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http://www.d20pfsrd.com/feats/general-feats/learn-ranger-trap

Learn Ranger Trap:

You learn how to create one kind of ranger trap.
Prerequisites: Survival 5 ranks.
Benefit: Select one ranger trap. You may use this trap a number of times per day equal to your Wisdom bonus (minimum 1). The DC for your trap is equal to 10 + 1/2 your character’s level + your Wisdom bonus, and it lasts 1 day per two character levels.
If you are not a ranger, you can only set extraordinary traps with this feat; like all extraordinary ranger traps, this decreases the trap DC by 2.
Special: A ranger may use ranger traps a number of times per day equal to 1/2 his ranger level plus his Wisdom bonus.

Fire Trap:

The trap explodes in flames, dealing a number of points of fire damage equal to 1d6 + 1/2 the ranger’s level to the triggering creature (Reflex negates). If it is an extraordinary trap, the ranger must use an explosive material such as alchemist’s fire when setting the trap.

Snare Trap:

The trap constricts around a limb or other part of the triggering creature’s body (Reflex avoids). The creature cannot move from the location of the trap, unless the ranger included a “leash” when setting the trap, in which case the creature is limited to the length of the leash. The trapped creature can escape with an Escape Artist check (DC equal to the trap’s DC) as a full-round action. The trap or its leash has a number of hit points equal to 1/2 the ranger’s level, or can be burst as a full-round action with a DC 25 Strength check. The trap can hold up to a Medium creature; each extra daily use of the ranger’s trap ability spent when the trap is set increases the maximum size of creature the trap can hold. At the ranger’s option, if there is a tall object or structure nearby, she can have the trap lift the creature.

My question is if I take Learn Ranger Trap Feat at 5th level, and then select Fire Trap as my Ranger Trap, do I have an effective Ranger Level for the extra damage or is it just 1d6? If I selected Snare Trap, what are the hit points of the trap?


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New Version of sCoreForge out today. - v2.0.0.0 : Added more Archetypes, missing combat feats, and feats from PFARG. Also added the last of the Prestige classes from PFAPG to finish out the book.

With version 2.0.0.0 I thought I would start a new thread, dedicated to this on-going project. I'd like to thank erian_7 for letting me take over the old thread for as long as I did.

You can find the latest versions here.

Post requests, comments, or whatever here. Or submit a Support Ticket.

I'm just trying to make a tool people can uses, and makes things easier.


1 person marked this as FAQ candidate.
Quote:
Inquisitions are like domains. Other classes that use domains can take inquisitions but inquisitions are typically weaker than the domains those classes can already choose because they do not grant domain spell slots or domain spells.
Quote:
The first is a close tie to the natural world, granting the druid one of the following cleric domains: Air, Animal, Earth, Fire, Plant, Water, or Weather.

Inquisitions:
Anger

Black Powder
Conversion
Fate
Fervor
Heresy
Illumination
Imprisonment
Justice
Oblivion
Order
Persistence
Spellkiller
Tactics
Torture
Truth
Valor
Vengeance
Zeal

Druid's domain selection is limited, and not tied to a deity. What Inquisitions would/should be valid for the Druid?


I've read many great posts about how Sunder works, and how to figure out the hardness/hp of a weapon or armor. But I am a little confused on one point.

Weapons fashioned from adamantine have a natural ability to bypass hardness when sundering weapons or attacking objects, ignoring
hardness less than 20.

So does this mean that an item with 19 or less hardness, takes full damage, (no reduction from harness), but an item with 20 or more subtracts the hardness from the damage done?

OR

Does this mean you reduce the effective harness for everything by 19? Meaning an item with a hardness of say 29 would have an effective harness of 10 vs Adamantine.

I'm thinking its more like the first. But if that is true then Adamantine vs. Adamantine would be very hard to sunder.


OK our characters have just finished a long adventure, and we have lots of extra gold sitting about, so its time to shop for those long awaited magic items.

We are using the PF books as our main books, but our GM is letting us uses the Magic Item Compendium for its large list of magic stuff.

From reading the rules I know I can combine two magic items of the same slot by (C1 * 1.5 + C2). But what if both items share the same ability? Or you don't want some of the abilities?

Spoiler:

While wearing these boots, you are affected as if by a pass without trace spell. In addition, you produce no smell and cannot be detected by the scent extraordinary ability. (6000 gd)

Spoiler:

Wearing a pair of these boots, provides you with a +10-foot enhancement bonus to your base land speed, and you can ignore any extra movement costs for difficult terrain. You also leave no tracks, as if affected by pass without trace. When you activate these sandals, you gain the benefit of a water walk spell for 60 minutes. This ability functions once per day. (9000 gp)

The first pair of boots has exactly want I want, but I would also like the bonus to base land speed and the wilderness stride like ability. I think I understand how to add the long strider spell, (CL x SL x 2000 x 1.5 ) = 1 x 1 x 2000 x 1.5 = 3000. Its here that math gets all crazy, and things doesn't seem to add up. You are left with 6000 gd to cover the pass without trace spell, water walking, and the WS. If you go the other way, and see the PWT spell costs (CL x SL x 2000 x 1.5 ) = 1 x 1 x 2000 x 1.5 = 3000 to add to an item, that would leave 3000 for the produce no smell ability.

So either I am very lost, or it is another one of those items that "doesn't add up".

So how would you go about adding them together? Is it cheaper to just take them as is? Is there any discount for overlapping powers? What would it cost to just build it from scratch? PWT, No Smell, WS,and continuous long strider.

Ideas? Suggestions? Help?


I was thinking about this, could a Rogue uses a hat of disguise and their Camouflage talent together? Basically using the Hat of Disguise to create the foliage needed for the camouflage? And thus they would no longer have to worry about it getting "burned off"?

Spoiler:
Camouflage (Ex): Once per day, a rogue with this talent can craft simple but effective camouflage from the surrounding foliage. The rogue needs 1 minute to prepare the camouflage, but once she does, it is good for the rest of the day or until the rogue fails a saving throw against an area effect spell that deals fire, cold, or acid damage, whichever comes first. The rogue gains a +4 bonus on Stealth checks while within terrain that matches the foliage used to make the camouflage. This ability cannot be used in areas without natural foliage.

Spoiler:
Hat of Disguise
This apparently normal hat allows its wearer to alter her appearance as with a disguise self spell. As part of the disguise, the hat can be changed to appear as a comb, ribbon, headband, cap, coif, hood, helmet, and so on.

Spoiler:
Disguise Self
You make yourself - including clothing, armor, weapons, and equipment - look different. You can seem 1 foot shorter or taller, thin, fat, or in between. You cannot change your creature type (although you can appear as another subtype). Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature or look like an entirely different person or gender.

The spell does not provide the abilities or mannerisms of the chosen form, nor does it alter the perceived tactile (touch) or audible (sound) properties of you or your equipment. If you use this spell to create a disguise, you get a +10 bonus on the Disguise check. A creature that interacts with the glamer gets a Will save to recognize it as an illusion.