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theLittleDD

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dddzmpzmp

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About this mod

Add Trap Skills to Ranger (Hunter) and let them act like a real Hunter!
- 6 Traps Skills, 2 Buff Skills, New Hunter's Prey, New Defend Tactic
- Custom Skill Icons
- and more!?

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Translations
  • French
When we talked about Ranger in BG3, we would think of 1) Gloom Stalker 2) Beast Master. Some of us doesn't even know what a Hunter is. Personally, I think Hunter should use Traps, so I create this mod!

My goal is to let Hunter use traps skills on a tactical basis rather than just another fireball. Therefore trap skill can only place within a range of 2m. With such a small range, some trap skills will hurt yourself if you place it directly on the enemy. You have to predict the movement of enemy and place the trap on their route!

*I haven't removed anything (just modify) from the original hunter, if a skill/passive is not mentioned in this list, it just keep its original effect.

Update

--------------v1.0.4---------------- 
Warning: If you experience crash on 1.0.4, please respec your Hunter before update to 1.0.4 version. It should solve the problem~

Some Balancing Work
1. Everything is Planned is now a Hunter's Prey.
2. Impulse Trap now move to Level 3.
3. Trap Launcher now move to Level 7.
4. Misty Trap is now a Defensive Tactics.
5. Sleeping Trap now move to Level 9.
6. Well Prepared now move to Level 11.

--------------v1.0.3---------------- 
1. All Trap can be placed in a range of 3m now.
2. Added a new passive on Lv. 3.
Everything is Planned: When a trap is not triggered immediately after placed, it will deal extra damage = WIS + DEX modifier.
3. Swift Attack now have a new effect. If you kill a creature using swift attack (melee / range), all of your short rest cooldown will be reseted! (for hunter, it will reset your Freezing Trap, Explosive Trap and Trap Launcher!)
4. Trap Launcher now have a short rest cooldown.
5. Ensnare Trap now deal 1d10 damage and leave a Spiked Ground after triggered.
6. Impulse Trap now have a stronger pushing power, and the tooltips is fixed.

--------------v1.0.2----------------
1. Fixed Swift Attack Cost Issues

--------------v1.0.1----------------
1. Placing a trap will not break stealth now.
2. Damage of Explosive Trap and Freezing Trap is increased by a bit.
3. Acid Trap cool down is now Once per Turn.
4. at Level 9, Hunter will get a new passive called Misty Trap, which allow you to teleport to max. 10 m after you place an advanced trap, with the cost of a reaction point.


Progression

Level 3

NEW! Mini Trap: Ensnare: Place a circle glyph that will be triggered when enemy stepped on it. Creatures and Objects within the radius must pass a Dexterity save or they will suffer piercing damage and Entangled status. Leave Spiked Ground after triggered. Only 1 Ensnare Trap can be placed at a time.

Damage: 1d10
Radius: 1.5m
Placing Range: 3m
Cost: 1 Bonus Action Point
CoolDown: None

This is the basic trap of Hunter, which can be used freely if you have bonus action. Although the damage is low, the Entangled (Ensnare) Status would be very useful to avoid enemies chasing you.

NEW! Mini Trap: Impulse: Place a circle glyph that will be triggered when enemy stepped on it. Creatures and Objects within the radius must pass a Dexterity save or they will suffer piercing damage and pushed back by 8m. Only 1 Impulse Trap can be placed at a time.

Damage: 2d6
Radius: 1.5m
Placing Range: 3m
Cost: 1 Bonus Action Point
CoolDown: None

This is the another basic trap of Hunter, which can be used freely if you have bonus action. You can use this to keep enemy away from you. However, enemy which is too heavy will not be pushed away by you!


Hunter's Prey Passive

- Horde Breaker: 2 strikes that can target maximum 2 targets, with each strike dealing halved weapon damage. No Cooldown.
- Giantkiller: reduce number required to crit to Large (or Larger) Type enemies by 3.
- NEW! Everything is Planned: If a trap is not triggered immediately after placed, it will deal bonus damage equal to your WIS + DEX modifier.

This is to reward planned trapper!

NEW! Swift Attack: Whenever you placed a trap, you can perform a free swift strike attack (melee/range), which deal halved weapon damage. If you kill a creature with swift attack, all short rest cooldown will be reseted.

Swift Strike gives Hunter the ability to place trap without losing their weapon attack too much.


Level 5

NEW! Advanced Trap: Explosive: Place a circle glyph that will be triggered when enemy stepped on it. Creatures and Objects within the radius must pass a Dexterity save or they will suffer Fire damage and Burning status. Burning ground will be left after triggered. As the radius is huge, hunters should avoid hurting themselves. Only 1 Advanced Trap can be placed at a time.

Damage: 4d12
Radius: 3m
Placing Range: 3m
Cost: 1 Action Point
CoolDown: 1 per Short Rest

This is the Fire Advanced Trap that you should placed carefully. If you place it directly on enemy, you may also suffer from the damage. It does good damage and also have good after effect.

  

NEW! Advanced Trap: Freezing: Place a circle glyph that will be triggered when enemy stepped on it. Creatures and Objects within the radius must pass a Dexterity  save or they will suffer Cold damage and Frozen status. Freezing ground will be left after triggered. Only 1 Advanced Trap can be placed at a time.

Damage: 2d10
Radius: 1.5m
Placing Range: 3m
Cost: 1 Action Point
CoolDown: 1 per Short Rest

This is the Cold Advanced Trap that you can use for hard Control. Frozen is so strong that this will only last for 1 round.


NEW! Advanced Trap: Acid: Place a circle glyph that will be triggered when enemy stepped on it. Creatures and Objects within the radius must pass a Dexterity  save or they will suffer Acid damage and Acid status. Acid ground will be left after triggered. Only 1 Advanced Trap can be placed at a time.

Damage: 3d8
Radius: 2.5m
Placing Range: 3m
Cost: 1 Action Point
CoolDown: 1 per Turn

This is the Acid Advanced Trap that you can place every turn. It does moderate damage and also have fine effect.



Level 7

NEW! Trap Launcher: Your next Advanced Trap will have 18m range.

Cost: None
CoolDown: 1 per Short Rest

Yes! With the trap launcher, you can use the trap as fireball once per combat lol. Tell me if you think the cd is too short.


Defensive Tactics Passive

NEW! Trap Distraction: Whenever you placed a trap, you AC + 1. This can be stacked at maximum 3 times.


This allows you to have some good defences if you keep placing traps. Limited by how the game is coded (or I am just dumb), if you stacked it to 3 times, its duration is extended to 3 rounds :( I would like to make it to 1 rounds if someone tell me how to do it.


NEW! Misty Trap: Whenever you placed a trap, you can teleport to max. 10m with the cost of 1 Reaction Point.


This allows you to have great mobility!

Level 9

NEW! Advanced Trap: Sleep: Place a circle glyph that will be triggered when enemy stepped on it. Creatures and Objects within the radius must pass a Dexterity  save or they will suffer Sleep status. As the radius is huge, hunters should avoid affecting themselves. Only 1 Advanced Trap can be placed at a time.

Damage: None
Radius: 3m
Placing Range: 3m
Cost: 1 Action Point
CoolDown: 1 per Combat

This is the Control Advanced Trap that you should placed carefully. If you place it directly on enemy, you may also suffer from the damage. It is super strong CC that can be used once per combat!



Level 11

NEW! Well Prepared: Your next Advanced Trap will not cast any Action Point.

Cost: None
CoolDown: 1 per Long Rest

This is a really strong buff that give you a FREE trap action.


- NEW! Choose one more Hunter's Prey!

Don't want to limit the hunter to choose trap-styled hunter's prey, so you get 1 more!



Localization
- English
- Traditional Chinese
- Simplified Chinese
- Spanish (with the help of Valgarv)
- Spanish Latin (with the help of Valgarv)

Compatibility

Any mod should be compatible unless it change the Hunter subclass. Even it changed the subclass, moving up or down the load order will have one mod effects replace another.

Installation

This is a standard .PAK files. Please use either the Vortex Mod Manager or the BG3 Mod Manager and install this mod. 

Uninstallation

Remove the mod like you would any other, it shouldn't cause any issues to do so.

My Others Mods
Shadow Ninja - a complete rework of Monk (Way of the Shadow)
Deadly Assassin - a minor rework of Rogue (Assassin)

Special Thanks
- BG3 Discord Modding Community!
- VoidVigilante for giving me direction on modding~