Ranger

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Classes
Ranger.jpg

Alignment: Any
HP/Level: 10 + CON
Armor (Light, Medium), Shields, Weapons (Simple, Martial)
Skill Points: 5 + INT
Saves: Fort High, Will Low, Reflex Low
BAB: +1/level
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Deity
Classes
Skill Changes
Feat Changes
Death in EFU

Background

The Ranger is a scout, warrior and woodsman. But the Ranger is not always the guardian of the wilds that the Druid is as they owe no oaths to circles of elders. Able to slip through the shadows with great ease while little escapes the Rangers notice they make ideal wilderness scouts and explorers.

Mechanics

Alignment: Any

Hit Points: 10 + CON per level

Proficiencies: Armor (Light, Medium), Shields, Weapon (Simple, Martial)

Skill Points: 5 + INT modifier per level (5+int modifier)*4 at 1st level

Class Skills: Animal Empathy, Bluff, Concentration, Discipline, Heal, Hide, Intimidate, Listen, Lore, Move Silent, Parry, Ride, Search, Set Trap, Spot

Save Progression: Fort High, Will Low, Ref Low

Attack Bonus: +1/level

Spellcasting: Divine (spell failure from armor is ignored), wisdom-based (a base wisdom score of 10 + the spell's level is required to cast a spell, bonus spells are based on modified wisdom, and the wisdom modifier affects spell DCs), and requires preparation.

Changes

Change
Point Blank Point Blank Shot gained at level 4
Dial-Wield The 1st level feat Dual-Wield now gives the effects of Magic Weapon, Flame Weapon, Darkfire, Poison and Alchemist's Fire duplicated to off-hand weapon when cast on your main weapon
Divine Spellcaster The Ranger can use divine wands and scrolls
Resting The rangers do not require a campfire to rest in the wilderness. A bedroll is still required.
Natural Swiftness Rangers gain 10% movement speed increase if the character has at least 3 Ranger levels and is in a wilderness (caves) area. This is disabled in heavy armor.
Natural Senses Rangers gain +4 bonus to Spot, Search and Listen in wilderness areas if they have at least 5 Ranger levels.
Favored Enemy The attack bonus against Favored Enemies has been changed to +1/3 Ranger levels (from +1/2 lvls).

Like many classes in EFU Rangers have a number of perks to choose from which grant some minor combat advantages. However unlike most classes the perks Rangers receive are based on which favored enemies they select at 1, 5 and 10.

Animal Companions

Animal Companion
Crocodile
Dire Rat
Fox
Giant Spider
Goat
Hawk
Hyena
Leopard
Lion
Lizard
Scarab
Tortoise
Viper
Wild Dog


Ranger Spell List

1st Circle 2nd Circle 3rd Circle
Camouflage Alarm Aid
Cure light wounds Alter Self Blade thirst
Entangle Cat's grace Cure moderate wounds
Grease Curse of Impending Blades Greater magic fang
Jump Hold animal Invisibility purge
Magic fang One with the land Mass Ultravision
Resist elements Protection from elements Neutralize poison
Summon creature I Sleep Remov e disease
Ultravision Summon creature II Summon creature III
- Hearthfire -

Favored Enemy Perks

  • Access these simply by choosing the matching Favored Enemy feat.
  • Multiclassing is possible, PRCs, etc., so long as you have six ranger levels. Otherwise you will only benefit from the +1 AB/3 levels, and default ranger bonuses.
  • Additional changes are likely in the future, though please refrain from making knee jerk, fussy suggestions.
  • Any ambiguity should be found out in game.

All of the ranger bonuses below kick in only with minimum six ranger levels:

Aberration

  • +1 Will.
  • +2 Concentration and Heal.

Animal

  • +2 Animal Empathy, Disable Trap, and Set Trap.
  • Random generated trap each rest.

Beast

  • +1 additional AB and damage VS magical beasts.
  • 2/- DR slashing.

Construct

  • 2/- DR bludgeoning.
  • +1 electrical damage vs constructs.

Dragon

  • +4 dodge AC vs Dragons.
  • +1 additional AB and Damage VS reptilians.
  • +5% Physical damage immunity.
  • Immunity: Fear.

Dwarf

  • +1 non-magical AB VS Lawful.
  • +2 Appraise and Search.
  • Plunder: Enemies slain may yield a few gold pieces.
  • Retrieve a flesh trophy from slain PC dwarves.

Elemental

  • 10% Elemental Immunity. (acid, cold, electrical and fire)
  • +1 random elemental damage (acid, cold, electrical or fire) each rest/reset.

Elf

  • Immunity: Sleep.
  • +1 additional AB and damage VS half-elves.
  • +2 Listen and Spot.
  • Retrieve a flesh trophy from slain PC elves.

Fey

  • +2 VS mind affecting.
  • 7% concealment.

Giant

  • +4 Discipline
  • +4 dodge AC against giants. (if not dwarf or gnome)
  • Dwarves and gnomes with FE: Giant gain +1 additional AB and damage VS giants.

Gnome

  • Spell Immunity: Color Spray.
  • Spell Immunity: Tasha's Hideous Laughter.
  • Retrieve a flesh trophy from slain PC gnomes.

Goblinoid

  • Bonus Feat: Cleave.
  • Retrieve a flesh trophy from slain PC goblins.

Half-elf

  • +1 additional AB and damage VS elves.
  • +1 additional AB and damage VS humans.
  • +2 Bluff, +2 Persuade.
  • Retrieve a flesh trophy from slain PC half-elfs.

Half-orc

This favored enemy is currently out of date. There is no new information from DMs at this time if it applies to Stonefolk.

Halfling

  • +1 AC vs halflings.
  • +1d4 bludgeoning VS halflings.
  • +2 Spot and Listen VS halflings.
  • Retrieve a flesh trophy from slain PC halflings.

Human

  • Gain access to Examine Mark player tool.
  • Retrieve a flesh trophy from slain PC humans.

Magical Beast

  • +1 additional AB and damage VS beasts.
  • +1 VS Spells (if not dwarf).
  • +3 Lore and +2 Spellcraft.

Monstrous Humanoid

  • 5% Physical damage immunity.
  • +5% Movement speed added to wilderness speed (creating a total of 15% instead of 10%).
  • +1 Fortitude.

Orc

  • +1 additional AB and damage VS half-orcs.
  • 5/- DR fire.

Outsider

  • You permanently gain the effects of Protection from Alignment against all Outsiders.
  • 1/day Dismissal (7).

Reptilian

  • +1 additional AB and damage VS dragons.
  • Use Poison feat.
  • +4 VS poison.
  • +4 VS traps.
  • Retrieve a flesh trophy from slain PC kobolds.

Shapechanger

  • Immunity: Disease.
  • Drawn blood has a chance of revealing lycanthropic nature of other PCs, both natural and infected.
  • +2 spot and listen.
  • An additional +2 spot and listen against shapechangers.
  • +2 dodge AC vs shapechangers.

Undead

  • 10% negative energy immunity.
  • +2 VS death and negative energy.
  • +1 Divine damage VS undead.

Vermin

  • +4 vs poison.
  • +1 Reflex.
  • Spell Immunity: Web.
  • +2 Listen, +2 Spot, +1 AB, +1 AC, while within the Sewers.

Tracking

Rangers are able to track NPCs (not PCs) in the same area as themselves if they have at least 2 Ranger levels.

What is tracking?

"Tracking in hunting is the science and art of observing a place through animal footprints and other signs, including: tracks, beds, chews, scat, hair, etc. ... So called, 'master trackers', are able to know an animal through its tracks and trails, also known as spoor. These include not only identification and interpretation of tracks, but also scat (or feces), feathers, kills, scratching posts, trails, drag marks, sounds, marking posts, and more. There is a story in most of these marks to be found. The skilled tracker is able to discern these markings and recreate what transpired."

-- Wikipedia, on Tracking

One of the extra benefits that we provide for rangers and other wilderness oriented characters is a scripted Tracking ability. Rangers get this ability at ranger level two, and druids get it at druid level six. Tracking allows a character to use their keen observation skills to collect information on nearby animals, monsters, and characters without directly observing them.

How does tracking work on EFU?

To perform tracking, you can use either the Tracking option in the crafting menu, or the "/c track" voice command. They both do the same thing: your character will stoop for four seconds, and tracking information will be displayed in the combat window.

Successful tracking will yield a list of results. The amount of information conveyed in these results depends on the degree to which the tracker's roll to track exceeds the prey's roll to avoid being detected. The following are sample results, in increasing order of success:

   (nothing)
   Other undistinguishable tracks here.
   Creature tracks to the N.
   Small creature tracks to the N.
   Small creature tracks to the NNW.
   Small creature tracks to the NNW, nearby.
   Small animal tracks to the NNW, nearby.
   Small animal tracks roughly 5 meters to the NNW.
   Small animal tracks (of the Rabbit of Caerbannog) roughly 5 meters to the NNW.

Tracking is done in EFU using opposed rolls. A tracker's ability to track his prey is a combination of the following:

   The tracker's ranger levels.
   The tracker's spot and search skills.
   The tracker's lore skill, capped by his ranger levels.
   The distance between the tracker and his prey.
   Whether the prey is the tracker's favored enemy.
   Whether the tracker has special vision (low-light vision or darkvision).

The prey's ability to confound a tracker is a combination of the following:

   The prey's size.
   The weight the prey is carrying.
   Whether the prey is flying/levitating.
   The prey's hide and ms skills.
   Whether the prey is moving in Stealth Mode.
   Whether the prey has the Trackless Step feat.

What environmental factors can affect tracking?

Tracking is easiest in outdoor natural environments. Attempting to track in an indoors environment, or in an artificial environment, will incur a small penalty, due to the decreased number of visible cues (no rocks to displace, no lichen to trample, no mushrooms to brush aside).

What counts as "outdoor" or "artificial" in the City? A forest is an outdoor natural environment. The streets of the City are an outdoor artificial environment. The interior of the Open Door is an artificial indoor environment.

Certain areas also impose spot and listen modifiers, due to low amounts of light, constant echoing, or other environmental factors. These modifiers will factor into tracking by changing the effective spot and listen skills of the tracker.

How does Favored Enemy factor into tracking?

Good question! Rangers study their favored enemies and develop a keen understanding of their weaknesses; this understanding allows them to more skillfully track these foes. When attempting to decipher the tracks of a favored enemy, a ranger gets a bonus to their tracking roll.

Furthermore, certain racial types which an ordinary tracker might not be able to tell apart simply by virtue of their tracks (aberration tracks and outsider tracks are both "strange", magical beast tracks don't look that different from regular beast tracks, half-elf tracks look very similar to human tracks, et cetera) can be distinguished by a tracker for whom such creatures are favored enemies.

This emphasizes the favored enemy choice. A tracker with Favored Enemy: Aberrations isn't just a tracker: he is an aberration hunter, who can track aberrations better than his peers and identify the fine distinctions between an ordinary vrock's talon scratches and a hated hook horror's claw marks.

Does tracking properly identify the racial types of subrace PCs?

Yes! If you are attempting to track a goblin or kobold PC, they will show up as goblinoid or reptilian, not halfling (the base racial type which those subraces are built upon in our subrace system). Everything will work as expected, when it comes to tracking subrace characters.

How does filtering work for the "/c track" command?

You can use filtering to reduce the number of results shown when performing tracking. For example, consider a tracker searching a crypt for a drow necromancer. The crypt contains sixteen skeletons, the drow necromancer, and a stealthy drow assassin. Regular tracking results might look like:

   Other undistinguishable tracks here.
   Medium-sized elf tracks to the WSW, very distant.
   Medium-sized undead tracks to the WSW, distant.
   Medium-sized undead tracks to the SSW, distant.
   Medium-sized undead tracks to the SSW, distant.
   Medium-sized undead tracks to the SSW, distant.
   Medium-sized undead tracks to the SSW, distant.
   Medium-sized undead tracks to the SSW, distant.

(...repeated ten more times...)But the tracker doesn't care about the list of skeletons! Is there a way to get tracking results about the drow whom you care about, without having the flood of results about the skeletons, whom you don't?

Yes. Use "/c track -race elf", and the only result you get is "Medium-sized elf tracks to the WSW, very distant." This removes all of the undesirable information about the skeletons. Notice that it also removes the first result about indistinguishable tracks, coming from the stealthy drow assassin -- despite the fact that he is actually drow, your tracking results weren't accurate enough to determine that he was drow, and so he got filtered out.

You can do the same trick to filter out creatures by size category, or by name, using "/c track -size" and "/c track -name". Filters can also be combined, so to get only results about medium-sized goblinoids, you can do "/c track -size medium -race goblinoid".


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