Ranger: Difference between revisions

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=== Track (Ex) ===
=== Track (Ex) ===
Beginning at 1st level, a ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.  
Beginning at 1st level, a ranger adds a +2 training bonus to [[Survival]] skill checks made to follow or identify tracks.  


=== Quarry (Ex) ===
=== Quarry (Ex) ===
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:* '''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.
:* '''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:''' (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.  
:* '''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 number of 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:''' (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.
:* '''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.
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=== Quarry (Ex) ===
=== Quarry (Ex) ===
At 11th level, whenever he is following the tracks of his quarry, a ranger can take 10 on his Survival skill checks while moving at normal speed, without penalty.  In addition, he receives an insight bonus equal to 1/4th of his Ranger level (dropping any fractions) on any of the following skills, when making checks pertinent to his quarry: [[Bluff]], [[Disguise]], [[Intimidate]], any [[Knowledge]] skill, [[Naturalism]], [[Perception]], [[Sense Motive]], or [[Stealth]]. 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 apply this insight bonus to the check.  
At 11th level, whenever he is following the tracks of his quarry, a ranger can take 10 on his Survival skill checks while moving at normal speed, without penalty.  In addition, he receives a +1 insight bonus on any of the following skills, when making checks pertinent to his quarry: [[Bluff]], [[Disguise]], [[Intimidate]], any [[Knowledge]] skill, [[Naturalism]], [[Perception]], [[Sense Motive]], or [[Stealth]]. 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 apply this insight bonus to the check.  


In addition, the Ranger may use his quarry dice for any of the following uses, in addition to those uses available from level 1:
In addition, the Ranger may use his quarry dice for any of the following uses, in addition to those uses available from level 1:

Revision as of 00:41, 24 February 2017