D20r:Trapper

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{{d20r}}{{D20Competitor|f=2|t=193}}
{{d20r}}{{D20Competitor|f=2|t=193}}
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.
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.
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== Class Features ==
== Class Features ==
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==== Skills ====
==== Skills ====
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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.
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A Trapper is trained in the Adventurer, Herbalist, and Trapper skill sets, plus one other of his choice. He also gains Craft (Trapmaking) and Stealth as bonus skills.
==== Prowess ====
==== Prowess ====
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==== Table 1: The Trapper ====
==== Table 1: The Trapper ====
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{| class="class header bordered zebra"
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{| class="class header zebra bordered"
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!rowspan=2| Level !!rowspan=2| BAB !!rowspan=2| Fort !!rowspan=2| Ref !!rowspan=2| Will !!rowspan=2| Special !!colspan=2| Traps
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!rowspan=2| Level !!rowspan=2| BAB !!rowspan=2| Fort !!rowspan=2| Ref !!rowspan=2| Will !!rowspan=2| Special !!colspan=5| Traps Prepared
|-
|-
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! Prepared !! Max. Level
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! 1st !! 2nd !! 3rd !! 4th !! 5th
|-
|-
-
| 1st || +0 || +1 || +2 || +0 || [[#Foraging (Ex)|Foraging]], [[#Track|Track]], [[#Trapfinding (Ex)|Trapfinding +1]] || 2 || 1st
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| 1st || +0 || +1 || +2 || +0 || Foraging, Track, Trapfinding +1 || 2 || — || — || — || —
|-
|-
-
| 2nd || +1 || +1 || +3 || +0 || [[#Emergency Trapping (Ex)|Emergency Trapping]], [[#Point-Blank Shot|Point-Blank Shot]], [[#Woodland Stride|Woodland Stride]] || 3 || 1st
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| 2nd || +1 || +1 || +3 || +0 || Emergency Trapping (1), Woodland Stride || 3 || — || — || — ||
|-
|-
-
| 3rd || +2 || +2 || +3 || +1 || [[#Opportunistic Snare (Ex)|Opportunistic Snare]], [[#Trackless Step (Ex)|Trackless Step]] || 4 || 1st
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| 3rd || +2 || +2 || +3 || +1 || Nocturnal (75% sleep), Opportunistic Snare, Trackless Step || 4 || — || — || — ||
|-
|-
-
| 4th || +3 || +2 || +4 || +1 || [[#Camouflage (Ex)|Camouflage]], [[#Low-light Vision (Ex)|Low-light Vision]], [[#Rapid Shot|Rapid Shot]], [[#Trapfinding (Ex)|Trapfinding +2]] || 4 || 1st
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| 4th || +3 || +2 || +4 || +1 || Camouflage, Low-light Vision, Trapfinding +2 || 4 || — || — || — || —
|-
|-
-
| 5th || +3 || +3 || +4 || +1 || [[#Poison Use (Ex)|Poison Use]], [[#Trap on the Move (Ex)|Trap on the Move]], [[#Venom Resistance (Ex)|Venom Resistance]] || 5 || 2nd
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| 5th || +3 || +3 || +4 || +1 || Poison Use, Trap on the Move, Venom Resistance || 4 || 1 || — || ||
|-
|-
-
| 6th || +4 || +3 || +5 || +2 || [[#Discrete Traps (Ex)|Discrete Traps]], [[#Light-weight Traps (Ex)|Light-weight Traps]], [[#Swift Tracker (Ex)|Swift Tracker]] || 5 || 2nd
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| 6th || +4 || +3 || +5 || +2 || Discrete Triggers, Light-weight Traps, Swift Tracker || 4 || 1 || — || ||
|-
|-
-
| 7th || +5 || +3 || +5 || +2 || [[#Darkvision (Ex)|Darkvision 60 ft.]], [[#Hide in Plain Sight (Ex)|Hide in Plain Sight]] || 6 || 2nd
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| 7th || +5 || +3 || +5 || +2 || Darkvision 60 ft., Hide in Plain Sight || 4 || 2 || — || ||
|-
|-
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| 8th || +6/+1 || +4 || +6 || +2 || [[#Swift Trapping (Ex)|Swift Trapping]], [[#Trapfinding (Ex)|Trapfinding +3]] || 6 || 2nd
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| 8th || +6/+1 || +4 || +6 || +2 || Magical Step, Swift Trapping, Trapfinding +3 || 4 || 2 || — || — ||
|-
|-
-
| 9th || +6/+1 || +4 || +6 || +3 || [[#Uncanny Dodge (Ex)|Uncanny Dodge]] || 7 || 3rd
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| 9th || +6/+1 || +4 || +6 || +3 || Magical Triggers, Nocturnal (50% sleep) || 4 || 2 || 1 || — || —
|-
|-
-
| 10th || +7/+2 || +5 || +7 || +3 || [[#Manyshot|Manyshot]], [[#Scent (Ex)|Scent]] || 7 || 3rd
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| 10th || +7/+2 || +5 || +7 || +3 || Emergency Trapping (2), Scent, Uncanny Dodge || 4 || 2 || 1 || ||
|-
|-
-
| 11th || +8/+3 || +5 || +7 || +3 || [[#Improved Poison Use (Ex)|Improved Poison Use]] || 8 || 3rd
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| 11th || +8/+3 || +5 || +7 || +3 || Improved Poison Use, Sculpted Traps || 4 || 2 || 2 || ||
|-
|-
-
| 12th || +9/+4 || +6 || +8 || +4 || [[#Feather-weight Traps (Ex)|Feather-weight Traps]], [[#Trap on the Run (Ex)|Trap on the Run]], [[#Trapfinding (Ex)|Trapfinding +4]] || 8 || 3rd
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| 12th || +9/+4 || +6 || +8 || +4 || Feather-weight Traps, Trap on the Run, Trapfinding +4 || 4 || 2 || 2 || — ||
|-
|-
-
| 13th || +9/+4 || +6 || +8 || +4 || [[#Survival Mastery|Survival Mastery]] || 9 || 4th
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| 13th || +9/+4 || +6 || +8 || +4 || Craft (Trapmaking) Mastery, Step of the Wind || 4 || 2 || 2 || 1 ||
|-
|-
-
| 14th || +10/+5 || +6 || +9 || +4 || [[#Dual Trapping (Ex)|Dual Trapping]] || 9 || 4th
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| 14th || +10/+5 || +6 || +9 || +4 || Dual Trapping, Survival Mastery || 4 || 2 || 2 || 1 ||
|-
|-
-
| 15th || +11/+6/+1 || +7 || +9 || +5 || [[#Stealth Mastery|Stealth Mastery]] || 10 || 4th
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| 15th || +11/+6/+1 || +7 || +9 || +5 || Nocturnal (25% sleep), Stealth Mastery || 4 || 2 || 2 || 2 ||
|-
|-
-
| 16th || +12/+7/+2 || +7 || +10 || +5 || [[#Trapfinding (Ex)|Trapfinding +5]] || 10 || 4th
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| 16th || +12/+7/+2 || +7 || +10 || +5 || Trap Awareness, Trapfinding +5 || 4 || 2 || 2 || 2 ||
|-
|-
-
| 17th || +12/+7/+2 || +8 || +10 || +5 || [[#Trap Link (Su)|Trap Link]] || 11 || 5th
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| 17th || +12/+7/+2 || +8 || +10 || +5 || Emergency Trapping (3), Trap Link || 4 || 2 || 2 || 2 || 1
|-
|-
-
| 18th || +13/+8/+3 || +8 || +11 || +6 || [[#Weightless Traps (Ex)|Weightless Traps]] || 11 || 5th
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| 18th || +13/+8/+3 || +8 || +11 || +6 || Weightless Traps || 4 || 2 || 2 || 2 || 1
|-
|-
-
| 19th || +14/+9/+4 || +9 || +11 || +6 || [[#Immediate Trapping (Ex)|Immediate Trapping]] || 12 || 5th
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| 19th || +14/+9/+4 || +9 || +11 || +6 || Immediate Trapping || 4 || 2 || 2 || 2 || 2
|-
|-
-
| 20th || +15/+10/+5 || +9 || +12 || +6 || [[#Trap Mastery (Su)|Trap Mastery]], [[#Trapfinding (Ex)|Trapfinding +6]] || 12 || 5th
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| 20th || +15/+10/+5 || +9 || +12 || +6 || Sleepless, Trap Mastery, Trapfinding +6 || 4 || 2 || 2 || 2 || 2
|}
|}
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=== Trapping (Ex) ===
=== Trapping (Ex) ===
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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.
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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 of each level; 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 one copy of each trap prepared (he may prepare a trap multiple times, however), which may be re-used throughout the day, though their improvised nature means a Trapper 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).
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).
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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).
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A Trapper may trap any square within 30 feet of himself as a Standard Action; in general, two traps cannot overlap in their targeted areas. Each trap has a different form of trigger, as described in the trap entries. A character may voluntarily treat a square as difficult terrain (ignoring any abilities that make them immune to difficult terrain, since they must choose to do so), and thereby avoid triggering automatic, extraordinary traps, but they must choose to do so before entering a square. Spell-like traps typically have magical sensors that cannot be avoided so easily.
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A Trapper may place a trap such that its trapped areas include features as soon as it has been placed, but the trap cannot be triggered by those creatures until the end of their next turn; that is, they must choose on their next turn to remain within the trapped area before the trap will spring.
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. A character with the Trapfinding class feature may apply his Trapfinding bonus to his Awareness or Search checks to locate the Trapper's traps.
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. A character with the Trapfinding class feature may apply his Trapfinding bonus to his Awareness or Search checks to locate the Trapper's traps.
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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.
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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. Even a Trapper's mundane traps count as magic for the purposes of whether or not a character can attempt to use Disable Device on it. The Disable Device check must be made while adjacent to any square that is trapped by it.
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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.
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A trap's saving throw DC is calculated as 10 + half the Trapper's level. Reflex saves add the Trapper's Dexterity modifier, while Fortitude and Willpower saves instead add the Trapper's Wisdom modifier. In order to create a trap, a Trapper must have both a Wisdom and a Dexterity '''modifier''' equal to the trap's level.
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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.
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Traps frequently require skill checks to avoid or escape from, and these often use a number called the "Trap Skill DC" for their difficulty class. The Trap Skill DC is equal to 10 + twice the Trapper's Dexterity modifier + the Trapper's Wisdom modifier + the Trapper's Hero Value (as if it were a Dex-based skill in which the Trapper was a Journeyman and he took 10 on it).
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A Trapper may retrieve a trap, whether it has been sprung or not, by entering any square adjacent to any trapped square, 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. In some cases, a trap may be broken, either by enemies disabling it, or through normal use. In this case, the Trapper requires one minute to mend it before it can be used again.
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.
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.
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Traps may also be targeted as if they were weapons by spells. This could allow a friendly Cleric to bless a trap to bypass alignment-based damage reduction, or a friendly Wizard to magically enhance the trap's weaponry.
=== Foraging (Ex) ===
=== 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.
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.
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{| class="header bordered zebra"
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Foraging can also provide materials for more permanent traps and also for poisons. A successful use of Forage can provide up to 25 gp worth of raw materials for these items. However, please see the DM's note below.
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{| class="zebra bordered header"
! Survival check !! Time spent foraging
! Survival check !! Time spent foraging
|-
|-
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| 40 or more || 5 minutes
| 40 or more || 5 minutes
|}
|}
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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.
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.
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==== A Note to Dungeon Masters - Foraging for permanent items ====
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In general, the amount of items that a character receives at a given level should be controlled to maintain balance. Traps and poisons are generally one-shot items, but if foraging and crafting is used frequently, a player may be able to maintain a rather considerable edge in combat by using them. The ''Dungeon Master's Guide'' provides guidelines for handling consumable items, which should be followed, and using foraging should basically be treated the same as going out and buying the raw materials as far as wealth is handled.
=== Track ===
=== Track ===
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A Trapper gains Track as a bonus feat, even if he does not meet the prerequisites.
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A Trapper gains Track as a bonus feat.
=== Trapfinding (Ex) ===
=== Trapfinding (Ex) ===
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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.
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.
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=== Point-Blank Shot ===
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At 10th level, a Trapper may begin combat with 2 traps placed from his initial position. At 17th, this increases to 3.
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At 2nd level, a Trapper gains Point-Blank Shot as a bonus feat, even if he does not meet its prerequisites.
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=== Woodland Stride (Ex) ===
=== 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.
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.
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Note that a number of Alternate Class Features (below) exist for Woodland Stride, to apply its benefits to other natural terrain difficulties.
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=== Nocturnal (Ex) ===
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Trappers learn to get by on less sleep, as the night is the time of the hunt. At 3rd level, a Trapper needs only 75% as much sleep as he would usually require to become fully rested; at 9th, only 50%, and at 15th, 25%. This class feature applies to elven trances and any other "sleep-like" state of rest. This does not reduce the amount of "rest" time to regain spell slots or similar class features (traps do not require rest, however, just foraging and preparation). This may stack with other class features that reduce the amount of sleep a character needs, but this modifier is always applied last. Thus, this class feature cannot completely eliminate the need for sleep for a character who otherwise needs it.
=== Opportunistic Snare (Ex) ===
=== Opportunistic Snare (Ex) ===
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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).
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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). These attacks of opportunity always take place after the trap has finished springing (which may affect characters' ability to make attacks of opportunity), though traps that move creatures generally provoke attacks of opportunity for the movement, as well. No trap, or in the (unusual) case of overlapping traps, no combination of traps, may provoke more than one attack of opportunity, including any attacks provoked by movement forced by the trap.
The Trapper also gains Combat Reflexes as a bonus feat, even if he does not meet its prerequisites.
The Trapper also gains Combat Reflexes as a bonus feat, even if he does not meet its prerequisites.
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With a successful use of Forage, a 4th 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.
With a successful use of Forage, a 4th 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.
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A Camouflaged Trapper may immediately attempt to hide again after making an attack of opportunity from hiding, and though he takes only a -10 penalty to Stealth checks to do so instead of the usual -20. Further, Flat-Footed foes automatically fail Awareness checks to see him.
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A Camouflaged Trapper may immediately attempt to hide again after making an attack of opportunity from hiding, and he takes only a -10 penalty to Stealth checks to do so, instead of the usual -20. Further, Flat-Footed foes automatically fail these checks.
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Camouflage also allows a Trapper to apply Woodland Stride to the natural impediments of any natural terrain that he has camouflaged himself for. See the Alternate Class Features for Woodland Stride, below, for examples. Note that camouflage for environments that are very hot or very cold can protect the Trapper from temperatures as high as 120 °F or as cold as 0 °F. Even when camouflaged for another environment, however, he may continue to apply it to woodlands (or whichever terrain is appropriate for the Alternate Class Feature he has selected).
=== Low-light Vision (Ex) ===
=== Low-light Vision (Ex) ===
Well used to moving about at night, a 4th level Trapper gains the Low-light Vision special quality, if he does not already have it.
Well used to moving about at night, a 4th level Trapper gains the Low-light Vision special quality, if he does not already have it.
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=== Rapid Shot ===
 
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At 4th level, a Trapper gains Rapid Shot as a bonus feat, even if he does not meet the prerequisites.
 
=== Poison Use (Ex) ===
=== Poison Use (Ex) ===
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=== Discrete Traps (Ex) ===
=== Discrete Traps (Ex) ===
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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.
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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 Automatic traps, and they can bypass Static traps without penalty. If an enemy triggers a trap while an ally is caught within, however, that ally is still affected by the trap.
=== Light-weight Traps (Ex) ===
=== Light-weight Traps (Ex) ===
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=== Hide in Plain Sight (Ex) ===
=== Hide in Plain Sight (Ex) ===
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Provided a Trapper of 7th level or higher has camouflaged himself appropriately for his environment, he may use his Stealth skill even while being directly observed.
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Provided a Trapper of at least 7th level has camouflaged himself appropriately for his environment, he may use his Stealth skill even while being directly observed.
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=== Magical Step (Ex) ===
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A Trapper may now ignore magically manipulated undergrowth just as he can natural undergrowth (if he chose an Alternate Class Feature to Woodland Stride, he may ignore magical dangers corresponding to the natural dangers his Alternate Class Feature covers). He may also ignore other magically manipulated hazards, as he could their natural counterparts, through the use of Camouflage.
=== Swift Trapping (Ex) ===
=== 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.
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.
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=== Magical Triggers (Su) ===
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Every trap made by a 9th level Trapper incorporates a magical trigger, even if it is otherwise mundane and maintains its physical triggering mechanisms. Provided the trap is not within an ''Anti-Magic Field'' and hasn't been the target of any ''Dispel Magic'' or similar effects, the automatic traps with the magical sensors spring as soon as the trap could affect a target, even if that target is taking precautions to avoid the trap. This sensor does not depend on vision, sound, touch, taste, or smell, but rather on magical interactions, so effects such as ''Invisibility'' offer no protection against it. It is fooled by ''Nondetection'' and similar anti-divination effects, however. A DC 40 Stealth check can also avoid it.
=== Uncanny Dodge (Ex) ===
=== Uncanny Dodge (Ex) ===
Starting at 9th level, a Trapper can react to danger before her senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. This feature also allows the Trapper to use Emergency Trapping to place a trap at the beginning of a surprise round, even if he has been surprised.
Starting at 9th level, a Trapper can react to danger before her senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. This feature also allows the Trapper to use Emergency Trapping to place a trap at the beginning of a surprise round, even if he has been surprised.
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If a Trapper already has Uncanny Dodge from a different class he automatically gains Improved Uncanny Dodge instead.
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If a Trapper already has Uncanny Dodge from a different class he automatically gains Improved Uncanny Dodge instead.  
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=== Manyshot ===
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=== Scent (Ex) ===
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At 10th level, a Trapper gains Manyshot as a bonus feat, even if he does not meet its prerequisites.
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So used to the forest is the 10th level Trapper, that even the faintest odors can betray the presence of foes. The Trapper gains the Scent special quality.  
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=== Scent ===
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So used to the forest is the 10th level Trapper, that even the faintest odors can betray the presence of foes. The Trapper gains the Scent special quality.
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=== Improved Poison Use (Ex) ===
=== Improved Poison Use (Ex) ===
An 11th 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.
An 11th 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.
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=== Sculpted Traps (Su) ===
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Through the use of arcane design, the traps of an 11th Trapper avoid affecting his allies, even if they are caught within the trapped area of a trap triggered on an enemy.
=== Feather-weight Traps (Ex) ===
=== Feather-weight Traps (Ex) ===
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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.
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.
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=== Survival Mastery ===
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=== Step of the Wind (Su) ===
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At 13th, a Trapper becomes a Master of Survival.
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So used is he to the pitfalls of nature and magic, a 13th level Trapper may ignore any and all forms of difficult terrain, treating them as ordinary squares for movement. He also takes no damage or other penalty from any square that would do so if he stepped on it, even if he is walking or running. He cannot break through thin ice, trigger an avalanche while walking on loose gravel, or injure himself running through caltrops, for examples.
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=== Craft (Trapmaking) Mastery ===
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At 13th, a Trapper becomes a Master of Craft (Trapmaking).
=== Dual Trapping (Ex) ===
=== 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.
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.
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=== Survival Mastery ===
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At 14th, a Trapper becomes a Master of Survival.
=== Stealth Mastery ===
=== Stealth Mastery ===
At 15th, a Trapper becomes a Master of Stealth.
At 15th, a Trapper becomes a Master of Stealth.
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=== Trap Awareness (Su) ===
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So closely does a Trapper monitor his traps, that they can serve as a type of extra sense, providing information about its surroundings even at a distance. Provided the trap has line of effect to him, and is not in an ''Anti-Magic Field'' and has not been subject to ''Dispel Magic'', the Trapper is aware of any creatures found by the trap's magical sensor (see Magical Trigger, above). He effectively gains knowledge of the appearance of anything in a trapped square; even if that thing is invisible, he knows its shape with considerable detail. This feature does not allow him to identify any creature that he wouldn't be able to identify normally with the information this feature gives him.
=== Trap Link (Su) ===
=== Trap Link (Su) ===
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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.
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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. This effectively makes all traps remote if he wants them to be so. Remote traps that require the Trapper to physically interact with it no longer do.
=== Weightless Traps (Ex) ===
=== Weightless Traps (Ex) ===
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=== Immediate Trapping (Ex) ===
=== 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.
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.
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=== Sleepless (Ex) ===
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A 20th level Trapper does not need sleep at all; he may remain continually active. This does not negate the need for 8 hours of rest for the purpose of regaining spells, however.
=== Trap Mastery (Su) ===
=== Trap Mastery (Su) ===

Revision as of 19:40, 2 January 2011

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