Class record
Trapper
Controller / Utility
- Tier
- 2
- Difficulty
- 3 / 5
- Main role
- Controller
- Secondary role
- Utility
Rules reference
Class mechanics
Entry requirements and the complete level-by-level advancement path.
Entry
Requirements
Ranger mastered
Advancement
Progression
- UnlockKey ability
- Level 2Ability 1
- Level 3SkillsYou gain 5 skill points to spend on Athletics, Stealth, Medicine, Perception, Survival, Animal Husbandry or Common Knowledge. You can exchange any skill point for 2 expertise points, but must spend them in these skills.
- Level 4Ability 2
- Level 5HeartYou gain +1 to Cunning or Awareness.
- Level 6Ability 3
- Level 7SoulYou gain +1 to Power or Agility. The food units received from your key ability is increased to 1d10 x 10 food units.
- Level 8Ultimate ability
Identity & lore
Class overview
Carter’s breath came in sharp gasps as he leapt over a fallen log, his boots scraping the moss off the top with how narrowly he cleared it. Behind him, frustrated yells followed him as his pursuers crashed through the thick brush and thorny bushes. He knew the forest around him better than his hometown and that gave him an advantage, but the catfolk chasing him were both faster and more nimble than he was. It was taking every trick he knew to stay ahead of the poachers.
The twang of a bowstring had him juking right and diving over a particularly nastily thorny berry bush, just barely avoiding the arrow that snapped past him. He landed and rolled, still careful of his own bow and supply of arrows, and he felt a smile pull at his lips. The forest opened up slightly into a small clearing with limited brush and only a couple fallen trees for cover. The old scorch marks on some of the trees told him that there had likely been a lightning strike that had briefly burned out the area some months ago. This was exactly where he expected to get “caught”.
He carefully retreated to the center of the small clearing and collapsed back against one of the scorched logs. He was still catching his breath when the three catfolk pushed into the open area, eyes scanning around before locking on him. They raised their bows and the leader stepped forward a few paces.
“Finally! You know there was no way for you to outrun us. Now you’re just gonna die tired,” the poacher boasted. He raised his bow and knocked an arrow. “Just stay still for a second, will you?”
Carter grinned. “Sure, buddy.” With the hand that was out of sight of the catfolk, he cut three small lines. There was the horrible snap and crunch of a bear trap snapping closed on a leg followed almost instantly by the surprised shriek of a catgirl suddenly finding herself tangled in a net and hanging twenty feet off the ground. The catfolk caught in the bear trap barely had much time to scream in pain himself before a log swung out of the trees and caught him straight in the chest, carrying him fully out of the clearing in a crash.
The poacher leader took a surprised step back and fell with a startled yelp, the support for the pit trap he’d walked over no longer in place. Carter hopped to his feet and jogged over to the hole, absently eyeing the hanging catgirl. She’d dropped her bow and had fumbled her knife in her struggles, so she was good and stuck. He peaked over into the hole with a smug grin, bow in hand and arrow ready.
“Why don’t we have a nice conversation about why you don’t poach in my forests, huh?”
Tactical guidance
Playing Trapper
Trapper is a primarily controller class that relies on preparation time to spring unexpected traps on the enemy.
Your main ability is Place Trap. You require at least 1 minute or 1 hour of prep time, but the good thing is that you don't have to choose which trap you're placing until you trigger it. The most important thing to be aware of is that you can only trigger these when an enemy walks into your range. Log Swing is guaranteed damage and a knockback, which can let an enemy potentially trigger multiple traps to approach you again. Snare is the weakest trap, but has the advantage of having multiple uses per trap. Pitfall is the most punishing trap, 20ft down can be deep enough that enemies may struggle to get out. Net is the most offensive trap, as it roots the enemy potentially making them vulnerable to attacks if they are out of AP to instantly free themselves.
Ambush Trapper is essentially a free trap use, provided that you ambush the enemy which is something that you want to do as a trapper already anyway. Bear trap is the only trap you can use without preparation time, though it's not a hidden one. Still, in a choke point or if combod with displacement abilities it can be powerful.
Your Secret Art: Guiding Shot can also be used to force an enemy into a bear trap in addition to its normal trap activating effect. It's best used on low block enemies that cannot afford to tank a sure hit attack.

