Rangers are legendary for their ability to hunt down and capture their prey. Some rangers can create elaborate traps out of scraps, vines, and perhaps a little bit of specialized magic. Characters can learn how to set these traps by taking the Learn Ranger Trap feat or by having the trapper ranger archetype.
Setting a trap is a full-round action that provokes attacks of opportunity. A trap fills a single 5-foot square, and cannot be placed in the same area as another ranger trap or a magical trap such as a glyph of warding. The ranger only needs simple materials to create the trap, such as a piece of cloth, a small amount of metal (such as a dagger, iron spike, or a few nails), a foot of rope or vine, and so on. The DCs for Perception checks to notice the trap, Disable Device checks to disable it, and for saving throws to avoid it are equal to 10 + 1/2 the character's level + the character's Wisdom bonus. All ranger traps are
: none.
: 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. A trap's DC decreases by 1 for each full day (or hour, for a magical trap) that passes after it is set. Traps marked with an asterisk (*) add to or modify the effects of another trap; a ranger can add one of these trap types to any standard ranger trap (this costs 1 additional use of the trap ability).
This section introduces a new kind of supernatural trap that a character who isn’t a ranger (but who has the Learn Ranger Trap feat) can create by including an additional magical component. This component— usually a scroll, potion, or oil—is expended at the time of the trap’s creation. Including it increases the time to lay the trap to 1 full minute.
Acid Trap (Ex or Su)Source Kobolds of Golarion pg. 20
Effect The target is
splattered with acid,
taking a number
of points of acid
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 supply a dose of acid when setting the trap.
Magical Component scroll of corrosive touch
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Alarm Trap* (Ex or Su)Source Ultimate Magic pg. 64
Effect When the trap is triggered, it also creates a momentary loud noise equivalent to the audible alarm version of alarm.
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Anchoring Trap* (Su)Source Demon Hunter's Handbook pg. 11
Effect This trap can be added to a supernatural snare trap. The trap briefly imprisons any called creature (such as those called by the planar binding spells) for 1d4 rounds (Will negates). During this time the creature may not move from the location of the trap, though it may still use ranged effects and attack any creature within its reach. Additionally, anchoring traps disable the creature’s ability to t ravel within or between dimensions. This includes casting astral projection, blink, dimension door, dimensional gate, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, teleportation circle, and similar spell-like abilities. The trap does not prevent the creature from using magic items that produce these effects, like cubic gates, helms of teleportation, or amulets of the planes. 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 by one size category.
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Blightburn Trap (Ex)Source Kobolds of Golarion pg. 20
Effect This trap strikes the target with a small shard of
blightburn, dealing 2d6 points of fire damage, 1d3 points of
Constitution damage, and 1d3 points of Charisma damage.
A successful Fortitude save negates the ability damage and
halves the fire damage. The ranger must supply a sliver of
blightburn, a dangerous task in itself, though storing the
blightburn in a lead vial makes the task less risky.
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Blighted Mark Trap (Ex or Su)Source People of the Wastes pg. 17
Effect Effect This trap stains the victim with blighted plant matter, increasing its susceptibility to the attacks of creatures created or enthralled by the affliction. The target takes a –2 penalty to Armor Class against the attacks of creatures closely affiliated with the specific blight (typically demons, fey, plants, or undead) and on saving throws against effects created by such creatures. This effect lasts for 10 minutes per ranger level. A successful Will save negates this effect. Regardless of whether this is a extraordinary or supernatural trap, the ranger must supply a sample of the specific blight when setting this trap.
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Bludgeoning Trap (Ex or Su)Source Ranged Tactics Toolbox pg. 15
Effect The trap bludgeons the creature that triggers it. The trap makes an attack with a bonus equal to the ranger’s character level + his Wisdom bonus. The triggering creature is denied its Dexterity bonus to AC if it was unaware of the trap. If the trap hits, it deals 1d6 points of bludgeoning damage for every 4 levels the ranger possesses (minimum 1d6). If it’s an extraordinary trap, the ranger must provide an object suitable for dealing lethal bludgeoning damage, such as a large branch or heavy stone.
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Burning Trap* (Ex or Su)Source Ultimate Magic pg. 64
Effect A ranger can only add this to a fire trap. If the triggering creature fails its Reflex save, it catches on fire, taking 1d6 points of fire damage at the start of its turn for 1d4 rounds. The burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on this save.
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Channeled Energy Trap (Ex or Su)Source Kobolds of Golarion pg. 20
Effect This trap creates a positive or negative energy effect
designed to harm either undead or living creatures,
respectively. The target takes a number of points of damage
equal to 1d8 + the ranger’s level from either positive
energy or negative energy (Will save for half). If this is an
extraordinary trap, the ranger must supply a vial of holy
water (positive energy) or unholy water (negative energy).
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Cleansing Trap (Ex or Su)Source People of the Wastes pg. 17
Effect Effect The trap suppresses the target’s ability to use one randomly selected attack, ability, or quality that creates a disease or poison effect; this lasts for 1 round per ranger level. If the creature has more than one such attack, ability, or quality that creates a disease or poison effect, the attack, ability, or quality to be suppressed when the creature is affected by this trap is determined at random from those not already suppressed.
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Decoy Trap (Su)Source Ranged Tactics Toolbox pg. 15
Effect The trap creates a shadowy humanoid figment that appears to move away from the triggering creature or that follows a simple program of no more than 25 words defined by the ranger at the time when the trap is set. Unless programmed otherwise, the figment appears 60 feet away from the triggering creature or as close to that distance as possible, and then moves away toward the nearest exit, if any. The figment can move up to 60 feet per round. A viewer can attempt a Will save or a Perception check to disbelieve the illusion if she attacks it or otherwise interacts with it. The Will save DC to disbelieve the illusion is the same as the DC to avoid the trap; the DC of the Perception check to disbelieve the illusion is equal to 5 + the DC to avoid the trap.
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Dirty Trick Trap* (Ex or Su)Source Ranged Tactics Toolbox pg. 15
Effect If the triggering creature fails its saving throw against the trap or is struck by the trap’s attack, the trap also attempts a dirty trick combat maneuver (Pathfinder RPG Advanced Player’s Guide 320) against the triggering creature. The type of dirty trick is chosen when the trap is created, and if it isn’t possible or isn’t applicable to the triggering creature, the combat maneuver is wasted. The trap’s CMB for the dirty trick is equal to the ranger’s level + his Wisdom modifier.
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Distraction Trap (Ex or Su)Source Kobolds of Golarion pg. 20
Effect The target is affected with irritation that detracts from its
alertness. It takes a –2 penalty on Perception checks, initiative
checks, and Reflex saves for 10 minutes per ranger level. If this
is a supernatural trap, this is a mind-affecting effect. If this is
an extraordinary trap, the ranger must supply a dose
of itching powder or another alchemical irritant.
Magical Component scroll of daze monster
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Exploding Trap* (Ex or Su)Source Ultimate Magic pg. 64
Effect A ranger can only add this to a fire trap. The trap explodes in fire, filling all squares adjacent to the trap and dealing a number of points of fire damage equal to 1d6 + 1/2 the ranger's level (Reflex negates). If it is an extraordinary trap, the ranger must use an explosive material such as alchemist's fire when setting the trap.
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Fire Trap (Ex or Su)Source Ultimate Magic pg. 64
Effect 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.
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Firework Trap* (Ex or Su)Source Champions of Balance pg. 25
Effect A ranger can add this augmentation to a fire or smoke trap. The trap explodes in a flash of colored lights. All creatures within 10 feet must succeed at a saving throw (Fortitude if an extraordinary firework trap, Will if supernatural) or be blinded for 1d4+1 rounds. If this is an extraordinary trap, the ranger must use an alchemical weapon when setting the trap, such as flash powderUE or a fireworkUE.
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Freezing Trap (Su)Source Ultimate Magic pg. 64
Effect The trap creates a burst of ice that damages and encases the triggering creature. The creature takes 1d3 points of cold damage + 1/4 the ranger's level and is entangled and stuck to the ground, similar to the effect of a tanglefoot bag. A successful Reflex save halves the damage and means the creature is not stuck to the floor by the ice. The ice is 1 inch thick per 2 Hit Dice of the ranger (minimum 1), has hardness 0 and 3 hit points per inch of thickness, and melts in 2d4 rounds.
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Infected Snare Trap (Ex or Su)Source People of the Wastes pg. 17
Effect Effect A ranger can add this only to a snare trap. The snare is made of diseased materials, which contain an aggressive blight that saps the energy and bodily health from the target creature. When initially caught in the snare, the trapped creature must succeed at a Fortitude saving throw or immediately take 2 points of Constitution damage. Each subsequent hour, the creature must succeed at a Fortitude saving throw or take 2 points of Constitution damage. This effect lasts for 12 hours or until the creature makes two successful saving throws in a row, whichever comes first. This is a poison effect.
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Lazurite Trap (Ex or Su)Source Kobolds of Golarion pg. 20
Effect Lazurite radiation increases the victim’s
susceptibility to the attacks of undead creatures
that are bolstered by the radiation. The target
takes a –2 penalty to Armor Class against the attacks
of undead creatures and on saving throws
against effects created by undead. This
effect lasts for 10 minutes per ranger
level. A successful Will save negates this
effect. If this is an extraordinary trap, the
ranger must supply a sliver of lazurite.
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Limning Trap (Ex or Su)Source Champions of Balance pg. 25
Effect This trap sprays glowing dust into the trapped square and all adjacent squares. A creature covered in this dust glows like a candle (becoming visibly outlined if invisible) and takes a -20 penalty on Stealth checks. The dust’s effects last for 1 round per ranger level or until the creature washes it off (a move action requiring water or some other cleanser). If this is an extraordinary trap, the ranger must use alchemical components when setting the trap, such as glowing inkUE or marker dyeUE.
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Marking Trap* (Ex or Su)Source Ultimate Magic pg. 64
Effect If the triggering creature fails its save against the trap, it is marked with a dye and/or scent of the ranger's choosing. A scent mark decreases the DC of tracking the marked creature by scent by 4. The mark can be washed off with vigorous scrubbing, but fades on its own over several days.
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Oversized Barbs (Ex or Su)Source Kobolds of Golarion pg. 20
Effect The target is speared
with barbs that penetrate
and protrude from its body,
making squeezing, climbing, and swimming challenging. The trap implants
1d4+1 barbs, each dealing 1 point of damage. A successful
Reflex save halves the number of barbs. The target takes
a penalty on Climb checks and Swim checks equal to the
number of barbs attached, and is considered one size
category larger for the purposes of determining what size
of opening or passageway it must squeeze through as
long as at least 1 barb remains attached. Each barb can be
removed with a full minute of work and a Heal check that
equals or exceeds the trap’s DC. If this check fails, the barb
is still removed but the target takes 1d4 points of damage.
The barbs shake loose harmlessly after 10 minutes per
ranger level.
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Penetrating Trap* (Ex or Su)Source Magical Marketplace pg. 12
Effect A ranger can only add this to a wounding trap. The damage die of a penetrating trap increases to 1d8. Choose either adamantine, cold iron, or silver. The trap counts as that material for the purposes of overcoming damage reduction. If this is an extraordinary trap, the ranger must provide 1 pound of the chosen material during the trap’s construction.
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Pit Trap (Ex or Su)Source Kobolds of Golarion pg. 21
Effect This simple pit is covered over with leaves or appropriate
materials for the area. It’s 5 feet deep plus 5 feet for every 4
ranger levels. A victim that succeeds at a Reflex save doesn’t
fall into the pit. If it is an extraordinary trap, the ranger can
set this trap only in terrain with soft ground.
Magical Component scroll of create pit
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Poison Trap (Ex or Su)Source Ultimate Magic pg. 64
Effect The trap poisons the creature that triggers it. If it is a supernatural trap, the poison deals 1d2 Con damage per round for 6 rounds. If it is an extraordinary trap, the ranger must provide 1 dose of contact, inhaled, or injury poison when setting the trap, and the trap uses that poison's effects and DC.
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Quicksand Trap (Su)Source Magical Marketplace pg. 12
Effect The trap and all adjacent squares become quicksand (Pathfinder RPG Core Rulebook 427) as long as they contain loose sand or soil. The Swim DC to move in this quicksand is equal to the trap’s save DC, and the Swim DC to tread in the quicksand is equal to the trap’s DC – 5. The quicksand lasts for a number of rounds equal to the ranger’s level. When the effect ends, any creature still in the quicksand is returned to the surface prone.
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Rust Monster Trap (Ex or Su)Source Kobolds of Golarion pg. 21
Effect The trap throws up a cloud of dust ground from the
antennae of a rust monster, dealing 1d4 points of damage
to the target’s metal armor and weapons. A ranger may
increase the damage by 1 point for each additional daily
use of his trap ability he spends when creating this trap.
A successful Reflex save negates this damage. If this is an
extraordinary trap, the ranger must supply a set of rust
monster antennae.
Magical Component scroll of rusting grasp
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Selective Trigger* (Ex or Su)Source Kobolds of Golarion pg. 21
Effect The ranger adds a race, type, alignment, or minimum
weight restriction to the trap’s trigger. If this is an
extraordinary trap, the ranger can choose only the minimum
weight restriction.
Magical Component potion of identify
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Sleet Trap (Su)Source Ultimate Magic pg. 65
Effect The detonating trap creates a 20-foot-radius burst of sleet with the effects of a sleet storm. The driving sleet lasts for 1 round, but the icy ground persists for 1 round per ranger level.
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Smoke Trap (Ex or Su)Source Champions of Balance pg. 25
Effect This trap bellows out thick, choking smoke that fills the trapped square and all adjacent squares. Any breathing creature in these squares must succeed at a Fortitude saving throws or take a -4 penalty to Strength and Dexterity every round it’s within the smoke and for 1d4+1 rounds after leaving the smoke. All sight, even darkvision, is ineffective in or through the smoke. The smoke lasts for 1 round per 2 ranger levels, and is dispersed by wind as fog cloud. If this is an extraordinary trap, the ranger must use an alchemical component when setting the trap, such as a smokestick.
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Snare Trap (Ex or Su)Source Ultimate Magic pg. 65
Effect 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.
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Spell-Stealing Trap (Su)Source Kobolds of Golarion pg. 21
Effect The target is struck by a burst of abjuration that steals
its magical ability. The target loses 1d4+1 levels of spells (of
its choice). A ranger may increase the number of spell levels
lost by 1d4 for each additional daily use of his trap ability he
spends when creating this trap.
Magical Component scroll of dispel magic
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Spell-Storing Trap (Su)Source Kobolds of Golarion pg. 21
Effect This trap behaves like a greater glyph of warding,
except the maximum level of spell it can hold is 1. A ranger
may increase the maximum level by 1 for each daily use of
his trap ability he spends when creating this trap. The spell
contained must be supplied by either the ranger or another
creature within 1 round of the trap being laid. The duration
of this trap is dependent on the ranger’s level, but a target
receives only one save, that of the spell contained.
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Summoned Ally Trap (Su)Source Ranged Tactics Toolbox pg. 15
Effect The trap summons a creature as summon nature’s ally I with a caster level equal to the ranger’s level – 3. This trap functions as summon nature’s ally II at 8th level, summon nature’s ally III at 11th level, and summon nature’s ally IV at 14th level. The summoned creature or creatures appear in a location within the trap’s range designated when the trap is set; if it’s not possible for the creatures to appear in that location, they appear in the nearest unoccupied space. The ranger can choose a command of no more than 25 words when the trap is created; the creature or creatures follow those instructions, or otherwise attack the creature that triggered the trap.
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Swarm Trap (Ex or Su)Source Ultimate Magic pg. 65
Effect The trap releases a bat swarm, rat swarm, or spider swarm that attacks all creatures in the area. The swarm remains in the general area for no longer than 1 round per ranger level, after which it disperses. If the trap is an extraordinary trap, the ranger must provide the creatures of the swarm (typically in a small box, cage, or crate); these creatures may die of starvation before the trap is triggered (an extraordinary trap lasts 1 day per level).
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Tar Trap (Ex or Su)Source Kobolds of Golarion pg. 21
Effect The target is coated in a thin layer of sticky tar unless
it succeeds at a Reflex save. It is entangled, and becomes
susceptible to catching fire from any source of flame. If lit
on fire, the tar burns intensely for 1 round; it deals 2d6
points of fire damage and is destroyed in the process.
Unless burned away, the tar remains for 1 round per ranger
level. If this is an extraordinary trap, the ranger must
supply a dose of tar.
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Telepathy Trap (Su)Source Demon Hunter's Handbook pg. 11
Effect The trap resonates at a high-pitched frequency audible only to creatures that communicate via telepathy. If the triggering creature has the ability to communicate via telepathy, the creature becomes overwhelmed by psychic feedback. The trapped creature is staggered for 1d4 rounds (Will negates), and may not communicate telepathically during this time. This is a sonic, mind-affecting effect. Creatures that lack telepathy are not affected by this trap, though they may still trigger it.
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Toxic Fumes Trap* (Ex or Su)Source Champions of Balance pg. 25
Effect A ranger can add this to a smoke trap. The smoke this trap creates is extremely noxious. Any breathing creature must succeed at a Fortitude saving throw (in addition to the Fortitude save for the smoke trap) or be nauseated every round it’s within the smoke and for 1d4+1 rounds after leaving the smoke. If this is an extraordinary trap, the ranger must use a toxic material when setting the trap, such as noxious aromatic (Pathfinder Player Companion: Animal Archive 13).
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Transdimensional Trap* (Su)Source Kobolds of Golarion pg. 21
Effect This augmentation allows a trap to affect an incorporeal
or ethereal creature as if it were corporeal or existed on the
Material Plane.
Magical Component scroll of ghostbane dirgeAPG
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Transpositional Trap (Su)Source Demon Hunter's Handbook pg. 11
Effect This pair of traps causes any creature that steps in one of the traps to be teleported to the location of the other trap (Will negates), as the spell dimension door. After having been transported, the creature may not take any other actions until its next turn. If one part of a pair of transpositional traps becomes blocked by a solid body or object, the trap does not function until the obstruction is removed. In order to create this trap, a ranger must set up two transpositional traps within 400 feet of each other, thus expending 2 uses of the ranger’s traps per day. A ranger can only have one pair of transpositional traps set at a time; setting a third transpositional trap immediately causes the first to disappear and keys the second and third transpositional traps to one another.
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Tripwire (Ex or Su)Source Kobolds of Golarion pg. 21
Effect A taut wire stretched between two vertical surfaces
knocks the target prone unless it succeeds at a Reflex save. A
running or charging creature takes a –6 penalty on its save.
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Wounding Trap (Ex or Su)Source Magical Marketplace pg. 12
Effect This trap makes a melee attack against the target using the ranger’s base attack bonus + his Wisdom modifier for the attack roll. It deals an amount of damage equal to 1d6 + 1/2 the ranger’s level. The ranger chooses whether this damage is bludgeoning, piercing, or slashing. If this is a supernatural trap, the attack counts as magical for the purposes of overcoming damage reduction.
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