TRAPPER
The Trapper is one of the more ‘adventurous’ Petty-classes,
inasmuch as they are familiar with the wilds and skilled in woodscraft,
although they are hardly on a par with Rangers and their ilk, especially in
combat. A Trapper of the highest order gains some very useful, almost mystical
abilities when in their preferred environment.
Attack Table: Thief
Hit Dice: d6
Saving Throw: Level 1-4 (all 20, except Breath Attack & Poison 18); Level 5-6 (all 19, except Death 17, Breath Attack, Poison 16)
Armour/Shield Permitted: padded, leather. No shields.
Weapons Permitted: club, dagger, dart, hand axe, javelin, short bow, sling, spear
Weapon Proficiencies: 3 + 1 per 3 levels
Non-Proficiency Penalty: -3
Base Skills: Climb 1, Common Knowledge 1, Animal Lore 2, Folk Lore 1, Follow Trail 2, Foraging 2, Keen Senses 1, Set Snares 2, Weather Sense 1.
Free Elective Skills (choose 3 skills amongst which you may distribute 5 Competency Levels): Brawl, Butchery, Cook, Evaluate, Fish, Fey Lore, Flee!, Furrier, Haggle, Heal, Hide, Navigate, Resist Poison, Sixth Sense, Silent Move Rural, Skinning, Swim.
Trapper Level
Advancement |
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Base Experience |
Hit Dice |
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Level |
Points Required |
(d6) |
Abilities |
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1 |
0 |
1 |
Preferred Prey +1 |
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2 |
500 |
2 |
Happy Hunting
Ground +1 |
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3 |
1250 |
3 |
Trapper’s Senses |
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4 |
2250 |
4 |
Preferred Prey +2,
Animal Speech |
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5 |
3500 |
5 |
Happy Hunting
Ground +2, Animism |
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6 |
5000 |
6 |
Preferred Prey +3,
Trapper’s Communion |
Preferred Prey: Most Trappers specialise in one kind of animal, learning their habits and
behaviours. This lends them an advantage when locating, tracking, killing,
setting traps and butchering, skinning or otherwise utilising the animal. The
trapper selects one of the following animals: bear, beaver, boar, ermine,
ferret, fox, mink, raccoon, sable, wolf or weasel. They gain +1 at first level
to rolls to hit, damage rolls, Animal Lore, Butchery, Cook, Evaluate, Follow
Trail, Furrier, Haggle, Set Snares and Skinning checks pertaining to this type
of animal. This bonus increases to +2 at 4th level and +3 at 6th
level.
Happy Hunting Ground: Just as they hone their skills with regard to one particular species,
Trappers tend to stick to one kind of terrain or biome. At 2nd
level, the Trapper selects one of the following terrains: Forest, Plains or
Mountains. When in this kind of terrain, the Trapper gains a +1 to their AC,
Foraging, Follow Trail, Silent Move Rural and most Movement- and
Perception-type skills (GM discretion). This bonus increases to +2 at 5th
level.
Trapper’s Senses: A Trapper’s senses become increasingly well-developed. At 3rd
level, they may, once per day, reroll one Keen Senses or Follow Trail skill
check or one Saving Throw against Dragon Breath, although they must take the
second roll, even if it worse than their original.
Animal Speech:
The Trapper can use the Mimicry skill to communicate with their preferred prey
and an Insight roll to understand any response (they may add their preferred
prey bonus to these rolls). The level of communication is very low, and
confined to simple topics and limited ‘words’.
Animism: Trappers
who spend long enough in the wild become partially attuned to the spirit of the
land. Once per day, a Trapper may simulate the effect of one of the
following first level Druid spells, if completing a successful Insight skill
roll (with the listed penalty for each spell): animal friendship (-1); detect
pits & snares (no penalty); invisibility
to animals (-4); locate animals
(no penalty); pass without trace
(-2); predict weather (-3) and purify water (-2).
Trapper’s Communion: A Trapper eventually forms a spiritual bond of sorts with the land,
granting them the ability to receive empathic impressions from the territory
chosen as their Happy Hunting Ground. These impressions only apply to an area
of 1 square mile, centred on the Trapper and convey minimal information that
must be contained in short sentences (e.g., “the trees to the north are
outraged”, “the river speaks of evil upstream”, “the soil exalts the People of
the Sun”).