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).