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General Tabletop Discussion
*Pathfinder & Starfinder
Are hunters and trappers mutually exclusive? Hunter and huntsmen are the same thing, no?
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<blockquote data-quote="Celebrim" data-source="post: 6644824" data-attributes="member: 4937"><p>You could certainly do that, but I think the first thing you'd need to do was create clear and complete rules for trapping game and creating traps using skills like Survival/Wilderness Lore/Craft (Traps).</p><p></p><p>Only then could you have a class that enhanced how the character performed as a trapper.</p><p></p><p>Honestly, for my purposes I think everything I could give to a trapper could be in a single feat that had say 5 ranks in Craft (traps) and 5 ranks in Wilderness Lore as a prerequisite. There isn't in my opinion enough breadth of utility to justify a whole 10 level prestige class for Trapper, but you might could get a 3 or 5 level class out of it if you wanted to go that way.</p><p></p><p>Things an elite trapper could do:</p><p></p><p>a) Craft traps in a wilderness setting without special tools using only naturally occurring items with no penalty, provided the player can reasonably describe a material that might be present and how it can be used to create a simple trap. Explicitly call out examples of things that are reasonable - snares made of jungle vines, caltrops made of sharpened sticks or pieces of cacti, bent saplings to make spike traps, pit traps disguised by with a thin layer natural material (ice, snow, vegetation, etc). </p><p>b) Craft traps in 1/2 the normal time.</p><p>c) Crafted traps have +2 DC to detect above the normal DC set by the skill check (or +1 per class level in the case of a PrC).</p><p>d) Crafted traps have +2 DC to evade above the normal DC set by the skill check (or +1 per class level in the case of a PrC).</p><p>e) Crafted traps do +1 damage per dice (or have advantage on damage in 5e, or +1d6 bonus damage per class level in the case of a PrC in 3e).</p><p></p><p>Personally, again, I'd consider all the above something you could bundle into a single feat - 'Master Trapper'. But if you want to go the PrC route, it's doable. Just have all the above first level abilities, and scale them up as suggested as you increase in class levels.</p><p></p><p>Depending on your tolerance of gamist elements, you could give the PrC some gamist abilities at higher levels like, "Trap on the Run: 1/day per class level, when you take the withdraw action setting you can improvise a trap with a CR up to your class level as a free action. Cost of the trap is standard, and you must have materials unless you are in a wilderness environment. If you are observed at the point you wish to place the trap, you may make a Disguise, Hide or Sleight of Hand check (your choice) opposed by the enemies Spot/Perception. If successful, the enemy does not observe the placement of the trap and must attempt to detect it normally. If you fail, the enemy observes the trap and automatically detects it (but must attempt to disarm or avoid it using normal means)." Depending on your tolerance for cheese, it's possible to write that ability in a less overtly gamist manner.</p><p></p><p>If you need more ideas or brainstorming, just speak up.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 6644824, member: 4937"] You could certainly do that, but I think the first thing you'd need to do was create clear and complete rules for trapping game and creating traps using skills like Survival/Wilderness Lore/Craft (Traps). Only then could you have a class that enhanced how the character performed as a trapper. Honestly, for my purposes I think everything I could give to a trapper could be in a single feat that had say 5 ranks in Craft (traps) and 5 ranks in Wilderness Lore as a prerequisite. There isn't in my opinion enough breadth of utility to justify a whole 10 level prestige class for Trapper, but you might could get a 3 or 5 level class out of it if you wanted to go that way. Things an elite trapper could do: a) Craft traps in a wilderness setting without special tools using only naturally occurring items with no penalty, provided the player can reasonably describe a material that might be present and how it can be used to create a simple trap. Explicitly call out examples of things that are reasonable - snares made of jungle vines, caltrops made of sharpened sticks or pieces of cacti, bent saplings to make spike traps, pit traps disguised by with a thin layer natural material (ice, snow, vegetation, etc). b) Craft traps in 1/2 the normal time. c) Crafted traps have +2 DC to detect above the normal DC set by the skill check (or +1 per class level in the case of a PrC). d) Crafted traps have +2 DC to evade above the normal DC set by the skill check (or +1 per class level in the case of a PrC). e) Crafted traps do +1 damage per dice (or have advantage on damage in 5e, or +1d6 bonus damage per class level in the case of a PrC in 3e). Personally, again, I'd consider all the above something you could bundle into a single feat - 'Master Trapper'. But if you want to go the PrC route, it's doable. Just have all the above first level abilities, and scale them up as suggested as you increase in class levels. Depending on your tolerance of gamist elements, you could give the PrC some gamist abilities at higher levels like, "Trap on the Run: 1/day per class level, when you take the withdraw action setting you can improvise a trap with a CR up to your class level as a free action. Cost of the trap is standard, and you must have materials unless you are in a wilderness environment. If you are observed at the point you wish to place the trap, you may make a Disguise, Hide or Sleight of Hand check (your choice) opposed by the enemies Spot/Perception. If successful, the enemy does not observe the placement of the trap and must attempt to detect it normally. If you fail, the enemy observes the trap and automatically detects it (but must attempt to disarm or avoid it using normal means)." Depending on your tolerance for cheese, it's possible to write that ability in a less overtly gamist manner. If you need more ideas or brainstorming, just speak up. [/QUOTE]
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Are hunters and trappers mutually exclusive? Hunter and huntsmen are the same thing, no?
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