Zaq
2011-07-30, 01:57 PM
So, I'm helping my friend build a trapmaster-style character for our E6 game (Rogue 3 / Silver Key 2 / Trapsmith 1). We've got the skills and stuff down, and he's a creative fellow, so I have no doubt that he'll have plenty of opportunities to set up traps and disable things he really shouldn't disable in the heat of combat (when he saw Crafty Hands, his eyes lit up and he said "so, like, I can use Disable Device to make the orc's belt stop working and make his pants fall down from across the room?! I'm so taking this class!"). I'm not worried about him finding plenty of ways to use his class features. That said, sometimes you just need to shoot a dude or stab a dude, and I'm not sure he'll be too good at that. That's definitely not his primary focus, and he's well aware of that going into this, but I want to make sure that he won't get too bored if he's ever forced into a situation where disabling belt buckles just won't help all that much.
He's got a BAB of +4, a STR of +1, and a DEX of +3. With a masterwork bow or crossbow, he'd have a to-hit of +8 ranged, which is . . . OK, I guess, but not amazing, especially since there's no way we can squeeze the awful feat tax that is Precise Shot into the build right now. In melee, that's a +6 to hit with a masterwork weapon . . . again, not something we really want to rely on. We've got one feat that we can kinda spare right now (it's currently being used for Craven, to make his sneak attacks actually hurt when they hit, but that does nothing to make them work more frequently), so I'm thinking that (magic) items are the way to go. In our game, the caster level limit for crafted items is hard-set at 6: anything that says it has a CL above 6 is an artifact, and you can't assume that you can have it. (These artifacts do exist, but we can't just go out and buy them.)
So, what options do we have? He doesn't have UMD (just couldn't fit it into the build, and he dumped CHA anyway), so I can't just get him a bandolier of wands, unless they're Trapsmith spells (which would tend to be expensive). Alchemical items for touch attacks are an option (he'll be carrying around a bunch of them to rig into traps anyway), but again, without Precise Shot (and, to a lesser extent, Quick Draw), even a touch attack only goes so far (I speak from experience . . . I'm currently playing an Incarnate in the same game, and while I love Dissolving Spittle, if I don't bind the Sighting Gloves as well, I'm not hitting squat). I'm just kinda coming up dry.
It doesn't necessarily have to be a damaging option . . . I just want him to have something he can rely on when he doesn't have the opportunity to set up a trap or use Disable Device in a delightfully creative manner. I don't expect such a situation to come up TOO often, but . . . well, you know how it goes. Hope for the best, but plan for the cliché.
If it matters, we're currently at level 6 + 1 feat, and his feats are Apprentice (prereq), Dodge (prereq), Darkstalker, and Craven. If we have to lose one of them, it would probably be Craven, but I think it's a decent enough boost. Any thoughts?
He's got a BAB of +4, a STR of +1, and a DEX of +3. With a masterwork bow or crossbow, he'd have a to-hit of +8 ranged, which is . . . OK, I guess, but not amazing, especially since there's no way we can squeeze the awful feat tax that is Precise Shot into the build right now. In melee, that's a +6 to hit with a masterwork weapon . . . again, not something we really want to rely on. We've got one feat that we can kinda spare right now (it's currently being used for Craven, to make his sneak attacks actually hurt when they hit, but that does nothing to make them work more frequently), so I'm thinking that (magic) items are the way to go. In our game, the caster level limit for crafted items is hard-set at 6: anything that says it has a CL above 6 is an artifact, and you can't assume that you can have it. (These artifacts do exist, but we can't just go out and buy them.)
So, what options do we have? He doesn't have UMD (just couldn't fit it into the build, and he dumped CHA anyway), so I can't just get him a bandolier of wands, unless they're Trapsmith spells (which would tend to be expensive). Alchemical items for touch attacks are an option (he'll be carrying around a bunch of them to rig into traps anyway), but again, without Precise Shot (and, to a lesser extent, Quick Draw), even a touch attack only goes so far (I speak from experience . . . I'm currently playing an Incarnate in the same game, and while I love Dissolving Spittle, if I don't bind the Sighting Gloves as well, I'm not hitting squat). I'm just kinda coming up dry.
It doesn't necessarily have to be a damaging option . . . I just want him to have something he can rely on when he doesn't have the opportunity to set up a trap or use Disable Device in a delightfully creative manner. I don't expect such a situation to come up TOO often, but . . . well, you know how it goes. Hope for the best, but plan for the cliché.
If it matters, we're currently at level 6 + 1 feat, and his feats are Apprentice (prereq), Dodge (prereq), Darkstalker, and Craven. If we have to lose one of them, it would probably be Craven, but I think it's a decent enough boost. Any thoughts?