Deadly Trapmaster (Investigator/Ranger)

As long as mortals have hunted quarry, and waged war, there have been tales of great clashes, heroic encounters, horrific bloodshed, honorable sacrifice, and hard-fought victory. And for a slightly lesser period of time, there have been those who know the pointlessness of such endeavors, and the value of simply knowing the battlefield, knowing the land, and how to manipulate it to one's advantage. No matter the foe or quarry, the deadly trapmasters pride themselves on their powers of preplanning, forethought, and cleverly calculated manipulation of the geometries of their battlefield. As grandiose as the image of a lone warrior, bloodied, beaten, and cleaving his way through countless foes while only inches away from death himself, these keen souls take satisfaction in knowing they can manage the same degree of effectiveness, without ever directly engaging a foe. (Original Concept by Tyrannical)

Primary Class: Investigator.

Secondary Class: Ranger.

Alignment: Any.

Hit Dice: d8.

Bonus Skills and Ranks: The deadly trapmaster selects three ranger skills to add to his class skills in addition to the normal investigator class skills. The deadly trapmaster gains a number of ranks at each level equal to 6 + Int modifier.

Weapon and Armor Proficiency: The deadly trapmaster is proficient with all simple weapons, plus the bola, garrote, hand crossbow, lasso, longbow, net, shortbow, and whip. The deadly trapmaster is proficient with light and medium armor, but not with shields.

Inspiration (Ex): This is exactly like the investigator’s ability of the same name, except that the deadly trapmaster can only use inspiration to augment Disable Device, Knowledge (dungeoneering), Knowledge (engineering), Knowledge (geography), Stealth, Survival, and Use Magic Device skill checks. The deadly trapmaster can use inspiration on any Disable Device, Knowledge, or Survival skill checks without expending a use of inspiration, provided he's trained in the skill.

Trap: At 1st level, a deadly trapmaster learns how to create a snare trap and one other ranger trap of his choice. At 2nd level and every level thereafter, he learns another trap. The deadly trapmaster can use these traps a total number of times per day equal to 1/2 his deadly trapmaster level + his Intelligence modifier. Once a trap is learned, it can’t be unlearned and replaced with a different type of trap. The deadly trapmaster cannot select an individual trap more than once. When using Craft (traps) to create a trap, a deadly trapmaster gains a competence bonuse qual to his class level on the skill check. In addition, a deadly trapmaster can use Craft (trap) to identify traps as if using detect magic. He must study the trap for 1 round to attempt such a check. This ability replaces the investigator’s alchemy and extracts class features.

Track (Ex): At 2nd level, a deadly trapmaster gains the ranger’s track ability. This ability replaces poison lore.

Trap Opportunist (Ex): At 2nd level, a deadly trap master can make an attack of opportunity as an immediate action against an opponent who has just been entangled, grappled, immobilized, or tripped by one of his traps. The deadly trapmaster gains a +2 circumstance bonus on this attack. This attack counts as an attack of opportunity for that round. Even a deadly trapmaster with the Combat Reflexes feat can't use this ability more than once per round. This ability replaces poison resistance +2 and poison resistance +4.

Masterwork Traps (Ex): At 3rd level, any trap that a deadly trapmaster creates is of masterworkwork quality. This increases the melee attack roll and save DC of all his traps by +1. This ability replaces keen recollection.

Investigator’s Talent: This is exactly like the investigator ability of the same name, except that deadly trapmaster may not choose any alchemist discoveries. In addition, he can chose from the following new talents restricted to the Deadly Trapmaster multiclass archetype.

Combine Traps (Ex): When the deadly trapmaster creates a trap, he can join two traps into one. When the combined trap is triggered, both traps take effect. Using this talent requires 10 minute of work and the new trap has a save DC 2 points higher than the higher DC of the two traps. The deadly trapmaster must be at least 7th level to select this talent.

Eternal Trap (Ex): The deadly trapmaster can create traps that reset themselves. This requires a special mechanism (cost 500 gp) and 1 hour of work. Once the trap is triggered, it resets itself as an immediate action. The trap can only be reset once in a 24-hour period. The deadly trapmaster must be at least 15th level and have the Improved Trap investigator talent to select this talent.

Fortify Trap (Ex):The deadly trapmaster can combine two traps of the same type to increase their effects. This requires two traps of the same type and 10 minutes of work. When completed, the deadly trapmaster has one trap of the same type. The duration of any effect bestowed by the trap (if any) is extended by 50% and the save DC increases by +2.

Improved Trap (Ex): The deadly trapmaster can increase the save DC of any trap by 4 and doubles the duration of any effects (for example, a burning trap’s fire damage lasts 2d4 rounds instead of 1d4 rounds and a lazurite trap lasts 20 minutes per deadly trapmaster level instead of 10 minutes). This requires 10 minutes of work. The deadly trapmaster must be at least 9th level to select this talent.

Lethal Trap (Ex): The deadly trapmaster can double the damage of any trap. For example, a bludgeoning trap deals 2d6 points of bludgeoning damage for every 4 levels the ranger possesses (minimum 2d6) instead of 1d6, and an exploding trap deals fire damage equal to 2d6 + the deadly trapmaster’s level instead of 1d6 + 1/2 the deadly trapmaster’s level. This requires 10 minutes of work. The deadly trapmaster must be at least 11th level to select this talent.

Rogue Talent (Ex): A deadly trapmaster can select one of the following rogue talents in place of an investigator talent: assault leader, black market connections, camouflage, canny observer, cunning trigger, disabling stunt, fast picks, firearm training, grit, hold breath, last ditch effort, quick disable, quick trapsmith, rogue crawl, rope master, stand up, snap shot, surprise attack, trap spotter, weapon training. This replaces the investigator’s normal selection of rogue talents.

Trapper Feats: A deadly trapmaster can select one of the following feats in place of an investigator talent: Advanced Ranger Trap, Extra Ranger Traps, Expansive Trap Ability*, Field Repair, Light Step*, Master Craftsman, Nimble Moves, Patient Strike, Trapper's Setup, Trap Spotter, Trap Wrecker. The deadly trapmaster is treated as the required race for any trapper feat with a racial requirement. He must meet the remaining prerequisites of the feat as normal.

Undetectable Trap (Ex): The deadly trapmaster can, as a full-round action, to conceal and otherwise make his traps more difficult to detect through Perception skill checks or divination spells such as find traps. The DC of any Perception check made to find the trap increases by 5 + 1/2 the deadly trapmaster’s level. If a divination is attempted against the undetectable trap, the caster of the divination must succeed on a caster level check (1d20 + caster level) against a DC of 11 + the deadly trapmaster’s level. If the trap is on the deadly trapmaster’s person or an item currently in his possession, the DC is 15 + the deadly trapmaster’s level. Using this talent increases the Craft (trap) DC of any trap he creates by +5. The deadly trapmaster must be at least 5th level to select this talent.

Studied Terrain (Ex): With a keen eye and calculating mind, a deadly trapmaster can assess the terrain around him so as to take advantage of its natural landscape. At 4th level, a deadly trapmaster can use a move action to study the terrain within 60 feet that he can see. Upon doing so, he can set a trap within the studied area and adds 1/2 his deadly trapmaster level as an insight bonus on the trap’s melee attack roll and bonus on the damage roll (if applicable) made against the triggering creature. This effect lasts until the trap is triggered. The bonus on damage rolls is precision damage, and is not multiplied on a critical hit.

A deadly trapmaster can only have one trap affected by his studied terrain at a time, and once a creature has become the target of a deadly trapmaster's studied terrain, he cannot become the target of the same deadly trapmaster's studied terrain again for 24 hours unless the deadly trapmaster expends one use of inspiration when taking the move action to use this ability. This ability replaces studied combat.

Studied Strike (Ex): This is exactly like the investigator ability of the same name, except that the deadly trapmaster applies his studied strike damage to traps set using his studied terrain ability.

Swift Trap (Ex): At 4th level, a deadly trapmaster can set traps with astounding speed. He can set a trap as standard action instead of a full-round action. This ability replaces swift alchemy.

Favored Terrain (Ex): At 7th level, a deadly trapmaster gains the ranger’s favored terrain ability, and can select his 1st favored terrain at 7th level, and an additional favored terrain every six levels thereafter. In addition, whenever the deadly trapmaster uses his studied terrain ability to set a trap, the trap receives a bonus to its saving throw DC and the DC on any Perception check made to notice the trap equal to his favored terrain bonus. This ability replaces the investigator’s talents gained at 7th, 13th, and 19th level.

Swift Tracker (Ex): At 8th level, a deadly trapmaster gains the ranger’s swift tracker ability. This ability replaces poison resistance +6.

Launch Trap (Ex): At 11th level, a deadly trapmaster can affix a magical ranger trap to an arrow, crossbow bolt, or thrown weapon, allowing him to set the trap remotely or use it as a direct attack. Attaching the trap to the projectile is part of the action of creating or setting a new trap. The trapped projectile is fired or thrown in the normal manner. If fired at a square, the trap is treated as if the deadly trapmaster had set the trap in that square, except the DC is 5 lower than normal. If fired at a creature, the target takes damage from the ranged weapon and is treated as if it had triggered the trap (saving throw applies, if any). The attack has a maximum range of 60 feet, and range increments apply to the attack roll. The duration of the trapped projectile starts from when it is created, not from when it is used. This ability replaces poison immunity.

Table: Deadly Trapmaster