Ranger(Fighter)

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==CoffeeMUD Classes==
Bard        Cleric        Commoner        Druid        Fighter        Mage        Thief       
===CoffeeMUD Fighter Classes===
Barbarian        Cavalier        Fighter        Monk        Paladin        Ranger       
===Ranger===
Description: Rangers are noted primarily for their ability to track their friends and enemies, though their knowledge of the natural world has also given them great magical strength. They are a cross between the fighter and the druid, gaining druid chants at higher levels, and numerous fighting techniques.

How to play: Rangers can provide a unique opportunity for experience advancement in a mud. Their combat skills make them desirable as group members as tanks. Their ability to use scrolls gives them access to magic that grants them some of the mages versatility. Meanwhile, the druidic chants they learn gives them a unique affinity with animals, allowing them to form their own groups as well.

The Ranger, like the Paladin, is not quite as strong a fighter as a pure fighter, but makes up for this using his magical animal affinity. Also, the Ranger will have to be careful to maintain a neutral alignment in order for the druidic chants to become useful. In the meantime, the ranger must use scrolls and other magical items to supplement his natural fighting skill.

Primary Stat: Strength
Qualifications: Strength 9+, Intelligence 9+
Practices: 3 +[(Wisdom/6) per lvl]. Note: The first number is the number gained at 1st level. Subsequent levels gain the Wisdom/X+Y number.
Trains: 4 +1 per level. Note: The first number is the number gained at 1st level. Subsequent levels gain the number preceding the "per level".
Hit Points: 20 +[(Con/2)+(2d6) /lvl].
Mana: 100 +[(Int/7)+(1d3)/lvl].
Movement: 100 +[12X(Str/18) /lvl].
Attack: +(Str/18) per level.
Damage: +1 damage per 30 level(s).
Maximum Stat Values: Strength (22), Intelligence (22), Others (18)
Bonuses: When leading animals into battle, will not divide experience among animal followers. Receives bonus conquest and duel experience. Benefits from animal followers leveling.
Weapons: May use any weapons.
Armor: May wear any armor.
Limitations: Must remain Neutral to avoid chant failure chances.
Starting Equipment: a short sword
Races: Aarakocran

Centaur Drow Elf Githyanki Gnoll Half Elf Human Lizard Man Merfolk Ogre Orc

Level Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.)
1 Ranged Weapon Specialization    Armor Specialization    Track    Write    Sword Specialization    Shield Specialization    Recall    (Polearm Specialization)    (Edged Weapon Specialization)    (Axe Specialization)    (Hand to hand combat)    (Hammer Specialization)    (Apothecary)    (Swim)    (Flailing Weapon Specialization)    (Bandaging)    (Animal Bonding)    (Smoke Rings)    (Blunt Weapon Specialization)    (Foraging)    (Gem Digging)    (Drilling)    (Fishing)    (Herbology)    (Hunting)    (Shearing)    
2 (Bow Specialization)    (Find Water)    (Rescue)    (Lacquering)    (Embroidering)    (Dyeing)    (Butchering)    (Engraving)    (Cooking)    (Wood Chopping)    
3 Delay Poison    Fire Building    (Track Animal)    (Parry)    (Blacksmithing)    (Clan Crafting)    (Tailoring)    (Leather Working)    (Carpentry)    
4 (Armor Tweaking)    (Shield Bash)    (Repel Vermin)    (Two Weapon Fighting)    (Searching)    (Mining)    (Weaving)    (Pottery)    (Tanning)    (Costuming)    (Sculpting)    (Distilling)    
5 Read Magic    (Wands)    (Predict Weather)    (Painting)    (Food Prep)    (Baking)    (Armorsmithing)    (Cobbling)    (Weaponsmithing)    (Glass Blowing)    (Fletching)    (Scrimshawing)    (Paper Making)    
6 Locate Plants    (Revoke)    (Fierce Companions)    
7 (Identify Poison)    (Dodge)    (True Shot)    (Rapid Shot)    (MeatCuring)    
8 Favored Enemy 1    (Life Echoes)    (Moonbeam)    (Disarm)    
9 Locate Animals    (Eaglesight)    (Bestow Name)    (Second Attack)    
10 (Cleave)    (Woodland Sneak)    (Calm Animal)    (Wainwrighting)    (Masonry)    (Jewel Making)    (Construction)    (Siegecraft)    (Ship Building)    (Locksmithing)    (Speculating)    (Farming)    (Smelting)    (Taxidermy)    
11 Hunters Endurance    (Feel Hunger)    (Mounted Combat)    
12 (Point Blank Shot)    (Set Snare)    (Control Fire)    
13 Favored Enemy 2    (Animal Friendship)    
14 (Woodland Hide)    (Venom Ward)    (Summon Peace)    
15 Woodland Lore    (Natural Balance)    (Climb)    (Fish Gills)    (Plant Lore)    (Critical Shot)    (Composting)    (Irrigation)    (Landscaping)    (Excavation)    
16 Hold Animal    (Animal Companion)    (Wind Gust)    
17 (Far Shot)    (Trip)    (Earthfeed)    
18 Favored Enemy 3    (Sweep)    (Cold Ward)    
19 Air Wall    (Charm Animal)    (Lightning Ward)    
20 Half Attack    (Water Walking)    (Sense Snares and Pits)    
21 (Camouflage)    (Gas Ward)    
22 Summon Animal    (Resuscitate Companion)    (Sunray)    
23 Favored Enemy 4    (Summon Insects)    (Speak With Animals)    
24 (Regional Awareness)    (Animal Spy)    (Woodland Creep)    
25 Called Shot    (Summon Mount)    (Neutralize Poison)    
26
27
28
29
30 Animal Frenzy    
31
32
33
34
35

Grouping with Animals

Rangers have many abilities centered around grouping with animals.

Gaining Animal Followers

Until level 19, the ranger has no ability to attract animal followers into his group. Therefore, the Ranger will need to purchase a tamed animal from a trapper, or from a pet store if they wish to group with an animal before gaining charm animal. Charm Animal will allow the ranger to (possibly) add an animal to their group for the duration of the charm. However, once the Charm wears off, the animal will attack the Ranger.

At level 22, the ranger can gain the ability to Summon Animals to add to their group. These summoned animals will fight alongside the ranger for the duration of the spell, then vanish back to their homes.

For special pets that the Ranger desires to keep in their group for a long time, the Ranger should use the level 16 ability, Animal Companion. This will make the animal a loyal follower of the Ranger, and remove any charm affect on the animal (so a charmed animal will become a permanent loyal follower, and a purchased animal will become loyal). Loyal followers will not leave the group, even if the group is broken up by an untimely arrest. Simply relocate your follower and they will return to your group.

Multi-Classing Options and Effectiveness

Notes

Due to the Ranger's close affinity with nature, maintaining a near neutral alignment is ideal to minimize fizzles on chants.