Characters

Frontier (Trapper)

CR: 3 XP: 800


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)


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


SQ: favored terrain (woods +2), hunter’s bond (badger animal companion), track +2, wild empathy +4


Languages: Common


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


Description

Human ranger 4

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.

Source: GameMastery Guide, p. 276