老外的恶搞----陷阱系猎人Trap Hunter
We have 'normal' hunters (Marksmanship), melee hunters (Survival) and half-ogre hunters (Beast Mastery) so far, so I decide to try my hands on a hunter variant that uses traps:
我们目前有"正常"的猎人(射击系),近战猎人(生存系)和半食人魔猎人(兽王系),
所以我准备来个另类的陷阱猎人.
Trap Hunter
1st - Traps (sp): A trap hunter can create several different traps. The most simple ones don’t do more than deal elemental damage.
Select the first energy type (fire, cold, acid, electricity or sonic) at 1st level. Select another energy type at 4th level and every 4 levels thereafter.
The trap hunter chooses the energy type (from among the available) when setting the trap. The trap deals 1d6 damage of the chosen energy type per hunter level, except for [sonic] that only deals 1d4 points of damage per hunter level. These traps are abjuration effects of their respective element. A trap hunter can use the ability to set up traps 1/day at 1st level, and an additional time per day at 5th level and every 5 levels thereafter.
Every trap follows the following rules:
School: abjuration (element) or conjuration or evocation [Force]
Level: Hunter [0,5*(Hunter level+1)] {max. 9}
Components: V,S,M
Casting time: 1 full-round action (provokes AoO)
Range: Touch
Area: varies
Duration: 1 minute/level or until discharged (to a maximum of 20 minutes)
Saving Throw: Reflex (10+[0,5*(Hunter level+1)] {max. 9}+Spt mod) half (elemental traps) or none (snake)
Spell Resistence: Yes
The mechanics for those traps are similar to those of the rune trap spell. Every Hunter can have only one active trap at any given time.
Material Component: a simple mundane trap that is imbued with magic.
3rd – Snake Trap (Sp): Instead of dealing damage directly, a snake trap summons 1d4+1 medium vipers to attack the enemy that triggered the trap. Remain for 1 round per 2 Hunter levels (max. 10 rounds). This is a conjuration effect that works like summon nature’s ally.
The trap summons 1d3 small vipers at 3rd level, and 1d4+1 small vipers at 5th level. Vipers increase in size by one step every 2 levels thereafter. After reaching huge size at 11th level, the trap summons 1d4+1 large spirit vipers at 13th, and 1d4+1 huge spirit vipers at 15th level. At 17th level, it summons 1d3 dire cobras.
A trap hunter can choose if he wants to learn snake traps or root traps. He mus do so at 1st level. If he chooses snake traps, he does not gain Invisible Cage trap.
A root hunter learns the following traps at the indicated levels:
– Snare :A magical snare tries to entangle and slow or immobilize the target.
5th – Collateral Effects (Su): Every time the hunter uses a trap, he can choose to add a side effect to the trap that depends on the element chosen:
Acid: 1d6 acid damage per round for 1d4 rounds if original save fails
Electricity: Fort save or be stunned for 1 round
Fire: target starts to burns if original save fails
Frost: Fort save or be chilled for 1d4 rounds
Sonic: Fort save or be deafened for 1d4 rounds
– Spike Growth :Spiked plants hurt and slow the target.
7th – Bonus feat: Either Skill Focus (craft [trapmaking]) or Ability Focus (Traps [energy type])
– Spike Stones :Spiked stones hurt and slow the target.
10th – Area of Effect (Su): Every time the hunter uses a trap, he can choose to give it an area of effect. This area is a 20 ft burst centered on the trap’s position.
13th – Vorpal Entaglement
15th – Invisible Cage Trap (Sp)
This trap creates a bubble of force, large enough to contain the target. This is an evocation [Force] effect that works like a telekinetic sphere except for the following:
dimension door, teleport and similar effects don't bypass it.
The sphere can’t be moved.
What's your opinion about it?
作者 Tagar_Bearclaw
[ 本帖最后由 安德尼拉斯 于 2007-7-26 11:45 编辑 ]