Beast Heart AdeptEdit
(Dungeonscape variant, p. 48)
Adventurers face monsters every time they descend into a new dungeon. Most view the creatures as horrid abominations that want nothing more than to cut them down where they stand. However, the beast heart adept sees through a monster’s frightening visage.
By attuning himself to the bestial urges of dungeon creatures, he learns to form powerful bonds with a small number of monsters. These creatures become his devoted allies, and together they form a potent fighting combination.
The role of a beast heart adept is not an easy one. A potential member of this class must throw himself into the rugged, dangerous world beneath the ground. There, he submerges his civilized urges and learns to live as a beast. He uses this experience, along with his knowledge of magic, animal husbandry, and subterranean ecology, to unleash the monstrous creature that hides within his heart. Once he completes this process, he becomes capable of forming a powerful bond with certain creatures.
Feats: Animal Affinity
Special: Spend at least one week living alone in a dungeon complex.
4 + Int
Monstrous Companion (Ex): You gain the service of a monstrous companion. The creature is similar to a druid's animal companion (PH 35), but it is a magical beast or aberration rather than an animal. Choose one of the following as your monstrous companion: ankheg, blink dog, giant eagle, giant owl, hippogriff (4 Hit Dice), krenshar (4 Hit Dice), otyugh, owlbear, pegasus, or worg. Except for the hippogriff and the krenshar, which are larger than normal, the monster is typical of its kind. If its Intelligence is greater than 2, the companion has the same alignment as you.
If you have levels in other classes (such as druid or ranger) that give you the ability to have an animal companion, those levels do not stack with your beast heart adept levels for the purpose of determining which kinds of monstrous companions you can select (and what the abilities of those companions are).
At 3rd level or higher, you can select from alternative lists of monsters (see the sidebar). Just as with a druid's alternative animal companion, an alternative monstrous companion gains abilities as if your beast heart adept class level were lower than it actually is.
Monster Empathy (Ex): You can use body language, vocalization, and demeanor to improve the attitude of a magical beast such as a chimera or a gorgon. This ability functions like the druid's wild empathy class feature (PH 35), except that it affects magical beasts regardless of their Intelligence score.
You can also use this ability to influence an animal (such as a dire bear) or an aberration that has an Intelligence score of 1 or 2 (such as a rust monster), but you take a —4 penalty on the check.
If you have the wild empathy ability from another class, add your levels in that class to your beast heart adept level when influencing magical beasts or animals. In addition, you no longer take a penalty to your monster empathy check when influencing animals. If you have 5 or more ranks in the Handle Animal skill, you gain a +2 bonus on your monster empathy checks.
Monster Handler (Ex): You can make Handle Animal checks with regard to magical beasts and aberrations without penalty. This ability applies only to creatures that have an Intelligence score of 1 or 2. Magical beasts and In addition, your companions do not grant cover against your enemies when you use ranged attacks or spells.
Monster Lore (Ex): At 2nd level, you gain uncanny knowledge about all types of living monsters, including their habitats, behavior, abilities, and weaknesses. You can make a special monster lore check to identify monsters or their special abilities or vulnerabilities. The check functions as a Knowledge check (PH 78), except the monster lore check can identify any living creature. You gain a bonus on this check equal to your beast heart adept level + your Int modifier. You can attempt this check in addition to making the relevant Knowledge check to learn about a creature.
If you have levels in the bard class or the loremaster prestige class, you can add those levels to your beast heart adept levels when determining the bonus on the monster lore check.
Monstrous Flank (Ex): At 4th level, you learn to better coordinate your attacks with your monstrous companion. When you form a flank with a companion, both you and the creature gain an additional +2 bonus on attack rolls and damage rolls against the flanked opponent.
Extra Monstrous Companion (Ex): At 5th level, you gain a second monstrous companion, chosen from the list of companions available to a 1st-level beast heart adept. Treat your beast heart adept the great wealth to be found in their dungeons, the better to lure victims who bring magic weapons and items.
At 9th level, you gain a third monstrous companion, chosen from the list of companions available to a 1st-level beast heart adept. Treat your beast heart adept class level as if it were eight levels lower for the purpose of determining the monster's abilities (or of selecting an alternative companion at higher levels).
Monstrous Tactics (Ex): Starting at 7th level, you and your monstrous companions make an excellent team. Through coordination and practice, you have learned to optimize your combined efforts. When one of your monstrous companions strikes an opponent with a melee attack, the target provokes an attack of opportunity from you. With this ability, you can make an attack of opportunity against a particular target once per round.
In addition, your companions do not grant cover against your enemies when you use ranged attacks or spells.
Monstrous Team-Up (Ex): When you reach 10th level, all the members of your adventuring party now gain the benefits of your monstrous flank and monstrous tactics abilities. Any references to "you" in those abilities now include your allies.
The beast heart adept's monstrous companion is superior to a normal animal of its kind and has special powers, as described below.
|Class Level||Bonus HD||Natural Armor Adj.||Str/Con Adj.||Bonus Tricks||Special|
Monstrous Companion Basics: Use the base statistics for a creature of the companion's kind as given in the Monster Manual, but make the following changes.
Class Level: Use the character's beast heart adept level.
Bonus HD: Add this number to the base creature's existing Hit Dice. Extra Hit Dice improve a monstrous companion's base attack bonus and base save bonuses, and grant it additional feats and skill points (for details, see Improving Monsters, MM 290). Monstrous companions do not increase in size as a result of these extra Hit Dice.
Natural Armor Adj.: Add this number to the base creature's existing natural armor bonus.
Str/Con Adj.: Add this number to the base creature's Strength score and Constitution score.
Bonus Tricks: The value in this column is the number of bonus tricks known by the monstrous companion, in addition to any other tricks the beast heart adept might teach it. These bonus tricks do not require training time or Handle Animal checks, and they do not count against the normal limit of tricks known by the monstrous companion. The beast heart adept selects these bonus tricks, and once selected, they cannot be changed. Only monstrous companions that have an Intelligence score of 1 or 2 must be taught to perform a trick; smarter monsters can be directed verbally.
Link (Ex): A beast heart adept can handle his monstrous companion as a free action, or push it as a move action. The beast heart adept gains a +4 circumstance bonus on monster empathy checks and Handle Animal checks regarding a monstrous companion.
Evasion (Ex): Beginning at 3rd level, your monstrous companion can avoid damage from certain attacks with a successful Reflex save. See the monk class feature (PH 41).
Devotion (Ex): A monstrous companion's devotion to its master is so complete that it gains a +4 morale bonus on Will saves against enchantment spells and effects.
Improved Evasion (Ex): Beginning at 9th level, your monstrous companion can avoid damage from certain attacks with a successful Reflex save and take only half damage on a failed save. See the monk class feature (PH 42).
Alternative Monstrous Companions A beast heart adept of sufficiently high level can select his monstrous companion from one of the following lists. Apply the indicated adjustment to the beast heart adept's level (in parentheses) when determining the monster's characteristics and special abilities.
|3rd Level or Higher (Level —2)||5th Level or Higher (Level —4)||7th Level or Higher (Level —6)||9th Level or Higher (Level —8)|
|1st||+1||+2||+0||+2||Monstrous companion, monster empathy, monster handler|
|3rd||+3||+3||+1||+3||Alternative monstrous companion|
|5th||+5||+4||+1||+4||Extra monstrous companion|
|9th||+9/+4||+6||+3||+6||Extra monstrous companino|
|Skill name||Key ability||Trained only||Armor check penalty|
|Knowledge (the planes)||INT|
(Dungeonscape variant, p. 108)
Some creatures become so familiar with their hoome that they can navigate it with their eyes closed and are attuned to the smallest change. Intruders tread on dangerous ground, facing a foe wiht a significant edge. When the home is a dungeon, teh result is a dungeon lord. Undisputed masters of their environment, dungeon lords possess a supernatural awareness of their home and a fierce desire to crush those who dare to invade it.
Although the entry requirements for hte dungeon lord prestige class are relatively simple, aspirants must have complete familiarity with one entire, specific dungeon environment. This requirement excludes most adventurers from the class and opens it up to creatures that actually live in the dungeon. Although the abilities of a dungeon lord do not add to a creature's spellcasting progression or other typical class features, they grant impressive powers in relation to dungeons, making this prestige class ideal for a number of monsters.
Base Attack Bonus: +5
Special: Intelligence 10 or higher. Special: Ability to cast spells, or any spell-like or supernatural ability. Special: Complete familiarity with the chosen dungeon environment and knowledge the contents of every chamber (including other inhabitants, doors, traps, hidden objects, and all magical and mechanical effects). Special: Must be an abberation, dragon, fey, magical beast, monstrous humanoid, outsider, or undead. Alternatively, humanoids of the goblinoid and kobold subtype can enter this class.
2 + Int
A dungeon lord's abilities depend on the specific dungeon environment, which must have a clearly defined area (such as an entire dungeon copmplex or one particularly large level). You can be familiar with only one dungeon at a time. If you are forced to leave your dungeon, none of the class abilities provided by this prestige class will function. Should you be driven out of your dungeon permanently, you can designate another. Typically, the level of familiarity needed requires at least two months of study and exploration, but it can take much longer, at the DM's discretion.
Dungeon Mastery (Ex): Your familiarity with the dungeon is so complete that you knwo its entire layout by memory. While inside your dungeon, you can move at normal speed when unable to see and when crossing difficult terrain. You can move through any trap in the dungeon without triggering it, unless you choose to set it off. You automatically notice any difference to any chamber of your dungeon (such as a chair that is out of place, a bookshelf that has been reorganized, or an area of dust that has been disturbed). You also receive a +8 bonus on Survival checks made to track creatures in your dungeon.
In addition, you can open or close any door or secret door in your dungeon as a free action.
Horde Lord (Ex): You share your knowledge of the dungeon with the minions you command. Your allies gain a +1 bonus on attack rolls and damage rolls while you live and they are within the dungeon. When you attain 5th level, the bonus increases to +2.
Dungeon Step (Su): At 2nd level, you gain the ability to use dimension door (PH 221) to travel to any location in your dungeon. You can use this ability a number of times per day equal to your Intelligence modifier (minimum 1). You cannot take others with you when you use this ability. Your caster level for this effect is equal to your Hit Dice.
Complete Awareness (Su): At 3rd level, you gain complete awareness of your dungeon. You can use clairvoyance/clairaudience (PH 209) at will to view any chamber in the dungeon. In addition, you receive a mental alarm, as the alarm spell (PH 197), whenever anyone enters the dungeon. This alarm tells you the location at which the intruder entered, but it gives no other details. Your caster level for these effects is equal to your Hit Dice.
Dungeon Minions (Ex): At 3rd level, you share your mastery of the dungeon with your allies. They can open and close doors and secret doors in the dungeon as free actions. They ignore difficult terrain within the dungeon that is caused by persistent, enduring features, such as rubble, cracks in the floor, and so forth. A newly introduced obstacle, such as an overturned cartload of apples, does not fall into this category.
Animate Objects (Sp): Beginning at 4th level, you can cause the dungeon itself to rise up against intruers. Once per day, you can castanimate objects (PH 199) on any object in the dungeon. Your caster levl for this effect is equal to your Hit Dice.
Dungeon Defender (Ex): At 5th level, you become the unquestioned master of your dungeon. You defend it with the righteous fury of one whose cherished home is threatened. When you face intruders wihtin your dungeon, you gain immunity to fear effects, and you gain a +2 morale bonus on attack rolls, damage rolls, saving throws, and checks. In addition, the DC of the save against any spell, spell-like ability, or supernatural ability you use increases by 1.
Leadership: At 5th level, you gain Leadership as a bonus feat. If you already have the feat, you gain a +4 bonus to your Leadership score.
|1st||+0||+0||+2||+2||Dungeon mastery, horde lord +1|
|3rd||+2||+1||+3||+3||Complete awareness, dungeon minions|
|5th||+3||+1||+4||+4||Dungeon defender, horde lord +2, Leadership|
|Skill name||Key ability||Trained only||Armor check penalty|
|Knowledge (architecture and engineering)||INT|
(Dungeonscape variant, p. 14)
It is foolhardy to explore a dungeon alone. Those who attempt to do so quickly find that they lack the skills needed to get the job done. Sometimes, this can happen in larger parties as well. Enter the factotum, a new standard class, capable of mimicking the abilities of others and ﬁlling in when the need is greatest.
After a lifetime of work, few can claim even a fraction of the versatility that the factotum displays every day. Skilled in nearly every art, factotums draw upon their lore to master almost any trade or ability for a brief period of time before other pursuits draw their attention. Whereas bards use their general knowledge to aid others, factotums focus their abilities solely upon themselves. Constantly on the hunt for new abilities and tricks, factotums eventually ﬁnd the right tool to overcome practically any problem.
As a factotum, you are a jack of all trades. For short periods of time, you can stand in for almost any other member of the party. Your intellect, training, and experiences allow you to bolster your efforts in almost any situation. But your magical abilities are at best limited. You can master potent spells, but your lack of formal training makes it difﬁcult for you to use them more than once each day. Furthermore, your understanding of magic is broad rather than deep.
6 + Int
Weapon and Armor Proficiency: A factotum is proﬁcient with all simple and martial weapons, and with light armor and shields (except tower shields). Because he uses spells as if they were spell-like abilities, a factotum can wear armor without incurring the normal arcane spell failure chance. A multiclass factotum still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Inspiration: The factotum is a dabbler, a professional explorer who plunders a wide variety of ﬁelds to ﬁnd the tools he needs to survive. He reads through tomes of arcane magic to gain a basic understanding of spells. He offers prayers to a variety of deities to gain their blessings. He observes warrior stances and exercises to understand the art of ﬁghting. But while a factotum learns many paths, he masters none of them. Rather than train in a given ﬁeld, he masters all the basics and manages to pull out something useful when the situation is desperate enough.
To represent this seemingly random body of knowledge, a factotum gains inspiration points that he can spend to activate his abilities. At the beginning of each encounter, he gains a number of inspiration points determined by his level (see Table 1–1).
Cunning Insight (Ex): Before making an attack roll, damage roll, or saving throw, you can spend 1 inspiration point to gain a competence bonus on the roll equal to your Intelligence modiﬁer. Cunning insight does not require an action, and you can use it as often as you wish during your turn or others’ turns—provided that you have the inspiration points to spend. Because this ability provides a competence bonus, it does not stack with itself.
Cunning Knowledge (Ex): When making a check involving a skill in which you have at least 1 rank, you can spend 1 inspiration point to gain a bonus on the check equal to your factotum level. You can use this ability once per day for a particular skill. For example, if you use cunning knowledge to gain a bonus on a Hide check, you cannot use the ability to improve other Hide checks for the rest of the day, though you can use it on different skills.
Trapﬁnding (Ex): You can use the Search skill to locate traps with a DC higher than 20, and you can use Disable Device to bypass a trap or disarm magic traps. See the rogue class feature (PH 50).
Arcane Dilettante (Sp): At 2nd level, you acquire a vague understanding of magic. You know that with a few weird hand gestures and an array of grunts and bizarre words, you can conjure up something that looks like a spell. By spending 1 inspiration point, you can mimic a spell as a spell-like ability.
At the start of each day, choose a number of spells from the sorcerer/wizard spell list based on your factotum level. You can choose one spell at 2nd level, and you gain additional spells as shown on Table 1–1. The maximum level of spell you can use, according to your class level, is also shown on the table. You can select any sorcerer/wizard spell up to that level, but you can prepare only one spell of your maximum level. Your caster level equals your level in this character class. The Difﬁculty Class for a saving throw against your spell is 10 + the spell level + your Int modiﬁer.
Once you have used a spell, you cannot use it again until you have rested for 8 hours. After resting for this time, you choose new spells and lose any unused spells from the previous day, though you can select the same spell on consecutive days. You cannot prepare the same spell multiple times to use it more than once during the same day.
You cannot use spells that require an XP cost. You must otherwise provide the necessary material components as normal.
If you wish to enhance a spell with a metamagic feat, you must apply the feat when you prepare the spell. In addition, you must be capable of using a spell of the modiﬁed spell’s level.
Brains over Brawn (Ex): At 3rd level, you gain your Intelligence bonus as a modiﬁer on Strength checks, Dexterity checks, and checks involving skills based on Strength or Dexterity, such as Hide, Climb, and Jump.
Cunning Defense (Ex): You study your opponents and learn to anticipate their attacks. Starting at 3rd level, you can spend 1 inspiration point to gain your Intelligence bonus as a dodge bonus to Armor Class against one opponent for 1 round. Using this ability is a free action. You gain this beneﬁt even while wearing medium or heavy armor. You can use this ability multiple times to gain a bonus against different opponents, but you cannot use it more than once during your turn against a single foe.
Cunning Strike (Ex): With a quick study of a vulnerable opponent’s defenses, you can spot the precise area you need to hit to score a telling blow. Starting at 4th level, you can spend 1 inspiration point to gain 1d6 points of sneak attack damage. You must spend the inspiration point to activate this ability before making the attack roll. When determining if you can use sneak attack against a target that has uncanny dodge, use your factotum level as your rogue level.
Opportunistic Piety (Su): Factotums are legendary for the number of holy symbols, lucky trinkets, and blessed items they keep handy. As the saying goes, there are no atheists in the dungeon. Starting at 5th level, you can spend 1 inspiration point to channel divine energy as a standard action. You can use this energy to heal injuries, harm undead, or turn undead. At 5th level, you can use this ability a number of times per day equal to 3 + your Wisdom bonus (if any). You gain one extra daily use of this ability at 10th level, 15th level, and 20th level. You cannot use opportunistic piety if you have exhausted your daily uses, even if you have inspiration points left to spend. If you use this ability to heal injuries, you channel positive energy to heal a living creature of a number of points of damage equal to twice your factotum level + your Int modiﬁer. The energy will also deal the same amount of damage to undead targets.
If you use this ability to turn undead, you act as a cleric of a level equal to your factotum level. No matter what your alignment, you cannot control undead—your understanding of divine magic is too rudimentary.
Cunning Surge (Ex): Starting at 8th level, you learn to push yourself when needed. By spending 3 inspiration points, you can take an extra standard action during your turn.
Cunning Breach (Su): Starting at 11th level, your broad knowledge allows you to study an opponent and gain a brief ﬂash of insight to breach her defenses. By spending 2 inspiration points as a free action, you can ignore a single target’s spell resistance and damage reduction for 1 round. The target automatically fails any spell resistance check that she attempts to avoid your spell.
Cunning Dodge (Ex): Starting at 13th level, your luck, reﬂexes, and intuition allow you to avoid an attack or spell that would otherwise defeat you. If you take damage that would reduce you to 0 or fewer hit points, you can spend 4 inspiration points as an immediate action to ignore the damage. You dodge out of the way, take cover from a spell, or otherwise escape. You can use this ability once per day.
Improved Cunning Defense (Ex): At 16th level, you gain your Intelligence bonus as a dodge bonus to Armor Class. You no longer need to spend an inspiration point to gain this beneﬁt. Unlike the standard cunning defense ability, you do not gain this beneﬁt when wearing medium or heavy armor.
Cunning Brilliance (Ex): At 19th level, you become the ultimate jack of all trades. Your sharp mind and keen sense of your surroundings allow you to duplicate almost any ability you witness. At the start of each day, choose three extraordinary class abilities. Each ability must be available to a standard character class at 15th level or lower, and must appear on the advancement table or in the text description for that class. By spending 4 inspiration points as a free action, you gain the beneﬁts and drawbacks of one chosen ability for 1 minute. You use the ability as if your level in the relevant class equaled your factotum level. You can use each chosen class ability once per day.
For example, if you use a monk’s ﬂurry of blows ability, you gain all the beneﬁts and drawbacks described under Flurry of Blows (PH 40). You do not gain the beneﬁts of unarmed strike, because that is a separate ability in the monk’s class description.
|Level||BAB||Fort||Ref||Will||Spell Level||Inspiration Points||Special|
|1st||+0||+0||+2||+0||—||2||Inspiration, cunning insight, cunning knowledge, trapfinding|
|2nd||+1||+0||+3||+0||0||3||Arcane dilettante (1 spell)|
|3rd||+2||+1||+3||+1||1||3||Brains over brawn, cunning defense|
|4th||+3||+1||+4||+1||1||3||Arcane dilettante (2 spells), cunning strike|
|7th||+5||+2||+5||+2||2||4||Arcane dilettante (3 spells)|
|9th||+6/+1||+3||+6||+3||3||5||Arcane dilettante (4 spells)|
|10th||+7/+2||+3||+7||+3||4||5||Opportunistic piety (+1 use)|
|12th||+9/+4||+4||+8||+4||4||6||Arcane dilettante (5 spells)|
|14th||+10/+5||+4||+9||+4||5||7||Arcane dilettante (6 spells)|
|15th||+11/+6/+1||+5||+9||+5||6||7||Opportunistic piety (+1 use)|
|16th||+12/+7/+2||+5||+10||+5||6||7||Improved cunning defense|
|17th||+12/+7/+2||+5||+10||+5||6||8||Arcane dilettante (7 spells)|
|20th||+15/+10/+5||+6||+12||+6||7||10||Arcane dilettante (8 spells), opportunistic piety (+1 use)|
|Skill name||Key ability||Trained only||Armor check penalty|
|Knowledge (architecture and engineering)||INT|
|Knowledge (nobility and royalty)||INT|
|Knowledge (the planes)||INT|
|Sleight of Hand||DEX|
|Use Magic Device||CHA|
|Use Psionic Device||CHA|
(Dungeonscape variant, p. 53)
Many adventurers view traps as nuisances—just more obstacles to be overcome—but some see traps as an art form. Similar to a rogue in many respects, a trapsmith hones her craft to a level of perfection that few can hope to emulate. Simple and crude traps offend her, and complicated death traps cause her to leap about (cautiously, of course) in wonderment and joy. More than just an expert at disarming devices, a trapsmith excels at rigging deadly surprises to harm her enemies, secure her camp, and confound pursuers.
A trapsmith needs a high number of skills and the trapfinding class feature, so many members of this prestige class begin their careers as rogues. Other classes can qualify, including ninjas, scouts, and spellthieves (all from Complete Adventurer), factotums (see page 14), and rangers who have the trap expert alternative class feature (see page 12). But rogues have the easiest time of it.
Because the trapsmith is a skill-based character, she must have a high Intelligence score. A high Dexterity score also proves to be of great value, adding to a number of her skills.
Special: Trapfinding class feature.
6 + Int
Booby Traps (Ex): You can quickly set up simple booby traps (see the sidebar) to harm and hinder your foes. When setting up a trap, make a Craft (trapmaking) check. The check result is the Difficulty Class of an attempt to find the trap by making a Search check. Half the check result is the DC of an attempt to disarm the trap by making a Disable Device check. The check result affects other variables, too; see the Booby Trap sidebar below for details. Setting up a booby trap is usually a full-round action, though some take longer, as noted in the sidebar.
Starting at 3rd level, your skill improves such that you can create advanced versions of the simple booby traps you already know.
Master Disarmer (Ex): Your skill at finding and disarming traps is legendary. When dealing with a trap, add your trapsmith level to your Search checks, Disable Device checks, and Open Lock checks.
Trap Sense (Ex): You are adept at evading the effects of traps, gaining bonuses at 1st level, 3rd level, and 5th level. See the barbarian class feature (PH 26). Trap sense gained from other sources (such as barbarian or rogue levels) stacks with this benefit.
Spells: If you are smart enough, you might gain the ability to cast arcane spells. To cast a particular spell, you must have an Intelligence score of at least 10 + the spell's level. Your bonus spells are based on your Intelligence. Saves to avoid the effects of your spells have a DC of 10 + the spell's level + your Int bonus (if any).
You cast spells as a bard does. Table 1—4, below, details how many spells you can learn at each level. Choose your spells from the following list.
Arrow Proof (Su): When a trap activates, you know how to lessen the impact and reduce the damage. Starting at 2nd level, you gain damage reduction 5/— against the effects of traps. The reduction applies only to damage from physical attacks, such as arrows, crushing blocks, or pits. Damage caused by spells or magical effects is not reduced.
Damage reduction gained from multiple sources stacks, but only for damage dealt by a trap.
Quick Fingers (Ex): Starting at 2nd level, you can disarm traps more quickly. When you attempt a Disable Device check, use the table below in place of the table on page 72 of the Player's Handbook. If you have the quick fingers alternative class feature (see page 13), reduce the time needed for checks on difficult and wicked traps to 1d3 rounds.
|Device||Time||Disable Device DC|
|Simple||1 standard action||10|
|Tricky||1 full-round action||15|
Unweave (Su): At 3rd level, your understanding of magic traps allows you to unweave their magic, as if targeting the trap with dispel magic (PH 223). Your caster level for this ability equals 5 + your trapsmith level. You can use this ability three times per day. It works only against magic traps, but spells such as alarm (PH 197), glyph of warding (PH 236), and the symbol spells (PH 289—291) are valid targets.
Dance through Danger (Ex): Starting at 4th level, when you make a Search check to find a trap and your result exceeds the DC by 5 or more, you can move past the trap without setting it off. This benefit applies only to you—the careful movements and balance needed cannot be taught to your fellow adventurers.
Spell Proof (Su): Starting at 4th level, you enjoy a measure of protection against magic traps. You gain spell resistance equal to 15 + your trapsmith level. This spell resistance applies only to magic traps, which include spells such as fire trap (PH 231), explosive runes (PH 228),glyph of warding (PH 236), and the symbol spells (PH 289—291).
Avoid Disaster (Su): At 5th level, you learn to negate the effects of a trap as they happen. Once per day, when a trap is sprung, you can make a Disable Device check as an immediate action. If the check succeeds, you quickly disable the trap and avoid its effects. If the check fails, the trap activates as normal.
A trapsmith can create a number of different traps to hinder and harm foes. Each trap described below includes information on its area, effects, base cost, and cost per use. The base cost covers the parts of the trap that are reusable if recovered. The cost per use covers the pieces that are destroyed or expended when the trap is set off. All traps below are mechanical traps with a touch trigger.
A trapsmith can disable and disassemble one of his own traps without making a check. This process takes approximately 1 minute.
Other booby traps are possible with your DM's approval. Alarm Trap: This trap is little more than a series of bells attached to a thin trip wire. When the wire is breached, the bells ring, and those nearby can attempt a DC —5 Listen check to notice the noise. This trap takes 1 round to set up per 10 feet of trip wire used. Anyone who runs into the trap can attempt a Reflex save to avoid setting it off (DC equal to 1/2 your Craft [trapmaking] check result).
Base Cost: 1 gp/10 ft.
Advanced Version: The DC of the Reflex save to avoid setting off an advanced alarm trap is equal to your Craft (trapmaking) check result.
Bolt Trap: This trap fires a light or heavy crossbow at one target that breaks a trip wire. The crossbow makes a single attack with a bonus equal to 1/2 your Craft (trapmaking) check result. The bolt deals standard damage for its type, but you can use masterwork or magic crossbows and bolts to enhance the accuracy or damage. The trap must be reset after the crossbow fires. The trap can cover a line of up to 20 feet.
Base Cost: 35 gp (light crossbow) or 50 gp (heavy crossbow); add 300 gp for a masterwork crossbow.
Cost/Use: None, or the cost of the ammunition if it is masterwork or magic.
Advanced Version: An advanced bolt trap fires up to three bolts from three separate crossbows. Setting up an advanced trap takes 2 rounds and requires three crossbows (tripling the base cost as appropriate to the type).
Drop Trap: A heavy or dangerous item is rigged to fall on anyone who crosses a trip line. When the trip line is breached, the item drops, making a touch attack with a bonus equal to 1/2 your Craft (trapmaking) check result. You can rig an alchemical item (which deals damage appropriate to the item) or a heavy object such as a stone (which deals 1d6 points of bludgeoning damage). The trap can cover a single 5-foot-square area.
Base Cost: 1 sp.
Cost/Use: Varies depending upon the cost of the dropped item.
Advanced Version: An advanced drop trap can drop up to three alchemical items, a very heavy object (which deals 3d6 points of bludgeoning damage), or a net (which entangles the target, who can move freely but must make a successful DC 20 Escape Artist check to get out of the net).
Trip Rope Trap: This trap is made up of a strong rope attached tautly between two points. If anyone tries to cross the rope, it makes a trip attempt with a bonus equal to 1/2 your Craft (trapmaking) check result. The first creature to cross through the trap causes the rope to go slack, and it must be reset before the trap can be used again. The trap can cover a line of up to 20 feet.
Base Cost: 10 gp.
Advanced Version: An advanced trip rope trap makes the trip attempt using your Craft (trapmaking) check result for the opposed check. In addition, if the check succeeds, the trap can trip another creature that crosses through its space.
|Spells per Day|
|1st||+0||+0||+2||+0||Booby traps (simple), master disarmer, trap sense +1||1||—||—|
|2nd||+1||+0||+3||+0||Arrow proof, quick fingers||2||—||—|
|3rd||+2||+1||+3||+1||Booby traps (advanced), unweave, trap sense +2||1||1||—|
|4th||+3||+1||+4||+1||Dance through danger, spell proof||3||2||—|
|5th||+3||+1||+4||+1||Avoid disaster, trap sense +3||3||2||1|
|Skill name||Key ability||Trained only||Armor check penalty|
|Knowledge (architecture and engineering)||INT|
|Sleight of Hand||DEX|