Trapsmith

Some rogues are not content with just disabling traps—they love to build them, finding a captivating beauty in the turning of gears and the slither of ropes over pulleys. The trapsmith may have started out putting together traps in order to better understand how to disable them, but for most, it’s long since gone beyond that—they now relish the challenge of creating the perfect combat machine.
 

Careful Disarm (Ex)

At 4th level, whenever a trapsmith attempts to Disarm a trap using Disable Device, they do not spring the trap unless they fail by 10 or more. If they do set off a trap they were attempting to Disarm, they add double their trap sense bonus to avoid the trap.
  This ability replaces uncanny dodge.
 

Trap Master (Ex)

At 8th level, whenever a trapsmith disarms a trap using Disable Device, they can bypass it even if their check did not exceed the DC by 10 or more. If it is a magic trap that allows specific creatures to pass it without danger, they can modify which creatures it allows to pass, adding their allies and restricting enemies if they desire.
  This ability replaces improved uncanny dodge.
  Rogue Talents: The following rogue talents complement the trapsmith archetype: befuddling strike, cunning trigger, quick disable, and quick trapsmith.
  Advanced Talents: The following advanced rogue talents complement the trapsmith archetype: another day, frugal trapsmith, and skill mastery.

Parent Class

Rogue
 

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