User:Ghostwheel/Sandbox

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Author: Ghostwheel (talk)
Date Created: April 15, 2010
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File:Trapmaker.jpg
A magically-inclined trapsmith setting a trap for some unsuspecting brute.

Trapsmith

What makes me a good demoman? If I were a bad demoman I wouldn't be sitting here, discussing it with you, now would I?!
—Demoman, Human Trapsmith

The hiss of a fuse. The sparkle of gases mixing. The sight of an explosion in a mushroom cloud darkening the battlefield. All these are things that trapsmiths deal with on a daily basis. The masters of their craft, trapsmiths use their traps to impede their enemies, dazzling them in countless ways and causing them to continue wondering where they are all the while forcing them to be ripped apart by the sheer power of the traps laid to cause them harm. It is a hard life as a trapsmith--at any moment, you might light a fuse at the wrong time, fumble a lethal trap, or forget where you laid a trap half-a-minute ago. However, the adrenaline and mental challenge that awaits the trapsmith is a lure that some find irresistible.

Trapsmith

Many with a penchant for destruction and mayhem may become petty trapmakers, but only those most devoted to the creation of the intricate mechanical work needed to bring the traps to life become trapsmiths. Often enough rogues, factotums, rangers, and similar classes become trapsmiths, though in theory any class can become one with the proper training. Trapsmiths excel the most when they have high mental scores, though this isn't a hard requirement.

Entry Requirements
Base Attack Bonus: +3
Skills: Craft (Trapmaking) 8, Disable Device 4, Open Lock 4, Search 4
Feats: Skill Focus (Disable Device)
Special: Must have successfully disabled at least three traps in the past singlehandedly

Table: The Trapsmith

Hit Die: d<-die size->

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +2 +2 +0 Craft Trap, Trap Points, Trapfinding
2nd +1 +3 +3 +0 Evasion, Look Out! I, Poison Immunity
3rd +2 +3 +3 +1 Mettle, Void Being
4th +3 +4 +4 +1 Improved Evasion, Look Out! II
5th +3 +4 +4 +1 Improved Mettle, Look Out! III

Class Skills (6 + Int modifier per level.)
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Dungeoneering) (Int), Listen (Wis) Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex).

Class Features

All of the following are class features of the trapsmith.

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 level. 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.

Craft Trap (Ex): With his knowledge of traps, a trapsmith may create a trap from the barest materials. Even in a desert wasteland, somehow he seems to find the bits and pieces needed to make traps, at times appearing to pull materials out of nowhere. With almost god-like intuition on the crafting of traps, the trapsmith knows the schematics for a number of traps. Each trap has a required class level; at each level, the trapsmith may choose a single trap to add to his repertoire for which he fulfills the level requirement. In order to use a trap, the trapsmith must expend a number of Trap Points equal to the trap's level 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-fourth character level + Intelligence modifier.

Traps can be thrown or laid down as a standard action, and have 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 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 enemy to take a -2 penalty to their saves against the trap.

Craft Trap Class Feature
Level
Requirement
Name Effect Trap Points
Expended
1 Flash Trap Will save or Dazzled
1 Howling Trap Will save or Shaken
1 Gas Trap Fortitude save or Shaken
1 Bear Trap Reflex save or Target can't move from its current space
2 Vine Trap Reflex save or Entangled
2 Explosive Creatures in adjacent squares make a Ref save or take equal damage to that of the original square
2 Startling Will save or Flat-Footed
2 Wind Reflex save or Knocked Down
2 Screaming Fortitude save or Deafened
3 Burning Damage is Fire, and creature takes half damage again next round
3 Acid Damage is Acid, and creature takes half damage again next round
3 Frost Damage is Cold, and creature takes half damage again next round
3 Lightning Damage is Lightning, and creature takes half damage again next round
3 Disorienting Fortitude save or Staggered
4 Frightening Will save or Frightened
4 Nauseating Fortitude save or Nauseated
4 Tiring Fortitude save or Exhausted
4 Blinding Will save or Blinded
4 Confusing Will save or Confused
5 Terrorizing Will save or Panicked
5 Stunning Fortitude save or Stunned
5 Dazing Will save or Dazed

Trapfinding: Trapsmiths can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.

Evasion (Ex): A trapsmith has learned much of evading the threats of fireballs and boulders launched his way by traps, and gains the ability to take no damage or detrimental effects whatsoever on a successful Reflex save against an ability or effect.

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.

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 + 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 5th level, the trapsmith's voice carries an added dimension, allowing him to force enemies to trip and fall over themselves in their haste to follow his commands which ring to their core. At this level, Look Out! is no longer a Mind-Affecting effect, and the Trapsmith may move a creature up to 15'.

Mettle (Ex): Not only fireballs and boulders may act as a detriment to the trapsmith's ability to navigate a dungeon successfully, but also magical traps plague him. Thus, a trapsmith learns his way around such traps and effects, foiling their creators at every turn. He gains the ability to take no damage or detrimental effects whatsoever on a successful Fortitude or [[Will] save against an ability or effect.

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.

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, such as Explosive Runes, Glyph of Warding, or Symbol of Pain do not register, threaten, or harm the Trapsmith unless triggered by another creature.





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