Trapsmith

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Requirements

Skills: Craft (trapmaking) 8 ranks, Disable Device 8 ranks, Open Lock 5 ranks, Search 8 ranks.

Special: Trapfinding class feature

Summary

Awful little Fred Jones Gremlins, these guys are experts at making traps and surviving in dungeons with their casting and near supernatural abilities to avoid danger. Excellent spec for rogues and smarter more utility focused characters, or if you wanna snare trap people too. That's valid too.

Role: Utility

Characteristics: Limited Casting. A utility specializing in building and disarming traps.

Source: Dungeonscape

Game Rule Information

The Trapsmith has the following game statistics.

Abilities: Intelligence by far is your most useful skill, for skill points, casting building traps, Dexterity is also a must for all the dextrous work you must do with your hands.

Alignment: Any

Hit Die: d6

Starting Gold: N/A

Class Skills

The Trapsmith's class skills are Appraise (Int), Craft (Int), Disable Device (Int), Escape Artist (Dex), Knowledge (architecture and engineering) (Dex), Listen (Wis), Open Lock (Dex), Pickpocket (Dex), Profession (Wis), Search (Int), Spot (Wis), and Use Rope (Dex)

Skill Points at 1st Level: (6 + Int modifier) × 4

Skill Points at Each Additional Level: 6 + Int modifier

Class Features

All of the following are class features of the Trapsmith.

Weapon and Armor Proficiency: A Trapsmith is proficient with whatever they were already proficient with.

Booby Traps Ex: You can quickly set up simple booby traps (see the sidebar) to harm and hinder your foes. When setting up a trap, make a Craft (trapmaking) check. The check result is the Difficulty Class of an attempt to find the trap by making a Search check. Half the check result is the DC of an attempt to disarm the trap by making a Disable Device check. The check result affects other variables, too; see below for details. Setting up a booby trap is usually a full-round action, though some take longer.

Starting at 3rd level, your skill improves such that you can create advanced versions of the simple booby traps you already know.

Master Disarmer Ex: Your skill at finding and disarming traps is legendary. When dealing with a trap, add your trapsmith level to your Search checks, Disable Device checks, and Open Lock checks.

Trapfinding Ex: You are adept at evading the effects of traps, gaining bonuses at 1st level, 3rd level, and 5th level. See the barbarian class feature. Trap sense gained from other sources (such as barbarian or rogue levels) stacks with this benefit.

Spells: If you are smart enough, you might gain the ability to cast arcane spells. To cast a particular spell, you must have an Intelligence score of at least 10 + the spell’s level. Your bonus spells are based on your Intelligence. Saves to avoid the effects of your spells have a DC of 10 + Caster Level. You cast spells as a bard does. The spells per level table below, details how many spells you can learn at each level. Choose your spells from the following list.

1st—arcane sight, cat’s grace, clairaudience/clairvoyance, dispel magic, fox’s cunning, gaseous form, haste, knock, protection from energy.

2nd—arcane eye, dimension door, lesser globe of invulnerability, Otiluke’s resilient sphere, stoneskin, stone shape.

3rd—Bigby’s interposing hand, break enchantment, fabricate, greater dispel magic, wall of stone

Arrow Proof Su: When a trap activates, you know how to lessen the impact and reduce the damage. Starting at 2nd level, you gain damage reduction 5/— against the effects of traps. The reduction applies only to damage from physical attacks, such as arrows, crushing blocks, or pits. Damage caused by spells or magical effects is not reduced. Damage reduction gained from multiple sources stacks, but only for damage dealt by a trap.

Quick Fingers Ex: Starting at 2nd level, you can disarm traps more quickly. When you attempt a Disable Device check, use the table below in place of the standard table for disarming traps. If you have the quick fingers alternative class feature, reduce the time needed for checks on difficult and wicked traps to 1d3 rounds.

Unweave Su: At 3rd level, your understanding of magic traps allows you to unweave their magic, as if targeting the trap with dispel magic. Your caster level for this ability equals 5 + your trapsmith level. You can use this ability three times per day. It works only against magic traps, but spells such as alarm, glyph of warding, and the symbol spells are valid targets.

Dance Through Danger Ex: Starting at 4th level, when you make a Search check to find a trap and your result exceeds the DC by 5 or more, you can move past the trap without setting it off. This benefit applies only to you—the careful movements and balance needed cannot be taught to your fellow adventurers.

Spell-proof Su: Starting at 4th level, you enjoy a measure of protection against magic traps. You gain spell resistance equal to 15 + your trapsmith level. This spell resistance applies only to magic traps, which include spells such as fire trap, explosive runes, glyph of warding, and the symbol spells.

Avoid Disaster Su: At 5th level, you learn to negate the effects of a trap as they happen. Once per day, when a trap is sprung, you can make a Disable Device check as an immediate action. If the check succeeds, you quickly disable the trap and avoid its effects. If the check fails, the trap activates as normal.

Table 1-1: Trapsmith Progression
Level Base

Attack Bonus

Fort

Save

Ref

Save

Will

Save

Special Spells per Day
1st 2nd 3rd
1st +0 +0 +2 +0 Booby traps (simple), master disarmer, trap sense +1 1
2nd +1 +0 +3 +0 Arrow-proof, quick fingers 2
3rd +2 +1 +3 +1 Booby traps (advanced), unweave, trap sense +2 2 1
4th +3 +1 +4 +1 Dance through danger, spell-proof 3 2
5th +3 +1 +4 +1 Avoid disaster, trap sense +3 4 2 1
Table 1-2: Alternate Disable Device DC
Device Time Disable Device DC
Simple 1 standard action 10
Tricky 1 full round action 15
Difficult 1d4 rounds 20
Wicked 1d4 rounds 25+
Table 1-3: Spells Known
Level 1 2 3
1st 2
2nd 3
3rd 3 2
4th 4 3
5th 4 3 2

Bonus Spells

In 3.6e, spellcasters who have a limited number of spells per day are granted additional spell slots based on their casting stat modifier according to the table below. In order to receive the bonus spell slots, they must already be able to cast spells of that level.

Table 1-4: Bonus Spells
Skill Bonus Level 0 Level 1 Level 2 Level 3
1 1 1 1 0
2 2 2 1 1
3 3 3 2 2
4 4 4 2 2
5 5 5 3 2
6 6 6 3 2
7 7 7 4 2
8 8 8 4 3
9 9 9 5 3
10 10 10 5 3
11 11 11 6 4

Booby Traps

A trapsmith can create a number of different traps to hinder and harm foes. Each trap described below includes information on its area, effects, base cost, and cost per use. The base cost covers the parts of the trap that are reusable if recovered. The cost per use covers the pieces that are destroyed or expended when the trap is set off. All traps below are mechanical traps with a touch trigger.

A trapsmith can disable and disassemble one of his own traps without making a check. This process takes approximately 1 minute.

Other booby traps are possible with your DM’s approval.

Alarm Trap

This trap is little more than a series of bells attached to a thin trip wire. When the wire is breached, the bells ring, and those nearby can attempt a DC –5 Listen check to notice the noise. This trap takes 1 round to set up per 10 feet of trip wire used. Anyone who runs into the trap can attempt a Reflex save to avoid setting it off (DC equal to 1/2 your Craft [trapmaking] check result).

Base Cost

1 gp/10 ft.

Cost/Use

N/A

Advanced Version

The DC of the Reflex save to avoid setting off an advanced alarm trap is equal to your Craft (trapmaking) check result.

Bolt Trap

This trap fires a light or heavy crossbow at one target that breaks a trip wire. The crossbow makes a single attack with a bonus equal to 1/2 your Craft (trapmaking) check result. The bolt deals standard damage for its type, but you can use masterwork or magic crossbows and bolts to enhance the accuracy or damage. The trap must be reset after the crossbow fires. The trap can cover a line of up to 20 feet.

Base Cost

35 gp (light crossbow) or 50 gp (heavy crossbow); add 300 gp for a masterwork crossbow.

Cost/Use

None, or the cost of the ammunition if it is masterwork or magic.

Advanced Version

An advanced bolt trap fires up to three bolts from three separate crossbows. Setting up an advanced trap takes 2 rounds and requires three crossbows (tripling the base cost as appropriate to the type).

Drop Trap

A heavy or dangerous item is rigged to fall on anyone who crosses a trip line. When the trip line is breached, the item drops, making a touch attack with a bonus equal to 1/2 your Craft (trapmaking) check result. You can rig an alchemical item (which deals damage appropriate to the item) or a heavy object such as a stone (which deals 1d6 points of bludgeoning damage). The trap can cover a single 5-footsquare area.

Base Cost

1 sp

Cost/Use

Varies depending upon the cost of the dropped item.

Advanced Version

An advanced drop trap can drop up to three alchemical items, a very heavy object (which deals 3d6 points of bludgeoning damage), or a net (which entangles the target, who can move freely but must make a successful DC 20 Escape Artist check to get out of the net).

Trip Rope Trap

This trap is made up of a strong rope attached tautly between two points. If anyone tries to cross the rope, it makes a trip attempt with a bonus equal to 1/2 your Craft (trapmaking) check result. The first creature to cross through the trap causes the rope to go slack, and it must be reset before the trap can be used again. The trap can cover a line of up to 20 feet.

Base Cost

10 gp

Cost/Use

Advanced Version

An advanced trip rope trap makes the trip attempt using your Craft (trapmaking) check result for the opposed check. In addition, if the check succeeds, the trap can trip another creature that crosses through its space