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Frontier (Trapper)

Frontier (Trapper) CR 3

Source GameMastery Guide pg. 276
XP 800
Human ranger 4
N Medium humanoid
Init +2; Senses Perception +7

Defense

AC 17, touch 13, flat-footed 14 (+3 armor, +2 Dex, +1 dodge, +1 shield)
hp 30 (4d10+8)
Fort +5, Ref +6, Will +2

Offense

Speed 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)

Statistics

Str 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.