Seasoned Trapper
Defense
AC: 16, touch 13, flat-footed 14 (+3 armor, +2 Dex, +1 size)
HP: 13 (3d8)
Fort: +2 Ref: +4 Will: +4, +2 vs. fear
Offense
Speed: 20 ft.
Melee: spear +3 (1d6/×3)
Ranged: mwk light crossbow +6 (1d6/19–20)
Statistics
Str: 10 Dex: 15 Con: 10 Int: 9 Wis: 10 Cha: 10
Base Atk: +2 CMB: +1 CMD: 13
Feats: Deadly Aim, Skill Focus (Survival)
Skills: Acrobatics +3 (–1 when jumping), Climb +5, Craft (leather) +5, Craft (traps) +7, Heal +6, Knowledge (nature) +3, Perception +7, Ride +5, Stealth +11, Survival +9, Swim +4
Languages: Common, Halfling
Combat Gear: potion of cure light wounds
Other Gear: studded leather, masterwork light crossbow with 40 bolts, spear, masterwork artisan’s tools (leather, traps), bit and bridle, riding dog, riding saddle, 92 gp
Description
Halfling expert 3
During Combat: The expert seeks concealment or cover and attacks with her crossbow.
A trapper catches animals with snares, then turns their hides into leather and fur goods. Most are independent folk, content to live on the edge of civilization so they don’t have to deal with the niceties of polite society. A few find themselves trying to escape a past crime or tragedy, using the wilderness to hide and eking out a livelihood from the natural world. Most know the best places to hunt and trap, hidden paths that lead to observation points, and the locations of caves and dangerous natural hazards.
In frontier areas, a seasoned trapper is the next best thing to a guide, scout, tracker, or sniper, and in wartime many serve in the local militia, using their keen eyes and deadly skills to keep villagers safe and provide food. In exchange for a few coins, they may lead adventurers to the edge of monster territory or provide food or shelter in a storm.
Source: NPC Codex, p. 261
