Divine Fractures of Enlightenment
These changes are to help with several things in character builds: to alleviate feat tax, improve and fix several things that are nonviable, including archetypes and other systems of the game.
Index of entries:
- Skill Ranks
- Critical Hits and Fumbles
- Paladins and Antipaladins
- Combat Maneuvers
- Creating Undead
The way characters gain skill ranks in Reverie of Flowers is different from usual. Instead of gaining your Intelligence bonus in ranks at each level, you gain both your highest physical ability bonus and highest mental ability bonus in ranks. However, you may only allocate the physical and mental ability ranks to respective physical or mental skills.
For example, if we have a character, Billy, with the following stats:
Strength – 16
Dexterity – 13
Constitution – 14
Intelligence – 11
Wisdom – 14
Charisma – 12
This would mean he would gain 3 skill ranks from strength, because it is his highest physical ability score, and 2 ranks from wisdom, because it is his highest mental ability score. Billy may divide the 3 skill ranks from strength to any physical skill, such as Acrobatics, Escape Artist, Stealth, Swimming, etc., and the 2 skill ranks from wisdom to any mental skill, such as Diplomacy, any Knowledge, Perception, Spellcraft, etc.
For the ranks gained from your class, you may put them into any skill, but the amount gained is reduced by 1. So in the above example, if Billy was a Fighter, he would gain 1 extra skill rank on top of those from his ability scores, and could put it into any skill. By the same token, if he was a Rogue, he would gain 7 extra skill ranks.
The reason for these changes is to not punish players who choose to play non-intelligence based classes. A fighter who can only allocate his 2-3 ranks to perception, a knowledge skill, and maybe intimidate, may find himself unable to climb, jump or swim even simple obstacles, despite the fighter being lauded as the ideal of physical capability. At the same time, this change encourages players to not stat-dump, or perhaps just provide fresh variability to their characters. And though this may seem to make skill-monkey’s less desirable to play, those kind of characters will receive subtle advantages throughout the game in their own way.
Now incorporates the Mobility feat. Instead of gaining an extra +4 dodge bonus on top of the +1 from Dodge, the bonus from the Dodge feat increases to +4 against attacks of opportunity when moving through threatened areas. Dodge now satisfies the requirements of any feats requiring Mobility.
Learn Ranger Trap
The modification of this feat goes hand-in-hand with the changes to the overall Trap system, as described below. Please read it to get better understanding of the context with these changes.
The Survival ranks prerequisite to take this feat is increased to 6. When the feat is taken, the character chooses up to his or her wisdom bonus (minimum of 1 and retroactive) in a number of ranger traps to be able to create, as well as increasing the amount of times per day he or she can use ranger traps by 2. Additionally, when choosing which traps to learn when taking this feat, the character can choose one supernatural trap to use (counted towards the total amount).
Mobility – Removed
Merged with Dodge.
Mighty Hurl – New
Prerequisites: Str 15, Power Attack, Point-Blank Shot, base attack bonus +2
Benefit: When making a thrown attack with a weapon that is neither a light weapon or ammunition, you may use your Strength modifier instead of your Dexterity modifier on attack rolls. The weapon must be one appropriate for your size.
No longer requires Point-Blank Shot to take, but does require a base attack bonus of +1.
Throwing Poise – New
Prerequisites: Dex 13, Weapon Finesse, Precise Shot
Benefit: When making a thrown attack with a light weapon or ammunition, you can add your Dexterity modifier instead of your Strength modifier to that weapon’s damage. The weapon must be one appropriate for your size.
Weapon Fealty – New
Prerequisites: Proficiency with the chosen weapon, Weapon Focus (chosen weapon), base attack bonus +3
Benefit: Choose one specific weapon when you gain this feat, such as one particular longsword, or one particular longbow (making ammunition unavailable). You count half of your non-fighter levels as fighter levels for the purposes of qualifying for feats, but the effects of those feats only apply when using the selected weapon.
Special: If you ever use a weapon other than the chosen weapon in combat, even for two-weapon fighting or using the same kind of weapon, you lose the benefits of this feat until you receive an atonement spell. You may still use spells that act as weapons (such as flame blade and spiritual weapon) without affecting your fealty. You may change the specific selected weapon that Weapon Fealty applies to once per 30 days in a ritual that lasts an hour (normally just meditation), or whenever you gain a level.
Greater Weapon Fealty – New
Prerequisites: Proficiency with the chosen weapon, Weapon Focus (chosen weapon), Weapon Fealty (chosen weapon), base attack bonus +6
Benefit: Once per day you may reroll an attack roll, critical hit confirmation roll, miss chance check, or damage roll as an immediate action while wielding the weapon selected with Weapon Fealty.
Special: Greater Weapon Fealty has the same restrictions on use as Weapon Fealty, and changing the chosen weapon of Weapon Fealty affects Greater Weapon Fealty as well.
Now increases by +1 each time you gain an iterative attack through base attack bonus. For example, a BAB of +12/+7/+2 would equal a +3 bonus to attack rolls with the selected weapon.
Weapon Group Focus – New
Prerequisites: proficiency with at least two weapons of the chosen weapon group
Benefit: You gain a +1 bonus on all attack rolls you make using weapons from the selected weapon group (e.g., light blades, hammers, crossbows, etc).
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new group of weapons. The Weapon Group Focus feat acts as the Weapon Focus feat for the purpose of satisfying prerequisites that require Weapon Focus.
Half-Spearing – New, Racial
Prerequisites: Dex 13, Weapon Finesse, Weapon Focus with the chosen weapon, Shodan, Spear Finesse racial trait
Benefits: Choose a two-handed weapon from the spear weapon group. At the beginning of each of your turns, you may choose to hold the weapon in a half-grip stance called half-spearing. A weapon wielded in this way is considered a one-handed weapon and can only be wielded by one hand, receiving your strength modifier to damage instead of 1-½ times your strength bonus, and it loses the brace and reach special weapon features. The weapon must be of a size appropriate for you.
Spear Mordhau – New, Racial
Prerequisites: Dex 15, Half-Spearing, Shodan, Spear Finesse racial trait, base attack bonus +6
Benefits: While wielding the weapon chosen with Half-Spearing, you can wield it in two-hands and still use feats and abilities that require a one-handed piercing weapon, or having a hand free, such as a swashbuckler’s Precise Strike deed. However, numerical benefits gained from these abilities or feats while using Spear Mordhau are only half as effective (rounded down).
Steel Skeleton – New, Racial
Prerequisites: Con 13, Endurance, Shodan
Benefits: You gain a +2 racial bonus on Fortitude saves against stunning effects, and against abilities, feats and other effects that center around damaging or targeting the bones of a target, such as the Neckbreaker feat.
Mithral Skeleton – New, Racial
Prerequisites: Con 17, Endurance, Diehard, Steel Skeleton, Shodan, base fortitude save +6
Benefits: You are considered to be immune to critical hits against abilities, feats and other effects that do not work against such creatures, such as the Stunning Fist feat. This feat does not grant immunity to critical hits or effects that work off of critical hits.
The White Hair ability that replaces Hex is changed so that it incorporates aspects of the Prehensile Hair hex:
— "At 1st level, a white-haired witch gains the ability to use her hair as a weapon. This functions as a primary natural attack that deals 1d4 points of bludgeoning, piercing, or slashing damage with a reach of 5 feet as a medium sized witch. The hair acts as if it were a limb with a Strength score equal to her Intelligence score. In addition, whenever the hair strikes a foe, the witch can attempt to grapple that foe with her hair as a free action without provoking an attack of opportunity, using her Intelligence modifier in place of her Strength modifier when making the combat maneuver check. When a white-haired witch grapples a foe in this way, she does not gain the grappled condition.
At 4th level and every four levels thereafter, a white-haired witch’s hair adds 5 feet to its reach, to a maximum of 30 feet at 20th level.
The hair cannot be sundered or attacked as a separate creature. Pieces cut from the witch’s elongated hair shrink away to nothing. Using her hair does not harm the witch’s head or neck, even if she lifts something heavy with it." —
Everything else about the ability is the same as normal. With this, the witch now uses intelligence for both attack and damage rolls, and no longer at risk of harm to the head or neck because of the absence of such details in contrast to the Prehensile Hair hex.
Titan Mauler Barbarian
Replace the normal effects of Massive Weapons to:
— "At 3rd level, a titan mauler becomes skilled in the use of massive weapons looted from her titanic foes. At 3rd level, she can wield melee or thrown weapons sized for creatures one size category larger than her own size, with a -2 penalty on attack rolls. Such weapons are always considered two-handed weapons.
For every 3 levels beyond 3rd, a titan mauler may choose to increase the size of weapons she can effectively wield by one additional size category, with an additional -2 cumulative penalty to attack rolls. Alternatively, she may choose to reduce her attack roll penalty when using oversized weapons by 1. This choice must be made every 3 levels when the ability is gained and cannot be changed.
This ability replaces trap sense." —
This allows the Titan Mauler to wield oversized weapons, as intended by the creator of the archetype.
Sword Saint Samurai
For Iaijutsu Strike replace the normal effect to:
— "A sword saint can perform a lightning quick iaijutsu strike against the target of his challenge to inflict devastating wounds while drawing his sword. On any turn after the sword saint has challenged a foe, he may choose to use his iaijutsu strike as a full-round action if wielding a two-handed melee weapon, or as a standard action if wielding a one-handed melee weapon, making an attack roll with his weapon as normal. In order to use this ability, the sword saint’s weapon must be sheathed at the start of his turn. If he successfully hits his opponent with an iaijutsu strike, his attack deals an additional +1d6 points of damage of the same type as the weapon used. This bonus damage increases by an additional +1d6 at 3rd level and every two levels thereafter to a maximum of +10d6 damage at 19th level. Extra damage from a successful iaijutsu strike is not multiplied on a critical hit.
After making an iaijutsu strike, a sword saint takes a –4 penalty to his AC until his next turn, but his weapon is now drawn and he may continually to fight normally. Regardless of whether he hits his opponent with the iaijutsu strike, a sword saint cannot use this ability on the same foe more than once per combat.
At 10th level, a sword saint learns to focus faster and is able to make an iaijutsu strike as a standard action with a two-handed melee weapon, or as a swift action with a one-handed melee weapon. The penalty to AC is also reduced to -2.
This ability replaces a samurai’s mount." —
For Brutal Iaijutsu, replace the ability entirely with:
— " Ensuing Iaijutsu (Ex)
At 4th level, as long as the sword saint begins his turn with his weapon sheathed, he may use iaijutsu strike any number of times against a challenged foe, but no more than once per round. Consecutive uses of iaijutsu strike increases the penalty to AC by 1 each time. The penalty to AC resets any round in which the sword saint does not use iaijutsu strike.
This ability replaces mounted archer." —
And for Terrifying Iaijutsu, replace the normal effects with:
— "At 5th level, a sword saint’s iaijutsu strike devastates the morale of foes that witness it. When a sword saint successfully hits with an iaijutsu strike, all foes within 30 feet must succeed at a Will save (DC 10 + 1/2 the sword saint’s class level + the sword saint’s Cha modifier) or become shaken for 1d4+1 rounds. An opponent who successfully saves against Terrifying Iaijutsu is immune to its effects for the rest of combat.
At 8th level, if an opponent is defeated by an iaijutsu strike, all foes within 30 feet must succeed at Will saves for Terrifying Iaijutsu as normal, even if they already succeeded on a save against it for that combat, in addition to taking a -2 penalty on their Will saves against the effect.
This ability replaces banner." —
The Sword Saint archetype is a cool, flavorful take on the samurai, but has always been laughably poor in terms of strength. With these changes, the archetype should hopefully be more appealing to invest into. Iaijutsu Strike now properly refers to melee attacks, and differentiates between two-handed and one-handed weapons. I debated making the extra damage be counted as precision damage, but forcing the damage to have B/P/S type I feel is already enough of a trade. When considering the new Ensuing Iaijutsu that is the linchpin of these changes, it should be enough of a supplement to make it desirable over Sneak Attack for some situations, but not completely outclass it.
Speaking of Ensuing Iaijutsu, it replaces Brutal Iaijutsu because of the strange discrepancy between the concepts of, “Iaijutsu Strike isn’t affect by critical hits” as stated in Iaijutsu Strike itself, and then going back on that for Brutal Iaijutsu. With this new ability, it gets rid of a glaring problem the Sword Saint faced; trying to be a glass cannon with only one shot. Seeing as the use of Iaijutsu Strike has a couple of brutal conditions to use (i.e., only against challenged opponents, weapon must be sheathed), on top of the class being MAD to utilize all of its abilities, removing that check seems justified – especially when compared to other glass cannons.
Lastly, the majority of fear abilities within Pathfinder have a self-limiting catch – generally, immunity for a set amount of time. In this case, “once per combat” for the most part can be considered a “once per enemy” kind of limit in the bulk of encounters, but it was also a good opportunity to further give incentive in sticking with the archetype: with good planning and a bit of luck, the sword saint gets to ignore that limit along with added benefit.
Myrmidarch’s gain the following ability:
— " Adaptable Spell Combat (Ex)
A weapon the myrmidarch wields can only be used with Spell Combat if that weapon has been enchanted by use of his Arcane Pool, and he may use that weapon with Spell Combat even if he has no hands free.
This ability modifies spell combat." —
Even though Myrmidarch’s are described as being a magus for ranged weapons (bows are specifically mentioned), whoever designed the archetype must’ve not realized that the ability to use Spell Combat by default is unusable with bows or crossbows. Therefore, before Eldritch Archer was introduced with the Heroes of the Street book, the “ranged magus” archetype was broken. So, in my case, instead of making Myrmidarch overlap for a “magus who uses bows”, the original intent of the archetype was actually for the magus to be able to switch between melee and ranged weaponry as the situation called for it. With that in mind, the Adaptable Spell Combat ability was made to allow a Myrmidarch to efficiently wield melee or ranged two-handed weapons. However, just straight up allowing Myrmidarch’s the ability to use Spell Combat with these kinds of weapons would make their Spell Combat leagues above a normal magus and other archetype’s Spell Combat, hence the need to gate it with Arcane Pool. It can’t just be any enchanted weapon either, only weapons affected by Arcane Pool. Despite the replacements of Spell Recall and Knowledge Pool, efficient use of arcane points is once again key to utilizing the archetype now.
Demon Possessed Antipaladin – New
“Demon Possessed Methods: A demon possessed antipaladin must be of chaotic evil alignment and loses all class features except proficiencies if he willingly and altruistically commits good acts. This does not mean that an antipaladin cannot take actions someone else might qualify as good, only that such actions must always be in service of his own dark ends. The antipaladin must place his own interests and desires above all else, as well as impose his domination and cruelty, take advantage whenever possible, and punish the good and just, provided such actions don’t interfere with his goals. The demon possessed also seek to usurp order whenever opportunities present themselves. He is a force for rage and absolute destruction.”
— " Abyssal Boon (Sp)
At 5th level, the antipaladin’s available list to enchant his weapon becomes
+1: flaming, keen, vicious
+2: anarchic, flaming burst, unholy, wounding
And if a demon possessed chooses to gain the services of a fiendish servant with his fiendish boon ability, the creature must either have the chaotic and evil subtypes or it must be a fiendish animal
This ability alters fiendish boon." —
This is effectively the standard antipaladin by paizo, though with two changes – one of the weapon enchantments is changed to better fit a demonic-oriented antipaladin, as well as the code of conduct.
Critical Hits and Fumbles
I use a somewhat forgiving critical fumble rule. The basis for making it pretty hard to roll confirm a fumble is that in the fight against pc’s and enemies, the DM can fumble as many time as he needs to while a PC only needs to fumble once to get completely screwed. Furthermore, a Magic Critical Hit and Fumble system to give a bit more pizzazz to spellcasters is available to players if they so desire.
- On attack rolls, a creature confirms a critical fumble on rolling consecutive 1’s only.
- Creatures can now critically hit their spells against creatures (not just spells with attack rolls). If a creature rolls a natural 1 on its saving throw against a spell, the spell threatens a critical hit. That creature rolls the save again, and if it fails on this second roll the critical hit is confirmed, and any numeric effect of the spell is doubled. For spells that lack a direct numeric effect, the duration is increased by half instead. A spell that requires both an attack roll and a saving throw can threaten a critical hit only on the attack roll.
- Creatures can also critically fumble their spells against creatures. If a creature rolls a natural 20 on its saving throw against a spell, the spell threatens a fumble. The creature rolls its save again, and if it would succeed, it confirms the fumble. The errant magic is reflected, creating a magical mishap on the caster of the spell.
Paladins and Antipaladins
Rules as written, paladins and antipaladins have the ability to worship any deity they wish. It makes for hilarity, but realistically, no self-respecting evil god would provide power to a champion of justice. And in all seriousness, paladins being limited to Lawful Good is a contradiction to the nature of free-will of the goodly races. However, since paladins are supposed to be champions of justice and society, Chaotic paladins is a bit of stretch. With that in mind:
- Paladins may be of Lawful or Neutral good alignment, and worship any non-evil deity within one step of his or her own alignment
As for antipaladins, even without any house rule modifications to the system, it has always been my belief that their default alignment should be Lawful Evil: antipaladins must still follow a code – a concept of law. And so:
- Antipaladins may be of any Lawful or Neutral evil alignment, and worship any evil deity within one step of his or her own alignment. For the ability Fiendish Boon, replace “Vicious” , “Wounding” , and “Anarchic” with “Cruel” , “Vampiric, Greater” , and “Axiomatic” respectively. Then replace “…that creature must either have the chaotic and evil subtypes…” with “…that creature must have the lawful or neutral subtype, and it must have the evil subtype…”. Antipaladins add Diplomacy to their list of class skills instead of Ride. And lastly, alter the Code of Conduct to read, “An antipaladin must be of lawful evil or neutral evil alignment and loses all class features except proficiencies if he willingly and altruistically commits good acts. This does not mean the antipaladin can’t take actions someone else might qualify as good, only that such actions must always be in service of his own dark desires. For a lawful evil antipaladin, his code requires that he place his own sinister goals above all else, respect rightful authority even as he twists its loopholes to his own ends, impose tyranny, and punish all those who dare dissent. For neutral evil antipaladins, he must always work toward his own self-interest, enrichment, or glory, all the while abiding by the moral strictures of whatever society or environment he has chosen to conform to for the sake of his convenience. But if he can get away with breaking these rules, it is of no consequence – and all the better if it is to further himself.” and Associates to read, “…An antipaladin may accept only henchmen, followers, or cohorts who are evil.”
Archetypes that designate a specific alignment or deity for worship still overrule the above. In the case of Antipaladins, the “original” antipaladin is effectively an archetype to “normal” antipaladins in my campaign. You can think of it as a “reverse-tyrant”.
Combat Maneuvers pretty much require complete investment in order to be feasible in use, when something as simple as tripping or pushing should be relatively accessible to everyone. And as an extension of that investment, characters who focus on CMB may find themselves altogether dominating against certain types of enemies (i.e., Disarm vs armed humanoids), but then utterly useless in others (i.e., Trip vs flying opponents).
Therein lies two main issues – characters who do not take combat maneuver feats will 99% of the time never use a CMB in their lives due to the out-scaling of CMD and the risk of attacks of opportunity, and the discrepancy of highs and lows in characters who loyally build towards one or two types of maneuvers.
Ultimately, tackling these problems while staying cohesive and satisfying is a large task. But for the purposes of a playtest, the following rules are an attempt:
- First, characters may attempt any Combat Maneuver, except Grapple, as a full-round action instead of a standard. By doing so, they perform the CMB “safely”, and do not risk attacks of opportunity to themselves even with the absence of Improved CMB feats.
- Second, characters that attempt a Combat Maneuver with a two-handed weapon or while two-handing a one-handed weapon in which they are proficient – Sunder, Trip, and Disarm – may add 1-½ their strength bonus on the CMB roll. If the character has a feat or ability that allows them to use Dexterity on the roll instead of Strength, such as Agile Maneuvers or Weapon Finesse, they may add 1-½ their dexterity bonus instead.
- Third, Grapple rules is a monster in itself, so they remain the same except for: the Pinned condition allows others to Coup de Grace the pinned creature. Be extra wary of grappling creatures.
For aspiring necromancers, the creation and upkeep of undead minions can be a daunting task, especially at higher levels. Skeletons and zombies usually serve to be no better than meat-shields for one or two hits, assuming the enemy thinks its worth to ignore the party. And even then, with the material component cost of Animate Dead, going through corpse after corpse adds up to staggering amounts of gold. To top it all off, these kinds of characters suffer from the “too many turns” notoriety – rules as written, ten skeleton minions means ten extra initiatives and ten extra attacks with all associated dice rolling. Conclusively, players who try to focus on the ‘undead horde/minion master’ ideal will find their niche to be dreadfully lacking compared to other characters. To tackle the first problems:
- Characters who can create or control undead from abilities, feats or spells receive a pool of HD – hereafter referred to as a character’s ‘Unlife Pool’, and the specific HD from the pool called Unlife HD – equal to their caster level to distribute amongst undead minions to increase their power. Whenever the character successfully casts a spell or uses an ability that creates or takes control of undead, the character chooses how many Unlife HD to add to the skeletons or zombies. The character can put all available Unlife HD onto one minion, distribute them evenly, or however else he or she wishes.
For example: Billy the Necromancer, a 7th level wizard, casts Animate Dead to create some skeletons. As normal, he can create up to 14 HD worth of skeletons with that single casting. There are only 10 human corpses around, and all from common peasants, so all he can create is 10 skeletons with 1 HD each. As a part of casting the spell, he may distribute the HD from his Unlife Pool as noted above. This means he has 7 total Unlife HD he can add to his 10 skeletons. He can make seven of his skeletons have 2 HD each, make two skeletons have 3 HD and one skeleton have 4 HD, put it all onto one for an 8 HD skeleton, or some other combination as he sees fit – even opting to not distribute some or all of the Unlife HD. Increasing a skeleton’s (or zombie’s) HD only increases its HP, saves (Fort +⅓ HD, Ref +⅓ HD, and Will +½ HD + 2), BaB (¾ HD), and nothing else. The new total HD of the skeletons does not count towards the maximum he can create with a single casting, but it does count against the normal amount of undead he can control at once, which for Billy would be 28 HD worth of undead (caster level x 4). Meaning if he used the entirety of his Unlife Pool on the skeletons, he would be in control of 17 HD worth of undead.
- Necromancers who wish to apply variants to their skeletons or zombies follow the rules as normal – they count as double their HD for creation and control limits. However, characters add the Acid Skeleton, Exploding Skeleton, Fast Zombie, and Spellgorged Zombie variants to the list available for characters to use, including class abilities.
- When an undead with any Unlife HD set by the character is destroyed or is no longer under a character’s control, the undead loses all Unlife HD as it is returned to the character’s Unlife Pool.
- For the material component costs of Animate Dead and Create Undead, the gems can be of any variety, and the gp worth of the gemstones need only be 10 gp per HD for both spells.
- All skeletons share one initiative, and all zombies share one initiative.
With the increased strength of undead minions and leniency on the material cost, hopefully this kind of playstyle should be more enticing.
Like Creating Undead, traps are a side of Pathfinder that is highly undesirable to use by players. The inherent concept of traps is for the most part antithesis to the intentions of a party; a group of characters does not usually wait around for the enemies to come to them, they must take the initiative to go to their enemies. While this paradigm is something that cannot be realistically messed with without completely breaking traps, it is an issue that I hope is somewhat addressed with the changes below. Beyond that, the forced relation between a trap’s CR and the cost of construction is quite absurd. While it is supposedly to represent the generalized idea of paying for the raw materials needed to make a trap (or perhaps to hire someone), not all traps actually require raw materials. For example, a simple pit trap requires no more than a shovel, some nearby foliage, and some of the character’s time. Impressions are the DC’s won’t be anything to write home about, but that is besides the point. Because something like this isn’t specifically mentioned in the section about traps, without the intervention of a DM, making a Pit Trap is 250 gp when it should in reality cost nothing. Traps only see the light of day during specific kinds of games; where a home base is under threat and the characters have the luxury of spending gold on them.
Now, turning that around, there is actually a good reason for the extreme constraints, as some of the more complicated traps can completely decide the flow of combat by themselves. They effectively mimic spells (mostly of the arcane variety) with their various attacks, damage, and control abilities, and it would be folly to more easily give non-spellcasting classes access to something that is meant to only be available to a select few. Alternatively, there is the Trapper archetype and the Learn Ranger Trap, which gives access to a list of traps that have negligible cost and set-up time. These are the more traditional traps we would think of, like snares, tripwires and such.
At the risk of further over-analyzing it, it can be speculated that my previous example is more akin to these ranger traps, as they are described in that fashion of only needing on-hand materials. While a Pit Trap that is 250 gp would be something very elaborate and on a greater scale. But in comparing the two, a normal CR 1 Pit Trap is 20 feet deep (2d6 falling damage) with a reflex DC of 20. On the other hand, a normal ranger pit trap created by a level 10 character would be 15 feet deep (1d6 falling damage) with a reflex DC of at least 15+wisdom, and would continue being strictly worse for a few more levels. But when it does equal out, what exactly is the difference that makes the ranger trap free and the other one not?
Ultimately it is still all conjecture, but the goal here is to be able to give non-trappers some access to the more simple traps. With that in mind, all characters that possess at least 3 ranks in Survival have the ability to create a small list of traps (extraordinary versions only) using their character level as their effective ranger level, and may do so a number of times per day equal to their wisdom bonus (minimum of 1). Lastly, they take a full minute to set-up rather than a full-round action. The traps are:
- Dirty Trick Trap
- Distraction Trap
- Marking Trap
- Pit Trap
- Snare Trap
- Tripwire Trap
By taking the Learn Ranger Trap feat, characters can learn additional traps, can use them more often, and no longer need a minute to use traps; the time is lowered down to the normal full-round action. Smart players can potentially use these simple traps to great effect.