Kobold Trapmaster

{Flavor to be filled in more later}
Kobolds are known for using traps to the point of excession. For any race who makes as much use of traps as the lowly kobold, there are some among their number who excel at it. The Kobold Trapmaster is that individual.

HD:d6
Skill Points: 6+Int
Class Skills:Alchemy, Craft:Trapmaking, Disable Device, Escape Artist, Hide, Open Lock, Search, Spot, Use Rope

Requirements:
Race: Kobold
Craft: Trapmaking 5 ranks
Disable Device 5 ranks
Search 5 ranks
Feat: Skill Focus: Craft:Trapmaking
Special: Must have made at least one trap or CR 5 or better
Special: Must have set off or disabled a trap of CR 5 or better, and survived

Level.....BAB.....F/R/W.....Special
1st........+0........0/2/0.......Quick Trapping
2nd.......+1........0/3/0.......Uncanny Dodge +1
3rd........+2........1/3/1.......Cunning Trap
4th........+3........1/4/1.......Poison Use
5th........+3........1/4/1.......Uncanny Dodge +2
6th.......+4........2/5/2.......Snare 2x day
7th........+5........2/5/2.......Skill at Hiding
8th.......+6.........2/6/2.......Uncanny Dodge +3
9th.......+6.........3/6/3.......Cost Effective Trapping
10........+7.........3/7/3......Perfect Trap

Quick Trapping: Due to their natural abilities and keen focus on the art of making traps, it takes a Kobold Trapmaster half the time it normal takes to build a trap.

Uncanny Dodge: A Kobold Trapmaster gains this number to all of his saves to avoid traps.

Cunning Trap: Extensive time both building and setting off traps gives the Kobold Trapmaster special insight when making traps. All traps made by a Kobold trap master deal additional damage equal to the level Kobold Trapmaster's has plus his intelligence modifier, if any, to a minimum of 2 extra damage.

Poison Use: The Kobold Trapmaser often makes use of poison, and those who don't learn how to properly handle it, don't last very long. When using poison, a Kobold Trapmaster never accidently poison themselves.

Snare: At 6th level, the Kobold Trapmaster may use Snare twice a day as a spell like ability.

Skill at Hiding: The Kobold Trapmaster has learned how best to hide his traps from those who look for them. The search DC for any trap he creates is increased by 5.

Cost Effective Trapping: As the cost of traps continues to increase, the Kobold Trapmaster tries to make up for it by being more careful in placing traps and material he uses. When creating a trap, the Kobold Trapmaster spends only 75% of normal.

Perfect Trap: The Kobold Trapmaker has reached the pinical of his ability in crafting traps. Once per moth, the Kobold Trapmaker may create a trap as normal. When set off, this trap doesn't roll dice, but instead functions as if the maximum possible had been roll. For example if a trap did 2d4 damage, it would deal 8 (4+4=8) damage. If a trap put the victims to sleep for d6+2 rounds, it would put them to sleep for 8 rounds (6+2=8).

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