Ranger: Difference between revisions

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:* '''Precision Damage:''' At any point after a successful attack roll, the ranger may expend one or more quarry pool dice to add [[Damage and Resistance#Precision_Damage|precision damage]] to the attack, of an amount equal to the pips showing on the dice expended.
:* '''Precision Damage:''' At any point after a successful attack roll, the ranger may expend one or more quarry pool dice to add [[Damage and Resistance#Precision_Damage|precision damage]] to the attack, of an amount equal to the pips showing on the dice expended.


:* '''Improved Accuracy:''' Prior to an attack roll, the Ranger may allocate one or more dice from his quarry pool to gain +1 per die expended to all of his attack rolls until the end of his turn. The pips showing on the dice expended are irrelevant. This ability may only be used for attacks made against your quarry.
:* '''Improved Accuracy:''' After making an attack roll, but before the results are resolved, the Ranger may allocate one or more dice from his quarry pool to add +1 to the result per die expended. The pips showing on the dice expended are irrelevant.


:* '''Skill Boost:''' A ranger may expend quarry dice to boost any of the following skills, when making checks related to their quarry: [[Bluff]], [[Intimidate]], any [[Knowledge]] skill, [[Perception]], [[Sense Motive]], or [[Stealth]]. The bonus they gain to the skill check is equal to the pips expended on the dice they apply to the check.  This bonus only applies to a single check and can only be done during combat (as that is the only time a Ranger rolls his quarry pool). The GM makes the final call if the check is relevant to their quarry or not.  If it is determined that the check isn't related to the quarry, the Ranger may not use quarry dice to improve the check.  
:* '''Skill Boost:''' A ranger may expend quarry dice to boost any of the following skills, when making checks related to their quarry: [[Bluff]], [[Intimidate]], any [[Knowledge]] skill, [[Perception]], [[Sense Motive]], or [[Stealth]]. The bonus they gain to the skill check is equal to the pips expended on the dice they apply to the check.  This bonus only applies to a single check and can only be done during combat (as that is the only time a Ranger rolls his quarry pool). The GM makes the final call if the check is relevant to their quarry or not.  If it is determined that the check isn't related to the quarry, the Ranger may not use quarry dice to improve the check.  


:* '''Improve Trap Attacks:''' A ranger may allocate one or more dice from his quarry pool to add +1 per die expended to a trap's to-hit roll. The pips showing on the dice expended are irrelevant. This use of quarry dice need not be made against a designated quarry, but instead against any creature who has triggered one of the ranger's traps.
:* '''Improve Trap Attacks:''' A ranger may allocate one or more dice from his quarry pool to add +1 per die expended to a trap's to-hit roll, after the roll is made, but before the results are resolved. The pips showing on the dice expended are irrelevant. This use of quarry dice need not be made against a designated quarry, but instead against any creature who has triggered one of the ranger's traps.


:* '''Ghost Touch:''' A ranger may expend 1 die from his quarry pool to make his next attack affect his quarry as though it had the [[Ghost Touch]] magic weapon property.  This only affects the ranger's next attack, though additional quarry dice may be allocated per additional attack. The pips showing on the dice expended are irrelevant.
:* '''Ghost Touch:''' A ranger may expend 1 die from his quarry pool to make his next attack affect his quarry as though it had the [[Ghost Touch]] magic weapon property.  This only affects the ranger's next attack, though additional quarry dice may be allocated per additional attack. The pips showing on the dice expended are irrelevant.

Revision as of 16:34, 1 December 2016