- Acid Trap* (Ex or Su)
- Alarm Trap* (Ex or Su)
- Anchoring Trap* (Su)
- Burning Trap* (Ex or Su)
- Blightburn Trap* (Ex)
- Bludgeoning Trap (Ex or Su)
- Channeled Energy Trap* (Ex or Su)
- Decoy Trap (Su)
- Dirty Trick Trap* (Ex or Su)
- Distraction Trap* (Ex or Su)
- Exploding Trap* (Ex or Su)
- Fire Trap (Ex or Su)
- Firework Trap* (Ex or Su)
- Freezing Trap (Su)
- Lazurite Trap (Ex or Su)
- Limning Trap (Ex or Su)
- Marking Trap* (Ex or Su)
- Over-sized Barbs* (Ex or Su)
- Penetrating Trap* (Ex or Su)
- Pit Trap* (Ex or Su)
- Poison Trap (Ex or Su)
- Quicksand Trap (Su)
- Rust Monster Trap (Ex or Su)
- Selective Trigger (Ex or Su)
- Sleet Trap (Su)
- Smoke Trap (Ex or Su)
- Snare Trap (Ex or Su)
- Spell-Stealing Trap (Su)
- Spell-Storing Trap (Su)
- Summoned Ally Trap (Su)
- Swarm Trap (Ex or Su)
- Tar Trap (Ex or Su)
- Telepathy Trap (Su)
- Toxic Fumes Trap* (Ex or Su)
- Transdimensional Trap (Su)
- Transpositional Trap (Su)
- Tripwire (Ex or Su)
- Wounding Trap (Ex or Su)
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 Trigger: location, and Reset: none.
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. 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 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.
When this trap is triggered, it creates a momentary loud noise equivalent to the audible alarm version of alarm.
Anchoring Trap* (Su)
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 travel 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.
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.
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.
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.
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).
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.
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 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.
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.
Restrictions: Can only be added 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.
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.
Restrictions: Can only be added 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 powder or a firework.
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.
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.
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 ink or marker dye.
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.
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.
Special Requirements or Restrictions: Can only be added 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.
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.
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.
The trap and all adjacent squares become quicksand 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.
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.
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.
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.
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.
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.
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.
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.
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).
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.
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.
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.
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.
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.