Human-Written. AI Fact-Checked. Community Verified. Learn how AntMag verifies content