Hunter Trapper Archetype


Homebrew and House Rules


I was thinking of fiddling around with an archetype for the Hunter that basically gives up spellcasting (or has reduced spellcasting) and gains Trapper traps from the Ranger archetype starting at 1st level. I figured they're generally weaker than spells but fit a specific niche that really isn't filled by most classes starting at level 1. It definitely fits the theme, but I want to see if anyone's done anything with this already before I get started.


Puna'chong wrote:

I was thinking of fiddling around with an archetype for the Hunter that basically gives up spellcasting (or has reduced spellcasting) and gains Trapper traps from the Ranger archetype starting at 1st level. I figured they're generally weaker than spells but fit a specific niche that really isn't filled by most classes starting at level 1. It definitely fits the theme, but I want to see if anyone's done anything with this already before I get started.

Just remember, the ranger drops 1/2 caster progression, and hunter is a 3/4 caster. For that, the ranger gets 8 traps, plus the initial one, so 9. If you dropped hunter to ranger spellcasting, lost the 5th and 6th level spells, and swapped out the bonus tricks and teamwork feats at 9th and 15th, I think it'd be about a fair swap. Thus get traps and ranger spellcasting.

RPG Superstar 2015 Top 8

Probably not exactly what you are looking for, but I wasn't satisfied with the lack of player options to utilize traps and made an alternate trap system with the Trapmaster Rogue.


May also want to take a look at the Survivor Druid Archetype for more ideas. That one has slightly stunted spell casting and gives up Wild Shape. Also it gets the ability to attach a magical Ranger trap to an arrow and target an enemy or a square for it to be placed at.


Cool, that's where I was leaning. I was thinking that the Hunter would probably get delayed spellcasting and just start at level 4. That's when they get 2nd level spells anyways, so it'd mostly just serve to hold them back enough that you don't have to fiddle with anything else. They'd still get 6th level spells but they'd get them at 20th. Rangers get full BAB, so just delaying spells seems appropriate to me. Tricks and teamwork feats seem fair to give up as well.

Traps are fun but they don't scale all that well and they aren't terribly crazy. Certainly not better than just remaining a full 3/4 casting Hunter, I think. I'm not sure what a great progression would be, though; two at 1st and one every four levels thereafter?

Edit: Whoops! Posted at the same time as you other two.

@Amanuensis: I'll take a look at that, thanks! I also think Rogues should've gotten some kind of nice trapmaking class feature natively, or as an archetype that doesn't really give anything up. Edit to the Edit: I like your adjustments. Basically giving the Rogue a "spellbook" in the form of a trap kit. Would be cool to combine it with UMD as one of the options to drain spells from wands and turn them into traps, probably by taking 5 charges from the wand or something. Very cool! I agree that traps need a bit more to them.

@Suma3da: I looked at that, and it was ok. Not exactly what I was looking for though, necessarily. I want the Hunter chassis with traps thrown in. Also, the default Trapper ranger gets Launch Trap too.

Community / Forums / Pathfinder / Pathfinder First Edition / Homebrew and House Rules / Hunter Trapper Archetype All Messageboards

Want to post a reply? Sign in.
Recent threads in Homebrew and House Rules