Trapper CR 3
1st—charm animal (DC 12)
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
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
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.
Pathfinder RPG GameMastery Guide, © 2010, Paizo Publishing, LLC; Authors: Cam Banks, Wolfgang Baur, Jason Bulmahn, Jim Butler, Eric Cagle, Graeme Davis, Adam Daigle, Joshua J. Frost, James Jacobs, Kenneth Hite, Steven Kenson, Robin Laws, Tito Leati, Rob McCreary, Hal Maclean, Colin McComb, Jason Nelson, David Noonan, Richard Pett, Rich Redman, Sean K Reynolds, F. Wesley Schneider, Amber Scott, Doug Seacat, Mike Selinker, Lisa Stevens, James L. Sutter, Russ Taylor, Penny Williams, Skip Williams, Teeuwynn Woodruff.