
AdamMeyers |

So I'm looking at the Trapper Ranger Archetype, thinking about how much I love the idea of ranger traps yet how underpowered I feel a magic-for-traps trade is, and it hit me. It doesn't actually say in the description for the Launch Trap class feature that you can't create 'charged' arrows beforehand and carry them around with you. I'm assuming the rules would be you can't do this (technically it would be a trap on your person that should trigger by walking around,) but I can find nothing explicitly saying as much, and allowing the trapper ranger to walk around with charged arrows a la Hawkeye from the Avengers movie would certainly be an amazing ability.
Is there anything in the rules I've missed that might clear this up? If not, what do people think about allowing a trapper ranger to prepare traps on his arrows beforehand?

Jekara |

The Launch Trap ability specifically says you may attach a trap to an arrow as part of the full round action to create a trap.
As per the APG: "Ranger traps are either extraordinary or supernatural; extraordinary traps are Type: mechanical, and supernatural traps are Type: magic. Some of the traps listed below may be set as extraordinary traps or as magical (supernatural) traps; learning such a trap lets a ranger set it either way. An extraordinary trap has a –2 penalty to its DC. An extraordinary trap lasts 1 day per ranger level or until it is triggered, whichever comes first. A magical trap lasts only 1 hour per level or until triggered, whichever comes first."
I would allow the use of a "charged-trap" arrow in my game. However, I would make a caveat of one trap arrow prepared at a time. It would prevent "cheesing" the ability as well as making sense (why would you place an active trap/magic ability on an arrow and then put it into a quiver with other arrows where it could easily be set off?).