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    Orc in the Playground
     
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    Default Balanced & Simplified Trapsmith / Combat Trapsmith Fix

    D&D 3.5 - Master Trapsmith
    Combat Trapsmith (Complete Scoundrel, p. 34) & Trapsmith (Dungeonscape, p. 53)

    Author Note: Because both of these classes were very underpowered, and therefore go widely underutilized, I decided to combine both the Trapsmith and the Combat Trapsmith into a single class to make it actually effective and useful. Some superfluous fluff was removed, and the core (read: useful) mechanics of both classes were preserved, and slightly updated to be better represent the versatile yet specialized spirit in which these two classes were originally created.



    Many adventurers view traps as nuisances, just more obstacles to be overcome, but some see traps as an art form. Similar to a rogue in many respects, a Master Trapsmith hones their craft to a level of perfection that few can hope to emulate. Simple and crude traps offend them, and complicated death traps cause them to leap about (cautiously, of course) in wonderment and joy. More than just an expert at disarming devices, a Master Trapsmith excels at littering a battlefield or dungeon with devices of their own cunning design to harm their enemies, secure their camp, and confound pursuers.

    A Master Trapsmith needs a high number of skills and the trapfinding class feature, so many members of this prestige class begin their careers as rogues. Other classes can qualify, including ninjas, psychic rogues, scouts, and spellthieves, factotums, rangers who have the trap expert alternative class feature, and even clerics with the Kobold domain.

    Because the Master Trapsmith is a skill-based character, they must have a high Intelligence score. A high Dexterity score also proves to be of great value, adding to a number of their skills.

    Requirements

    Skills: Craft [Trapmaking] 8 ranks , Disable Device 8 ranks , Open Lock 5 ranks , Search 8 ranks

    Special: Trapfinding class feature.


    Hit Die d6

    Skill Points: 6 + Int

    Class Skills: Appraise, Balance, Climb, Craft, Disable Device, Escape Artist, Hide, Jump, Knowledge (Architecture & Engineering), Knowledge (Dungeoneering), Listen, Move Silently, Open Lock, Profession, Search, Slight of Hand, Spot, Tumble, Use Magic Device, and Use Rope.

    Level BAB Fort Reflex Will Class Features 0th 1st 2nd 3rd
    1 +1 +2 +2 +2 Combat Trapping, Trap Sense +1, Master Disarmer 3 2 - -
    2 +2 +3 +3 +3 Skill Focus (Craft [Trapmaking]), Quick Fingers 4 3 - -
    3 +3 +3 +3 +3 Trap Sense +2 4 3 2 -
    2 +2 +3 +3 +3 Improvised Materials 5 4 3 -
    2 +2 +3 +3 +3 Expert Trapsetter, Trap Sense +3 5 4 3 2
    Spoiler: Master Trapsmith Spell List
    Show


    Level 0 Cantrips




    Level 1 Spells




    Level 2 Spells




    Level 3 Spells







    Class Features

    Weapon and Armor Proficiency: Master Trapsmiths gain no new proficiencies with any weapons, armor, or shields.

    Spellcasting: If you are smart enough, you might gain the ability to cast arcane spells. To cast a particular spell, you must have an Intelligence score of at least 10 + the spell's level. Your bonus spells are based on your Intelligence. Saves to avoid the effects of your spells have a DC of 10 + the spell's level + your Int bonus (if any) + your Master Trapsmith level.

    A Master Trapsmith can cast the spells derived from their class levels of Master Trapsmith while in light armor without the normal arcane spell failure chance.

    You cast spells as a bard does. The table below details how many spells you can learn at each level. Choose your spells from the following list.

    Spells Kown
    Spell Level 0 1 2 3
    1st 4 - - -
    2nd 4 3 - -
    3rd 5 4 3 -
    4th 5 4 3 2
    5th 6 5 4 3


    Combat Trapping (Ex): You know how to create combat traps to aid your allies. At 1st level, you can learn two traps from the list below, provided you meet the prerequisites and have a high enough level of Master Trapsmith. At each level thereafter, you add one additional trap to your repertoire, to a maximum of six traps known at the 5th level of Master Trapsmith. Whenever you attain a new level in this class, you can choose to replace any one previously learned trap with a new trap.

    Level Trap Name Craft DC Prerequisites Effect
    1 Alchemic Trap 15 Craft [Alchemy], 2 ranks Deals fire, acid, or cold damage
    1 Befuddler Trap 15 2 penalty on Concentration, Int/Wis/Cha checks
    1 Enfeebler Trap 15 Craft [Poisonmaking], 2 ranks Fatigues target
    1 Footspiker Trap 15 Deals piercing damage and halves target's speed
    1 Glitterburst Trap 15 Craft [Alchemy], 2 ranks Makes invisible target visible
    2 Entangler Trap 17 - Entangles target
    2 Tripper Trap 17 - Causes the target to become prone
    3 Rock Drop Trap 19 - Drops rocks onto the target square
    3 Flashbang Trap 19 Craft [Alchemy], 4 ranks Blinds and deafens target
    3 Spiderweb Trap 21 Craft [Alchemy], 4 ranks Web fills small area
    4 Sleeper Trap 21 Craft [Poisonmaking], 6 ranks Target falls asleep
    4 Stinkburst Trap 21 Craft [Alchemy], 6 ranks Stinking cloud fills trapped square
    5 Alchemic Trap, Large 23 Craft [Alchemy], 8 ranks Deals fire, acid, or cold damage in larger area
    5 Rock Drop Trap, Large 23 - Drops rocks onto targets in a larger area

    Spoiler: Combat Trap Descriptions
    Show


    Alchemic Trap: The trapped square releases a cloud of fine alchemic dust that quickly reacts to the air, setting off a small explosion that deals 2d4 points of damage to each creature in that square (Reflex for half). The damage is acid, cold, or fire - the type is chosen when the Master Trapsmith constructs the trap.

    Alchemic Trap, Great: This works like a scorcher trap (see above), except that it deals 5d4 points of fire damage to each creature in the trapped square and in all adjacent squares (Reflex for half). The damage is acid, cold, or fire - the type is chosen when the Master Trapsmith constructs the trap.
    Note: This uses double the normal amount of materials from a trap kit. If constructing without a trap kit via the Improvised Materials class feature, the duration is reduced from 1 hour to 10 minutes.

    Befuddler Trap: A pungent spray applies a 2 penalty on Concentration checks, as well as ability checks and skill checks based on Intelligence, Wisdom, and Charisma (Will negates).

    Enfeebler Trap: A puff of acrid powder renders the target fatigued (Fortitude negates).

    Entangler Trap: A hidden cord loops around the target, holding it in place as a tanglefoot bag does. A successful Reflex save negates the effect; alternatively, a DC 20 Strength or Escape Artist check (made as a full-round action) allows the stuck creature to break free.

    Equalizer Trap: The first creature entering the trapped square must succeed on a Reflex save or fall prone. The trap reputedly gets its name from its gnome inventor, who used it to bring taller foes down to his level.

    Flashbang Trap: The trapped square emits a blinding burst of light accompanied by a loud thunderclap. Any creature in the trapped square or any adjacent square becomes temporarily blinded and deafened; a successful Fortitude save lessens the effect to dazzled.

    Footspiker Trap: This trap effectively fills the designated square with sharp objects disguised as harmless debris, slowing the target's movement by making the area Difficult Terrain, while also doing 1d6 points of piercing damage (reduced to 1d4 if they are wearing footwear) to those walking through the area.

    Glitterburst Trap: A fine cloud of metallic dust clings to any creature within the trapped square (no save). Any creature affected by a Glitterburst Trap takes a 20 penalty on Hide checks and, if invisible, is visibly outlined for the duration of the effect.

    Rock Drop Trap: Activating a trip line releases a small number of loose rocks to drop from above, causing 2d6 bludgeoning damage to every target within the trapped square (Reflex for Half).

    Rock Drop Trap, Large: Activating a trip line releases a number of loose rocks to drop from above, causing 5d6 bludgeoning damage to every target within the trapped square, and every adjacent square (Reflex for Half).

    Sleeper Trap: A slumber-inducing vapor makes the target fall asleep. A successful Fortitude save lessens the effect to fatigued.

    Spiderweb Trap: The trapped square releases a burst of sticky tendrils that toughen when they contact air. This trap duplicates the effect of a Web spell, except that the strands fill only the trapped square and all adjacent squares.

    Stinkburst Trap: A cloud of noxious vapors duplicates the effect of a Stinking Cloud spell, except that the effect fills only the trapped square. A successful Fortitude save negates the effect, but a creature must make a new saving throw each round it remains within the cloud.

    Tripper Trap: A sturdy wire snaps taught against the ankles of the target, causing them to fall prone (Reflex negates). For every size catagory above Medium, the target's save DC is reduced by 4.

    A combat trap is triggered by any Tiny or larger creature entering the trapped square, though a Master Trapsmith never sets off their own traps. Flying or incorporeal creatures do not trigger combat traps. You can build a combat trap only on solid ground you can't place it on a wall or ceiling, in the air, or floating in the water. A combat trap functions only once. Once set, it lasts for 12 hours or until triggered, whichever comes first.

    Crafting a combat trap requires a full-round action (which provokes attacks of opportunity) and a Craft [Trapmaking] check. Each trap's entry lists the required Craft check DC. If the check is successful, you can place the trap in any square adjacent to your space. A failed check means that the action and materials are wasted to no effect, but you can try to set the same trap again later. Some combat traps allow a saving throw, as noted in a trap's entry, the DC for which is equal to 1/2 your Craft [trapmaking] check result + your Trapsmith Level.

    Locating or disabling a combat trap requires a successful Search and Disable Device check respectively with a DC equal to 15 + your Master Trapsmith level + your Int modifier. You can automatically find and disable your own combat traps. Because a combat trap is built quickly and crudely, it is also possible to discern with a successful Spot check (using the same DC as given above), whether or not the observer has the trapfinding class feature. All combat traps produce extraordinary effects, so dispel magic or spell resistance cannot interfere with them.

    Unless otherwise noted, an ongoing effect from a combat trap lasts for a number of rounds equal to your Master Trapsmith level. Multiple effects from the same kind of combat trap do not stack; use only the longer duration. Creating combat traps requires a special kit containing raw materials and tools. A combat trapsmith's kit costs 200 gp, weighs 10 pounds, takes up a square foot of space, and provides components sufficient to create 10 Combat traps. A combat trap can't be cannibalized for raw materials, nor can its materials be retrieved if the trap isn't triggered.

    If they have the Extraordinary Trapsmith (Races of the Dragon, p. 100) feat, a Master Trapsmith reduces the cost of trap kits from 200gp to 150gp. Kobolds with this feat instead reduce the cost down to only 100gp per kit.

    Master Disarmer (Ex): Your skill at finding and disarming traps is legendary. When dealing with a trap, add your Master Trapsmith level to your Search checks, Disable Device checks, and Open Lock checks.

    Trap Sense (Ex): Beginning at 1st level, you become more adept at evading the effects of traps. See the barbarian class feature, PH 26. If you already have trap sense, it stacks with your existing Trap Sense bonus.

    Quick Fingers (Ex): Starting at 2nd level, you can disarm traps more quickly. When you attempt a Disable Device check, use the table below in place of the table on page 72 of the Player's Handbook. If you have the quick fingers alternative class feature (see Dungeonscape, page 13), reduce the time needed for checks on difficult and wicked traps to 1d3 rounds.

    Device Time DC
    Simple 1 Standard Action 10
    Tricky 1 Full-Round Action 15
    Difficult 1d4 Rounds 20
    Wicked 1d4 Rounds 25+

    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.

    Improvised Materials (Ex): Beginning at 4th level, you can craft combat traps from raw materials at hand instead of relying on your combat trapsmith's kit. Doing so increases the Craft (trapmaking) check DC by 5 but otherwise has no effect on the trap's potency or effect. However, foregoing use of the materials in the normally required kit reduces the quality of the trap so that it only lasts 1 hour instead of 12.

    Expert Trapsetter (Ex): At 5th level, you can set a combat trap as a standard action without provoking attacks of opportunity. The DC to avoid your traps are now equal to your Craft [trapmaking] check result + your Int bonus, and the DC to either Search for or Disable them is now equal to 25 + your Int Modifier.


    Spoiler: Changelog and Author Notes
    Show

    • I've used Combat Trapsmith as a frame and added the spellcasting and Master Disarmer abiity from Trapsmith, as well as changed trap save DCs to the Trapsmith format of 1/2 your Craft [Trapmaking] check result + your Int mod to start with and updated it to your Craft [Trapmaking] check result + your Int mod as part of the Capstone.
    • I added sensible cantrips to a slightly increased casting progression for both spell slots and spells known.
    • I have added several appropriate trap/lock and related spells to the class spell list. All links are to the SRD. Non-SRD spells instead have a reference book & page number listed.
    • I have combined the class skills of both Trapsmith and Combat Trapsmith.
    • I have increased duration of traps made with the trap kit to 12 hours and kept the duration to 1 hour for traps made with the Improvised Materials feature without the kit. This allows for trapmaking to secure exit routes and campsites, etc, but requires a minimum cost to do so via the trap kits.
    • Increased the ranks of Craft [Alchemy] required for each alchemy-requiring traps to help balance the power level.
    • Changed Enfeebler and Sleeper traps to require Poisonmaking instead of Alchemy to combat too much SAD, for balance.
    • Added the Tripper Trap based on the Trapsmith's 'Tripping Rope' Booby Trap design, giving another non-alchemic option.
    • Added the Rock Drop traps based on the Trapsmith's 'Drop Trap' Booby Trap design, capping off the non-alchemic options to allow for a maximum number of traps without also having to be an alchemist and/or poison maker, allowing sacrificing greater versatility to save skill points if desired.
    • Retooled the Scorcher Traps to Alchemic Traps and added the option of Acid and Cold damage because Fire is the most commonly resisted energy type, and that was giving them the shaft.
    • Increased the cost of the trap kit to 200gp from 100gp since I increased trap durations made with the kit.
    • Increased kit cost requirement and decreased damage dice and duration of the Alchemic Trap, Greater to balance it after giving it slightly more versatility.
    • Decreased damage dice of the Alchemic Trap to balance it after giving it slightly more versatility.
    • Reorganized the trap list to easily find relevant information and sorted them by required class level instead of purely alphabetical.
    • Added 1d6 piercing damage to the Footspiker trap, because I added the Caltrops cantrip to the spell list and it would have otherwise been made redundant.
    • I reworded Trap Sense to stack with existing iterations of Trap Sense.


    Last edited by Biscuit; 2023-01-16 at 08:21 PM.

  2. - Top - End - #2
    Ettin in the Playground
     
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    Default Re: Balanced & Simplified Trapsmith / Combat Trapsmith Fix

    You should include the version of D&D this is for. I'm guessing 3e, 3.5e or Pathfinder? But it would be annoying to work out which from context.

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    Orc in the Playground
     
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    Default Re: Balanced & Simplified Trapsmith / Combat Trapsmith Fix

    Quote Originally Posted by Yakk View Post
    You should include the version of D&D this is for. I'm guessing 3e, 3.5e or Pathfinder? But it would be annoying to work out which from context.
    Why would you need to work this out from context? The second line of the post outright states the source of the material this is fixing (combining):
    Combat Trapsmith (Complete Scoundrel, p. 34) & Trapsmith (Dungeonscape, p. 53)

    Both sources are 3.5 material.

  4. - Top - End - #4
    Ettin in the Playground
     
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    Default Re: Balanced & Simplified Trapsmith / Combat Trapsmith Fix

    I don't have every book in every version of D&D memorized?

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    Default Re: Balanced & Simplified Trapsmith / Combat Trapsmith Fix

    Quote Originally Posted by Yakk View Post
    I don't have every book in every version of D&D memorized?
    That is a valid point. I will add a note for all my class fixes to denote that they are for D&D 3.5 - you have my apologies.

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