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=== Quarry (Ex) ===
=== Quarry (Ex) ===
Beginning at 1st level, a ranger can, as a swift action, denote 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.  If the quarry is slain, the ranger may select a new quarry at any time with a swift action.
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.


In addition, during combat, as long as the Ranger has a quarry selected, a ranger gets a quarry pool of two or more dice which refreshes 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. (Stackable)
:* '''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 1 die from his quarry pool to gain +1 to all of his attack rolls until the end of his turn. The pips showing on the dice expended are irrelevant. (Stackable)
:* '''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.


:: ''Stackable means you can use more than 1 quarry die to gain the effect more than once.''
:* '''Skill Boost:''' A ranger may expend quarry dice to boost any of the following skills, when making checks related to their quarry: [[Bluff]], [[Intimidate]], [[Stealth]], [[Perception]], [[Sense Motive]], any [[Knowledge]] skill. 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 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.


Expending dice uses them up until the pool refreshes next round.  
:* '''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.


A ranger's Quarry is not considered a "condition" to which roles, such as tanks and threats, are partially immune.
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.


Expending dice uses them up until the pool refreshes next round. Pips on a single die may never be split across multiple quarry pool uses. That is, if a die is expended, all of the pips showing on that die are expended, even if some of them are wasted as a result.  Furthermore, dice may not be saved beyond the current round. At the start of the Ranger's next turn, assuming he still has a Quarry designated, he rolls all of his quarry dice again, replacing any unused dice with the new roll.  Any unused dice from the previous round are lost when this occurs. Use them or lose them!


 
Designating a creature as Quarry is not considered a "condition" to which roles, such as tanks and threats, are partially immune.
 
* Trade 1 or more quarry dice to do 3 points of damage per die to any enemy that attacks you with a melee attack (hit or miss) before the start of your next turn.  This damage cannot be reduced by DR, and the damage is dealt each time you are attacked. (Stackable)
 


=== Trapper (Ex) ===
=== Trapper (Ex) ===

Revision as of 02:14, 19 June 2016