Garnet Trappers are masters of the wild, who convert spells into traps to decimate unwary foes.
Garnet Trapper is an archetype of Red Mage
Trapper Training
Garnet Trappers gain Disable Device as a class skill, but lose Knowledge (Planes)
This modifies the Red Mage’s Class Skills
Path of the Trapper
At 1st level, the Garnet Tracker must select the Path of the Trapper, unique to Garnet Trappers. That path gives features at levels 1, 3, 7, 11, 15 and 19
Path Of The Trapper modifies Red Mage Paths
Ruby Finesse (Ex)
The Red Mage gains Agile Maneuvers as a bonus feat. At 3rd level, a red mage selects a Warrior weapon group he is proficient with. Once this choice is made, it cannot be changed. Whenever he makes a successful melee attack or ranged attack (if the weapon is a thrown weapon) with a weapon from the chosen group which he is proficient with, he adds his Dexterity modifier instead of his Strength modifier to the damage roll. If any effect would prevent the red mage from adding his Strength modifier to the damage roll, he does not add his Dexterity modifier. The red mage can select an additional weapon group at 7th level and every four red mage levels thereafter, to a maximum of five weapon groups at 19th level.
Spell Traps (Su)
At 1st level, while casting a spell, the Garnet Trapper can convert that spell into a spell trap. Unless the casting time of the spell is higher, the Spell Trap takes a full round action that provokes, to set up within 5 feet of the Garnet Trapper. He can spend MP and augment the spell as normal, and the MP is expended upon preparing the trap. The Garnet Trapper can sustain a number of traps equal to their Charisma modifier. Traps can be deactivated as a free action, and Spell Traps are not affected by Arcane Spell Failure
The DCs for Perception checks to notice the trap, Disable Device checks to disable it, and saving throws to avoid it are equal to 10 + 1/2 the Garnet Trapper's level + the base MP cost of the spell used to create the trap. All spell traps are Trigger location, and Reset none. Traps last 1 hour per Garnet Trapper level.
Trapfinding (Ex)
At 3rd level, the Garnet Trapper adds 1/2 his level on Perception checks to locate traps and on Disable Device checks (minimum +1). The Garnet Trapper can use Disable Device to disarm magic traps.
Armored Mage (Trapper) (Ex)
At 3rd level, while wearing light or no armour and while not using a shield, the Garnet Trapper gains a +1 dodge bonus to AC and increases the maximum dexterity bonus of any light armor he wears by 1. Every four levels thereafter (7th, 11th, 15th and 19th) these bonuses increase by +1 to a maximum of a +5 dodge bonus to AC and a +5 to the maximum dexterity bonus allowed. This dodge bonus is doubled against attacks from any form of trap, and this bonus also applies to any saves required from any form of trap.
This ability counts as, and does not stack with, agility training.
Track (Ex)
At 7th level, the Garnet Trapper perfects his skill of hunting his prey. A Garnet Trapper adds half his level (minimum 1) to Survival skill checks made to follow tracks.
Spellsnipe (Su)
At 11th level, the Garnet Trapper can use Spellstrike with a ranged weapon, following Spellstrike rules otherwise.
Distant Traps (Su)
At 15th level, the Garnet Trapper can create spell traps at a distance. She can create her traps at close range (25 feet + 5 feet per 2 caster levels) as a full-round action that provokes attacks of opportunity.
Trap Combo (Su)
At 19th level, the Garnet Trapper can make an attack of opportunity on a foe within the first range increment of their weapon when they set off a Spell Trap
Garnet Arcana
As well as normal Ruby Arcanas, Garnet Trappers may also select the following:
| Name | Prerequisite | Effect |
| Fortitude Conversion Trap | Spell Traps Class Feature | When creating a spell trap, the Garnet Trapper can spend 1 Arcana pool to convert the save required to a Fortitude save. |
| Will Conversion Trap | Spell Traps Class Feature | When creating a spell trap, the Garnet Trapper can spend 1 Arcana pool to convert the save required to a Will save. |
| Trap Maneuver | Red Mage Level 6, Spell Traps Class feature | When creating a spell trap, the Garnet Trapper can spend 1 Arcana Pool to also have the trap inflict a combat maneuver, using the Garnet Trapper’s stats as normal on a failed save |
| Improved Trap Maneuver | Trap Maneuver, Red Mage Level 12 | Trap Maneuver’s chosen maneuver is attempted regardless of successful or failed save |
| Trapshoot | Spellsnipe Class Feature | In place of a normal spell, the Garnet Trapper may spend 1 arcane pool to apply a Spell Trap to their shot. If the attack hits, the trap is detonated on impact. On a miss, the Garnet Trapper rolls 1d4, and times the result by 5. The end result is how far behind the target that the trap is set |
| Efficient Traps | Red Mage Level 8 | The Garnet Trapper gains a free MP to use to augment trap spells. This increases to 2 MP at level 16. |





