Ranger: Difference between revisions

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=== Quarry (Ex) ===
=== Quarry (Ex) ===
Beginning at 1st level, a ranger can, as a swift action, designate one target within his line of sight as his quarry.  A ranger can have no more than one quarry at a time.  This effect cannot be dismissed until the quarry is slain, or the ranger gets 8 hours of rest. (Note that this is not the same as "expires after 24 hours".)  If the quarry is slain (or the ranger rests), the ranger may select a new quarry at any time with a swift action, as long as he has line of sight on the new creature he wishes to designate.   
Beginning at 1st level, a ranger can, as a free action, designate one target within his line of sight as his quarry.  A ranger can have no more than one quarry at a time.  This effect cannot be dismissed until the quarry is slain, or the ranger gets 8 hours of rest. (Note that this is not the same as "expires after 24 hours".)  If the quarry is slain (or the ranger rests), the ranger may select a new quarry at any time with a new free action, as long as he has line of sight on the new creature he wishes to designate.   


If a quarry has been designated, but is not present for an encounter (e.g. ran away during the previous encounter), the ranger may not use quarry dice until either the quarry is slain, or he rests for 8 hours to clear the designation.  If your quarry is slain outside of your line of sight (or line of effect), you immediately know it, since you are magically tied to your quarry.  This is the only information you are able to discern about your quarry when they are beyond the reach of your senses.
If a quarry has been designated, but is not present for an encounter (e.g. ran away during the previous encounter), the ranger may not use quarry dice until either the quarry is slain, or he rests for 8 hours to clear the designation.  If your quarry is slain outside of your line of sight (or line of effect), you immediately know it, since you are magically tied to your quarry.  This is the only information you are able to discern about your quarry when they are beyond the reach of your senses.
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In addition, during combat, as long as the Ranger has a quarry selected, a ranger gets a quarry pool of two or more d6 dice which refresh at the start of each of his turns. These dice are rolled at the start of the Ranger's turn, or as soon as a Quarry is declared, whichever is first, but never more than once per round.  Each round, the ranger may spend each of these dice as he wishes, as a free action, on any of the following uses:
In addition, during combat, as long as the Ranger has a quarry selected, a ranger gets a quarry pool of two or more d6 dice which refresh at the start of each of his turns. These dice are rolled at the start of the Ranger's turn, or as soon as a Quarry is declared, whichever is first, but never more than once per round.  Each round, the ranger may spend each of these dice as he wishes, as a free action, on any of the following uses:


:* '''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:''' (Quarry Only) 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:''' 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.
:* '''Improved Accuracy:''' (Quarry Only) 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, [[Naturalism]], [[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:''' (Quarry Only) 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, [[Naturalism]], [[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, 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.
:* '''Improve Trap Attacks:''' (Any) 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:''' (Quarry Only) 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.


Unless the quarry pool use specifically states otherwise, the ranger may spend multiple dice on a single use to gain its effects multiple times, or gain an additive effect from it.  Quarry pool uses must always be used against the Ranger's quarry target, except where the use specifically states it can be used against non-quarry targets.
Unless the quarry pool use specifically states otherwise, the ranger may spend multiple dice on a single use to gain its effects multiple times, or gain an additive effect from it.  Quarry pool uses must always be used against the Ranger's quarry target, except where the use specifically states it can be used against non-quarry targets.

Revision as of 01:30, 13 December 2016