Deadly Trapmaster (Investigator/Ranger)

As long as mortals have hunted quarry, and waged war, there have been tales of great clashes, heroic encounters, horrific bloodshed, honorable sacrifice, and hard-fought victory. And for a slightly lesser period of time, there have been those who know the pointlessness of such endeavors, and the value of simply knowing the battlefield, knowing the land, and how to manipulate it to one's advantage. No matter the foe or quarry, the deadly trapmasters pride themselves on their powers of preplanning, forethought, and cleverly calculated manipulation of the geometries of their battlefield. As grandiose as the image of a lone warrior, bloodied, beaten, and cleaving his way through countless foes while only inches away from death himself, these keen souls take satisfaction in knowing they can manage the same degree of effectiveness, without ever directly engaging a foe. (Original Concept by Tyrannical)

Primary Class: Investigator.

Secondary Class: Ranger.

Alignment: Any.

Hit Dice: d8.

Bonus Skills and Ranks: The deadly trapmaster selects three ranger skills to add to his class skills in addition to the normal investigator class skills. The deadly trapmaster gains a number of ranks at each level equal to 6 + Int modifier.

Weapon and Armor Proficiency: The deadly trapmaster is proficient with all simple weapons, plus the bola, garrote, hand crossbow, lasso, longbow, net, shortbow, and whip. The deadly trapmaster is proficient with light and medium armor, but not with shields.

Inspiration (Ex): This is exactly like the investigator’s ability of the same name, except that the deadly trapmaster can only use inspiration to augment Disable Device, Knowledge (dungeoneering), Knowledge (engineering), Knowledge (geography), Stealth, Survival, and Use Magic Device skill checks. The deadly trapmaster can use inspiration on any Disable Device, Knowledge, or Survival skill checks without expending a use of inspiration, provided he's trained in the skill.

Trap: At 1st level, a deadly trapmaster learns how to create a snare trap and one other ranger trap of his choice. At 2nd level and every level thereafter, he learns another trap. The deadly trapmaster can use these traps a total number of times per day equal to 1/2 his deadly trapmaster level + his Intelligence modifier. Once a trap is learned, it can’t be unlearned and replaced with a different type of trap. The deadly trapmaster cannot select an individual trap more than once. When using Craft (traps) to create a trap, a deadly trapmaster gains a competence bonuse qual to his class level on the skill check. In addition, a deadly trapmaster can use Craft (trap) to identify traps as if using detect magic. He must study the trap for 1 round to attempt such a check. This ability replaces the investigator’s alchemy and extracts class features.

Track (Ex): At 2nd level, a deadly trapmaster gains the ranger’s track ability. This ability replaces poison lore.

Trap Opportunist (Ex):