Trapping
General proficiency — see Proficiencies for the rules and the Proficiency Index for the full list.
The character is an expert with wilderness traps such as deadfalls, earthen pits, spring snares, and whipping branches capable of capturing creatures up to the size of an elephant (such as giants, ogres, wyverns, etc.). He can find and remove wilderness traps as a thief of one-half his class level. (If already proficient in Searching or Trapfinding, he gains an additional +2 bonus against wilderness traps.) He can craft ordinary or crude wilderness traps with a construction rate of 1sp per hour.
Crude traps cost 10% the cost of permanent traps (see Equipment, for a list of trap costs). They function similarly to permanent traps but are easier to spot and less effective. All characters gain a +4 bonus to find and remove crude traps. If a crude trap triggers an attack, it attacks with a -2 penalty. If a crude trap grants a saving throw, the target saves with a +2 bonus. Once set, a crude trap must be maintained, which entails checking it for finds, performing minor repairs, and resetting its lures. Each trap requires 1sp (one hour’s worth) of maintenance per day from a trapper and if unmaintained it ceases functioning.
Wilderness traps can catch game. Each day, the Judge makes a proficiency throw of 1d20 against a target value of 19+. A successful result indicates that the trap has yielded sufficient food for 1d6 man-sized creatures per 1sp value of the trap. If the proficiency throw fails with an unmodified 1, a crude trap breaks completely. For every eight traps being managed, the Judge should make an encounter throw to see if a wandering monster appropriate for the terrain is in the area. The monster will stumble into the trap on a throw of 1-2 on 1d6; otherwise it will be lurking nearby when traps are checked.
Trapping also enables the character to properly harvest monster horns, tusks, and antlers; to skin, flesh, and butcher creatures for pelts and meats; and to extract special components from animals. The proficiency provides no abilities with regard to mechanical traps in a dungeon or with magical traps of any sort.