Ranger: Difference between revisions

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=General=
{{CharacterNav|title=Classes
[[File:Ranger.jpg]]
|ClassPic=Ranger.jpg
|ClassName=Ranger
|align=Any
|HP=10 + CON
|Prof=Armor (Light, Medium), Shields, Weapons (Simple, Martial)
|Skills=5 + INT
|Saves=Fort High, Will Low, Reflex Low
|BAB= +1/level
}}


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.
==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.  
'''Alignment:''' Any


'''Hit Points:''' 10+CON per level
==Mechanics==
 
'''Alignment:''' Any
 
'''Hit Points:''' 10 + CON per level


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


'''Skill Points:''' 5+int modifier per level (5+int modifier)*4 at 1st level
'''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
'''Save Progression:''' Fort High, Will Low, Ref Low
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'''Attack Bonus:''' +1/level
'''Attack Bonus:''' +1/level


'''Feat Changes:''' Point Blank Shot gained at level 4.
'''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===
 
{| class="wikitable"
|-
! 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).


'''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
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==
 
{| class="mw-collapsible mw-collapsed wikitable"
|-
! Animal Companion
|-
| Crocodile
|-
| Dire Rat
|-
| Fox
|-
| Giant Spider
|-
| Goat
|-
| Hawk
|-
| Hyena
|-
| Leopard
|-
| Lion
|-
| Lizard
|-
| Scarab
|-
| Tortoise
|-
| Viper
|-
| Wild Dog
|}


=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.


==Ranger Spell List==
==Ranger Spell List==
{| class="wikitable"
{| class="mw-collapsible mw-collapsed wikitable"
|-
|-
! 1st Circle !! 2nd Circle !! 3rd Circle
! 1st Circle !! 2nd Circle !! 3rd Circle
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| Grease || [[Custom_Spells#Curse_of_Impending_Blades|Curse of Impending Blades]] || Greater magic fang
| Grease || [[Custom_Spells#Curse_of_Impending_Blades|Curse of Impending Blades]] || Greater magic fang
|-
|-
| [[Custom_Spells#Hearthfire|Hearthfire]] || Hold animal || Invisibility purge
| [[Custom_Spells#Jump|Jump]] || Hold animal || Invisibility purge
|-
|-
| [[Custom_Spells#Jump|Jump]] || One with the land || [[Custom_Spells#Mass_Ultravision|Mass Ultravision]]
| Magic fang || One with the land || [[Custom_Spells#Mass_Ultravision|Mass Ultravision]]
|-
|-
| Magic fang || Protection from elements || Neutralize poison
| Resist elements || Protection from elements || Neutralize poison
|-
|-
| Resist elements || Sleep || Remov e disease
| Summon creature I || Sleep || Remov e disease
|-
|-
| Summon creature I || Summon creature II || Summon creature III
| Ultravision || Summon creature II || Summon creature III
|-
|-
| Ultravision || - || -
| -|| [[Custom_Spells#Hearthfire|Hearthfire]] || -
|-
|-
|}
|}
=Animal Companions=
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.
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:
/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      <i>Puts your companion in stealth mode.</i>
    /c adetect a      <i>Puts your companion in detect mode.</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>
=Divine Wands=
Rangers are able to use wands crafted by divine spell-casters.
=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.


==Favored Enemy Perks==
==Favored Enemy Perks==
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*Spell Immunity: Web.
*Spell Immunity: Web.
*+2 Listen, +2 Spot, +1 AB, +1 AC, while within the Sewers.
*+2 Listen, +2 Spot, +1 AB, +1 AC, while within the Sewers.
=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.
=Resting=
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=
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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".
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".
[[Category:Character Classes]]
 
{{ClassList}}


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