The following is a list of ranger abilities in Pillars of Eternity. For more information see the Ranger class page.
List of abilities[ | ]
Select one ability of the current or lower levels at each odd level. Animal Companion is learnt automatically by all rangers at level 1.
Ability | Acquirable at level |
Activation | Speed | Duration | Effects | Description | |
---|---|---|---|---|---|---|---|
Animal Companion | 1 (automatic) |
Passive | Average |
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All rangers form a strong spiritual connection with a single creature, their animal companion. This connection allows rangers and their companions to coordinate attacks and efficiently take down prey. In most situations, the companion runs interference while the ranger attacks at range.
Despite these advantages, there are risks to the relationship. Rangers share a literal life bond with their animal companions. When one is wounded, the can sense it and feel intense emotional pain. If a ranger or animal companion are knocked unconscious, the partner suffers from Bonded Grief, affecting Accuracy and other stats, until the downed ally is revived. If a ranger is ever killed, the animal companion immediately dies from grief. | ||
Antelope Companion | 1 (automatic) |
Passive |
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Antelope companions have naturally superior defenses (Deflection, Fortitude, Reflex, and Will).
All rangers form a strong spiritual connection with a single creature, their animal companion. This connection allows rangers and their companions to coordinate attacks and efficiently take down prey. In most situations, the companion runs interference while the ranger attacks at range. Despite these advantages, there are risks to the relationship. Rangers share a literal life bond with their animal companions. When one is wounded, the other can sense it and feel intense emotional pain. If a ranger or animal companion are knocked unconscious, the partner suffers from Bonded Grief, affecting Accuracy and other stats, until the downed ally is revived. If a ranger is ever killed, the animal companion immediately dies from grief. | |||
Bear Companion | 1 (automatic) |
Passive |
|
Bear companions have unusually high Damage Reduction, giving them superior protection from all forms of damage.
All rangers form a strong spiritual connection with a single creature, their animal companion. This connection allows rangers and their companions to coordinate attacks and efficiently take down prey. In most situations, the companion runs interference while the ranger attacks at range. Despite these advantages, there are risks to the relationship. Rangers share a literal life bond with their animal companions. When one is wounded, the can sense it and feel intense emotional pain. If a ranger or animal companion are knocked unconscious, the partner suffers from Bonded Grief, affecting Accuracy and other stats, until the downed ally is revived. If a ranger is ever killed, the animal companion immediately dies from grief. | |||
Boar Companion | 1 (automatic) |
Passive |
|
Boar companions inflict more damage when they are below 50% Endurance.
All rangers form a strong spiritual connection with a single creature, their animal companion. This connection allows rangers and their companions to coordinate attacks and efficiently take down prey. In most situations, the companion runs interference while the ranger attacks at range. Despite these advantages, there are risks to the relationship. Rangers share a literal life bond with their animal companions. When one is wounded, the can sense it and feel intense emotional pain. If a ranger or animal companion are knocked unconscious, the partner suffers from Bonded Grief, affecting Accuracy and other stats, until the downed ally is revived. If a ranger is ever killed, the animal companion immediately dies from grief. | |||
Lion Companion | 1 (automatic) |
Passive |
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Lion companions have the ability to Terrify enemies with a powerful roar.
All rangers form a strong spiritual connection with a single creature, their animal companion. This connection allows rangers and their companions to coordinate attacks and efficiently take down prey. In most situations, the companion runs interference while the ranger attacks at range. Despite these advantages, there are risks to the relationship. Rangers share a literal life bond with their animal companions. When one is wounded, the can sense it and feel intense emotional pain. If a ranger or animal companion are knocked unconscious, the partner suffers from Bonded Grief, affecting Accuracy and other stats, until the downed ally is revived. If a ranger is ever killed, the animal companion immediately dies from grief. | |||
Stag Companion | 1 (automatic) |
Passive |
|
Stags can activate a melee attack that does damage to all enemies in a small area around the main target.
All rangers form a strong spiritual connection with a single creature, their animal companion. This connection allows rangers and their companions to coordinate attacks and efficiently take down prey. In most situations, the companion runs interference while the ranger attacks at range. Despite these advantages, there are risks to the relationship. Rangers share a literal life bond with their animal companions. When one is wounded, the can sense it and feel intense emotional pain. If a ranger or animal companion are knocked unconscious, the partner suffers from Bonded Grief, affecting Accuracy and other stats, until the downed ally is revived. If a ranger is ever killed, the animal companion immediately dies from grief. | |||
Wolf Companion | 1 (automatic) |
Passive |
|
Wolf animal companions do high damage and can more easily avoid Disengagement Attacks.
All rangers form a strong spiritual connection with a single creature, their animal companion. This connection allows rangers and their companions to coordinate attacks and efficiently take down prey. In most situations, the companion runs interference while the ranger attacks at range. Despite these advantages, there are risks to the relationship. Rangers share a literal life bond with their animal companions. When one is wounded, the can sense it and feel intense emotional pain. If a ranger or animal companion are knocked unconscious, the partner suffers from Bonded Grief, affecting Accuracy and other stats, until the downed ally is revived. If a ranger is ever killed, the animal companion immediately dies from grief. | |||
Marked Prey | 1 | Active (1 per Encounter) |
Average | 30.0 seconds | Designates a single target as prey, giving the ranger and animal companion a damage bonus against that target. | ||
Wounding Shot | 1 | Active (2 per Encounter) |
Average | 10.0 seconds |
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As he or she would with fleeing prey, the hunter aims for a spot that will slow the target enemy's progress, Hobbling the target and inflicting Raw Damage over time to it. | |
Predator's Sense | 3 | Passive |
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Heightens the predatory instincts of the ranger's animal companion, giving them a damage bonus on any creature suffering a damage over time effect. | |||
Swift Aim | 3 | Modal | Instant |
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The ranger gets into a speedy and fluid offensive rhythm, reducing Accuracy but increasing Fire Rate and reload time with ranged weapon and Attack Rate with melee weapons. | ||
Vicious Aim | 3 | Modal | Instant |
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By lowering Attack and Reload Rate, the ranger is able to take more careful aim, giving them increased Accuracy and Damage. | ||
Arrow Sense | 5 | Passive | The ranger gains a portion of his or her animal companion's senses and instincts, becoming especially sensitive to incoming ranged attacks that target Deflection. | ||||
Defensive Bond | 5 | Passive |
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The empathic bond between ranger and animal companion yields a preternatural awareness of incoming danger, giving both a significant bonus to Defense when both are subjected to the same area of effect attack. | |||
Stalkers' Link | 5 | Passive |
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Long experience fighting together enables the ranger and animal companion to fight as a highly efficient team. The ranger gains an accuracy bonus when fighting any enemy already engaged by the animal companion. | |||
Driving Flight | 7 | Passive |
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Each ranged attack loosed by the ranger contains such force as to fly straight through the first target and hit another target behind it for less damage. | |||
Heal Companion [WM2] | 7 | Active (2 per Encounter) |
Fast |
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The ranger can heal his or her animal companion. | ||
Takedown | 7 | Active (2 per Encounter) |
Average | 5.0 seconds |
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Instructs the ranger's animal companion to rush a target, knocking it Prone. | |
Binding Roots | 9 | Active (5 per Rest) |
Fast | 30.0 seconds |
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Conjures roots from the ground underneath a target, causing them to become Stuck. | |
Revive Companion [WM2] | 9 | Active (1 per Rest) |
Fast |
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The ranger can revive his or her animal companion and heal a small amount of Endurance. | ||
Master's Call | 11 | Active (3 per Rest) |
Average | 5.0 seconds | Calls the ranger's animal companion to his or her side, causing the companion to move back to the ranger at increased speed, ignoring Engagement and knocking any enemies in the way Prone. | ||
Play Dead [WM1] | 11 | Active (2 per Encounter) |
Instant | 10.0 seconds | The ranger's animal companion falls over and appears to be dead (cannot be targeted) for a limited time. While playing dead, the companion regains Endurance. | ||
Stunning Shots | 11 | Passive | Average | 2.0 seconds | Takes advantage of enemy distraction while Engaged by the ranger's animal companion, Stunning the enemy (as a secondary attack) when the ranger lands a Hit or Critical Hit. | ||
Powder Burns [WM2] | 13 | Modal | Instant | The ranger overloads each shot of his or her firearm with excessive powder. The resulting blast generates a powerful cone of flame, but temporarily leaves the ranger Blinded. | |||
Twinned Arrows [WM1] | 13 | Modal | Instant |
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When the ranger uses a Hunting Bow or War Bow, they can opt to fire two arrows with each shot. Each shot has reduced Accuracy. | ||
Vengeful Grief [WM2] | 15 | Passive |
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When a ranger or his or her animal companion are knocked out, the partner suffers the normal effects of Bonded Grief, but becomes filled with focused rage for a short duration. While so focused, they gain Speed, Movement, and do additional Damage. |