Ranger: Difference between revisions

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=== Trapper (Ex) ===
=== Trapper (Ex) ===
Starting at 1st level, a ranger has the ability to set traps.  To use this ability requires that the ranger acquire a [[Adventuring Gear#Trap, Hunter's|Hunter's Trap]] for each trap he wishes to set.  A Hunter's Trap weighs 10 pounds and costs 2 gold, and is not consumed when the trapper ability is used.  For a ranger to set a trap in a square during combat takes a full round action.  A Hunter's Trap is not required to be in-hand to use, the full round action assumes getting it out of storage.  If a Ranger has a Hunter's Trap in-hand, they may set it in a square as a move action.  Ranger traps are not small, and cannot be applied to items, doors, locks or other objects.  In general, they require a full five foot square of space, and only one may be set per square.  They cannot be placed in Blocked, Impeded, or Occupied terrain, although they may be placed in Difficult terrain.  To see a Ranger trap once it is set requires greater than animal intelligence and a Perception check against an [[Skill DC|Average DC]] for the Ranger's level.  Anyone can disarm a ranger trap with a Dex roll versus a DC of DC of 10 + half Ranger's level + WIS modifier. If a character has [[Disable Device]] they may roll that with a bonus of +5 on the roll due to the size and comparative crudity of a ranger trap.   
Starting at 1st level, a ranger has the ability to set traps.  To use this ability requires that the ranger acquire a [[Adventuring Gear#Trap, Hunter's|Hunter's Trap]] for each trap he wishes to set.  A Hunter's Trap weighs 10 pounds and costs 2 gold, and is not consumed when the trapper ability is used.   


If a creature enters a space containing a ranger trap, the trap rolls to hit them.  The trap has the same BAB as the ranger that set the trap, minus any to-hit bonuses afforded by the ranger's weapon enhancement bonus.  Hit or miss, the trap is neutralized after rolling to hit, and the focus can be recovered from the square as if you are picking up a weapon.  If the trap hits, it does 1d4 of physical damage and [[Immobilized|immobilizes]] the target.  Since ranger traps do not inflict weapon damage they cannot make critical attacks, although a natural roll of a 20 always hits.  To free yourself from the [[Immobilized]] condition takes greater than animal intelligence and a full round action, or you may roll an Escape Artist check against a DC of 10 + half Ranger's level + WIS modifier to free yourself as a move action.
For a ranger to set a trap in a square takes a full round action.  A Hunter's Trap is not required to be in-hand to use — the full round action assumes getting it out of storage.  If a Ranger has a Hunter's Trap in-hand, they may set it in a square as a move action.  Ranger traps are not small, and cannot be applied to items, doors, locks or other objects.  In general, they require a full five-foot square of space, and only one may be set per square.  They cannot be placed in Blocked, Impeded, or Occupied terrain, although they may be placed in Difficult terrain. 
 
To spot a ranger trap once it is set requires greater than animal intelligence and a [[Perception]] check against an [[Skill DC|Challenging DC]] for the Ranger's level.  Anyone can disarm a ranger trap with a standard action using [[Disable Device]], versus an [[Skill DC|Average DC]] due to the size and comparative crudity of a ranger trap. 
 
If a creature enters a space containing a ranger trap, the trap rolls to hit them.  The trap has the same BAB as the ranger that set the trap, using their preferred weapon as the basis of their to-hit roll.  Hit or miss, the trap is neutralized after rolling to hit, and the focus can be recovered from the square as if you are picking up a weapon.  If the trap hits, it does 1d4 + Ranger Level of slashing (physical) damage and [[Immobilized|immobilizes]] the target.  Since ranger traps do not inflict weapon damage they cannot make critical attacks, although a natural roll of a 20 always hits.   
 
To free yourself from the [[Immobilized]] condition takes greater than animal intelligence and a full round action, or an [[Escape Artist]] check as a move action, against the [[Maneuver Defense]] of the ranger.


A ranger may have a maximum number of squares trapped equal to his str or dex mod, whichever is higher.
A ranger may have a maximum number of squares trapped equal to his str or dex mod, whichever is higher.

Revision as of 22:47, 3 November 2017