Trapmaster
Requirements | Statistics | Description

Skills: Craft (trapmaking): 6 ranks
Disable Device: 10 ranks
Feats: Mechanical Aptitude
Alignment:

Any non-chaotic.

Special: There can only be one trapmaster in a single thieves’ guild.

Hit Die:

1d6. (Reroll 1,2)

Class Skills

The trapmaster class skills (and the key ability for each skill) are:

  • Str: Climb, Jump, Swim
  • Dex: Balance, Escape Artist, Hide, Move Silently, Open Lock, Pick Pocket, Tumble, Use Rope
  • Int: Craft, Decipher Script, Disable Device, Forgery, Read Lips, Search
  • Wis: Innuendo, Intuit Direction, Listen, Profession, Sense Motive, Spot, Urban Lore
  • Cha: Bluff, Diplomacy, Disguise, Gather Information, Intimidate, Use Magic Device

Skill Points at Each Level: 4 + Int modifier

Trapmaster

Level Base
Attack
Def
Bonus
Saves Special 1st Spells/ Day 2nd 3rd
Fort Ref Will
1 +0 +0 +0 +2 +0

Sneak attack +1d6, trapsmithing, spells

0 - -
2 +1 +0 +0 +3 +0 Trap resistance +1 1 - -
3 +2 +1 +1 +3 +1 Trap Sense 1 0 -
4 +3 +1 +1 +4 +1 Sneak attack +2d6, trap resistance +2 1 1 -
5 +3 +1 +1 +4 +1 1 1 0
6 +4 +2 +2 +5 +2 Trap resistance +3 1 1 1
7 +5 +2 +2 +5 +2 Sneak attack +3d6 2 1 1
8 +6 +2 +2 +6 +2 Trap resistance +4 2 2 1
9 +6 +3 +3 +6 +3 2 2 1
10 +7 +3 +3 +7 +3 Sneak attack +4d6, trap resistance +5 2 2 2

Class Features

Weapon and Armor Proficiency:

Trapmasters are proficient with all weapons normally allowed to the rogue class. Trapmasters are proficient with light armor but not with shields.

Sneak Attack:

Trapmasters have concentrated their training on dealing with non-living hazards. While they continue to develop the art of the ambush as normal rogues, they progress more slowly with their sneak attack abilities

Trapsmithing: Starting at 1st level, the trapmaster may construct impromptu or improvised traps. The trapmaster can craft these improvised devices using whatever materials he has on his person or can scrounge from the surrounding area. For example, while the trapmaster would not have the time or materials to construct a true falling block trap, he could improvise one by loosening a ceiling stone and rigging it to a concealed tripwire.

The trapmaster must make a Craft (trapmaking) check, with a DC equal to 10 + the Challenge Rating of the trap. This construction takes 10 minutes multiplied by the Challenge Rating of the trap. If he fails the skill check, the trapmaster may try again. The character cannot craft an improvised trap with a CR greater than his number of class levels in trapmaster.

Trap Resistance: Trapmasters train their bodies relentlessly to avoid and resist the effects of traps of all types. This extraordinary ability develops as the character becomes more experienced. At 2nd level, the trapmaster receives a natural bonus on all saving throws to avoid or resist the effects of traps, and this bonus increases by +1 for every two levels the trapmaster gains (+ 1 at 2nd level, +2 at 4th level, +3 at 6th level, and so on).
Trap Sense: Starting at 3rd level, the trapmaster can sense the presence of mechanical and magic traps without actively searching for them. When the character approaches within 10 feet of a trap, the DM should make a Spot check for him with a DC equal to the trap’s normal Search DC. If the check is successful, the trapmaster is aware of the trap just as if he had searched for and discovered it.
Spells: Beginning at 1st level, a trapmaster gains the ability to east a small number of arcane and divine spells. To cast a spell, the trapmaster most have an Intelligence score of 10 + the spells level, so a trapmaster with an Intelligence or 10 or lower cannot cast these spells. Trapmaster bonus spells are based on Intelligence, and saving throws against these spells have a DC of 10 + spell level + the trapmasters Intelligence modifier (if any). When the trapmaster gets 0 spells of a given level, such as 0 1st-level spells at 1st level, the trapmaster gets only bonus spells. A trapmaster, without a bonus spell for that level cannot yet cast a spell of that level. The trapmasters spell list appears below. A trapmaster prepares and casts spells just as a wizard does.

1st level: animate rope, detect secret doors, feather fall, invisible object, jump, spider climb.
2nd level: cat’s grace, darkvision, daylight, invisibility, knock, protection from arrows.
3rd level: dispel magic, wind wall, fly, gaseous form, haste, water breathing.

Class Description

TrapmasterTrapmasters are obsessed with the art and beauty of a finely crafted ambush. They travel above and below ground to challenge themselves with legendary traps. They painstakingly document every original trap they encounter and pass the information along to other masters. Frequently found among adventuring groups, they have been known to bring ruin upon their comrades because of their unwillingness to leave a good trap alone. Fortunately, they train their bodies to overcome the hazards of their profession and are blessed with an uncanny ability to avoid danger.

Trapmasters enjoy using what they have learned to protect themselves and their dens. A trapmaster is said to be able to conceal a trap in shadow and wind. As time goes on, their lairs become more and more dangerous with every new trick they learn. This has earned many trapmasters nicknames like “the Black Widow” or “the Spider.”

Trapmasters are highly sought after by thieves guilds and are often employed to train elite footpads, delvers, and second-story men.

Rogues are best suited to become trapmasters because only they can disable complex mechanical and magic traps. However, wizards sometimes possess the same thirst for hidden knowledge, and clerics of deities of trickery and thievery sometimes pursue the trapmaster’s path as well.