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Stratovarius
2020-07-28, 10:01 AM
Trapsmith

"There's always time for a good trap."
– Mheagli Scoigh, Dwarven Trapsmith

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Becoming a Trapsmith
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Table 1: The Trapsmith
Hit Die: d6


Level BAB Ref Fort Will Abilities
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1 +0 +2 +0 +0 Master Disarmer, Trap Sense, Craft Trap, Spellcasting
2 +1 +3 +0 +0 Deadly Traps, Sneak Attack +1d6, Skill Focus
3 +2 +3 +1 +1 Trap Sense, Unweave
4 +3 +4 +1 +1 Sneak Attack +2d6, Dance Through Danger, Spell Proof
5 +3 +4 +1 +1 Trap Sense, Craft Trap, Avoid Disaster


Class skills (6 + Int modifier per level): Appraise (Int), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Disable Device (Dex), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (architecture and engineering) (Int), Knowledge (dungeoneering) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession, Search (Wis), Spot (Wis), Tumble (Dex), Use Rope (Dex), Use Magical Device (Cha)

Requirements:
Skills: Craft (trapmaking) 6 ranks, Disable Device 6 ranks, Search 6 ranks

Class Features
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Spellcasting: As per Trapsmith.
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.
Trap Sense (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 (PH 26). Trap sense gained from other sources (such as barbarian or rogue levels) stacks with this benefit.
Craft Trap (Ex): As a full round action, the Trapsmith can craft any trap with a CR equal to half his character level or less. These traps cost nothing to create, require the Trapsmith to make a Craft (trapmaking) check as per normal, and will only trigger once, regardless of automatic reset. At 5th level, he can craft any trap as a standard action.
Deadly Traps (Ex): Any traps with an attack roll apply the Trapsmith's Sneak Attack as a bonus to their damage.
Sneak Attack (Ex): At 2nd and 4th level, the Trapsmith's Sneak Attack dice increases by 1.
Skill Focus: At 2nd level, you gain Skill Focus (Craft [trapmaking]) as a bonus feat. If you already have this feat, you can instead select any other feat for which you meet the prerequisite.
Unweave (Su): At 3rd level, your understanding of magic traps allows you to unweave their magic, as if targeting the trap with dispel magic (PH 223). Your caster level for this ability equals 5 + your trapsmith level. You can use this ability as a full-round action as many times as desired, but only once per trap. It works only against magic traps, but spells such as alarm (PH 197), glyph of warding (PH 236), and the symbol spells (PH 289—291) 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 12 + your character level. This spell resistance applies only to magic traps, which include spells such as fire trap (PH 231), explosive runes (PH 228), glyph of warding (PH 236), and the symbol spells (PH 289—291).
Avoid Disaster (Su): At 5th level, you learn to negate the effects of a trap as they happen. Whenever a trap is sprung, you can make a Disable Device check as an immediate action. If the check succeeds, you disable the trap and avoid its effects. If the check fails, the trap activates as normal.