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__NOTOC__ {{d20r}} The trapper is a master woodsman, capable of surviving off the land indefinitely. He fashions special traps which can be deployed on a whim, ingeniously hidden in the undergrowth. With his traps deployed, the trapper lies in wait, and responds immediately when one is sprung, attacking his captured foes at range with a bow. == Class Features == ==== HD ==== d6. ==== Skills ==== A Trapper is trained in the Adventurer, Herbalist, and Trapper skill sets, plus one other of his choice. He also gains Stealth as a bonus skill. ==== Prowess ==== A Trapper gains 4 points of Prowess per level. ==== Proficiencies ==== Trappers are proficient with simple weapons and with bows. Trappers are also proficient with light armor, but not with any shields. ==== Table 1: The Trapper ==== {| class="class header bordered zebra" !rowspan=2| Level !!rowspan=2| BAB !!rowspan=2| Fort !!rowspan=2| Ref !!rowspan=2| Will !!rowspan=2| Special !!colspan=2| Traps |- ! Prepared !! Max. Level |- | 1st || +0 || +2 || +0 || +0 || [[#Foraging (Ex)|Foraging]], [[#Track|Track]], [[#Trapfinding (Ex)|Trapfinding +1]] || 2 || 1st |- | 2nd || +1 || +3 || +0 || +0 || [[#Emergency Trapping (Ex)|Emergency Trapping]], [[#Point-Blank Shot|Point-Blank Shot]], [[#Woodland Stride|Woodland Stride]] || 3 || 1st |- | 3rd || +2 || +3 || +1 || +1 || [[#Opportunistic Snare (Ex)|Opportunistic Snare]], [[#Trackless Step (Ex)|Trackless Step]] || 4 || 1st |- | 4th || +3 || +4 || +1 || +1 || [[#Poison Use (Ex)|Poison Use]], [[#Rapid Shot|Rapid Shot]], [[#Trapfinding (Ex)|Trapfinding +2]] || 4 || 1st |- | 5th || +3 || +4 || +1 || +1 || [[#Trap on the Move (Ex)|Trap on the Move]], [[#Venom Resistance (Ex)|Venom Resistance]] || 5 || 2nd |- | 6th || +4 || +5 || +2 || +2 || [[#Discrete Traps (Ex)|Discrete Traps]], [[#Light-weight Traps (Ex)|Light-weight Traps]], [[#Swift Tracker (Ex)|Swift Tracker]] || 5 || 2nd |- | 7th || +5 || +5 || +2 || +2 || [[#Camouflage (Ex)|Camouflage]] || 6 || 2nd |- | 8th || +6/+1 || +6 || +2 || +2 || [[#Swift Trapping (Ex)|Swift Trapping]], [[#Trapfinding (Ex)|Trapfinding +3]] || 6 || 2nd |- | 9th || +6/+1 || +6 || +3 || +3 || [[#Improved Poison Use (Ex)|Improved Poison Use]] || 7 || 3rd |- | 10th || +7/+2 || +7 || +3 || +3 || [[#Manyshot|Manyshot]] || 7 || 3rd |- | 11th || +8/+3 || +7 || +3 || +3 || [[#Hide in Plain Sight (Ex)|Hide in Plain Sight]] || 8 || 3rd |- | 12th || +9/+4 || +8 || +4 || +4 || [[#Feather-weight Traps (Ex)|Feather-weight Traps]], [[#Trap on the Run (Ex)|Trap on the Run]], [[#Trapfinding (Ex)|Trapfinding +4]] || 8 || 3rd |- | 13th || +9/+4 || +8 || +4 || +4 || [[#Survival Mastery|Survival Mastery]] || 9 || 4th |- | 14th || +10/+5 || +9 || +4 || +4 || [[#Dual Trapping (Ex)|Dual Trapping]] || 9 || 4th |- | 15th || +11/+6/+1 || +9 || +5 || +5 || [[#Stealth Mastery|Stealth Mastery]] || 10 || 4th |- | 16th || +12/+7/+2 || +10 || +5 || +5 || [[#Trapfinding (Ex)|Trapfinding +5]] || 10 || 4th |- | 17th || +12/+7/+2 || +10 || +5 || +5 || [[#Trap Link (Su)|Trap Link]] || 11 || 5th |- | 18th || +13/+8/+3 || +11 || +6 || +6 || [[#Weightless Traps (Ex)|Weightless Traps]] || 11 || 5th |- | 19th || +14/+9/+4 || +11 || +6 || +6 || [[#Immediate Trapping (Ex)|Immediate Trapping]] || 12 || 5th |- | 20th || +15/+10/+5 || +12 || +6 || +6 || [[#Trap Mastery (Su)|Trap Mastery]], [[#Trapfinding (Ex)|Trapfinding +6]] || 12 || 5th |} === Trapping (Ex) === A Trapper's signature ability is the use of clever snares, pits, and other traps, which typically trigger automatically when strode upon. Each day, a Trapper must prepare a number of traps; this process takes an hour, and the Trapper can only produce a limited number of unique traps in a given day, as listed in the "Traps Prepared" column of Table 1: The Trapper. A Trapper produces five copies of each trap prepared, which may be re-used throughout the day, though their improvised nature means a Trapper generally has to re-create his Traps each day from fresh materials. Due to their temporary and improvised nature, shopkeepers will not purchase these traps. Traps are designed to be made from natural materials; Trappers typically will not carry materials with them, but simply forage for them as necessary (see Foraging, below). If a Trapper expects to not have time to forage, or expects to be in an environment utterly devoid of resources, any town should be able to provide him with the materials he needs; trapping materials cost 5 gp per trap level (so 5 gp for a 1st level Trap, 25 gp for a 5th level Trap). Both the materials to make a trap and the prepared trap weigh 2 pounds each (but see Light-weight Traps, Feather-weight Traps, and Weightless Traps, below). A Trapper may trap any square within 30 feet of himself as a Standard Action; no square can have two traps placed in it at once. A creature springs the trap when it enters the trap's trigger zone (defined by each trap), taking its effects (after failing a save, if applicable). When placing a Trap, the Trapper must make a Stealth roll, which may be opposed by creature's Awareness check to see where he's placed it. Traps can also be searched for; doing so requires a Search check matching the Stealth roll, but takes longer than the Awareness check (see Search for details). A Trapper's allies always know where he's placed traps. Once a trap has been located, it may be disarmed with a Disable Device check, but its DC is 30 + the trap's level; a Trapper gains a +5 bonus on this check, even against the traps of another Trapper. A trap's saving throw DC is calculated as 10 + the Trapper's Wisdom modifier + the Trapper's Dexterity modifier. In order to create a trap, a Trapper must have both a Wisdom and a Dexterity '''modifier''' equal to the trap's level. A Trapper may retrieve a trap, whether it has been sprung or not, by entering its square or any square adjacent to it, and picking it up as a Move Action. He may instead reset a sprung trap from the same distance as a Swift Action, making a new Stealth check and allowing it to spring on the next creature to enter its square. If he resets a trap that has a creature upon it, the trap does not spring until a new creature enters the square, or the original creature leaves and re-enters the square. A trap may be used as many times in a day as the Trapper wishes. Traps may have poison applied to them; treat this exactly like poisoning a weapon. Each trap lists which types of poisons may be applied to them. Inhaled poisons are released when the trap is sprung, and the target must save against the poison separately from its response to the trap. Contact poisons are applied to anyone who is hit by a trap; that is, anyone whose AC does not beat the trap's attack roll or Reflex save (if the trap does not offer either of these things, the contact poison always applies). Injury poison only functions if the trap successfully deals damage to the target. In all cases, the poison is expended once the trap has successfully applied the poison (as above), regardless of whether or not the target makes its save. === Foraging (Ex) === With a successful Survival check, a Trapper can find all of the materials that he needs. Depending on his roll, it takes the Trapper the listed amount of time to find the materials he needs for either a day's worth of traps, or for 50 arrows. Arrows made from these materials cannot be Masterwork and cannot be magically enhanced, but they are free. For the purposes of Craft checks, treat these arrows as costing as much as regular arrows (i.e. 2.5 gp worth), but neither these materials nor the arrows made from them will be bought by reputable stores, as they are generally not of store-bought quality in appearance. {| class="header bordered zebra" ! Survival check !! Time spent foraging |- | less than 10 || Failed to find the requisite materials. |- | 10 to 14 || 2 hours |- | 15 to 19 || 90 minutes |- | 20 to 24 || 75 minutes |- | 25 to 29 || 1 hour |- | 30 to 34 || 30 minutes |- | 35 to 39 || 15 minutes |- | 40 or more || 5 minutes |} A Trapper may also collect useful pieces of the creatures he slays. Provided the corpse is relatively intact, a Trapper may harvest the natural weapons of any creature with a Survival check equal to 10 + the creature's Challenge Rating. This process takes one minute, and the natural weapon may later be incorporated into his traps. Because only Trappers know how to use these, they generally cannot be bought or sold in stores. The effect of the natural weapon, when incorporated into a trap, is that the trap ignores damage reduction as the natural weapon would, and applies any poison the natural weapon would. Other effects may also be available; a successful Knowledge check would inform the Trapper of such properties. These objects may be incorporated into a trap during preparation, and works only once. === Track === A Trapper gains Track as a bonus feat. === Trapfinding (Ex) === A Trapper can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a non-magical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Trappers can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A Trapper who beats a trap's DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with his party) without disarming it. A Trapper also has an intuitive sense that alerts him to danger from traps, giving him a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses increase by +1 for every four Trapper levels. === Emergency Trapping (Ex) === Trappers are always ready to have at least one trap out there. So long as a 2nd level Trapper is not caught surprised, he may deploy a single trap immediately upon rolling initiative, from his starting position. If he is caught by surprise, he may place the trap immediately after the surprise round. === Point-Blank Shot === At 2nd level, a Trapper gains Point-Blank Shot as a bonus feat, even if he does not meet its prerequisites. === Woodland Stride (Ex) === Starting at 2nd level, a Trapper may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect him. === Opportunistic Snare (Ex) === Any creature that springs a trap that works successfully (i.e. the creature fails its save and/or is hit by the trap) provokes an attack of opportunity. The Trapper who placed the trap may make the attack even if he does not threaten the trapped square, so long as he is wielding a weapon which can reach the square (even a ranged weapon), and he sees the trap go off. His target is considered flat-footed against attacks of opportunity so provoked. If the Trapper has the Rapid Shot or Manyshot feats, he may attack repeatedly as if using these feats on a Standard Action, provided he has sufficient attacks of opportunity with which to make all of these attacks (and doing so reduces his attacks of opportunity for the round by however many attacks he makes). The Trapper also gains Combat Reflexes as a bonus feat, even if he does not meet its prerequisites. === Trackless Step (Ex) === Starting at 3rd level, a Trapper leaves no trail in natural surroundings and cannot be tracked. He may choose to leave a trail if so desired. === Poison Use (Ex) === Beginning at 4th level, a Trapper never needs to worry about accidentally poisoning himself when applying poison to a weapon or to his traps. === Rapid Shot === At 4th level, a Trapper gains Rapid Shot as a bonus feat, even if he does not meet the prerequisites. === Trap on the Move (Ex) === Beginning at 5th level, a Trapper may place a trap within 30 feet of any square he moves through. This still requires his Standard Action, it simply takes place somewhere in the middle of his Move Action. === Venom Resistance (Ex) === Also at 5th level, a Trapper gains a +4 bonus to any and all saving throws made to resist the effects of poison. === Discrete Traps (Ex) === The traps of a 6th level Trapper can be made such that they do not spring for the Trapper's allies. The Trapper's allies may now enter trapped squares without setting off the trap. === Light-weight Traps (Ex) === A 6th level Trapper can make traps weighing 1 pound each, half as much as usual. The traps require the same amount and weight of material, however; excess material is simply removed during the preparation process. === Swift Tracker (Ex) === Beginning at 6th level, a Trapper can move at his normal speed while following tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking. === Camouflage (Ex) === With a successful use of Forage, a 7th level Trapper can find materials with which to modify his armor so that it blends into his surroundings. When he has done so, he is considered to always have Concealment in that environment, allowing him to use his Stealth skill anywhere so long as he isn't being directly observed. This also eliminates any and all armor check penalty to his Stealth skill. === Improved Poison Use (Ex) === An 8th level Trapper may apply a poison he has in a readily accessed location (e.g. tucked in a belt, not buried in a bag) as a Free Action. === Swift Trapping (Ex) === Due to his intensive training with traps, an 8th level Trapper may deploy a trap as a Swift Action. This Swift Action may take place in the middle of a Move Action (see Trap on the Move, above), and may target any square within 30 feet of the Trapper, as usual. When a Trapper has done this, he cannot do so again for 3 rounds. === Manyshot === At 10th level, a Trapper gains Manyshot as a bonus feat, even if he does not meet its prerequisites. === Hide in Plain Sight (Ex) === Provided a Trapper has camouflaged himself appropriately for his environment, he may use his Stealth skill even while being directly observed. === Feather-weight Traps (Ex) === A 12th level Trapper can make traps weighing ½ pound each, a quarter as much as usual. The traps require the same amount and weight of material, however; excess material is simply removed during the preparation process. === Trap on the Run (Ex) === While a Trapper has always relied on careful positioning of his traps, by 12th level he is a hero of such stature his foes are innumerable and almost impossible to ensnare. Loathe though he may be to do so, a Trapper must begin to litter the battlefield with as many traps as he can, and he must often forsake his hiding place in favor of mobility. He may now deploy a trap during a Move Action used to move about the battlefield, without expending any other actions. He may still use other actions to deploy more traps while moving. === Survival Mastery === At 13th, a Trapper becomes a Master of Survival. === Dual Trapping (Ex) === Continuing in his quest to entrap everything around him, a 14th level Trapper may now deploy two traps, as usual, for a single Standard Action. This Standard Action may still take place in the middle of movement, but both must be deployed from the same square. === Stealth Mastery === At 15th, a Trapper becomes a Master of Stealth. === Trap Link (Su) === The traps of a 17th level Trapper are indelibly linked to him; he may choose if one goes off or not as a Free Action even when it is not his turn. This is a supernatural ability; if he lacks line of effect to the trap or he or the trap are in an ''Anti-Magic Field'' or similar effect, the trap functions as if the Trapper did not have this ability. === Weightless Traps (Ex) === A 18th level Trapper can make traps that do not encumber him at all. The traps require the same amount and weight of material, however; the Trapper is simply so skilled in their design that they can be carried without feeling the weight at all. === Immediate Trapping (Ex) === A master of subterfuge, and incredibly quick, a 19th level Trapper may, once per encounter, deploy a trap as an immediate action. Typically, the Trapper will place the trap in front of a moving enemy just as he enters a square; if the enemy sees the Trapper do so, he may change course to avoid it. === Trap Mastery (Su) === Himself, perhaps, the ultimate trap, simply being in the presence of a 20th level Trapper is extremely dangerous. Once per day, he may deploy all of his traps, coating the battlefield in the devious devices. This takes a full-round action, and it is impossible to see where all the traps go. Enemies treat all squares within 30 feet of the Trapper as difficult terrain as they try to avoid the traps; they may choose to not do so, but are automatically hit and automatically waive their saving throw against any traps they spring, so doing so is practically suicidal. [[Category:D20 Rebirth]] [[Category:Player Character Classes]]
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