Trapper [Subclass]
Keywords:
TRAPPER, TRAPPER-SUBCLASS, ANIMALTRAP, FLUSH, NET, LASSO_EXPERT, LASSO-EXPERT
Category:
creation
The Trapper subclass is different from other subclasses in that it's less categorically similar to any other main class or subclass in its abilities. Trappers' are primarily based in the trapping of animals, either alive or
dead and they get several abilities to facilitate this. First, in order to
make their job as Trappers simpler, they gain permanent pass without trace,
so they will leave no tracks. They also gain camouflage so that they might
hide and sneak through nature areas without their prey noticing them. They
gain domesticate, which allows them to tame wild things of the world to
become pets for the trapper. A unique ability for trappers is their ability
to pick up and carry mobs around with the 'carry' command, as others can
carry around other players. Trappers also gain the use of the 'animaltrap'
ability, which will trap and skin animals immediately, giving trappers
animal pelts that they can pawn for money.
MUD Skills:
animal trap camouflage carry tame pass without trace
animaltrap - Traps an animal for skins to pawn
carry - allows player to pick up a mob and carry it
RP Advantages and Skills:
Flush: As an action, a trapper may try to flush a enemy out hiding. Roll WISDOM versus DC 8 + Enemy Dex. On a success, one enemy is flushed from the hidden surroundings.
Lasso Expert: As a free action, can try to lasso an enemy to Restrain them using a standard attack roll. The Trapper may take a regular melee action afterwards. At the End of the Trapper's turn, the Opponent may try to free themselves with a STRENGTH or DEXTERITY check versus DC 12. (See help rp-conditions)
Animal Trap: See below
Net: See below
RP Combat Information:
Animal Trap
Skill Type: Debuff
Attack Syntax: 1d20 [No Fail]
Remarks: Very skills, a trapper knows where to best et up a trap and can place it in the path of a non-sentient creature. A Trapper may take 1 round to set up a trap. The creature will fall into the trap on the next turn. They may place 3 kinds of traps (See Help rp-conditions):
Snare Trap - Will RESTRAIN the creature.
Conibear Trap - Will BLEED the creature.
Deadfall Trap - Will STUN the creature.
Net
Skill Type: AoE
Attack Syntax: 1d20 + Hitroll
Damage: n/a
Save: Reflex vs The Trapper's Attack roll
Remarks: This will cast a net over a group of up to 3 enemies in melee range. Creatures who do not save, are RESTRAINED until they make the save versus the Trapper's Attack roll.
MUD Skills:
animal trap camouflage carry tame pass without trace
animaltrap - Traps an animal for skins to pawn
carry - allows player to pick up a mob and carry it
RP Advantages and Skills:
Flush: As an action, a trapper may try to flush a enemy out hiding. Roll WISDOM versus DC 8 + Enemy Dex. On a success, one enemy is flushed from the hidden surroundings.
Lasso Expert: As a free action, can try to lasso an enemy to Restrain them using a standard attack roll. The Trapper may take a regular melee action afterwards. At the End of the Trapper's turn, the Opponent may try to free themselves with a STRENGTH or DEXTERITY check versus DC 12. (See help rp-conditions)
Animal Trap: See below
Net: See below
RP Combat Information:
Animal Trap
Skill Type: Debuff
Attack Syntax: 1d20 [No Fail]
Remarks: Very skills, a trapper knows where to best et up a trap and can place it in the path of a non-sentient creature. A Trapper may take 1 round to set up a trap. The creature will fall into the trap on the next turn. They may place 3 kinds of traps (See Help rp-conditions):
Snare Trap - Will RESTRAIN the creature.
Conibear Trap - Will BLEED the creature.
Deadfall Trap - Will STUN the creature.
Net
Skill Type: AoE
Attack Syntax: 1d20 + Hitroll
Damage: n/a
Save: Reflex vs The Trapper's Attack roll
Remarks: This will cast a net over a group of up to 3 enemies in melee range. Creatures who do not save, are RESTRAINED until they make the save versus the Trapper's Attack roll.