Trapsmith
"Don’t touch that."
Some
things you just don’t fight. To take on adversaries that have superior
strength, cunning, or resources (or all three), you need to remove their
advantages. Such an alternative approach is the job of a trapsmith.
Humanoids
have been building traps since the earliest times, developing
techniques to take down big game for food and clothing. According to
loremasters, goblin tribes were the first to perfect this kind of
hunting. They were able to obtain and store more food than their
competition, allowing them to survive harsh winters and increase their
numbers. Many years later, other races came to appreciate the ingenuity
of their counterparts—mainly through direct interaction with goblin
traps.
Trapsmith Starting Feature (1st level): You gain a trap-making kit (15 lb.), which you use to lay your traps. If you ever lose the kit, it costs 40 gp to replace.
You also gain the trip the trap power.
Trapsmith Level 5 Feature (5th level): You gain a +2 power bonus to Perception checks and Thievery checks.
Trapsmith Level 10 Feature (10th level):
You can forgo dice of damage from your trip the trap power for one of
the following effects. You choose to forgo the dice after you know you
hit, but before you make the damage roll.
If you forgo one die of damage, the target falls prone.
If you forgo two dice of damage, the target is dazed until the end of your next turn.
Trapsmith Attack Trip the Trap
An enemy’s approach triggers a nasty trap you prepared just for this occasion.
Encounter
Immediate Reaction Melee 1
Requirement: You must have a trap-making kit on your person.
Trigger: An enemy enters a square adjacent to you.
Target: The triggering enemy
Attack: Intelligence + 2 vs. Reflex
Level 11: Intelligence + 4 vs. Reflex
Level 21: Intelligence + 6 vs. Reflex
Hit: 1d6 + Intelligence modifier damage.
Level 11: 2d6 + Intelligence modifier damage.
Level 21: 3d6 + Intelligence modifier damage.
Effect: The target grants combat advantage until the end of your next turn.
Trapsmith Utility 2Alarm Trap
A few specially enchanted bells can suss out a hidden foe.
Daily
Arcane
Minor Action Personal
Requirement: You must have a trap-making kit on your person.
Effect:
You set an alarm trap in one unoccupied square adjacent to you. It
lasts until the end of your next extended rest. If an invisible creature
enters a square within 5 squares of the trap, the trap is destroyed,
and the creature loses invisibility and takes a -10 penalty to Stealth
checks (save ends both).
Trapsmith Utility 6Disorienting Trap
You lay a magical trap designed to bewilder an enemy.
Daily
Arcane
Minor Action Personal
Requirement: You must have a trap-making kit on your person.
Effect:
You set a disorienting trap in one unoccupied square adjacent to you.
It lasts until the end of your next extended rest. If an enemy enters a
square within 5 squares of the trap, the trap is destroyed, and the
enemy and each creature adjacent to it grants combat advantage and falls
prone if hit (save ends both).
Trapsmith Utility 10It’s a Trap!
You sense that something bad is about to happen.
Daily
Immediate Interrupt Close burst 5
Trigger: A hazard, object, or trap within 5 squares of you triggers.
Target: You and each ally in the burst
Effect:
Each target shifts up to half his or her speed and gains a +2 power
bonus to all defenses against hazards, objects, and traps until the end
of the encounter.
Published in Into the Unknown: The Dungeon Survival Handbook, page(s) 18.