Fax Celestis
2007-05-16, 10:57 PM
Requirements
Feats: Earthbound Spell
Spells: Must be able to cast second level spells; must be able to cast alarm
Skills: Disable Device 3 ranks, Craft (Trapmaking) 6 ranks
{table=head]Level | BAB | Fort | Ref | Will | Special | Spellcasting
1st | +0 | +0 | +2 | +2 | Spellwarp Trapping, Trapfinding, Trap Sense +1 | +1 level of existing spellcasting class
2nd | +1 | +0 | +3 | +3 | Spontaneous Alarm, Tenacious Traps | +1 level of existing spellcasting class
3rd | +2 | +1 | +3 | +3 | Improved Alarm, Trap Sense +2 | +1 level of existing spellcasting class
4th | +3 | +1 | +4 | +4 | Improved Spellwarp Trapping | +1 level of existing spellcasting class
5th | +3 | +1 | +4 | +4 | Trap Mastery, Trap Sense +3 | +1 level of existing spellcasting class
[/table]
HD: d6
Class Skills (2 + Int): Concentration (Con), Craft (Int), Hide (Dex), Knowledge (architecture and engineering) (Int), Knowledge (dungeoneering) (Int), Move Silently (Dex), Profession (Wis), Search (Int), Use Magic Device (Cha), and Use Rope (Dex).
Spellwarp Trapping (Ex): A spellwarp trapper can attach an area of effect or ray spell of instantaneous duration to an alarm spell. As a free action, you can warp an area or ray spell with instantaneous duration and a range greater than touch. The spell's level, components, range, and damage (if any) do not change.
The spell remains dormant for the duration of the alarm spell. When the alarm spell is triggered, the alarm spell reacts as normal, and the spell attached to it immediately goes off, aimed at the foe that triggered the alarm spell. In the cases of area of effect spells, the triggering creature is treated as the center of the effect. When this occurs, the alarm spell is dispelled.
You must decide to warp the spell as you cast it. You do not need to prepare it as a warped spell. You can apply metamagic feats as normal to the spell.
The maximum level of spell you can attach to an alarm spell is equal to your spellwarp trapper class level.
Trapfinding (Ex): A spellwarp trapper can 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.
Spellwarp trappers 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 spellwarp trapper 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.
Trap Sense (Ex): A spellwarp trapper 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 spellwarp trapper reaches 3rd level, and to +3 when she reaches 5th level.
Trap sense bonuses gained from multiple classes stack.
Spontaneous Alarm: At 2nd level, a spellwarp trapper can channel stored spell energy into alarm spells that she did not prepare ahead of time. The spellwarp trapper can "lose" any prepared spell of first level or higher in order to cast alarm.
Tenacious Traps (Ex): At 2nd level and beyond, a spellwarp trapper adds her spellwarp trapper class level to the Search and Disable Device DCs on magical traps she creates. She also adds her spellwarp trapper class level to her caster level of alarm spells for the purposes of resisting dispel attempts.
Improved Alarm (Ex): At 3rd level, a spellwarp trapper adds a number of new features to the alarm spell. First, the spell triggers for ethereal or astral creatures, if so desired. Second, the spellwarp trapper can control the area of the spell to some degree: she can lessen the area of the spell to as small as a 5' square, or enlarge it to as large as a 40' radius. Third, the spellwarp trapper may attach a detect spell (such as [i]detect evil[i]) to an alarm in addition to a spell she warps. If she does, the trap will only trigger if the detect spell registers a valid target. The detect spell detects within the normal area of the alarm instead of its normal area.
Improved Spellwarp Trapping (Ex): At 4th level, a spellwarp trapper can attach any spell to an alarm spell, but treats her spellwarp trapper class level as two levels lower when determining the maximum level of spell she can attach when she attaches a spell this way.
Trap Mastery (Ex): At 5th level, a spellwarp trapper can empower a spell she attaches to an alarm spell as if using the Empower Spell metamagic feat once per day. This does not increase the total level of the spell, nor does it increase the total time of casting for the spell. Further, she may sacrifice a spell of sixth or higher level when she attaches a spell to an alarm spell. If she does, she may attach a spell equal to or less than the level of the sacrificed spell to the alarm spell. Doing so allows you to exceed the normal limit on spell level attached to an alarm.
Feats: Earthbound Spell
Spells: Must be able to cast second level spells; must be able to cast alarm
Skills: Disable Device 3 ranks, Craft (Trapmaking) 6 ranks
{table=head]Level | BAB | Fort | Ref | Will | Special | Spellcasting
1st | +0 | +0 | +2 | +2 | Spellwarp Trapping, Trapfinding, Trap Sense +1 | +1 level of existing spellcasting class
2nd | +1 | +0 | +3 | +3 | Spontaneous Alarm, Tenacious Traps | +1 level of existing spellcasting class
3rd | +2 | +1 | +3 | +3 | Improved Alarm, Trap Sense +2 | +1 level of existing spellcasting class
4th | +3 | +1 | +4 | +4 | Improved Spellwarp Trapping | +1 level of existing spellcasting class
5th | +3 | +1 | +4 | +4 | Trap Mastery, Trap Sense +3 | +1 level of existing spellcasting class
[/table]
HD: d6
Class Skills (2 + Int): Concentration (Con), Craft (Int), Hide (Dex), Knowledge (architecture and engineering) (Int), Knowledge (dungeoneering) (Int), Move Silently (Dex), Profession (Wis), Search (Int), Use Magic Device (Cha), and Use Rope (Dex).
Spellwarp Trapping (Ex): A spellwarp trapper can attach an area of effect or ray spell of instantaneous duration to an alarm spell. As a free action, you can warp an area or ray spell with instantaneous duration and a range greater than touch. The spell's level, components, range, and damage (if any) do not change.
The spell remains dormant for the duration of the alarm spell. When the alarm spell is triggered, the alarm spell reacts as normal, and the spell attached to it immediately goes off, aimed at the foe that triggered the alarm spell. In the cases of area of effect spells, the triggering creature is treated as the center of the effect. When this occurs, the alarm spell is dispelled.
You must decide to warp the spell as you cast it. You do not need to prepare it as a warped spell. You can apply metamagic feats as normal to the spell.
The maximum level of spell you can attach to an alarm spell is equal to your spellwarp trapper class level.
Trapfinding (Ex): A spellwarp trapper can 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.
Spellwarp trappers 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 spellwarp trapper 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.
Trap Sense (Ex): A spellwarp trapper 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 spellwarp trapper reaches 3rd level, and to +3 when she reaches 5th level.
Trap sense bonuses gained from multiple classes stack.
Spontaneous Alarm: At 2nd level, a spellwarp trapper can channel stored spell energy into alarm spells that she did not prepare ahead of time. The spellwarp trapper can "lose" any prepared spell of first level or higher in order to cast alarm.
Tenacious Traps (Ex): At 2nd level and beyond, a spellwarp trapper adds her spellwarp trapper class level to the Search and Disable Device DCs on magical traps she creates. She also adds her spellwarp trapper class level to her caster level of alarm spells for the purposes of resisting dispel attempts.
Improved Alarm (Ex): At 3rd level, a spellwarp trapper adds a number of new features to the alarm spell. First, the spell triggers for ethereal or astral creatures, if so desired. Second, the spellwarp trapper can control the area of the spell to some degree: she can lessen the area of the spell to as small as a 5' square, or enlarge it to as large as a 40' radius. Third, the spellwarp trapper may attach a detect spell (such as [i]detect evil[i]) to an alarm in addition to a spell she warps. If she does, the trap will only trigger if the detect spell registers a valid target. The detect spell detects within the normal area of the alarm instead of its normal area.
Improved Spellwarp Trapping (Ex): At 4th level, a spellwarp trapper can attach any spell to an alarm spell, but treats her spellwarp trapper class level as two levels lower when determining the maximum level of spell she can attach when she attaches a spell this way.
Trap Mastery (Ex): At 5th level, a spellwarp trapper can empower a spell she attaches to an alarm spell as if using the Empower Spell metamagic feat once per day. This does not increase the total level of the spell, nor does it increase the total time of casting for the spell. Further, she may sacrifice a spell of sixth or higher level when she attaches a spell to an alarm spell. If she does, she may attach a spell equal to or less than the level of the sacrificed spell to the alarm spell. Doing so allows you to exceed the normal limit on spell level attached to an alarm.