Trapper Ranger, Different Traps


Homebrew and House Rules


Hey folks, I am making a ranger for an upcoming campaign and thought the trapper ranger would be fun to play. However, I think the traps are off the wall. There are many that are just too weak and do little damage for those traps that are meant to do damage. There are some decent traps. What I want are your ideas for new traps. For instance I am thinking of looking at other spell lists with some sort of nature/divine feeling.

One example I was thinking of was a Web Trap, as per the Web spell.

I am also thinking of allowing a ranger to know more traps, if I can come up with more ideas. But the ranger has to spend an hour to prepare said traps similar to a rangers normal spellcasting. An idea would be that a ranger can always make the snare trap (its always prepared) and like the spells per day with a high enough wisdom modifier he can prepare extra traps. At 6th he can prepare an additional trap to use throughout the day.
A ranger can prepare as many traps per day at 1/2 ranger lvl+wisdom modifier still.

Traps prepared(Snare + Bonus traps not included):
5th: 0, 6th: 1, 9th: 2, so on and so forth

Maybe for some of the better traps call them advanced traps and require multiple trap uses? Tell me what you think!


The main problem I see is that laying traps is a defensive tactic, and adventurers tend to be on the offensive.

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