Revisiting Paizo Archetypes : the Trapper, or "fellows, do you know what happened to the barbarian ?"


Homebrew and House Rules

Silver Crusade

So you want to set traps everywhere while being a real hunter in communion with nature, like your grand-father who catch rabbits (but with you catching ogres, trolls, or the most worthy of foes : Man) ?
So you want to set traps that will make your enemies cringe in despair ? Did you shiver of excitation when reading Grimtooth manuals ?

Then I hope you will appreciate the...

Spoiler:

Trapper

Some rangers focus on their ability to set deadly traps, rather than learning additional combat abilities. These rangers are trappers, skilled nature specialist who believe that traps are the most useful and versatile of weapons when used wisely.

A trapper has the following class features:

Weapon and Armor Proficiency

A trapper is proficient with all simple weapons plus all light and one-handed melee martial weapons ; and with shortbows (including composite bows), nets, whips, and crossbows. A trapper is only proficient with light armors.

Class Skills

A trapper adds Disable Device to her list of class skills in addition to the normal ranger class skills.

Trapfinding

A trapper adds 1/2 her ranger level on Perception skill checks made to locate traps and on Disable Device skill checks (minimum +1). A trapper can use Disable Device to disarm magic traps.

Trap

At 2nd level, and every 4 levels later, a trapper gains a feat or rogue talent in the following list :
Cunning trigger, Quick disable, Trapper’s Setup, Trap Spotter.

At 6th level, a trapper adds the following feats and talents the those he may choose from :
Quick trapsmith, Advanced Ranger Trap.

At 10th level, a trapper adds the following advanced rogue talents to the list of talents he may choose from :
Frugal trapsmith, Skill mastery, Deadly Cocktail (when applied to a trap).

The effective rogue level of the trapper for the purposes of rogue talents is equal to his ranger level.
This ability replaces the ranger's combat style feat class feature.

Agressive Trap

At 10th level, a trapper can affix a magical trap to an arrow, crossbow bolt, or thrown weapon, allowing him to set the trap remotely or use it as a direct attack. Attaching the trap to the projectile is part of the full-round action of creating a new trap. The trapped projectile is fired or thrown in the normal manner. If fired at a square, the trap is treated as if the ranger had set the trap in that square, except the DC is 5 lower than normal. If fired at a creature, the target takes damage from the ranged weapon and is treated as if it had triggered the trap (saving throw applies, if any). The attack has a maximum range of 60 feet, and range increments apply to the attack roll. The duration of the trapped projectile starts from when it is created, not from when it is used.


I'm actually fairly happy with the no-spell idea for one.

I'm also missing the part where they actually get the traps themselves. Am I missing something?

Silver Crusade

A trapper crafts his own traps, as a rogue Trapsmith but without the roguish progression.
Thus, he doesn't use the Ranger Trap rules from the UC ; and may spend money to craft custom traps with set DCs and effects - he may also create a trap which casts Alarm, a trap which charms an animal who would otherwise be a menace... through crafting of a magical trap.


In that case, I far prefer the UC version, since setting up traps the way you mentioned takes a lot of work, and, perhaps most importantly, is highly dependent on the GM deciding it could work in that area.

The UC traps just work, and require no GM adjudication.

Silver Crusade

... I totally forgot about this one. I first scrapped the Ranger Traps because they weren't worth losing spellcasting, then I got on another direction that had nothing to do with spellcasting, while keeping the idea. ._.
I have the memory of a goldfish these days...

Here is a simple correction that should resolve the problem. You gain the Snare Ranger Trap at level 2 and may learn one more at level 2 and every four levels (or by taking the Extra Ranger trap feat on odd levels) ; but you may also create your own traps or disable other's traps easier if you decide to focus on such abilities so you can occasionally craft bigger traps when needed.

Trapper

Some rangers focus on their ability to set deadly traps, rather than learning additional combat abilities. These rangers are trappers, skilled nature specialist who believe that traps are the most useful and versatile of weapons when used wisely.

A trapper has the following class features:

Weapon and Armor Proficiency

A trapper is proficient with all simple weapons plus all light and one-handed melee martial weapons ; and with shortbows (including composite bows), nets, whips, and crossbows. A trapper is only proficient with light armors.

Class Skills

A trapper adds Disable Device to her list of class skills in addition to the normal ranger class skills.

Trapfinding

A trapper adds 1/2 her ranger level on Perception skill checks made to locate traps and on Disable Device skill checks (minimum +1). A trapper can use Disable Device to disarm magic traps.

Trap

At 2nd level, the trapper learns the Snare Ranger Trap. He also gains a feat or rogue talent in the following list ; he gains a new one each 4 levels later :
Cunning trigger, Extra Ranger Trap, Quick disable, Trapper’s Setup, Trap Spotter.

At 6th level, a trapper adds the following feats and talents the those he may choose from :
Quick trapsmith, Advanced Ranger Trap.

At 10th level, a trapper adds the following advanced rogue talents to the list of talents he may choose from :
Frugal trapsmith, Skill mastery, Deadly Cocktail (when applied to a trap).

The effective rogue level of the trapper for the purposes of rogue talents is equal to his ranger level.

This ability replaces the ranger's combat style feat class feature.

Agressive Trap

At 10th level, a trapper can affix a magical trap to an arrow, crossbow bolt, or thrown weapon, allowing him to set the trap remotely or use it as a direct attack. Attaching the trap to the projectile is part of the full-round action of creating a new trap. The trapped projectile is fired or thrown in the normal manner. If fired at a square, the trap is treated as if the ranger had set the trap in that square, except the DC is 5 lower than normal. If fired at a creature, the target takes damage from the ranged weapon and is treated as if it had triggered the trap (saving throw applies, if any). The attack has a maximum range of 60 feet, and range increments apply to the attack roll. The duration of the trapped projectile starts from when it is created, not from when it is used.

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