Trapsetter (Rogue Archetype)
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Sandy Petersen's Cthulhu Mythos - Pathfinder
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Zoogs are masters at trapsetting, and possess a seemingly limitless pool of creativity from which they pull their sometimes cruel and efficient designs for constructing traps. Those trapsetters that are not zoogs focus on these talents more than most zoogs and zoogs are jealous of their secrets. As a rule, a zoog that encounters a rogue of another race that possesses the trapsetter archetype considers that rogue to be an enemy and assumes that the rogue stole the techniques from another zoog. Such non-zoog trapsetters often find themselves the targets of vengeful zoogs unless they are well-known as a zoog ally.

Trapfinding Specialist (Ex): A trapsetter rogue adds 1/2 his level to Craft (traps) skill checks and to his Perception skill checks made to locate traps and Disable Device skill checks, but cannot use Disable Device at 1st level to disarm magic traps. A trapsetter rogue can buy back the ability to disarm magic traps if he wishes by spending a rogue talent on this ability.

This ability alters trapfinding.

Simple Trap Creation (Ex): At 2nd level, a trapsetter can quickly create simple traps, as detailed below, without expending any money at all provided he is in a setting where the materials for the trap are readily available. The DC of the Craft (traps) skill check required to create any of these traps is listed in parentheses after the trap’s name, as is the time required to build the trap. New simple traps could be designed by creative players, but such new designs must be approved by the GM before they are used.

All simple traps are mechanical traps. The Perception DC to notice a simple trap, the Disable Device DC to disarm one, and the DC of any save allowed by a trap are equal to 10 + 1/2 the trapsetter’s class level + the trapsetter’s Intelligence modifier. These simple traps do not last long; once created, a simple trap remains active for 1 minute per class level.

Anklewrencher (DC 12, 1 minute): The trapsetter digs a narrow, shallow 5-foot wide pit and then obscures the pit with loose debris. A Medium or Small creature that moves through a square with an anklewrencher has a 50% chance of stepping in the hole; if this occurs the creature stumbles and must cease movement for the round, and has its speed reduced by half for 3d20 minutes (or until it benefits from magical healing). A successful Reflex save prevents this speed reduction but not the cessation of movement for the round. This trap can only be crafted in relatively firm earth (not loose soil or sand). If the trapsetter takes ten times as long to craft the anklewrencher and has a tool capable of working stone, this trap can be crafted in soft stone.

Sapling Snare (DC 16, 1 minute): The trapsetter sets a snare in a 5-foot square. If a Medium or Small creature moves through this square, they trigger the trap, which causes the creature to become entangled and unable to move from the square. A successful Reflex save avoids the trap effect. Otherwise, a creature must make a successful Escape Artist check or Strength check against the trap's save DC as a standard action to break free. Alternately, a full-round action can destroy the snare if the creature uses a slashing weapon to cut it. This trap requires a rope or vine and a strong, supple plant.

Spring Spear (DC 20, 4 rounds): The trapsetter affixes a sharp object to a branch or other flexible limb. When a creature steps into the square in which the spring spear is hidden, it makes an attack roll against the target using the trapsetter’s base attack bonus modified by his Intelligence modifier. If it hits, the spear inflicts 1d6 + the trapsetter’s Intelligence modifier points of damage. Many trapsetters use poison to enhance a spring spear’s effects. This trap requires a sharp but small tool like a dagger or arrow, or simply a sharpened length of wood.

Tripline (DC 14, 2 rounds): The trapsetter runs a length of rope or other cord along the ground at ankle level. The tripline is five feet long. If a Medium or Small creature moves into this square it must make a successful Reflex save to avoid being tripped by the tripline. This trap requires a length of rope or vine.

This ability replaces evasion.

Nested Trap Specialist (Ex): At 4th level, a trapsetter is skilled at creating traps hidden inside of other traps. If a trapsetter creates a trap in the same location as another trap, one of the two traps of the trapsetter’s choice is more difficult to disarm and notice—the DCs increase by 4 for the chosen trap's Disable Device check and Perception check.

This ability replaces uncanny dodge.

Swift Trapsetter (Ex): At 8th level, a trapsetter’s ability to create simple traps becomes incredibly swift, and he can craft any simple trap as a full-round action.

This ability replaces improved uncanny dodge.


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