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View Full Version : The Deep Stalker [3.5 Base Class] [WTB Peaches]



Kherev
2012-06-18, 11:58 AM
Been reading here for quite a while and decided to finally register for a forum account in the hopes of getting some feedback for some upcoming projects, including this class.

Basically, I'm taking a break from my usual DM'ing and designing to play in a friend's ongoing game. They're 12th level now, and the party rogue and the two fighters are regularly outshined by the Wizard, Sorcerer, Cleric and Druid (as expected). Not really so much outshined as... made entirely irrelevant... (as expected).

My friend has been going on and on about designing a skill-jack that was at least compelementary to the party, but he's not the type to ever actually act on his musings, so I volunteered to attempt something in that direction. This is the result. He wanted 8 skill points per level, trap finding, good physical dpr output and "something with traps".

I've aimed for the middle or high end of tier 3. Any and all constructive criticism or suggestions are welcome. Additionally, it lacks a capstone, so any advice in that area would be appreciated.



THE DEEP STALKER

Adventures:
Characteristics:
Alignment:
Religion:
Background:
Races:
Other Classes:
Role:


GAME RULE INFORMATION
Deep stalkers have the following game statistics.
Abilities: A high Intelligence score makes the stalker’s traps harder to resist and provides additional skill points. High Dexterity is also valuable to deep stalkers, further increasing their defenses and improving their ability to reliably inflict ambush damage.
Alignment: Any.
Hit Die: d6

CLASS SKILLS
The deep stalker’s class skills (and the key ability for each skill are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Disable Device (Int), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (Architecture & Engineering) (Int), Knowledge (Dungeoneering) (Int), Knowledge (Geography) (Int), Knowledge (Local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex) and Use Rope (Dex).
Skill Points at 1st Level: (8 + Int modifier) x 4.
Skill Points at Each Additional Level: 8 + Int modifier.


the Deep Stalker
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special| Traps Known

1st|
+0|
+2|
+2|
+0|AC Bonus, ambush +1d6, least traps, trapfinding|
1

2nd|
+1|
+3|
+3|
+0|Evasion, trapping strike|
2

3rd|
+2|
+3|
+3|
+0|Trap tossing +10ft, trap sense +1, minefield 2|
3

4th|
+3|
+4|
+4|
+1|Ambush +2d6|
3

5th|
+3|
+4|
+4|
+1|Ambush opportunist|
4

6th|
+4|
+5|
+5|
+2|Lesser traps, trap sense +2|
4

7th|
+5|
+5|
+5|
+2|Ambush +3d6, trap tossing +20ft|
5

8th|
+6/+1|
+6|
+6|
+2|Stalker's vigilance, minefield 3|
6

9th|
+6/+1|
+6|
+6|
+3|Improved evasion, trap sense +3|
6

10th|
+7/+2|
+7|
+7|
+3|Ambush +4d6|
7

11th|
+8/+3|
+7|
+7|
+3|Greater traps, trap tossing +30ft|
8

12th|
+9/+4|
+8|
+8|
+4|Trap sense +4, double up|
8

13th|
+9/+4|
+8|
+8|
+4|Ambush +5d6, minefield 4|
9

14th|
+10/+5|
+9|
+9|
+4|Vigilant shot, eager opportunist|
9

15th|
+11/+6/+1|
+9|
+9|
+5|Trap sense +5, trap tossing +40ft|
10

16th|
+12/+7/+2|
+10|
+10|
+5|Ambush +6d6, diabolical traps|
10

17th|
+12/+7/+2|
+10|
+10|
+5| |
11

18th|
+13/+8/+3|
+11|
+11|
+6|Trap sense +6, minefield 5|
12

19th|
+14/+9/+4|
+11|
+11|
+6|Ambush +7d6, trap tossing +50ft|
12

20th|
+15/+10/+5|
+12|
+12|
+6| |
13[/table]


CLASS FEATURES
All the following are class features of the deep stalker.

Weapon and Armor Proficiency: Deep stalkers are proficient with all simple weapons, all martial ranged weapons and a martial melee weapon of her choice. They are proficient with light armor but not with shields.
Though a deep stalker is proficient with light armor, her Traps incur a chance for arcane spell failure normally. However, see trapping strike below.

Traps: A deep stalker does not prepare or cast spells as other wielders of arcane power do. Instead he empowers simple constructions with arcane energy, transforming them into deadly traps and deploying them on the battlefield. The stalker can use any trap she knows at will, with the following qualifications:
A deep stalker’s traps are spell-like abilities; she may deploy a trap in any unoccupied square within 30 feet as a standard action that provokes attacks of opportunity. A deployed trap requires a Spot or Search check to recognize unless the observer witnessed the stalker deploy the trap. The deep stalker may have no more than one of each trap she knows deployed simultaneously, and a trap remains in the deployed square until the stalker dismisses it as a free action, a creature triggers the trap by entering the square or 1 hour passes. A creature that jumps or flies over a trapped square does not trigger the trap. Deploying a trap can be interrupted, just as a spell can be ruined during casting. The deep stalker is entitled to a Concentration check to successfully use a trap if he is hit by an attack while deploying, just as a spellcaster would be. A deep stalker can choose to deploy a trap defensively, by making a successful Concentration check, to avoid provoking attacks of opportunity. A deep stalker’s traps are subject to spell resistance unless a trap’s description specifically states otherwise. A deep stalker’s caster level with his traps is equal to his deep stalker level.
Every deep stalker carries on her person an assortment of small devices called contraptions, which she constructs in her spare time and act as material focuses for the magic of her craft. She is assumed to have her contraptions on hand at all times. If she is separated from her contraptions, she may construct one from available materials (which may be as simple as dirt and sticks) as a standard action. Retrieving a contraption from her person is a free action as part of deploying a trap, similar to a spellcaster retrieving arcane spell components.
A deep stalker’s traps are considered magical traps for all purposes, such as interaction with skills, spells or a character’s class features, with the exception that all skill interactions with a deep stalker’s traps, such as Search, Spot and Disable Device checks have a DC of 10 + the deep stalker’s class level + the deep stalker’s Intelligence modifier.
The save DC for a trap (if it allows a save) is 10 + equivalent spell level + the deep stalker’s Intelligence modifier.
Since spell-like abilities are not actually spells, a deep stalker cannot benefit from the Spell Focus feat. She can, however, benefit from the Ability Focus feat (see page 303 of the Monster Manual), as well as from feats that emulate metamagic effects for spell-like abilities, such as Quicken Spell-Like Ability and Empower Spell-Like Ability (see pages 303 and 304 of the Monster Manual).
The four grades of traps, in order of their relative power, are least, lesser, greater, and diabolical. A deep stalker begins with knowledge of one trap, which must be of the lowest grade (least). As a deep stalker gains levels, she learns new traps, as summarized on Table 1–1 and described below. A list of available traps can be found following this class description, and a complete description of each trap can be found at the end of this article.
At any level when a deep stalker learns a new trap, she can also replace a trap she already knows with another trap of the same or a lower grade. At 6th level, a deep stalker can replace a least trap she knows with a different least trap (in addition to learning a new trap, which could be either least or lesser). At 11th level, a deep stalker can replace a least or lesser trap he knows with another trap of the same or a lower grade (in addition to learning a new trap, which could be least, lesser, or greater). At 16th level, a deep stalker can replace a least, lesser, or greater trap she knows with another trap of the same or a lower grade (in addition to learning a new trap, which could be least, lesser, greater, or dark).
Finally, unlike other spell-like abilities, traps are subject to arcane spell failure chance as described under Weapon and Armor Proficiency above. Deep stalkers can qualify for some prestige classes usually intended for spellcasters; see Warlocks and Prestige Classes, page 18 of Complete Arcane for details.

AC Bonus (Ex): The deep stalker’s constant exposure to danger and the deadliest traps her career has to offer has given her an inherent danger sense. When unarmored and unencumbered, the deep stalker adds her Intelligence bonus (if any) to her AC. In addition, a deep stalker gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five deep stalker levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).
These bonuses to AC apply even against touch attacks or when the deep stalker is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.

Ambush: When a deep stalker catches an opponent off-guard, she deals extra damage to her target. When she attacks a flat-footed target or a target that triggered one of her traps on the current or previous round, she deals +1d6 damage. This damage increases by 1d6 every three deep stalker levels thereafter. If the stalker scores a critical hit with an ambush, the extra damage is not multiplied.
The deep stalker may make ambush attacks with a melee weapon or at short range with a ranged weapon.

Trapfinding: Her vast experience with traps, both mundane and magical allows a deep stalker to use the Search skill to locate traps when the task has a Difficulty Class higher than 20.
Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.
Deep stalkers can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.
A deep stalker who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

Evasion (Ex): At 2nd level and higher, a deep stalker can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon’s fiery breath or a fireball), she instead takes no damage. Evasion can be used only if the deep stalker is wearing light armor or no armor. A helpless deep stalker (such as one who is unconscious or paralyzed) does not gain the benefit of evasion.

Trapping Strike: At 2nd level, the deep stalker gains the ability directly strike an enemy with a trap or launch the contraption with a ranged weapon. She may take a standard action to make a ranged or melee touch attack. If she successfully attacks her target, it suffers the effects of one trap she knows as though it had entered a trapped square. Being struck with a trap this way does not count as triggering a trap for the ambush opportunist class feature, but does allow the character to ambush the target on her next turn.
When the deep stalker makes a Trapping Strike, the trap she uses to attack the target is not subject to arcane spell failure.

Trap Tossing (Ex): At 3rd level, and every four levels thereafter, a deep stalker adds +10 feet to the distance she may deploy a trap.

Trap Sense (Ex): At 3rd level, a deep stalker gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the deep stalker reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level. Trap sense bonuses gained from multiple classes stack.

Minefield: At 3rd level, a deep stalker may take a full-round action to deploy two traps in two unoccupied squares within range. She must deploy two different traps. Every five deep stalker levels thereafter she may deploy an additional trap when she uses minefield. She may not deploy duplicate traps and must deploy the traps to unoccupied squares within range.

Ambush Opportunist: At 5th level, the deep stalker gains the ability to make an ambush attack against a target that triggers one of her traps as an immediate action once per round.

Stalker’s Vigilance: At 8th level, a deep stalker gains the ability to come to an ally’s rescue when he blunders into a trap. When an adjacent ally triggers a trap, the deep stalker may take an immediate action to make a Disable Device check against the trap at +5 DC. If she succeeds, the trap does not trigger and the ally takes no damage.

Improved Evasion (Ex): At 9th level, a deep stalker’s evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks such as a dragon’s breath weapon or a fireball, but henceforth she takes only half damage on a failed save. A helpless stalker (such as one who is unconscious or paralyzed) does not gain the benefit of improved evasion.

Double Up: At 12th level, a deep stalker may take a full round action to deploy a special trap that contains two of her traps. She may choose any two traps she knows, and a triggering creature suffers the effects of both upon entering the trapped square.

Vigilant Shot: At 14th level, the deep stalker may rescue an ally with her stalker’s vigilance class feature as long as the ally is within 30 feet and she has a ranged weapon readied.

Eager Opportunist: At 14th level, the deep stalker may make an additional ambush opportunist attack per round. She may not target the same creature twice in a single round with this ability.

DEEP STALKER TRAPS

LEAST TRAPS
Alarm Trap: Wards an area for 2 hours/level.
Acidic Trap: Deals 1d6 acid and 1d6 acid next turn.
Blade Trap: Deals 1d6 slashing and immobilizes target.
Door Stop: Secures door as arcane lock until forced.
Flame Trap: Deals 1d6 fire in a 5ft radius.
Frost Trap: Deals 1d6 cold and reduces target’s speed.
Grease Trap: Creates slick coating in triggered square.
Hellfire Pepper Trap: Dazes target for 1 round/ level.
Hurricane Trap: Assists ally’s jump or launches enemy.
Mushroom Trap: Confuses target until it saves.
Shocking Trap: Deals 1d8 to two targets within 10 ft.
Sleep Trap: Puts creature up to 4HD into magical slumber.
Vine Trap: Entangles triggering creature.

LESSER TRAPS
Corrosive Trap: Deals 3d6 acid and 3d6 acid next turn.
Bear Trap: Deals 5d8 piercing to triggering creature.
Blinding Trap: Renders triggering creature blind.
Curse Trap: -6 to an ability; -4 on attacks, rolls, saves and checks; or 50% chance of losing every action.
Drow Trap: Puts up to 10HD of adjacent creatures into magical sleep.
Exhausting Trap: Triggering creature becomes exhausted.
Fire Trap: Deals 4d6 fire to adjacent creatures.
Frightening Trap: Triggering creature is frightened.
Ice Trap: Deals 4d6 cold and creature is immobilized.
Lightning Trap: Deals 4d8 electrical to two nearby targets.
Revealing Trap: Negates invisibility in 20ft radius.
Scything Trap: Deals 4d4 slashing in 10ft radius.
Skunk Trap: Causes adjacent enemies to nauseated.
Slow Trap: Triggering creature takes only one action; -2 to attacks; -2 to AC.
Stinging Trap: Triggering creature suffers 1d6 Str /1d6 Dex.
Vampiric Trap: Deals 3d8 and caster gains temp hit points.
Venom Trap: Triggering creature suffers 1d10 Con.

GREATER TRAPS
Arc Trap: Deals 7d8 electrical to three nearby targets.
Brimstone Trap: Deals 7d6 to targets in 10ft radius.
Defenestrating Trap: Deals 5d6 and launches adjacent targets 50 feet up.
Frog Trap: Changes target into harmless creature.
Frozen Trap: Deals 7d6 and target is stunned.
Hook Trap: Deals 4d6 to triggering creature and up to 8 nearby targets; pulls extra targets into adjacent squares.
Idiot Box Trap: Reduces creature’s Int and Cha to 1.
Impaling Trap: Deals 8d8 piercing damage.
Madness Trap: Target is confused until encounter ends.
Shrapnel Trap: Deals 7d4 slashing in 30ft radius.
Stasis Trap: Target is paralyzed as hold monster.
Steel Trap: Target is pinned by powerful steel bands.
Terrifying Trap: Triggering creature is panicked.
Tongue Tying Trap: Target unable to communicate or cast spells with somatic components.
Vitriolic Trap: Deals 5d6 acid and 5d6 acid next turn.
Wildsnare Trap: Creates 30ft radius area of entanglement.
Wyvern Sting Trap: Deals 3d6 Con damage.

DIABOLICAL TRAPS
Arctic Trap: Deals 12d6 and stuns adjacent targets.
Deadly Trap: Kills triggering creature.
Force Trap: Locks target in impenetrable field of force.
Labyrinth Trap: Locks target in extradimensional maze.
Lava Trap: Deals 12d6 in 20ft radius.
Medusa Trap: Turns target to stone.
Prismatic Trap: Target suffers variety of effects.
Rain of Blades Trap: Deals 12d4 in 40ft radius and immobilizes.
Thunderstorm Trap: Deals 12d6 to six nearby targets.
Virulent Trap: Deals 8d6 acid in 5ft radius and 8d6 acid next turn.
Voracious Trap: Deals 15d6. Killed creature is destroyed.
Vorpal Trap: Kills triggering creature or deals 5d6.



ACIDIC TRAP
Least; 1
This trap deals 1d6 acid damage and 1d6 additional damage at the beginning of the triggering creature’s next turn. A successful Reflex save reduces the damage by half and negates the additional damage.

ALARM TRAP
Least; 1
This trap wards a 20 ft radius area as the alarm spell. Alarm Trap is an exception to the rule that traps persist for one hour.

ARC TRAP
Greater; 6
This trap discharges a crack of lightning that jumps from the triggering creature to as many as two additional creatures, dealing 7d8 to each target. Each additional target must be within 30 feet of the previous target, and a successful Reflex save reduces the damage by half.

ARCTIC TRAP
Diabolical; 7
This trap deals 12d6 cold damage to the triggering creature and creatures in a 5ft radius. All targets are entombed in magical ice, leaving them stunned until the end of the encounter or an ally comes to the rescue. A successful Fortitude save reduces the damage by half and negates the freezing effect. A frozen creature’s allies may set it free with a DC 30 Strength check or by dealing fire damage to the block equal to the damage it dealt.

BEAR TRAP
Lesser; 4
This trap deals 3d8 piercing damage to the target. A successful Reflex save reduces the damage by half.

BLADE TRAP
Least; 1
This trap deals 1d6 slashing damage to the triggering creature. Creatures that fail their Reflex save are immobilized until the end of their next turn.

BLINDING TRAP
Lesser; 2
This trap afflicts the triggering creature with blindness, as the spell. A successful Will save negates the effect.
BRIMSTONE TRAP
Greater; 5
This trap releases an explosive burst of fire, dealing 7d6 to all creatures within a 10ft radius. A successful Reflex save reduces the damage by half.

CORROSIVE TRAP
Lesser; 3
This trap deals 2d6 acid damage to the triggering creature and 2d6 additional damage at the beginning of the triggering creature’s next turn. A successful Reflex save reduces the damage by half and negates the additional damage.

CURSE TRAP
Lesser; 3
This trap inflicts a dark curse on the triggering creature, as the bestow curse spell. A successful Will save negates the effect.

DEADLY TRAP
Diabolical; 9
This trap delivers a powerful pulse of necromantic energy, instantly killing the triggering creature. A successful Will save negates the effect. Deadly Trap is a death effect.

DEFENESTRATING TRAP
Greater; 4
This trap creates a powerful tornado of lashing storm winds in a 10ft radius, dealing 5d6 bludgeoning damage and launching small creatures 75 feet, medium creatures 50 feet and large creatures 30 feet into the air. A successful Reflex save reduces the damage by half and negates the forced movement.

DOOR STOP
Least; 1
This contraption is placed in the square occupied by a door and acts as an arcane lock until the door is successfully opened.

DROW TRAP
Lesser; 3
The trap releases a powerful poison, causing adjacent creatures to fall unconscious as the deep slumber spell (up to 10HD). A successful Will save negates the effect.

EXHAUSTING TRAP
Lesser; 3
This trap duplicates the effects of a rare underdark spore, sapping its targets vigor and leaving it exhausted. A successful Fortitude save negates the effect.

FIRE TRAP
Lesser; 3
This trap deals 3d6 fire damage to the triggering creature and to each adjacent creature. A successful Reflex save reduces the damage by half.

FLAME TRAP
Least; 2
This trap deals 1d6 fire damage in a 5ft radius. A successful Reflex save reduces the damage by half.

FORCE TRAP
Diabolical; 7
This trap creates an impenetrable shell of force that confines a creature of no more than large size as the windowless cell form of a forcecage spell. A successful Reflex save negates the effect.

FRIGHTENING TRAP
Lesser; 3
This trap sprays the triggering creature with a hallucinogenic fungus that grows deep in the jungle. The target lives out its worst fears and is frightened on each of its turns until it succeeds on a Will save to end the effect.

FROG TRAP
Greater; 5
This trap transforms a triggering creature into a harmless animal, most commonly a frog, as the baleful polymorph spell. Unlike the spell, creatures transformed by this trap receive another chance to save after 24 hours. If the second save is unsuccessful, the effect is permanent unless broken. A successful Will save negates the Effect.

FROST TRAP
Least; 1
This trap deals 1d6 cold damage and reduces the triggering creature’s speed by half until the end of its next turn. The creature takes half damage and avoids the speed reduction on a successful Fortitude saving throw.

FROZEN TRAP
Greater; 5
This trap deals 7d6 cold damage to the triggering creature and encases it in a block of magical ice, leaving it stunned until the effect expires or an ally comes to its rescue. A successful Fortitude save reduces the damage by half and negates the freezing effect. The creature remains frozen for one round per deep stalker level, or one of the creature’s allies may set it free with a DC 25 Strength check or by dealing fire damage to the block equal to the damage it dealt.

GREASE TRAP
Least; 1
This trap creates a slick coating in the target square, as the spell grease. The grease persists until the end of your next turn.

HELLFIRE PEPPER TRAP
Least; 2
This trap sprays the target with hellfire pepper dust, disabling the triggering creature and causing it to fall prone. The creature is dazed for 1 round per level. A successful Fortitude save negates the effect, but not the deliciously saucy aroma.

HOOK TRAP
Greater; 5
This trap blossoms into a flurry of chained hooks, dealing 4d6 to the triggering creature and up to eight other enemies within 30ft, choosing the eight closest creatures if more than eight targets occupy the area. The additional targets are then pulled into one of the eight squares adjacent to the triggering creature. A successful Reflex save reduces the damage by half and negates the forced movement. A creature may also negate the forced movement with a DC 23 Str check.

HURRICANE TRAP
Least; 2
This trap creates one square area that the deep stalker or a friendly creature may use to launch itself up to 15 feet vertically or 30 feet horizontally. An enemy creature that triggers the trap is flung 30 feet in a direction of the stalker’s choice if it fails its Reflex save.

ICE TRAP
Lesser; 3
This trap deals 2d6 cold damage and the triggering creature is immobilized until it makes a successful DC 23 Strength or Escape Artist check. A successful Fortitude save reduces the damage by half and negates the freezing effect.

IDIOT BOX TRAP
Greater; 5
This trap releases a powerful toxin that cripples the triggering creature’s mind, as a feeblemind spell. A successful Will save negates the effect.

IMPALING TRAP
Greater; 5
This trap pierces the triggering creature with a massive spike, dealing 8d8 piercing damage. A successful Reflex save reduces the damage by half.

LABYRINTH TRAP
Diabolical; 8
This trap locks the target away in an extradimensional labyrinth, as a maze spell.

LAVA TRAP
Diabolical; 7
This trap creates an eruption of burning lava in a 20ft radius, dealing 12d6 fire damage to all creatures in the area. A successful Reflex save reduces the damage by half.

LIGHTNING TRAP
Lesser; 3
This trap discharges a gout of lightning at the triggering creature and an additional enemy within 30 feet, dealing 3d8 electrical damage to both. A successful Reflex save reduces the damage by half.

MADNESS TRAP
Greater; 7
This trap ejects a cloud of powerful mind-affecting spores, causing the triggering creature to suffer the effects of a confusion spell until the end of the encounter. A successful Will save negates the effect.

MEDUSA TRAP
Diabolical; 6
This trap releases a powerful burst of transmutation magic, afflicting the target as a flesh to stone spell. A successful Fortitude save negates the effect.

MUSHROOM TRAP
Least; 1
This trap causes the triggering creature to become confused, as the spell. The creature may save attempt a Will save at the end of each of its turns to end the effect. Mushroom Trap may not persist for longer than 1 round per deep stalker level.

PRISMATIC TRAP
Diabolical; 8
This trap erupts into a spray of scintillating colors, automatically blinding creatures within 10 ft with less than 8 HD for 2d4 rounds. The triggering creature suffers one or more random effects from the table below.

1d8 Color of Beam Effect
1 Red 20 points of fire damage (Reflex half)
2 Orange 40 points of acid damage (Reflex half)
3 Yellow 80 points electricity damage (Reflex half)
4 Green Poison (Kills; Fortitude partial; take 1d6 Con damage)
5 Blue Turned to stone (Fortitude negates)
6 Indigo Insane, as insanity spell (Will negates)
7 Violet Sent to another plane (Will negates)
8 Struck by two rays; roll twice more and ignore further 8s

RAIN OF BLADES TRAP
Diabolical; 7
This trap unleashes a hail of metal shards when triggered, dealing 12d4 in a 40ft radius and immobilizing effected creatures for your Intelligence modifier in rounds. A successful Reflex save reduces the damage by half and negates immobilizing effect.

REVEALING TRAP
Lesser; 3
This trap strips the triggering creature and any other enemies within a 20 ft radius of concealing magic, as an invisibility purge spell. A successful Will save negates the effect.

SCYTHING TRAP
Lesser; 2
This trap fills area around the triggering creature with whirling blades, dealing 3d4 slashing damage to each creature in a 10 ft radius. A successful Reflex save reduces the damage by half.

SHOCKING TRAP
Least; 1
This trap deals 1d8 electrical damage to the triggering creature and another enemy within 10 feet. Targets suffer half damage on a successful Reflex save.

SHRAPNEL TRAP
Greater; 5
This trap explodes with a cloud of metal shards and sharp edges, dealing 7d4 in a 30ft radius. A successful Reflex save reduces the damage by half.

SKUNK TRAP
Lesser; 3
The trap releases noxious fumes in a 5ft radius when triggered, causing any enemies that fail a Fortitude save to suffer the nauseated condition.

SLEEP TRAP
Least; 1
The trap releases a powerful knockout gas that causes a triggering creature of up to 4 HD to become unconscious as the sleep spell. A successful Will save negates the effect.

SLOW TRAP
Lesser; 3
This trap dramatically hinders the triggering creature’s actions, as a slow spell. A successful Will save negates the effect.

STASIS TRAP
Greater; 5
This trap causes the triggering creature to be affected as the hold monster spell for one round per point of your Intelligence modifier. A successful Will save negates the effect.

STEEL TRAP
Greater; 6
This trap springs open to encircle the triggering creature with powerful bands of imprisoning metal. The creature is pinned until released, but may escape with a DC 30 Str or Escape Artist check. A successful Reflex save negates the effect.

STINGING TRAP
Lesser; 4
This trap injects the target with potent venom, inflicting 1d6 Strength damage and 1d6 Dexterity damage. A successful Fortitude save negates the ability damage, and there is no secondary effect.

TERRIFYING TRAP
Greater; 6
This trap afflicts a triggering creature with a much more powerful dose of the fungus used by the Frightening Trap. The creature is panicked for one round per point of your Intelligence modifier. A successful Will save negates the effect.

THUNDERSTORM TRAP
Diabolical; 6
This trap releases a chain of lightning, dealing 12d6 electrical damage to the triggering creature and as many as five other creatures. Each additional target must be within 30 feet of the previous target, with no target more than 60ft from the triggering square. A successful Reflex save reduces the damage by half.

TONGUE TYING TRAP
Greater; 5
This trap sprays the triggering creature with a rare poison called the babble root. The target loses the ability to speak all languages and cast spells with verbal components, instead spouting gibberish each time it tries to communicate. A tongues spell counters Tongue Tying Trap or allows an ally to communicate with the target, and a successful Will save negates the effect.

VAMPIRIC TRAP
Lesser; 3
This trap lashes the target with dark power, dealing 3d8 negative energy and granting you 10 temporary hit points. A successful Will save negates the damage.

VENOM TRAP
Lesser; 4
This trap subjects the triggering creature to a powerful poison, inflicting 1d10 Con damage. A successful Fortitude save negates the effect and there is no secondary damage.

VINE TRAP
Least; 1
This trap causes the triggering creature to become entangled if it fails its Reflex save; its movement is reduced by half, it may not run or charge, it takes -2 to all attack rolls, and it suffers -4 to its effective Dexterity score. Entangled spellcasters must succeed on a DC 16 Concentration check or lose any spell they attempt to cast. The creature remains entangled until it successfully breaks free with a DC 20 Strength or Escape Artist check.

VIRULENT TRAP
Diabolical; 7
This trap expels a burst of concentrated acid, dealing 8d6 acid damage in a 5ft radius and 8d6 additional damage at the beginning of each target’s next turn. A successful Reflex save reduces the damage by half and negates the additional damage.

VITRIOLIC TRAP
Greater; 5
This trap afflicts the target with a powerful corrosive, dealing 5d6 acid damage and 5d6 additional damage at the beginning of the triggering creature’s next turn. A successful Reflex save reduces the damage by half and negates the additional damage.

VORACIOUS TRAP
Diabolical; 6
This trap releases a blast of green light when triggered, dealing 15d6 damage to the target. Creatures killed by this damage are reduced to a fine white dust, as a disintegrate spell. A successful Fortitude save reduces the damage to 5d6.

VORPAL TRAP
Diabolical; 8
This trap slashes the target with a wickedly sharp blade, instantly decapitating the target unless it succeeds on a Fortitude save. Even on a successful save, the triggering creature suffers 5d6 slashing damage.

WILDSNARE TRAP
Greater; 6
This trap vomits up a massive thicket of brush, vines, branches and thorns when triggered, entangling all enemies in a 30 foot radius. The DC of a spellcaster’s Concentration check is 21 and the DC of the Strength or Escape Artist check to escape the entanglement is 26.

Howler Dagger
2012-06-18, 12:22 PM
The damage the traps do are pitifully low for the level you get them. 12d6 at level 16 is going to do much, especially compared to, say, spells that do Level d6 damage per spell. The damage for the traps should scale by some amount, and maybe you should add your intelligence modifier to the damage.

You should specify whether ambush stacks with sneak attack, as written it probably should.

You need a capstone.

Kherev
2012-06-18, 12:31 PM
The damage on the traps is intentionally lower than arcane spells at the same caster level because the stalker can make a special type of opportunity attack (Ambush opportunist) against a creature that triggers a trap as an immediate action.

As far as I know there's no reason why it wouldn't stack as long as you meet the prerequisites for both when you make the attack.

And I did say in the description that I needed a capstone :)