Classes
Character Classes of EFU
Standard Classes
Druid
Alignment: Any Neutral
Hit Die: d8
Proficiencies: Armor (Light, Medium), Shields, Weapon (Druid)
Skill Points: 4+int modifier per level (4+int modifier)*4 at 1st level
Save Progression: Fort High, Will High, Ref Low
Attack Bonus: +3/4 levels
General
Druids are the guardians of the wilderness and its natural balance, defending their territory against the encroachment of all that is a violation of nature. In EFU druids derive their powers from ancient tradition and nature itself and need not be a servant of a specific deity. Specifically this means you do not need a god such as "Silvanus" in your deity slot, put you should put something as "Nature" or "Destruction" or whatever is fitting to your druid concept. Druids that violate key oaths or who do not take their duties seriously will swiftly lose their ability to cast spells.
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.
Custom spell changes: We have introduced a number of new spells. A complete list of all spell changes can be found here.
- Druid (Level 1):
- Transmutation
- Jump
- Transmutation
- Druid (Level 2):
- Transmutation
- Cat's Grace
- Eagle's Splendor
- Fox's Cunning
- Owl's Wisdom
- Transmutation
- Druid (Level 3):
- Transmutation
- Mass Ultravision
- Transmutation
- Druid (Level 5):
- Transmutation
- Baleful Polymorph
- Transmutation
- Druid (Level 6):
- Divination
- Scrying
- Divination
Resting
Unlike most other classes in EFU Druids do not require a bedroll or campfire to rest.
Tracking
Starting at level 6 druids are able to track NPCs(not PCs) in the same area as themselves.
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 move silently 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 Underdark? A mushroom grove is an outdoor natural environment. The streets of Traensyr are an outdoor artificial environment. The interior of the Sanctuary Town Hall 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".
Divine Wands
Druids are able to use wands crafted by divine spell-casters.
Animal Companions
The Animal Companion system has been customized for EfU. More information on animal companions can be found here
EFU uses a more dynamic animal companion system where you have to find the companion yourself in the wilderness of the Underdark. A Player Tool called Train Companion is available at the time your ranger or druid receive the Summon Animal Companion feat. By targeting an animal empathized creature, you learn if the animal can be trained as a companion, if you have enough levels (druid and ranger levels) to train the animal, the XP cost of doing so, whether it will replace your old animal companion and ask you to confirm. Repeatedly targeting the animal with the player tool will then turn the animal into your new animal companion.
Use of the Summon Animal Companion feat will call upon the trained animal companion. However, if the animal companion dies it is dead for good and you will have to train a new animal. There is no XP cost for the animal dying.
You can name your animal companion through the voice command:
/c name_companion Biter
Which will name your companion Biter. It usually takes a few seconds after the animal companion is summoned or the voice command is issued before you can see the change. Alternatively, you may have to enter a new area. Only one name (no surnames) can be applied at this time.
The start area also have a selection of starting animal companions from the surface. See the parrot.
With this change it is possible for us to give you unique custom animal companions. If you get one of these, remember that death is final.
Also there are some commands available for your companion:
/c astealth a Puts your companion in stealth mode.
/c adetect a Puts your companion in detect mode.
/v a Speaks through your companion. You do not actually speak through your companion, but you can make it say things such as "Growls". Type /v a "Growls".
Wildshapes
The Wildshapes available to Druids have been significantly altered to a custom system that allows a much larger variety of forms, some of which are unlocked at higher level or through applications. Additionally your base physical stats before adjustments from buffs now affect the the power of your forms. The exact effects of these custom forms are not publicly disclosed and must be discovered in game.
Wildshape bonuses lost when the skin refreshes can be reset with the command:
/c wildshape_reset
This can be used an unlimited amount of times once you have wildshaped at least once. Please do not abuse this.
Existing wildshapes which require an application:
- Great Lizard
- Ancient Cave Bear
- Great Black Wolf
- Lesser Water Elemental
- Lesser Fire Elemental
- Lesser Earth Elemental
- Lesser Air Elemental
Natural Swiftness
Starting at level 3 Druids begin to move more quickly in natural areas. 10% movement speed increase if the PC has at least 3 druid levels, and is in a wilderness (caves) area.
15% movement speed increase if the PC has at least 6 druid levels, and is in a wilderness (caves) area 20% movement speed increase if the PC has at least 9 druid levels, and is in a wilderness (caves) area.
Restrictions
Druids restrict themselves to non-metal armor and weapons that are permitted by the Druid Class Weapon Proficiency feat. Other weapon types may be considered by DMs on a case by case basis (generally we permit druids to use the favored weapon of their divine patron). All druids should be vigorously opposed to the undead, aberrations, and the encroachment of civilization upon the wild.
Kits
Druids have a number of kits available to them, purely optionally, to further specialize their druidic abilities.
Primordial Druid
Selectable through the crafting menu and additional class perks . Must be a non-good druid. Must remain pure druid (except for PrCs).
Calling upon ancient and strange oozes and slimes, Primordial druids believe their wards are the oldest and most important forms of life on Toril. Typically viewing the ooze as a cleansing force of renewal their methods can bring them into conflict with other druids who take a more careful and precise approach to the balance.
"In the wake of devastation and destruction, some druids have begun to believe that the only way the world can be renewed and balance restored is for the world to be reverted to the primordial slime. By washing away the abominable horrors by a tide of ooze, new and natural life will begin anew."
As druid, except:
- Summoning theme set to ooze
- Animal companion works similarly as Ooze Devout ooze familiar (degrade tool, can be fed, etc.)
- 25% acid immunity at level 8
- Access to minor slime form polymorph at level 5, more powerful slime at 8
Rot Druid
Available only through application.
Based primarily in their veneration of the dark deity of Rot, Moander, Rot Druids spread decay, rot, disease and often form alliances with a strange race of insectoid people; the formians. Their ways represent the natural decay of life. Rot Druids gain access custom wild shape forms and if they apply for the Rot lair get some other specialized benefits. A very difficult class to gain, but perhaps harder to play. It may require extreme loneliness and few if any allies.
Special Rot shapes:
- Rothive Taskmaster
- Rothive Myrmarch
Fighter
General
Alignment: Any
Hit Die: d10
Proficiencies: Armor (Light, Medium, Heavy), Shields, Weapon (Simple, Martial)
Skill Points: 2+int modifier per level (2+int modifier)*4 at 1st level
Save Progression: Fort High, Will Low, Ref Low
Attack Bonus: +1/level
Other: Bonus feats at level 1 and every even number of Fighter levels after (2, 4, 6, 8, etc).
Perks
Like many classes fighters have their own unique set of EfU perks. You must remain pure fighter to take advantage of these (except for prestige classes).
BodyGuard
Be it a Sheik's loyal eunuch guarding his harem or a King's most trusted Knight guarding his vulnerable heir, powerful men have always needed trustworthy and loyal men to guard what they treasure most.
- Level 1: +1 vs Mind Affecting, Immunity: Charm Person
- Level 5: +3 Discipline
- Level 8: +1 Will, Immunity: Dominate Person
/c fighter_perk Nearest neutral creature within 10 feet receives +2 AC, +4 vs Fear and +2 vs Mind Affecting. Lasts 1 turn.
Bounty Hunter
When a runner is noted and bounty is posted, the target is all that matters. Bounty hunter seeks the wanted for fair reward, and no one else. Nothing can come in between the payday and the hunter when contract is taken.
- Level 1: Special tanglefoot bag each reset
- Level 5: +4 Disable Trap, +4 Set Trap. Get a trap kit each rest.
- Level 8: Gain 5% movement speed, 5% physical immunity and +4 saving throw vs traps
/c fighter_perk 25% movement speed increase. Lasts 1 turn.
Brawler
While the powerful of the Realms seek their enjoyment in grand tourneys involving gleaming armor and groomed destriers, the peasants make do with a baser form of contest: the bareknuckle brawl. The haggard men and women who take part in this bloody and storied contest in the inns and streets of the great cities bear its clear markings of flattened noses, missing teeth, and swelled brows.
- Level 1: 2/- Damage Resistance vs Bludgeoning
- Level 5: WS: Unarmed Strike
- Level 8: Improved Critical: Unarmed Strike
/c fighter_perk Gloves receive 1d4 bludgeoning damage bonus and the brawler gets 5/+1 damage reduction for 30 points of damage. Lasts 1 turn.
Cutthroat
Every city has its slum, and every slum has its thug-- dim men, often as not, who rule their shabby blocks by right of might and fear. From thieves guild enforcer to dockside pimp, these lesions of humanity plague the already grim lives of the poor and oppressed.
- Level 1: +5 Intimidate
- Level 5: Use Poison, double poison duration
- Level 8: 10% Concealment
/c fighter_perk Weapon and gloves receive on-hit: Poison DC 14 1d2 strength damage. Lasts 1 turn.
Desert Warrior
Be it a Calishite Mameluke or a Bedine raider, the harsh deserts of Faerun produce a unique breed of warrior. As harsh and sharp as the red sun, these men and women are death on the sands with their shamshirs gleaming bright.
- Level 1: +4 vs Fire
- Level 5: +2 Fortitude
- Level 8: 20% Fire Immunity
/c fighter_perk The Desert Warrior is surrounded by a flame shield dealing 1d6 fire damage to attacking creatures. Lasts 1 turn.
Drill Sergeant
The terror of the aspirant, you are the supreme commander and second to none -- upon the training grounds. Where others vied their martial talents to selfish or protective duties, you have dedicated yourself to ensure the future generations know which end of the blade to hold. A master of practice matches and troop inspiration, your students will praise all the devious little assignments given them. Someday.
- Level 1: You train characters at or below half your levels + 2 (max level 7). They receive bonus XP for getting beaten in sparring matches (time limited), whereas you regenerate up to 1/4th of your own max HP if you lose
- Level 5: +1 Concentration, Discipline, Heal, Intimidate, Listen and Spot
- Level 8: 2/day Master of the Drill Ability -- +1 AB, +1 AC, +10% movement speed and give allies 1/4th of your Concentration, Discipline, Listen and Spot ranks as bonus inspiration. Lasts 1 turn.
/c fighter_perk Drill Sergeant inspires allies to give a little bit more. 20 temporary hitpoints given allies. Lasts 5 turns.
Dual-wielder
Regardless of whether you started as right handed or left handed, you always considered favoring one over the other would hamper you in the long run. Sacrificing the comfort and reliance of a shield you instead enter combat with blades blazing, whether in the form of two singular weapons or a staff for both hands.
- Level 1: Gain ambidexterity if dexterity is 13 or above.
- Level 5: 5% phyiscal immunity. The effects of magic weapon, flame weapon, darkfire. poison and alchemist's fire duplicated to off-hand weapon when cast.
- Level 8: +2 off-hand attack bonus.
/c fighter_perk fire|acid|electrical|cold Gain +1d4 elemental damage for 2 turns. Overrides existing bonus. If held, off-hand weapon receives +2 Deflection AC for 5 turns. Defaults to fire.
Duelist
Quick-footed, quick-tongued, and quick-witted men go by many names in the realms: bravos, swashbucklers, fencers, corsairs. Eschewing the heavy arms and armor of the traditional warrior, they live (and die) by their cunning.
Level 1: +3 tumble, +3 taunt Level 5: +2 AC vs Slashing, +3 parry Level 8: Uncanny Dodge 1 feat
/c fighter_perk Duelist receives +2 AB. Lasts 1 turn.
Houndmaster
Where others focused solely on their own martial expertise, you broadened your training to include a particular breed of species. Now wherever battle is joined you fight fiercely beside man's best friend.
- Level 1: +2 intimidate, animals are less likely to attack you.
- Level 5: Tracking, +2 spot, +2 listen, +2 search.
- Level 8: 2/- DR piercing. Your dog is trained more rapidly.
/c fighter_perk Call dog -- your faithful companion joins you. The dog gains XP over time and will grow stronger while called. On its death you get a new pup. Can name it with the /c name_companion X command.
Lay Sword
Temples of all faiths often boast a number of lay members skilled with blade and hammer, but unsuited for the life of a priest. These men wage war for their respective deities, taking orders not from worldly lords but the sanctified mouths of priests and priestesses.
- Level 1: +1 vs Divine
- Level 5: +1 Will
- Level 8: +1 Universal Saves
/c fighter_perk If evil: Receives +2 AB and +1 AC vs Good. If good: Receives +2 AC and +1 universal saving throw vs Evil. If neutral: Receives +1 AC and +1 fortitude save.
Lasts 1 turn.
Man-at-arms
These rugged men make up the bulk of any Lord's army, but they are not the characters of tales and stories. Often as not, these soldiers die nameless deaths on the battlefield-- fodder for the tales of greater men. Still, someone must walk the walls and guard the tents.
- Level 1: +4 vs Disease
- Level 5: +3 Discipline, Cleave feat
- Level 8: 10% Physical Immunity
/c fighter_perk Gain 20% physical damage immunity. Lasts 1 turn.
Marksman
Favoring shots of precision and strength, marksmen are a common contribution in any army. Few things are as intimidating as a deadly shot aimed at close range and the cold certainty that the man behind it will not miss.
- Level 1: +3 spot, +3 listen
- Level 5: Spawn a bundle of magical bolts each rest
- Level 8: +2 Dexterity
/c fighter_perk Held crossbow receives +1 attack bonus and 2d8 massive criticals. Lasts 1 turn.
Pit Fighter
Be it a freeman seeking coins and glory in the Great Arena of Westgate or a Thayan slave fighting for his very life, pit fighters are a common fixture among the realm. These men, if they survive, tend to be excellent warriors but poor soldiers.
- Level 1: +3 Taunt
- Level 5: Dodge
- Level 8: 10% movement speed
/c fighter_perk
Gain bonuses depending on hitpoint percentage: > 70% gain +1 AC, 5% speed. > 40% gain +1 AC, +1 Regeneration, 5% speed. <= 40% gain +1 AB, +1 AC, +2 Regeneration, 10% speed.
Lasts 1 turn.
Rebel
Champion of freedom or a rabble-rouser going alone, rebels fight against the established government for personal or idealistic reasons. As their path often leads to being an outcast, they befriend easily fellow outlaws and rarely depend on beds to get back lost strength.
Chaotic Alignment Only.
- Level 1: 1 Potion of protection vs Law each reset, neutral to the bandit faction NPCs, can rest without campfire in the wilderness
- Level 5: 2/- Physical Damage Resistance vs. Lawful
- Level 8: +1 Attack vs. Lawful
/c fighter_perk All nearby chaotic-aligned creatures receive +2 AB. Lasts 1 turn.
Self-taught
Not every man is so lucky to have a mentor to school them in battle. Some, forced by circumstance, win their martial skill through the teachers of hardship and experience. These individuals, while lacking the discipline of formally trained soldiers, can be fearsome with their unorthodox and unpredictable styles-- if they manage to survive long enough to hone them.
- Level 1: -5 Concentration, -5 Discipline
- Level 5: +1 AB
- Level 8: +1 Dodge AC
/c fighter_perk Random [-2 - +3] attack decrease/bonus and [-2 - +3] AC decrease/bonus. Lasts 1 turn.
Sellsword
Base men with loyalties as fluid as a dying man's bowels, sellswords can be found milling about potential conflicts like carrion crows. It has been said that a sellsword can only be trusted as far as he can be paid, and many a lordling has been ruined by ignoring this wisdom.
- Level 1: 1d4 gp gained each rest/reset
- Level 5: +5 intimidate, +2 appraise
- Level 8: 1d6 Sneak Attack
/c fighter_perk Sellsword bribes nearby reasonable creatures to consider him neutral. Costs 4d6gp. Lasts 2 turns.
Sharpshooter
A trained longbowman or selftaught, the Sharpshooter is a force to be reckoned upon the battlefield. With the know-how to destroy an opponent from afar, few enemies have the chance to ever inspect the fighter's expertise at a close range.
- Level 1: +3 spot, +3 listen
- Level 5: Spawn a bundle of magical arrows each rest
- Level 8: +2 Dexterity
/c fighter_perk Held bow receives +1 attack bonus and +2 mighty property. Lasts 1 turn.
Slaver
Whether a former man of Stenton, a pirate, or one of the many slaver bands that roam the mainland, you've spent your life making a profit off the suffering and misery of others. Indifferent to the plight of your fellow man you will capture and sell anyone or anything you can, from beasts to monsters and other sentient races.
- Level 1: +3 appraise, +3 intimidate, special tanglefoot throwable each reset
- Level 5: Dominate Person 1/day, Weapon Proficiency Exotic Feat
- Level 8: On login gain a set of shackles that disappear on reset
/c fighter_perk Slaver throws out a set of chains trapping up to two hostile creatures to himself. Chained victims receive 30% movement speed penalty. Lasts 3 rounds.
Squire
The children of the wealthy receive a very different sort of warrior's education than the common footman-- one based as much in morality and honor as it is in swordplay and siegecraft. Though some see such codes as more hindrance than help, the noble warriors of the realm see it as the only thing separating them from the common filth that pollute the battlefields.
- Level 1: +3 Persuade, Lore, Concentration
- Level 5: Disarm
- Level 8: +2 Charisma
/c fighter_perk Squire gains immunity to fear and +2 will. Lasts 5 turns.
Vagabond
Drifting from place to place and caravan to caravan, vagabonds pack lightly for speed of journey. Long years of experience have made them adept at fending off blows, nimbleness replacing their more thickly armored counterparts' reliance on armor.
- Level 1: Light armor bonus. Can track in wilderness.
- Level 5: Light armor bonus. +10% Movement speed.
- Level 8: Light armor bonus. +1 Reflex. Evasion feat.
- Light armor bonus
- Adds armor bonus to leather, studded leather and chain shirt armor pieces worn. Total armor bonus is calculated: +2/+3/+4 on level 1/5/8 respectively.
- - Armor AC on the item.
- +2 that negates penalty for leather armor.
- - Dexterity modifier above 2. Resulting in total max 16 AC at level 1, 17 AC at level 5 and 18 AC at level 8 regardless of armor worn.
- Light armor bonus
/c fighter_perk Invisibility. Lasts 2 turns.
Vigilante
Champions of the established rule or of their own governance, vigilantes hunt mercilessly any dissenters who stray from the desired path. They are more capable upon familiar grounds, this often being the place they reside.
Lawful Alignment Only.
- Level 1: 1 Potion of protection vs Chaos each reset, Locale Bonus Dunwarren: +1 AC, +2 vs Mind Affecting, +10% Movement Speed
- Level 5: 2/- Physical Damage Resistance vs. Chaotic
- Level 8: +1 Attack vs. Chaotic
/c fighter_perk The Vigilante dashes forward in pursuit, gaining +1 AB and +15% movement speed. Lasts 1 turn.
Watchman
Every settlement from Waterdeep to the hamlet of Pig's Bottom has its guards. These warriors vary as much as the towns they serve-- some are little more than farmer's whelps armed with cudgels, while others more closely resemble a standing army. All have some expertise in watching the walls and bringing low threats from within and without.
- Level 1: +4 spot/listen
- Level 5: Darkvision is put on worn helmet
- Level 8: +2 vs Mind Affecting
/c fighter_perk Watchman can see invisible creatures. Lasts 2 turns.