Frontier (Trapper)Frontier (Trapper) CR 3Source GameMastery Guide pg. 276 XP 800 Human ranger 4 N Medium humanoid Init +2; Senses Perception +7DefenseAC 17, touch 13, flat-footed 14 (+3 armor, +2 Dex, +1 dodge, +1 shield) hp 30 (4d10+8) Fort +5, Ref +6, Will +2OffenseSpeed 30 ft. Melee mwk battleaxe +7 (1d8+2/×3) or handaxe +6 (1d6+2/×3) Ranged mwk composite longbow +7 (1d8+1/×3) or throwing axe +6 (1d6+2) Special Attacks favored enemy (animals +2) Ranger Spells Prepared (CL 1st; concentration +2) 1st—charm animal (DC 12)StatisticsStr 14, Dex 15, Con 12, Int 10, Wis 13, Cha 10 Base Atk +4; CMB +6; CMD 19 Feats Deadly Aim, Dodge, Endurance, Mobility, Point Blank Shot Skills Climb +10, Craft (traps) +9, Handle Animal +6, Heal +8, Perception +7, Profession (trapper) +8, Ride +6, Stealth +8, Survival +8 (+10 to follow tracks), Swim +6 Languages Common SQ favored terrain (woods +2), hunter’s bond (badger animal companion), track +2, wild empathy +4 Combat Gear black adder venom (1 dose), scrolls of cure light wounds (2), scrolls of speak with animals (2); Other Gear masterwork studded leather, masterwork buckler, masterwork battleaxe, masterwork composite longbow (+1 Str) with 20 arrows, throwing axes (2), climber’s kit, healer’s kit, masterwork trapmaking tools
Boon Trappers can provide food for the PCs for 1 week and can tell them secrets of the wild lands where they live, granting a +2 circumstance bonus on Survival checks within a 20-mile radius.
Trappers are roving hunters who wander the woods. They take any animal they can safely hunt or trap, but they are best known as the heart of the fur trade, making a variety of handcrafted but deadly effective traps to catch the unwary beasts of the forest. Trappers could be used as royal game wardens, as scouts, or as hunters for a nomadic tribe.
Trappers are typically loners but will sometimes pair up with another trapper (CR 5), a monster hunter (CR 6), or a beast master (CR 7) for companionship.
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