The question was asked earlier, what archetypes are left that Fantasycraft doesn't cover. One that's been scratching in my mind has been the on-the-spot master of traps. This isn't quite done yet, but I like it.
Party Role: Combatant/Specialist. While focused on disabling and defeating the enemy on the field of battle, the Harrier is also a superior wilderness expert.
Requirements: Dexterity 13+, Tactics 6+ ranks, Battlefield Trickery
Favored Attributes: Intelligence, Dexterity
Class Skills: Acrobatics, Athletics, Intimidate, Notice, Prestidigitation, Resolve, Ride, Sneak, Survival, Tactics
Skill Points: 6 + Int modifier
Vitality: 9 + Con modifier per level
Dunno yet, but I expect a 20% discount when purchasing/crafting traps will be part of it.
Speed-Snares: You are a master of improvised snares that slow and disable your foes. At Level 1, as a full action you may set a speed-snare, choosing an adjacent 10 ft. x 10 ft. area. Any opponent entering the area springs the trap and must make a Reflex save (DC 10 + your intelligence modifier + the number of Terrain feats you have) or suffer 1d6 + your intelligence modifier lethal damage and become entangled for 2 rounds. If they succeed, they take half damage (round down) and are not entangled. If an opponent is aware of the snare before entering it, he gains a +4 bonus to this save.
You may only have 2 un-sprung snares ready at any one time and may disable your own adjacent snares as a half action. A speed-snare may never be set so that its area overlaps another speed-snare set by the same character. You may set snares “under” opponents, but they only trigger the trap upon entering the area; they are safe until they leave and later re-enter the newly set trap.
Speed-snares are not obvious. The base DC to detect them is 10 + your Class level. This DC increases by +4 if the there are no opponents present when the trap is set or you are hidden at the time. Once a trap is detected, all opponents are considered to know where the trap is located (it is a free action to point out a trap by word or gesture, so the knowledge of the danger will spread effectively instantly).
At Levels 3, 5, 7, and 9, you may choose one of the following benefits. Each benefit may be chosen only once.
Dripping Death: Your speed-snares gain the injector quality and if you have a dose of poison readied when you set the snare, it is automatically applied to the snare. You may not recover this poison even if you disable the snare yourself.
Instant Trap-setting: Once per round you may set a speed-snare as free action. You may use this ability a number of times per combat equal to the number of Terrain feats you have.
Layers of Danger: You may have up to 4 un-sprung speed-snares ready at any one time.
Pointy Sticks and More: Your snares now inflict 1d10 + your Intelligence modifier damage. Each time you set a speed-snare you may choose for it to do lethal, stress, or subdual damage when sprung.
Portable Mire: Opponents failing their save against your snares are entangled for 3 round and cannot leave their current square until the condition ends.
Subtle Snares: The DC to detect your speed-snares increases by +6. The DC for the Reflex save when an opponent springs one of your speed-snares increases by +2.
Trapper’s Glee: You gain 1 Edge each time an adversary fails their Reflex save while springing one of your speed-snares.
Wide Snares: Your speed-snares now cover an area of your choice of 10 ft. x 10 ft, 10 ft. x 15 ft., or 15 ft x 15 ft.
Fleet of Foot I: At Level 2, your base speed increases by 10 ft. and your speed is not reduced by rough terrain.
Fleet of Foot II: At Level 7, your base speed increases by 10 ft. (for a total increase of +20 ft.) and you never become slowed.
Stalker: At Level 4, each time you fail a Survival or Tactics check and don’t suffer an error, you still succeed as long as the check DC (or your opponent’s check result) is equal to or less than your Class Level + 20. If several grades of success are possible, you achieve only the lowest possible positive result.
If you gain this ability for either skill from two or more classes, add together your levels in all classes granting the ability when determining its effect.
Uncanny Dodge I: Your senses are supremely sharp, letting you react quickly to danger. At Level 4, you retain your Dexterity bonus to Defense (if any) even when flat-footed.
Uncanny Dodge II: At Level 8, you never become flanked.
Death From Afar: Now that you’ve got them right where you want them, what do you want to do with them? At Level 6, once per adventure, you may spend 1 hour practicing to gain 1 temporary Ranged Combat feat of your choice until the end of the current adventure.
Battlefield Chaos: At Level 8, opponents affected by your Battlefield Trickery feat are also baffled for 3 rounds.
Fish in a Barrel: At Level 10, if one of your ranged attacks that inflicts lethal or subdual damage hits an opponent entangled by one of your speed-snares, you may choose to inflict +20 damage with that attack. You may use this ability once per opponent per combat.
Sidebar: Blindfolding the GM
Since the Speed-snares ability is in the hands of Player Characters, the GM may wish to allow Harrier players to secretly write down the locations of their speed-snares, revealing them only when an NPC blunders into one. The GM can still handle the Notice/Search checks to detect the snares normally (as he will unavoidably be aware that the player is setting snares and the general vicinity they are located). In the case of an ambush, where the Harrier has time unobserved by any enemies, the GC should allow the secret snares to be pre-placed in any reasonably accessible location. While running this blind may slow the game slightly, the experience of playing a devious and unpredictable trapster who genuinely fools his enemies can be very rewarding for the entire group.