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[[Category:Ranger]] | [[Category:Ranger]] | ||
''Go back to the [[Epic Path]] page.'' | ''Go back to the [[Epic Path]] page.'' | ||
[[Image:Ranger_2.png|434px|right|Found you....]] | [[Image:Ranger_2.png|434px|right|Found you....]] | ||
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'''Skill Ranks per Level:''' 7 + Int modifier. | '''Skill Ranks per Level:''' 7 + Int modifier. | ||
=== Table: Ranger === | === Table: Ranger === | ||
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=== Weapon and Armor Proficiency === | === Weapon and Armor Proficiency === | ||
A ranger is proficient with all simple and martial weapons and with light armor and medium armor, and light and heavy shields. | A ranger is proficient with all simple and martial weapons and with light armor and medium armor, and light and heavy shields. | ||
=== 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 half his level (minimum 1) to Survival skill checks made to follow or identify tracks. | ||
=== Quarry (Ex) === | === Quarry (Ex) === | ||
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:* '''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:''' 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. | ||
:* '''Skill Boost:''' A ranger may expend quarry dice to boost any of the following skills, when making checks related to their quarry: [[Bluff]], [[Intimidate]], [[ | :* '''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. 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. | |||
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. | ||
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=== Endurance === | === Endurance === | ||
A ranger gains [[Endurance]] as a bonus feat at 3rd level. | A ranger gains [[Endurance]] as a bonus feat at 3rd level. | ||
=== Herb Lore (Su) === | === Herb Lore (Su) === | ||
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The Caster Level of any effects created by a poultice is always the Ranger level of the Ranger who brewed the poultice. Caster feats, such as spell penetration or selective casting are still effective with poultices. | The Caster Level of any effects created by a poultice is always the Ranger level of the Ranger who brewed the poultice. Caster feats, such as spell penetration or selective casting are still effective with poultices. | ||
=== Advanced Herb Lore (Su) === | === Advanced Herb Lore (Su) === | ||
Beginning at 7th level, the ranger may make poultices which mimic the effects of any 1st or 2nd level ranger spell. | Beginning at 7th level, the ranger may make poultices which mimic the effects of any 1st or 2nd level ranger spell. | ||
=== Expert Herb Lore (Su) === | === Expert Herb Lore (Su) === | ||
Beginning at 10th level, the ranger may make poultices which mimic the effects of any 1st, 2nd or 3rd level ranger spells. | Beginning at 10th level, the ranger may make poultices which mimic the effects of any 1st, 2nd or 3rd level ranger spells. | ||
=== Herb Lore Mastery (Su) === | === Herb Lore Mastery (Su) === | ||
Beginning at 13th level, the ranger may make poultices which mimic the effects of 1st through 4th level ranger spells. | Beginning at 13th level, the ranger may make poultices which mimic the effects of 1st through 4th level ranger spells. | ||
=== Wolf Pack Tactics (Ex) === | === Wolf Pack Tactics (Ex) === | ||
At 5th level, the ranger may select a teamwork feat as a bonus feat. As a swift action, the ranger may select one ally within 30 feet and bestow the use of this feat (and any other teamwork feats the ranger picks up) as though both the ranger and the ally had it/them. The ally can make use of the feat(s) until the start of the ranger's next turn. The ranger may choose the same ally or a different one (within 30 feet) each time they use this ability. No more than one ally may be granted this ability in a given round. | At 5th level, the ranger may select a teamwork feat as a bonus feat. As a swift action, the ranger may select one ally within 30 feet and bestow the use of this feat (and any other teamwork feats the ranger picks up) as though both the ranger and the ally had it/them. The ally can make use of the feat(s) until the start of the ranger's next turn. The ranger may choose the same ally or a different one (within 30 feet) each time they use this ability. No more than one ally may be granted this ability in a given round. | ||
=== Woodland Stride (Ex) === | === Woodland Stride (Ex) === | ||
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Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion, however, still affect him. | Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion, however, still affect him. | ||
=== Swift Tracker (Ex) === | === Swift Tracker (Ex) === | ||
Beginning at 8th level, a ranger can move at his normal speed while using Survival to follow tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking. | Beginning at 8th level, a ranger can move at his normal speed while using Survival to follow tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking. | ||
=== Evasion (Ex) === | === Evasion (Ex) === | ||
When he reaches 9th level, a ranger can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the ranger is wearing light armor, medium armor, or no armor. A helpless ranger does not gain the benefit of evasion. | When he reaches 9th level, a ranger can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the ranger is wearing light armor, medium armor, or no armor. A helpless ranger does not gain the benefit of evasion. | ||
=== Monster Lore (Ex) === | |||
At 11th level, rangers may make checks to determine information about any monster encountered, using the highest knowledge skill they possess, even if they are not trained in the correct knowledge skill. This ability can only be used to learn lore on a monster the ranger is currently perceiving. The ranger must still use the appropriate knowledge skill for general knowledge checks. | |||
=== 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 (round down, drop 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. | |||
In addition, the Ranger may use his quarry dice for any of the following uses, in addition to those uses available from level 1: | |||
:* '''Locate Quarry:''' Expend 2 quarry dice to learn a square occupied by a creature designated as your quarry. This ability allows detection of creatures using invisibility, stealth, etc. though the Ranger still takes penalties for the creature having total concealment (50% miss chance). This effect lasts until the end of your current turn. The pips showing on the dice expended are irrelevant. | |||
:* '''See the Unseen:''' Expend 2 quarry dice to reduce a quarry's total concealment to partial concealment (20% miss chance). This effect lasts until the end of your current turn. The pips showing on the dice expended are irrelevant. | |||
:* '''Seeker:''' Expend 2 quarry dice to reduce a quarry's partial concealment to no concealment. This effect lasts until the end of your current turn. The pips showing on the dice expended are irrelevant. | |||
:* '''Clever Footwork:''' For every 2 quarry dice you expend, you may take a free 5-foot step. These 5-foot steps may be made even if you have already moved this round, or taken a 5-foot step. The pips showing on the dice expended are irrelevant. | |||
:* '''Inclusive Pack:''' For every 2 quarry dice you expend, you may include one additional ally that you can see among those benefiting from your Wolf Pack Tactics feat (or feats). The ally's benefit lasts until the start of your next turn (as with Wolf Pack Tactics). The pips showing on the dice expended are irrelevant. | |||
=== Camouflage (Ex) === | === Camouflage (Ex) === | ||
A ranger of 12th level or higher can use the Stealth skill to hide, even if the terrain doesn't grant cover or concealment. | A ranger of 12th level or higher can use the Stealth skill to hide, even if the terrain doesn't grant cover or concealment. | ||
=== Perfect Wolf Pack Tactics (Ex) === | |||
At 15th level, the ranger may grant all allies within 30 feet of her the benefit of any teamwork feats the ranger has, as a swift action, as though they had all taken the feats themselves. This benefit lasts until the start of the ranger's next turn. | |||
=== Improved Evasion (Ex) === | === Improved Evasion (Ex) === | ||
At 16th level, a ranger's evasion improves. This ability works like evasion, except that while the ranger still takes no damage on a successful Reflex saving throw against attacks, he henceforth takes only half damage on a failed save. A helpless ranger does not gain the benefit of improved evasion. | At 16th level, a ranger's evasion improves. This ability works like evasion, except that while the ranger still takes no damage on a successful Reflex saving throw against attacks, he henceforth takes only half damage on a failed save. A helpless ranger does not gain the benefit of improved evasion. | ||
=== Hide in Plain Sight (Ex) === | === Hide in Plain Sight (Ex) === | ||
A ranger of 17th level or higher can initiate a [[Stealth]] stance without the need for cover or concealment, and even while being observed. | A ranger of 17th level or higher can initiate a [[Stealth]] stance without the need for cover or concealment, and even while being observed. | ||
=== Improved Quarry (Ex) === | === Improved Quarry (Ex) === | ||
At 19th level, the ranger's ability to hunt his quarry improves. He can now take 20 while using Survival to track his quarry, while moving at normal speed without penalty. Additionally, all critical threats against the quarry are automatically confirmed. | At 19th level, the ranger's ability to hunt his quarry improves. He can now take 20 while using Survival to track his quarry, while moving at normal speed without penalty. Additionally, all critical threats against the quarry are automatically confirmed. | ||
=== Master Hunter (Ex) === | === Master Hunter (Ex) === | ||
A ranger of 20th level becomes a master hunter. He can always move at full speed while using Survival to follow tracks without penalty. He may also maintain a number of quarries equal to his WIS modifier, but he must still use a swift action to mark each target as a quarry. | A ranger of 20th level becomes a master hunter. He can always move at full speed while using Survival to follow tracks without penalty. He may also maintain a number of quarries equal to his WIS modifier, but he must still use a swift action to mark each target as a quarry. | ||
== Epic Ranger == | == Epic Ranger == | ||
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|- | |- | ||
! 21st | ! 21st | ||
| +21/+16/+11/+6 || +13 || +13 || +7 || 15d6 || Align="Left" | Ridge Runner, | | +21/+16/+11/+6 || +13 || +13 || +7 || 15d6 || Align="Left" | Ridge Runner, Lord of the Hunt || 4 || 3 || 2 || 2 | ||
|- style="Background:WhiteSmoke" | |- style="Background:WhiteSmoke" | ||
! 22nd | ! 22nd | ||
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|- style="Background:WhiteSmoke" | |- style="Background:WhiteSmoke" | ||
! 24th | ! 24th | ||
| +22/+17/+12/+7 || +14 || +14 || +8 || 17d6 || Align="Left" | | | +22/+17/+12/+7 || +14 || +14 || +8 || 17d6 || Align="Left" | Sharpshooter || 4 || 4 || 3 || 2 | ||
|- | |- | ||
! 25th | ! 25th | ||
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Beginning at 21st level, a Ranger is comfortable in the wild, but they are not of the wild. A Ranger is, in many ways, the herald of civilization, blazing trails, exploring, hunting and trapping. The Epic Ranger is able to lay their will upon the land they dwell within and make it their own. Once per day, if the Ranger spends an hour in quiet thought, she may change the terrain type of the land around her for a mile in every direction from 'natural' to 'frontier.' Any creatures or beings in that terrain which gain benefits from 'natural' terrain, lose those benefits. The area affected by this ability is a square, two miles on a side, with the ranger in the center. This change to the terrain type persists as long as the Ranger remains within this area, and fades one week after the ranger has left the area. The Ranger may have as many frontier territories as he may maintain, and with Ridge Runner, you may see an epic Ranger roving constantly to use this ability to drive back the wilderness. | Beginning at 21st level, a Ranger is comfortable in the wild, but they are not of the wild. A Ranger is, in many ways, the herald of civilization, blazing trails, exploring, hunting and trapping. The Epic Ranger is able to lay their will upon the land they dwell within and make it their own. Once per day, if the Ranger spends an hour in quiet thought, she may change the terrain type of the land around her for a mile in every direction from 'natural' to 'frontier.' Any creatures or beings in that terrain which gain benefits from 'natural' terrain, lose those benefits. The area affected by this ability is a square, two miles on a side, with the ranger in the center. This change to the terrain type persists as long as the Ranger remains within this area, and fades one week after the ranger has left the area. The Ranger may have as many frontier territories as he may maintain, and with Ridge Runner, you may see an epic Ranger roving constantly to use this ability to drive back the wilderness. | ||
=== Lord of the Hunt (Ex) === | |||
The Master Hunter ability improves at level 24 so that the Ranger gains +5 on all tracking rolls. In addition, the Ranger may now attempt to track beings and creatures who leave no tracks at all, such as Dryads and Druids using Trackless Step. This is a test similar to rogues with Uncanny Dodge attempting to avoid back stabs, namely, you have to be four levels higher than the target in order to track it. | |||
Additionally, the ranger may use Quarry Pool dice as a free action to gain one or more of the following benefits: | |||
:* '''Cloak of Thorns:''' The ranger may expend 1 or more quarry dice to do 3 points of damage per die expended to any enemy that attacks him with a melee attack (hit or miss) before the start of his next turn. This damage cannot be reduced by DR, and the damage is dealt each time the ranger is attacked. This use of quarry dice applies to any creature that attacks the ranger, not just the ranger's quarries. The pips showing on the dice expended are irrelevant. | |||
:* '''Find Weakness:''' The ranger may expend 1 or more quarry dice to increase his critical hit range by 2 for each die expended for the next attack made against his quarry. This use only applies to the ranger's next attack, but additional dice may be expended to boost future attacks as well. The pips showing on the dice expended are irrelevant. | |||
:* '''Overcome Defense:''' The ranger may expend 2 quarry dice to deal damage to his quarry of a type the quarry is normally Hardened against (i.e. takes only half damage from that damage source), but only for his next attack made against the quarry. This use only applies to the ranger's next attack, but the ranger may spend 2 additional dice for each additional attack if he wishes. The pips showing on the dice expended are irrelevant. | |||
:* '''Bypass Immunity:''' The ranger may expend 4 quarry dice to deal damage to his quarry of a type against which the quarry is normally Immune (i.e. takes no damage from that damage source), but only for his next attack made against the quarry. This use only applies to the ranger's next attack, but the ranger may spend 4 additional dice for each additional attack if he wishes. The pips showing on the dice expended are irrelevant. | |||
:* '''Battle Wisdom:''' The ranger may expend 3 quarry dice to add his WIS modifier to all of his attack and damage rolls made against his quarry until the end of his current turn. Expending more than 3 dice does not improve this ability. The pips showing on the dice expended are irrelevant. | |||
=== Skinner (Ex) === | === Skinner (Ex) === | ||
At Level 22, the Ranger's melee damage increases. Each round, any Quarry dice the Ranger has not spent for powers may be applied to two successful melee attacks. | At Level 22, the Ranger's melee damage increases. Each round, any Quarry dice the Ranger has not spent for powers may be applied to two successful melee attacks. | ||
=== Epic Trapper (Su) === | === Epic Trapper (Su) === | ||
Beginning at 23rd level, once per encounter, as an immediate action, during another creature's movement(that the Ranger can currently see), the Ranger may declare that the square they are about to leave has a trap in it, which immediately activates. To use this ability requires that the ranger have a trap focus available. The Ranger rolls a melee attack against the targeted creature using their highest BAB. This attack roll is considered a bonus attack, and inflicts bonus physical damage. Since it is not inflicting weapon damage, the trap cannot achieve a critical hit, although a roll of a natural 20 always hits. The ranger can use their normal attack modifiers to improve their chances to hit. If they successfully hit the targeted creature, they may roll their Quarry dice for damage, the creature is immobilized as normal for a ranger trap, and upon escaping from the trap the creature is affected as if the Ranger struck them with the Pin Down and Stand Still feats. | Beginning at 23rd level, once per encounter, as an immediate action, during another creature's movement(that the Ranger can currently see), the Ranger may declare that the square they are about to leave has a trap in it, which immediately activates. To use this ability requires that the ranger have a trap focus available. The Ranger rolls a melee attack against the targeted creature using their highest BAB. This attack roll is considered a bonus attack, and inflicts bonus physical damage. Since it is not inflicting weapon damage, the trap cannot achieve a critical hit, although a roll of a natural 20 always hits. The ranger can use their normal attack modifiers to improve their chances to hit. If they successfully hit the targeted creature, they may roll their Quarry dice for damage, the creature is immobilized as normal for a ranger trap, and upon escaping from the trap the creature is affected as if the Ranger struck them with the Pin Down and Stand Still feats. | ||
=== | === Sharpshooter (Ex) === | ||
Beginning at 24th level, the Ranger may add their ranger level to the damage of one attack made with a projectile or thrown weapon each round. Sharpshooter does not work with melee weapons of any sort, nor does it work with any of the Ranger's other abilities such as traps or poultices. | |||
=== Fanged Fury (Ex) === | === Fanged Fury (Ex) === | ||
At level 25, the Ranger gains a bonus teamwork feat. In addition, once per encounter the feat granted by Perfect Wolf Pack Tactics lasts until the end of the encounter. | At level 25, the Ranger gains a bonus teamwork feat. In addition, once per encounter the feat granted by Perfect Wolf Pack Tactics lasts until the end of the encounter. | ||
=== Skiver (Ex) === | === Skiver (Ex) === | ||
At 26th level, the Ranger's melee damage increases. Each round, any Quarry dice the Ranger has not spent for powers may be applied to three successful melee attacks. | At 26th level, the Ranger's melee damage increases. Each round, any Quarry dice the Ranger has not spent for powers may be applied to three successful melee attacks. | ||
=== Hinterlander (Su) === | === Hinterlander (Su) === | ||
Starting at 27th level, the Ranger's Ridge Runner ability improves. Once per day, after an hour of cogitating, the Ranger changes the terrain type in all directions a number of miles equal to her Ranger level. The area affected by this ability is a square with sides equal to Ranger Level x2, with the Ranger in the center. This change to the terrain type persists as long as the Ranger remains within this area, and fades one week after the ranger has left the area. The Ranger may have as many frontier territories as he | Starting at 27th level, the Ranger's Ridge Runner ability improves. Once per day, after an hour of cogitating, the Ranger changes the terrain type in all directions a number of miles equal to her Ranger level. The area affected by this ability is a square with sides equal to Ranger Level x2, with the Ranger in the center. This change to the terrain type persists as long as the Ranger remains within this area, and fades one week after the ranger has left the area. The Ranger may have as many frontier territories as he can manage to maintain, and you may see an epic Ranger roving about constantly, using this ability to drive back the wilderness. | ||
=== Master Trapper (Su) === | === Master Trapper (Su) === | ||
Beginning at 28th level, the ranger's Epic Trapper ability improves so that she may use it once every round, as long as they have trap focii. | Beginning at 28th level, the ranger's Epic Trapper ability improves so that she may use it once every round, as long as they have trap focii. | ||
=== Deadeye (Su) === | === Deadeye (Su) === | ||
Beginning at 29th level, once each round, when the Ranger uses his Sharpshooter ability to add his class level to the damage of a projectile weapon, he may also add his Quarry | Beginning at 29th level, once each round, when the Ranger uses his Sharpshooter ability to add his class level to the damage of a projectile or thrown weapon, he may also add a quantity of d6's equal to his Quarry pool as precision damage to that same attack. The weapon attack, the Sharpshooter bonus, and the Deadeye Quarry dice are added together and applied to the victim as a single attack. These bonus d6's do not count as the Ranger's Quarry for the round, or prevent the Ranger from applying his Quarry dice in other ways. | ||
=== Flayer (Ex) === | === Flayer (Ex) === | ||
At 30th level, the Ranger's melee damage improves again. Each round, any Quarry pool dice the Ranger has not expended to power abilities may be rolled up to four times, assuming four successful melee attacks are made. | At 30th level, the Ranger's melee damage improves again. Each round, any Quarry pool dice the Ranger has not expended to power abilities may be rolled up to four times, assuming four successful melee attacks are made. | ||
=== The Horned God (Ex) === | === The Horned God (Ex) === | ||
At 31st level, Lord of the Hunt improves so that the Ranger gains +10 on all tracking rolls. In addition, the Ranger may now attempt to track beings and creatures who leave no tracks at all, such as Dryads and Druids using Trackless Step. This is a test similar to rogues with Uncanny Dodge attempting to avoid back stabs, except the Ranger gains +8 effective levels for the test. | At 31st level, Lord of the Hunt improves so that the Ranger gains +10 on all tracking rolls. In addition, the Ranger may now attempt to track beings and creatures who leave no tracks at all, such as Dryads and Druids using Trackless Step. This is a test similar to rogues with Uncanny Dodge attempting to avoid back stabs, except the Ranger gains +8 effective levels for the test. | ||
=== Mountaineer (Su) === | === Mountaineer (Su) === | ||
The Ranger's Hinterlander ability improves at level 32. A number of times per day equal to 1 plus her wisdom modifier, minimum 2, the Ranger changes the terrain type in all directions a number of miles equal to her Ranger level. The use of Mountaineer is a full round action, and can be undertaken in combat. The area affected by this ability is a square with sides equal to Ranger Level x2, with the Ranger in the center. This change to the terrain type persists as long as the Ranger remains within this area, and fades one week after the ranger has left the area. The Ranger may have as many frontier territories as he may maintain, and you may see an epic Ranger roving constantly to use this ability to drive back the wilderness. | The Ranger's Hinterlander ability improves at level 32. A number of times per day equal to 1 plus her wisdom modifier, minimum 2, the Ranger changes the terrain type in all directions a number of miles equal to her Ranger level. The use of Mountaineer is a full round action, and can be undertaken in combat. The area affected by this ability is a square with sides equal to Ranger Level x2, with the Ranger in the center. This change to the terrain type persists as long as the Ranger remains within this area, and fades one week after the ranger has left the area. The Ranger may have as many frontier territories as he may maintain, and you may see an epic Ranger roving constantly to use this ability to drive back the wilderness. | ||
=== Steel Jaws Lurk (Su) === | === Steel Jaws Lurk (Su) === | ||
At level 33, the Ranger's Master Trapper ability improves further. If the Ranger uses it to target other creatures during their movement, the Ranger may now use it twice a round, each round, and gets their full Quarry dice pool as bonus damage each time, for as long as they have trap foci to expend. In addition, once per encounter as a swift action, the Ranger may designate a number of squares equal to his Str mod on the encounter board as being trapped. This ability uses up a number of his trap foci equal to the number of squares trapped, and if he lacks enough foci this ability fails. Once so declared, any creature which enters these squares, friend or foe, suffers an attack at the Ranger's highest BAB and if struck, takes the Ranger's Quarry dice as damage. These traps are not concealed, and are marked on the encounter map for all to see. This use is in addition to the normal use of the Rangers master trapper ability. | At level 33, the Ranger's Master Trapper ability improves further. If the Ranger uses it to target other creatures during their movement, the Ranger may now use it twice a round, each round, and gets their full Quarry dice pool as bonus damage each time, for as long as they have trap foci to expend. In addition, once per encounter as a swift action, the Ranger may designate a number of squares equal to his Str mod on the encounter board as being trapped. This ability uses up a number of his trap foci equal to the number of squares trapped, and if he lacks enough foci this ability fails. Once so declared, any creature which enters these squares, friend or foe, suffers an attack at the Ranger's highest BAB and if struck, takes the Ranger's Quarry dice as damage. These traps are not concealed, and are marked on the encounter map for all to see. This use is in addition to the normal use of the Rangers master trapper ability. | ||
=== Flenser (Ex) === | === Flenser (Ex) === | ||
At 34th level, the Ranger's melee damage improves again. Each round, any Quarry pool dice the Ranger has not expended to power abilities may be rolled up to five times, assuming five successful melee attacks are made. | At 34th level, the Ranger's melee damage improves again. Each round, any Quarry pool dice the Ranger has not expended to power abilities may be rolled up to five times, assuming five successful melee attacks are made. | ||
=== Alpha (Ex) === | === Alpha (Ex) === | ||
At level 35, Fanged Fury can be used once per round, and all feats granted last until the end of the encounter. | At level 35, Fanged Fury can be used once per round, and all feats granted last until the end of the encounter. |