Ranger: Difference between revisions

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=Ranger=
=General=
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==General==
[[File:Ranger.jpg]]
[[File:Ranger.jpg]]


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'''Attack Bonus:''' +1/level  
'''Attack Bonus:''' +1/level  
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==Spellcasting==  
=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.
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.
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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.


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     /v a      <i>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".</i>
     /v a      <i>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".</i>


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==Divine Wands==  
=Divine Wands=  
Rangers are able to use wands crafted by divine spell-casters.
Rangers are able to use wands crafted by divine spell-casters.
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==Favored Enemy==  
=Favored Enemy=  
The attack bonus against Favored Enemies has been changed to +1/3 Ranger levels (from +1/2 lvls).
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.
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.


===Favored Enemy Perks===
==Favored Enemy Perks==
All of the ranger bonuses below kick in only with minimum six ranger levels:
All of the ranger bonuses below kick in only with minimum six ranger levels:


====Aberration====
===Aberration===
 
*+1 Will.
+1 Will.
*+2 Concentration and Heal.
 
*+2 Hide, +2 Move Silently, +1 AB, +1 AC, while within the Lowerdark.
+2 Concentration and Heal.
===Animal===
 
*+2 Animal Empathy, Disable Trap, and Set Trap.
+2 Hide, +2 Move Silently, +1 AB, +1 AC, while within the Lowerdark.
*Random generated trap each rest.
 
===Beast===
====Animal====
*+1 additional AB and damage VS magical beasts.
 
*2/- DR slashing.
+2 Animal Empathy, Disable Trap, and Set Trap.
*Awaken bonus to Animal Companion.
 
===Construct===
Random generated trap each rest.
*2/- DR bludgeoning.
 
*+1 electrical damage vs constructs.
====Beast====
*+2 Search, +2 Spot, +1 AC, +1 AB, while within the Machine.
 
===Dragon===
+1 additional AB and damage VS magical beasts.
*+4 dodge AC vs Dragons.
 
*+1 additional AB and Damage VS reptilians.
2/- DR slashing.
*+5% Physical damage immunity.
 
*Immunity: Fear.
Awaken bonus to Animal Companion.
===Dwarf===
 
*+1 non-magical AB VS Lawful.
====Construct====
*+2 Appraise and Search.
 
*Plunder: Enemies slain may yield a few gold pieces.
2/- DR bludgeoning.
*Retrieve a flesh trophy from slain PC dwarves.
 
===Elemental===
+1 electrical damage vs constructs.
*10% Elemental Immunity. (acid, cold, electrical and fire)
 
*+1 random elemental damage (acid, cold, electrical or fire) each rest/reset.
+2 Search, +2 Spot, +1 AC, +1 AB, while within the Machine.
===Elf===
 
*Immunity: Sleep.
====Dragon====
*+1 additional AB and damage VS half-elves.
 
*+2 Listen and Spot.
+4 dodge AC vs Dragons.
*Retrieve a flesh trophy from slain PC elves.
 
===Fey===
+1 additional AB and Damage VS reptilians.
*+2 VS mind affecting.
 
*7% concealment.
+5% Physical damage immunity.
===Giant===
 
*+4 Discipline
Immunity: Fear.
*+4 dodge AC against giants. (if not dwarf or gnome)
 
*Dwarves and gnomes with FE: Giant gain +1 additional AB and damage VS giants.
====Dwarf====
===Gnome===
 
*Spell Immunity: Color Spray.
+1 non-magical AB VS Lawful.
*Spell Immunity: Tasha's Hideous Laughter.
 
*Retrieve a flesh trophy from slain PC gnomes.
+2 Appraise and Search.
===Goblinoid===
 
*Bonus Feat: Cleave.
Plunder: Enemies slain may yield a few gold pieces.
*Retrieve a flesh trophy from slain PC goblins.
 
===Half-elf===
Retrieve a flesh trophy from slain PC dwarves.
*+1 additional AB and damage VS elves.
 
*+1 additional AB and damage VS humans.
====Elemental====
*+2 Bluff, +2 Persuade.
 
*Retrieve a flesh trophy from slain PC half-elfs.
10% Elemental Immunity. (acid, cold, electrical and fire)
===Half-orc===
 
*+1 additional AB and damage VS humans.
+1 random elemental damage (acid, cold, electrical or fire) each rest/reset.
*+1 additional AB and damage VS orcs.
 
*+2 Intimidate, +2 Taunt.
====Elf====
*Retrieve a flesh trophy from slain PC half-orcs.
 
===Halfling===
Immunity: Sleep.
*+1 AC vs halflings.
 
*+1d4 bludgeoning VS halflings.
+1 additional AB and damage VS half-elves.
*+2 Spot and Listen VS halflings.
 
*Retrieve a flesh trophy from slain PC halflings.
+2 Listen and Spot.
===Human===
 
*Gain access to Examine Mark player tool.
Retrieve a flesh trophy from slain PC elves.
*Retrieve a flesh trophy from slain PC humans.
 
===Magical Beast===
====Fey====
*+1 additional AB and damage VS beasts.
 
*+1 VS Spells (if not dwarf).
+2 VS mind affecting.
*+3 Lore and +2 Spellcraft.
 
===Monstrous Humanoid===
7% concealment.
*5% Physical damage immunity.
 
*+5% Movement speed added to wilderness speed (creating a total of 15% instead of 10%).
====Giant====
*+1 Fortitude.
 
===Orc===
+4 Discipline.
*+1 additional AB and damage VS half-orcs.
 
*5/- DR fire.
+4 dodge AC against giants. (if not dwarf or gnome)
===Outsider===
 
*Protection from alignment benefits against all Outsiders.
Dwarves and gnomes with FE: Giant gain +1 additional AB and damage VS giants.
*1/day Dismissal (7).
 
===Reptilian===
====Gnome====
*+1 additional AB and damage VS dragons.
 
*Use Poison feat.
Spell Immunity: Color Spray.
*+4 VS poison.
 
*+4 VS traps.
Spell Immunity: Tasha's Hideous Laughter.
*Retrieve a flesh trophy from slain PC kobolds.
 
===Shapechanger===
Retrieve a flesh trophy from slain PC gnomes.
*Immunity: Disease.
 
*Drawn blood has a chance of revealing lycanthropic nature of other PCs, both natural and infected.
====Goblinoid====
*+2 spot and listen.
 
*An additional +2 spot and listen against shapechangers.
Bonus Feat: Cleave.
*+2 dodge AC vs shapechangers.
 
===Undead===
Retrieve a flesh trophy from slain PC goblins.
*10% negative energy immunity.
 
*+2 VS death and negative energy.
====Half-elf====
*+1 Divine damage VS undead.
 
===Vermin===
+1 additional AB and damage VS elves.
*+4 vs poison.
 
*+1 Reflex.
+1 additional AB and damage VS humans.
*Spell Immunity: Web.
 
*+2 Listen, +2 Spot, +1 AB, +1 AC, while within the Sewers and oozed Lower.
+2 Bluff, +2 Persuade.
===Note on Favored Enemy Changes===
 
*Access these simply by choosing the matching Favored Enemy feat.
Retrieve a flesh trophy from slain PC half-elfs.
*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.
====Half-orc====
*Any ambiguity should be found out in game.
 
+1 additional AB and damage VS humans.
 
+1 additional AB and damage VS orcs.
 
+2 Intimidate, +2 Taunt.
 
Retrieve a flesh trophy from slain PC half-orcs.
 
====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====
 
Protection from alignment benefits 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 and oozed Lower.
 
====Note on Favored Enemy Changes====
 
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.
=Natural Swiftness=  
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==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 2 Ranger levels and is in a wilderness (caves) area.  This is disabled in heavy armor.


==Natural Senses=
=Natural Senses=
Rangers gain +4 bonus to Spot, Search and Listen in wilderness areas if they have at least 5 Ranger levels.
Rangers gain +4 bonus to Spot, Search and Listen in wilderness areas if they have at least 5 Ranger levels.


==Resting=
=Resting=  
Unlike most other classes in EFU Rangers do not require a campfire to rest in the wilderness.  A bedroll is still required, however.
Unlike most other classes in EFU Rangers do not require a campfire to rest in the wilderness.  A bedroll is still required, however.


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


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