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[Class, Extension] Trapper

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[Class, Extension] Trapper

Postby DragoonWraith » Tue Dec 21, 2010 11:06 pm

The Trapper

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


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.

A Trapper gains 4 points of Prowess per level.

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
LevelBABFortRefWillSpecialTraps Prepared
1st+0+1+2+0Foraging, Track, Trapfinding +12
2nd+1+1+3+0Emergency Trapping (1), Woodland Stride3
3rd+2+2+3+1Nocturnal (75% sleep), Opportunistic Snare, Trackless Step4
4th+3+2+4+1Camouflage, Low-light Vision, Trapfinding +24
5th+3+3+4+1Poison Use, Trap on the Move, Venom Resistance41
6th+4+3+5+2Discrete Triggers, Light-weight Traps, Swift Tracker41
7th+5+3+5+2Darkvision 60 ft., Hide in Plain Sight42
8th+6/+1+4+6+2Magical Step, Swift Trapping, Trapfinding +342
9th+6/+1+4+6+3Magical Triggers, Nocturnal (50% sleep)421
10th+7/+2+5+7+3Emergency Trapping (2), Scent, Uncanny Dodge421
11th+8/+3+5+7+3Improved Poison Use, Sculpted Traps422
12th+9/+4+6+8+4Feather-weight Traps, Trap on the Run, Trapfinding +4422
13th+9/+4+6+8+4Craft (Trapmaking) Mastery, Step of the Wind4221
14th+10/+5+6+9+4Dual Trapping, Survival Mastery4221
15th+11/+6/+1+7+9+5Nocturnal (25% sleep), Stealth Mastery4222
16th+12/+7/+2+7+10+5Trap Awareness, Trapfinding +54222
17th+12/+7/+2+8+10+5Emergency Trapping (3), Trap Link42221
18th+13/+8/+3+8+11+6Weightless Traps42221
19th+14/+9/+4+9+11+6Immediate Trapping42222
20th+15/+10/+5+9+12+6Sleepless, Trap Mastery, Trapfinding +642222

Trapping [Lore] (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 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).

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.

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.

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.

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.

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).

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 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)
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.

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.
Survival checkTime spent foraging
less than 10Failed to find the requisite materials.
10 to 142 hours
15 to 1990 minutes
20 to 2475 minutes
25 to 291 hour
30 to 3430 minutes
35 to 3915 minutes
40 or more5 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.

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.

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.

At 10th level, a Trapper may begin combat with 2 traps placed from his initial position. At 17th, this increases to 3.

Woodland Stride [Primal] (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.

Note that a number of Alternate Class Features (below) exist for Woodland Stride, to apply its benefits to other natural terrain difficulties.

Nocturnal [Primal] (Ex)
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)
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.

Trackless Step [Primal] (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.

Camouflage (Ex)
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.

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.

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 [Primal] (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.

Poison Use [Lore] (Ex)
Beginning at 5th level, a Trapper never needs to worry about accidentally poisoning himself when applying poison to a weapon or to his traps.

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 [Primal] (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 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)
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.

Darkvision [Primal] (Ex)
A Trapper's night sight is truly extraordinary, capable of seeing without any light at all. At 7th level, he gains Darkvision out to 60 ft., or adds 30 ft. to his existing Darkvision.

Hide in Plain Sight (Ex)
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.

Magical Step [Primal] (Ex)
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)
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.

Magical Triggers (Su)
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)
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.

If a Trapper already has Uncanny Dodge from a different class he automatically gains Improved Uncanny Dodge instead.

Scent [Primal] (Ex)
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.

Improved Poison Use [Lore] (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.

Sculpted Traps (Su)
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)
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.

Step of the Wind [Primal] (Su)
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.

Craft (Trapmaking) Mastery
At 13th, a Trapper becomes a Master of Craft (Trapmaking).

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.

Survival Mastery
At 14th, a Trapper becomes a Master of Survival.

Stealth Mastery
At 15th, a Trapper becomes a Master of Stealth.

Trap Awareness (Su)
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)
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)
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.

Sleepless [Primal] (Ex)
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)
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.

Alternate Class Features

Woodland Stride [Primal] (Ex)
The following replace the Woodland Stride class feature of Trapper 3rd.
  • Bog Stride [Primal] (Ex) - The Trapper may wade through water no deeper than his chest without treating it as difficult terrain. The Trapper may thus treat a shallow bog as ordinary terrain, while treating a deep bog as no worse than a shallow bog is for others. The Trapper may also avoid the effects of natural quicksand. Magically manipulated mud, water, and quicksand still affect him normally.
  • Dune Stride [Primal] (Ex) - The Trapper may treat all forms of sandy terrain as normal terrain, avoiding risks of sinking into the sand, even if it is mundane quicksand. The Trapper also gains protection from heat, and can exist comfortably in ambient temperatures up to 120 °F without having to make Fortitude saves. Magically manipulated heat and sand still affect him normally.
  • Grotto Navigation [Primal] (Ex) - The Trapper effortlessly navigates twisting caverns, able to retain perfect recall of the path they have traveled while underground and becoming incapable of naturally getting himself turned around and confused. He automatically recognizes any tunnel or passage he has already been through. This does not particularly aid him in finding his way to a particular destination through tunnels, it merely prevents him from getting lost and being unable to find his way out. This does not protect him from magically manipulated mazes, nor does it mean he cannot become cut off from his way out by falling or collapsing tunnels.
  • Mountain Stride [Primal] (Ex) - The Trapper may treat all forms of scree or rubble as normal terrain, avoiding penalties to Acrobatics and Stealth and not taking requiring extra movement to cross it. The Trapper further does not risk stumbling when going downhill on steep slopes, and does not require 2 squares of movement to go up them. The Trapper is also considered acclimated to high altitude areas. Magically manipulated rubble and slopes still affect him, as do magically manipulated atmospheric conditions.
  • Storm Ride [Primal] (Ex) - The Trapper is treated as one size category larger for the purposes of handling natural severe winds. He also takes attack penalties on his ranged attacks as if the wind was one category less severe than it actually is. Magically manipulated wind still affects him normally.
  • Tundra Stride [Primal] (Ex) - The Trapper may treat all forms of icy terrain as normal terrain, avoiding risks of slipping or sliding on its surface, and can walk across the top of snow without sinking into it. The Trapper also gains protection from cold, and can exist comfortably in ambient temperatures as low as 0 °F without having to make Fortitude saves. Magically manipulated cold, ice, and snow still affects him normally.
  • Wave Ride [Primal] (Ex) - The Trapper may swim through naturally rough water as though it was calm, and naturally stormy water as if it were merely rough. He may also make attacks underwater without penalty, as if he was under the effects of Freedom of Movement (this feature grants none of the other benefits of Freedom of Movement). Magically manipulated water still affects him normally, including for attack penalties.

Drow Racial Substitution Levels

To take these substitution levels, you must be a drow about to take his 4th, 5th, 7th, or 11th level of the Trapper class.

LevelBABFortRefWillSpecialTraps Prepared
4th+3+2+4+1Bonus Drow Feat, Camouflage, Trapfinding +24
5th+3+3+4+1Improved Poison Use, Trap on the Move, Venom Resistance41
7th+5+3+5+2Bonus Drow Feat, Hide in Plain Sight42
11th+8/+3+5+7+3Poison Mastery421
Bonus Drow Feat
At 4th level, a drow Trapper may take any [Drow] feat for which he qualifies as a bonus feat. This replaces the Low-light Vision class feature of Trapper 4th.

Improved Poison Use [Lore] (Ex)
As the Trapper 11th class feature, but at Trapper 5th. This feature replaces the Poison Use class feature of Trapper 5th.

Bonus Drow Feat
At 7th level, a drow Trapper may take any [Drow] feat for which he qualifies as a bonus feat. This replaces the Darkvision class feature of Trapper 7th.

Poison Mastery [Lore] (Ex)
This class feature increases the DC of any poison or similar substance that a drow Trapper uses by 2. The poison also deals one additional point of ability damage (if it deals ability damage) each time it takes effect. If the poison deals multiple kinds of ability damage, determine which it affects randomly. This class feature replaces the Improved Poison Use class feature of Trapper 11th.

Kobold Racial Substitution Levels

To take these substitution levels, you must be a kobold about to take his 1st, 4th, 7th, 8th, 12th, 13th, 16th, or 20th level of the Trapper class.

LevelBABFortRefWillSpecialTraps Prepared
1st+0+1+2+0Disable Device Skill, Foraging, Track, Trapkilling +22
4th+3+2+4+1Camouflage, Trapkilling +4, Tunnel Fighter4
7th+5+3+5+2Craft (Trapmaking) Mastery, Hide in Plain Sight42
8th+6/+1+4+6+2Swift Trapping, Nocturnal (75% sleep), Trapkilling +642
13th+9/+4+6+8+4<something to replace Craft (Trapmaking) Mastery>, Step of the Wind, Nocturnal (50% sleep)4221
16th+12/+7/+2+7+10+5Trap Awareness, Trapkilling +84222
20th+15/+10/+5+9+12+6Sleepless, Trap Mastery, Trapkilling +1042222
Disable Device Skill
A kobold Trapper gains Disable Device as a bonus skill.

Trapkilling (Ex)
Exactly like the regular Trapper class feature, except that instead of a bonus to Reflex saves and AC against traps, it gives twice the bonus to Search checks to find traps and Disable Device checks to disarm traps. The listed bonuses assume that every substitution level has been taken; subtract 2 from the bonus for each level that is skipped.

It should be noted that the regular Trapfinding class feature does stack with the kobold's Trap Sense, so many kobolds will take a few regular Trapper levels even when kobold substitution levels are available, depending on their relative need for AC and Reflex or Search and Disable Device.

Tunnel Fighter (Ex)
Already known for their skills in tight places, a 4th level kobold Trapper takes no penalties for squeezing into a space at least half his normal size, and only take the normal penalties for squeezing (each square requiring 2 squares of movement, taking a -4 penalty to attacks and AC) when using Escape Artist to squeeze into spaces at least as wide as his head. This feature replaces the Low-light Vision feature that a Trapper usually receives at 4th.

Craft (Trapmaking) Mastery
A 7th level kobold Trapper has already attained mastery of trapmaking skills. This feature replaces the bonus to Trapfinding that a Trapper usually receives at 7th.
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Re: [Class, Extension] Trapper

Postby DragoonWraith » Wed Dec 22, 2010 9:29 am

Traps are small, improvised gadgets made from foraged materials, hidden in the landscape by a Trapper. These are mostly mundane, physical traps, though higher level ones may incorporate magic.

Trap Descriptions
The description of each trap is presented in a standard format. Each category is explained and defined below:

Level: Traps vary in level from 1st to 5th. Traps above 1st level can only be used by higher level Trappers.

Type: Usually extraordinary, sometimes spell-like. Spell-like traps do not work inside an Anti-Magic Field or similar effect, and if affected by a Dispel Magic or similar effect (use the Trapper's class level as his Caster Level for the check), is automatically considered disarmed; the Trapper may reset it as usual. The type refers to the trap's attack, rather than deploying the trap; deploying a trap never provokes an attack of opportunity, even if it is a spell-like trap. Similarly, spell-like traps may be deployed in an Anti-Magic Field, they simply will not work until the field goes away.

Trigger: All traps must be triggered in order to go off. The types of triggering mechanism are:
  • Static - not sprung at all, simply a hazard hidden by the Trapper; e.g. a pit. Does not need to be reset, though in some cases a Trapper may want to in order to hide it again.
  • Automatic - sprung via mechanical or magical means when a creature enters one of the squares of its trigger zone; e.g. a trip wire, pressure plate, alarm spell, etc.
  • Remote - sprung as a Free Action by the Trapper himself, even if it is not his turn; e.g. a pull wire, a magical button. May require that the Trapper maintain a certain distance from the trap.

[Descriptor] Traps may have descriptors, much as spells do. Any descriptors matching a spell descriptor indicate exactly what it would for a spell (these are generally descriptors matching the spells incorporated into a trap). Other descriptors include:
  • Alchemical - the trap contains an alchemical component; the Trapper must succeed on a DC 10 + Trap level Craft (Alchemy) check to prepare it. If he fails, he may prepare another trap in its stead.
  • Contact - the trap may have a contact poison applied to it.
  • Inhalation - the trap may have an inhaled poison applied to it.
  • Injury - the trap may have an injury poison applied to it.
  • Sentry - the trap targets and attacks enemies in its trigger zone, and may be attacked to dismantle it. May have multiple shots. Sentries are exceptions to the normal rule that a square cannot be within two traps' areas; the trigger zone of a sentry may overlap with any other trap, and if a creature enters such a square, both traps are triggered. Sentries do not provoke attacks of opportunity when triggered, however.

Area: The area which the trap affects when triggered. Areas are defined as they are for spells, but traps have greater concern for vertical movement. The following modifiers explain the 3D shape of the area:
  • Grounded - The trap requires that victims actually be in contact with the ground where the trap is.
  • Flat - The trap depends on its targets being in the same 5 ft. vertical area as the trap.
  • Spherical - The total distance from the center of the trap to the edge is the same no matter what, so that the trapped area forms a sphere. In the case of square areas, this would be a cube; conic areas become sections of spheres.
  • Spherical-Down - A dome that extends below the trap, but not above; a hemisphere.
  • Spherical-Up - A dome that extends above the trap, but not below; another hemisphere.
  • Cylindrical - The two-dimensional area of the trap is simply extended upward and downward indefinitely.
  • Cylindrical-X' - The two-dimensional area of the trap is simply extended both upward and downward by the distance specified.
  • Cylindrical-Down - The two-dimensional area of the trap is extended downward, but not upward. May be combined with a distance, e.g. Cylindrical-Down-30'.
  • Cylindrical-Up - The two-dimensional area of the trap is extended upward, but not downward. May be combined with a distance, e.g. Cylindrical-Up-30'.

Trigger Zone: For Automatic traps, the area in which a trap may be triggered. Since traps usually trigger on the same area that they affect, this entry only lists differences from the area to the trigger zone. If there are no differences, it is not listed.

Duration: How long the trap's effects last.

Saving Throw: How someone triggering a trap may avoid its effects. Some traps have no saving throw, in favor of making an attack roll.

Spell Resistance: Whether or not the trap checks Spell Resistance. Extraordinary traps never check Spell Resistance (and indeed will not even have a Spell Resistance entry); spell-like traps may.

The Traps

Arrow Wall
Extraordinary [Injury, Contact, Sentry]
Level: Trapper 1st
Trigger: Automatic
Area: 60' line
Trigger Zone: Grounded
Duration: Instantaneous
Saving Throw: None
This trap must be placed on a vertical surface of some kind (e.g. a wall or tree), and its area is a 60' line projected from that surface at a 90° angle. This trap attacks targets who enter the trigger zone by launching an arrow at it; these arrows may be normal arrows constructed for the trap during preparation, or any specific arrows the Trapper wishes to include. The trap makes its attack rolls with an attack bonus equal to three-quarter's the Trapper's level plus the Trapper's Dexterity modifier (plus any relevant bonuses on the arrows). It may fire three times, plus once more for every four levels of the Trapper who constructed it.

Camouflaged Caltrops
Extraordinary [Contact, Injury]
Level: Trapper 1st
Trigger: Static
Area: Three 5' squares, plus one additional 5' square per two levels (max 7); Grounded
Duration: 24 hours (see text)
Saving Throw: None
This trap is simply covering an area in the Trapper's make-shift caltrops, which can be hidden as usual for traps. The squares covered need not be contiguous. The caltrops gain a bonus on their attack rolls equal to the Trapper's Dexterity modifier, but unless the creature entering the caltrops' square voluntarily treats it as difficult terrain (they must make this choice before entering the square), the caltrops automatically hit. A creature cannot pick its way through these caltrops, as they can with regular caltrops.

Crackle Pods
Level: Trapper 1st
Trigger: Automatic
Area: Five 5 ft. squares, plus two more per level; Flat
Duration: Instantaneous
Saving Throw: None
If a creature enters a square that has been covered with these clever devices, they snap, crackle, and pop, making a loud noise. The base DC to hear this noise is -20, so it is quite loud enough to wake up the deeply sleeping from some distance. The squares covered need not be contiguous.

Net Thrower
Extraordinary [Contact]
Level: Trapper 1st
Trigger: Remote
Area: 30 ft. Range increment
Duration: Instantaneous (see text)
Saving Throw: None
To trigger this trap, a Trapper must pull on a cord connected to it; this cord is generally 20 ft. long, but a Trapper may supply a longer rope if he wishes. Upon triggering the trap, the Trapper can direct it to attack any target he is aware of.

When triggered, this trap launches a weighted net, with an attack bonus equal to the Trapper's Dexterity modifier. This is a ranged touch attack, and if it hits the target is tangled in the net. Being caught in the net prevents flying, so most flying creatures caught fall to the ground and potentially take falling damage. However, creatures capable of flying with the net on them (e.g. if they do not require wings for flight and they can fly with the net's weight) do not necessarily fall. If they land on a trapped square, they provoke only one attack of opportunity. Use the usual rules for being caught in a net.

Resetting this trap requires collecting the net, or supplying a new one. A Trapper may use a specific net rather than one constructed of foraged materials, if he wishes. This trap may weight as little as a normal trap, but it usually works better with a weighted net; the Trapper must carry the weight of this net in order to use it, however. As an exception, even a weighted net is weightless for a Trapper with the Weightless Traps class feature.

At 1st level, this Trap only affects creatures that are Large or smaller. For every four Trapper levels, the maximum size that this trap can target increases one size category.

Level: Trapper 1st
Trigger: Automatic
Area: 10 ft. radius; Cylindrical-down-20'
Trigger Zone: Cylindrical-down-15'
Duration: Instantaneous
Saving Throw: Reflex negates (see text)
This magical trap senses when someone when someone is either standing on, or burrowing within, the ground in its area. Fooling the magical sensor requires truly epic skills, with a Stealth DC of 40, or a form of anti-divination magic upon them. Those who are floating above the ground but still dependent on it (i.e. not freely flying, but hovering some static distance above the ground) are also detected. This trap can be jumped over.

When triggered, this trap causes the earth to compress rapidly, such that a 20 ft. hole appears in the ground beneath the victims' feet. Those above the ground must make a Reflex save or fall in; falling damage may result. On a successful save, they leap to the nearest square that has not caved in. Getting out of the pit requires an Athletics check against the Trap Skill DC.

For those unlucky enough to be caught burrowing under the device, it deals 2d10 crushing damage, and requires a Strength check, made as a full-round action, to extricate oneself from the compressed earth.

If the creature was 5 ft. or less from the surface, their upper bodies are free, allowing them to use their limbs, but not allowing them to move. Freeing oneself from this position requires a DC 15 Strength check, or one can use the free limbs to dig out, treating the compressed earth as stone.

If the creature was between 5 ft. and 10 ft. down, only the head of the creature is above the ground, allowing only verbal and mental actions; the Strength DC to escape is 25.

For creatures stuck between 10 ft. and 15 ft. down, they are completely entombed, allowing only mental actions and requiring a Strength check of 40 to break free.

Creatures below 15 ft. do not actually trigger the trap, but if it is triggered while a creature is between 15 ft. and 20 ft., it simply takes 2d6 damage from the earth "falling" on them, and they are shunted down 5 ft. They are no more restricted than they were before the trap was triggered, however.

Creatures that are Large or larger are treated as if they were in the lowest square they occupied. Portions of their bodies may be visible from the surface, however, if being shunted down 5 ft. still leaves them occupying the space that the trap has now opened up.

Creatures that can move as freely through stone as other creatures move through air or water are immune to being so trapped. Incorporeal and Ethereal creatures also take no damage.

Extraordinary [Contact, Injury]
Level: Trapper 1st
Trigger: Static
Area: Two 10 ft. vertical squares, plus another 10 ft. vertical square per two levels
Duration: Instantaneous
Saving Throw: None
This network of wire must be suspended between two vertical supports, and the Trapper takes a -20 penalty to his Stealth check to try to hide it. Even if his foes do not see him put it up, they may make another Awareness check before moving into it, against the same penalized Stealth check.

A Small or larger creature moving full speed into the mesh takes 1d6 Slashing damage, and must make a DC 20 Strength check or be halted where it hits the mesh. If the creature makes this check, the mesh breaks, disarming it entirely, but moving through it requires 4 squares of movement (if the creature does not have at least that much movement remaining, it stops in the square where it hit the mesh). For every 5 by which the Strength check exceeds the DC, reduce the movement cost by 1 square (minimum 1). Any creature that takes damage from the mesh triggers injury poisons on it, and even if all damage is absorbed (for example, by damage reduction), contact poisons still apply.

A Small or larger creature may alternatively attempt to squeeze through the mesh with an Escape Artist check. The DC for this is 20 for Medium creatures, 10 for Small creatures, and impossible for Large and larger creatures. The creature must beat the check by at least 5 in order to avoid contact poisons, however.

Another option for such creatures is to carefully part the wires of the mesh to allow oneself through. Doing so requires no check, but takes a full-round action to complete, leaving the creature on just the other side of the mesh. This also means the creature is vulnerable to any contact poisons on the mesh.

A Tiny or smaller creature may avoid the damage and mesh entirely with a Reflex save, and a creature receives a +4 bonus to this save for every size category smaller than Tiny that it is. Tiny or smaller creatures can avoid this save by voluntarily treating the entrapped square as Difficult Terrain. Should the creature fail its save, it hits the mesh, and is affected as are larger creatures, as detailed above.

Finally, a creature may simply break the mesh. To do so, the creature must either succeed on a DC 20 Strength check made as an attack action, or deal 10 points of damage to it. The mesh is an object and is considered to have AC 5, DR 5/Slashing, and Hardness 0. Making the Strength check, or attacking the mesh unarmed or with natural weapons, triggers any contact poison on the mesh.

This trap only provokes attacks of opportunity if a creature runs into it and is forced to stop by it (even if they break it, if the movement penalty is enough to stop them).

Extraordinary [Alchemical, Inhalation]
Level: Trapper 1st
Trigger: Static
Area: 10' radius spread; Spherical
Duration: Until disarmed
Saving Throw: Fortitude partial (see text); Reflex partial (see text); Reflex halves (see text)
The area of this trap is filled with a dark, oily smoke, which forces those who enter to make a Fortitude save or be Sickened until one round after they have left the trapped area. Those who make the save must make it again next round if they are still within the area. The smoke breaks line of sight, but does not impede movement.

Anyone who has been in the smoke is covered in an oily substance, which can only be removed as a full-round action. This substance automatically catches fire if dealt any Fire damage or if it comes into contact with an open flame, and this fire is like Alchemist's Fire in effect: it deals 1d6 Fire damage when ignited (in addition to any Fire damage that may have ignited it), and another 1d6 Fire damage in the following round. A burning target may make a Reflex save as a full-round action to avoid the second application of the fire.

If Fire damage is dealt to anyone in the trapped area, a spell with the [Fire] descriptor attempts to pass through the area, or an open flame comes into contact with the smoke, the entire cloud explodes, dealing 2d6 Fire damage and Staggering all within (Reflex halves the damage and negates the Staggering) plus the additional 1d6 Fire damage the following round (which may be prevented as above). This explosion also disarms the trap.

This trap never provokes attacks of opportunities.

Tanglefoot Trap
Extraordinary [Alchemical, Contact, Inhalation]
Level: Trapper 1st
Trigger: Remote
Area: 10' square; Flat
Duration: 2d4 rounds (see text)
Saving Throw: Reflex partial (see text)
This trap is triggered by the Trapper throwing a vial of reagent into the trapped area, which he may do as a Free Action even if it is not his turn (as if throwing a splash weapon with a range increment of 10' into any of the trapped squares). All creatures in the area become Entangled, as if struck by a Tanglefoot Bag. An entangled creature takes a -2 penalty on attack rolls and a -4 penalty to Dexterity and must make a Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. A flying creature is not stuck to the floor, but it must make a Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. The trap can only reach 5 ft. above where it is placed, however, so it is only effective against low-flying creatures.

A creature that is glued to the floor (or unable to fly) can break free by making a Strength check with a DC equal to 12 + the Trapper's Wisdom modifier, or by dealing 15 points + 5 points per level (maximum 35 points at 5th) of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. A character capable of spellcasting who is bound by the goo must make a DC 15 Concentration check to cast a spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent to a stuck creature dissolves the alchemical goo immediately.

Trip Vine
Extraordinary [Contact]
Level: Trapper 1st
Trigger: Automatic
Area: 30' line; Flat
Duration: Instantaneous
Saving Throw: Reflex negates
This trap consists of a specially coiled vine trailed through a number of squares. The initial square must be within 30' of the Trapper when he deploys this trap, and the end square may be any square that is both within 30' of the initial square, and within 30' of a square that the Trapper has been in since deploying the trap. One or the other must be designated as the "target square" - as an exception to the normal rule that two traps cannot be in the same square, the "target square" may be placed in a square that has a trap in it (or a trap may be placed that affects that square).

If a creature enters a square in which the vine has been laid, it makes a Trip attempt, using the target's Reflex save instead of a touch attack, and then using +4 + the Trapper's Dexterity modifier on the Trip check. This trip attempt never provokes attacks of opportunity.

If the trap succeeds, the target is knocked prone, and then pulled to the target square. This movement does provoke attacks of opportunity, and may set off the trap in the target square. Being prone, however, the target receives bonuses on its AC against ranged attacks.
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Re: [Class, Extension] Trapper

Postby DragoonWraith » Thu Jan 13, 2011 10:08 pm

Updated with some tags; not sure if they're exactly how Fax'd want it though.
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