Ranger: Difference between revisions

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


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


'''Save Progression:''' Fort High, Will Low, Ref Low
'''Save Progression:''' Fort High, Will Low, Ref Low


'''Attack Bonus:''' +1/level
'''Attack Bonus:''' +1/level
'''Feat Changes:''' Point Blank Shot gained at level 4.
'''NB''': 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


=Spellcasting=  
=Spellcasting=  
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=Animal Companions=  
=Animal Companions=  
EFU uses a more dynamic animal companion system where you have to find the companion yourself in the wilderness.
EFU uses a more dynamic animal companion system where you have to find the companion yourself in the wilderness. As a feature, the death of your Animal Companion is no longer permanent. Instead, you will be prevented from summoning it until the next reset.


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.
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.
Use of the Summon Animal Companion feat will call upon the trained animal companion. However, if the Animal Companion dies you will be unable to summon the Animal Companion until the next reset, regardless of resting. There is no XP cost for the animal dying.


You can name your animal companion through the voice command:
You can name your animal companion through the voice command:
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*Retrieve a flesh trophy from slain PC halflings.
*Retrieve a flesh trophy from slain PC halflings.
===Human===
===Human===
*Gain access to Examine Mark player tool.
*Gain access to [[Rogue#Examine_Mark|Examine Mark]] player tool.
*Retrieve a flesh trophy from slain PC humans.
*Retrieve a flesh trophy from slain PC humans.
===Magical Beast===
===Magical Beast===
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*5/- DR fire.
*5/- DR fire.
===Outsider===
===Outsider===
*Protection from alignment benefits against all Outsiders.
*You permanently gain the effects of Protection from Alignment against all Outsiders.
*1/day Dismissal (7).
*1/day Dismissal (7).
===Reptilian===
===Reptilian===
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=Natural Swiftness=  
=Natural Swiftness=  
Rangers gain 10% movement speed increase if the character has 2 Ranger levels and is in a wilderness (caves) area.  This is disabled in heavy armor.
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=
=Natural Senses=
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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).
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.
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.
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.
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