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User:Ghostwheel/Sandbox

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{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements
|-
! Alignment:
| <-alignment requirement->.
|-
! Base Attack Bonus:
| <-base attack bonus requirement->.|-! Race:| [[Racial Restrictions::<!-- Enter any racial restrictions for the class. -->]].+3
|-
! Skills:
| <-skill requirements->.Disable Device 4, Open Lock 4, Search 4
|-
! Feats:
| <-feat requirements->.|-! Spellcasting:| <-spellcasting requirements->.|-! Patron:| <-deity requirement->.|-! Domains:| <-domain requirements->.Skill Focus (Disable Device)
|-
! Special:
| <-special requirements->.Must have successfully disabled at least three traps in the past singlehandedly
|}
====Class Features====
All of the following are class features of the <trapsmith. '''{{Anchor|Trap Points}}:''' Already a master amongst trapmakers, trapsmiths have an innate pool of inspiration for traps, and instinct which compels them to fiddle with the things all day long. The the beginning of each encounter, a trapsmith begins with a number of Trap Points equal to one-half his [[Wisdom]] modifier plus twice his class namelevel. These are used when creating traps, fueling movements that have become almost instinctive with the many times that the trapsmith has armed his creations. By taking a full->round action, the trapsmith may refill his trap points to the number he began the encounter with.
'''{{Anchor|Craft Trap Points}}([[Ex]]):''' Already With his knowledge of traps, a trapsmith may create a trap from the barest materials. Even in a master amongst trapmakersdesert wasteland, trapsmiths have an innate pool of inspiration for somehow he seems to find the bits and pieces needed to make traps, and instinct which compels them at times appearing to fiddle with the things all day longpull materials out of nowhere. The With almost god-like intuition on the beginning crafting of each encountertraps, the trapsmith knows the schematics for a number of traps. Each trap has a trapsmith begins with required class level and a number of Trap Points that one must expend; at each level, the trapsmith may choose a single trap to add to his repertoire for which he fulfills the levle requirement. If triggered, traps usually have some effect that the person who triggered it suffers, each effect lasting one round. Furthermore, unless specifically stated, traps deal an amount of damage equal to 2d6 per class level, and another 1d6 for every two character levels the character, though they allow a [[Reflex]] save for half damage. Traps that are untriggered remain viable for three rounds before becoming inert and useless. The DC of a trap is equal to 10 + class level + one-half his fourth character level + [[WisdomIntelligence]] modifier plus his class level. These are used when creating traps Traps can be thrown, fueling movements that and have become almost instinctive a range increment of 15'. A trapsmith may target a specific square an enemy is within with a trap, but to do this he must make a ranged attack roll; should he miss, the many times enemy gains a +2 to his save against the trap, and should the attack roll total be less than 10, the trap doesn't even reach its intended square (roll as per a grenade-like weapon). Traps that are already layed into which an enemy walks force the trapsmith has armed his creations. By taking enemy to take a full-round action, 2 penalty to their saves against the trapsmith may refill his trap points . {| class="{{d20}}"|+ Craft Trap Class Feature! Level<br>Requirement || class="left" | Name || Effect || Trap Points<br>Expended|- class="{{Odd-Even}}"| 1 || class="left" | Flash Trap || class="left" | [[Will]] save or [[SRD:Dazzled|Dazzled]] || 1|- class="{{Odd-Even}}"| 1 || class="left" | Howling Trap || class="left" | [[Will]] save or [[SRD:Shaken|Shaken]] || 1|- class="{{Odd-Even}}"| 1 || class="left" | Gas Trap || class="left" | [[Fortitude]] save or [[SRD:Sickened|Shaken]] || 1|- class="{{Odd-Even}}"| 1 || class="left" | Bear Trap || class="left" | [[Reflex]] save or Target can't move from its current space || 1|- class="{{Odd-Even}}"| 2 || class="left" | Vine Trap || class="left" | [[Reflex]] save or [[SRD:Entangled|Entangled]] || 2|- class="{{Odd-Even}}"| 2 || class="left" | Explosive || class="left" | Creatures in adjacent squares make a [[Reflex|Ref]] save or take equal damage to that of the number he began the encounter with.original square || 2|- class="{{Odd-Even}}"| 2 || class="left" | Startling || class="left" | [[Will]] save or [[SRD:Flat-Footed|Flat-Footed]] || 2|- class="{{Odd-Even}}"| 2 || class="left" | Wind || class="left" | [[Reflex]] save or [[SRD:Knocked_Down|Knocked Down]] || 2|- class="{{Odd-Even}}"| 2 || class="left" | Screaming || class="left" | [[Fortitude]] save or [[SRD:Deafened|Deafened]] || 2|- class="{{Odd-Even}}"| 3 || class="left" | Burning || class="left" | Damage is Fire, and creature takes half damage again next round || 3|- class="{{Odd-Even}}"| 3 || class="left" | Acid || class="left" | Damage is Acid, and creature takes half damage again next round || 3|- class="{{Odd-Even}}"| 3 || class="left" | Frost || class="left" | Damage is Cold, and creature takes half damage again next round || 3|- class="{{Odd-Even}}"| 3 || class="left" | Lightning || class="left" | Damage is Lightning, and creature takes half damage again next round || 3|}
'''{{Anchor|Trapfinding}}:''' Trapsmiths can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.
At fourth level this ability improves, and if a trapsmith would normally incur a lesser effect on a successful save normally from a damaging ability, he instead takes this lesser effect on a failed [[Reflex]] save against an effect.
'''{{Anchor|Look Out!}} ([[Ex]]):''' The trapsmith is experienced in the movement of both friends and foes, calling out at just the right moment for a friend to avoid the primed trap that was about to go off, or shouting an enemy into confusion through both bluffs and truths to get them to step into a set trap. At 2nd level, a trapsmith may use an Immediate action to cause a creature to move 5' in any direction if they fail a Will save (DC 10 + Class level + Quarter of one-fourth character level + Charisma modifier). This counts as a Language-Dependent, Mind-Affecting effect, and movement caused by this ability provokes no Attack of Opportunity.
At 4th level, the trapsmith's powers grow, and he is able to pierce the language barriers between himself and targets through empathic gesturing and loud noises. At this level, Look Out! is no longer Language-Dependent, and the Trapsmith may move a creature up to 10'.
At fourth level this ability improves, and if a trapsmith would normally incur a lesser effect on a successful save normally from a damaging ability, he instead takes this lesser effect on a failed [[Fortitude]] or [[Will] save against an effect.
'''{{Anchor|Void Being}} ([[Su]]):''' The trapsmith has crossed so many traps and magical sensors undetected that the movements have become natural--he does not even need to think about it. After reaching 3rd level, a trapsmith is protected from all devices, powers, and spells that reveal location. This ability protects against information gathering by divination spells or effects that reveal location. The ability even foils limited wish, miracle, and wish when they are used to gain information about the trapsmith’s location (however, metafaculty can pierce this protective barrier). In the case of scrying that scans an area a trapsmith is in, the effect works, but the trapsmith simply isn’t detected. Remote viewing or scrying attempts that are targeted specifically at a trapsmith do not work. Furthermore, magical sensors and traps, including such as Explosive Runes, Glyph of Warding , or Symbol of Pain do not register , threaten, or harm the Trapsmithunless triggered by another creature.

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