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Naanomi
2013-12-17, 09:37 AM
A few questions in regards to trapmaking...

1) How do feats that reduce the cost of making things stack? Normally this would be about Magical Artisan, Apprentice, and Extraordinary Artisan; but I also wonder about how Extraordinary Trapsmith + Apprentice fits in there (for mechanical traps anyways)

2) Is Combat Trapsmith or Trapsmith seen as the 'better option' in general, or are both a worthwhile investment? Neither, and go straight Artificer and/or Factotum?

3) Do the benefits of Extraordinary Trapsmith extend to the class feature/traps of Combat Trapsmith/Trapsmith, or is the term 'Mechanical Trap' somehow rules-specific to exclude the class features?

3a) If it *does* benefit the class features/traps; since the speed to make them is half... does that mean I can set up two in a Full-Round action?