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Schadenfreude Studios > Tabletop > Pathfinder: Reverend's Homebrew Classes


ReverendPathfinder: Reverend's Homebrew Classes
  July 26, 2011 8:28 PM | Post #1
Goblin King




Trapsmith

Role: A Trapsmith specializes in moving around unseen setting up traps and poisoning enemies from the shadows. It’s a common practice for a Trapsmith to form some sort of signal to her allies to lure the enemy into a freshly made trap. Because of their excessive knowledge of traps Trapsmiths rival rogues in finding and disabling them.
Alignment: Any.
Hit Die: d6.
Class Skills:
The trapsmith’s class skills (and the key ability for each skill) are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (trapmaking) (Int), Craft (poisonmaking) (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Heal (Wis), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Stealth (Dex), Survival (Dex), Swim (Str), and Use Magic Device (Cha).
Skill Ranks per level: 8 + Int modifier.

Table: The Trapsmith
Level
Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save
Special
1st
+0
+0
+2
+0
Poison Use, Trapfinding
2nd
+1
+0
+3
+0
Evasion, Trapsmith Touch Attack
3rd
+1
+1
+3
+1
Craft (trapmaking) +1, Trap Sense +1
4th
+2
+1
+4
+1
Poison DC +1, Uncanny Dodge
5th
+2
+1
+4
+1
Poison Resistance +2
6th
+3
+2
+5
+2
Craft (trapmaking) +2, Trap Sense +2
7th
+3
+2
+5
+2
Craft (poisonmaking) +1
8th
+4
+2
+6
+2
Improved Uncanny Dodge, Poison DC +2
9th
+4
+3
+6
+3
Craft (trapfinding) +3, Trap Sense +3
10th
+5
+3
+7
+3
Hide in Plain Sight, Poison Application
11th
+5
+3
+7
+3
Poison Resistance +3
12th
+6/+1
+4
+8
+4
Poison DC +3, Craft (trapmaking) +4, Trap Sense +4
13th
+6/+1
+4
+8
+4
Quick Craft
14th
+7/+2
+4
+9
+4
Craft (poisonmaking) +2
15th
+7/+2
+5
+9
+5
Craft (trapmaking) +5, Trap Sense +5
16th
+8/+3
+5
+10
+5
Poison DC +4
17th
+8/+3
+5
+10
+5
Poison Resistance +4
18th
+9/+4
+6
+11
+6
Craft (trapmaking) +6, Trap Sense +6
19th
+9/+4
+6
+11
+6
Improved Evasion, Hasty Construction
20th
+10/+5
+6
+12
+6
Poison DC +5, Poison Immunity, Craft Wondrous Trap

Class Features:
All the following are class features of the Trapsmith.
Weapon and Armor Proficiencys: Trapsmiths are proficient with: Dagger, Blowgun, Dart, Sling, Light Repeating Crossbow, Net and Suriken. They are proficient with light armor, but not with shields.
Trapssmith Touch attack: When attacking a flat-footed opponent a Trapsmith can make a ranged touch attack with a weapon on the Trapsmith’s weapon proficiency list. The Trapsmith must be at least 5 feet away when using this ability.
Poison DC +1: At 4th, 8th, 12th, 16th and 20th level the save of your crafted poisons increases.
Poison Application: Once per round you may apply poison to you weapon or a stationary object as a swift action.
Hasty Construction: You can craft traps in half the time normally needed at the cost of –2 to the perception DC to find the trap.
Craft Wondrous Trap: This ability work as Craft Wondrous Item for the purpose of making magical traps.


Work in progress.
"You may have caught me, but it is you who is trapped."



Don't blame me for what my minions have done. Blame yourself for being the target.


ÂmesangRe: Pathfinder: Reverend's Homebrew Classes
  July 27, 2011 1:57 AM | Post #2
has lost the game




I have no way of judging classes myself (especially when every class is basically compared to the triumvirate of wizard/cleric/druid), but it does sound like fun.

Also remind me to create some sort of "pre" or "code" tag which <I>should</I> allow one to modify text much like you would using Courier in Notepad (so, for example, a dozen spaces will show up within the formated text instead of being converted into a single space).



URNOTE


ReverendRe: Pathfinder: Reverend's Homebrew Classes
  July 27, 2011 3:28 PM | Post #3
Goblin King




This class can't really be compared to those class mainly do to the fact it has to build traps and craft poisons, other wise it won't do any real damage. I designed this class to be a more of a strategic class in which the player has to think ahead.



Don't blame me for what my minions have done. Blame yourself for being the target.


ÂmesangRe: Pathfinder: Reverend's Homebrew Classes
  July 27, 2011 3:58 PM | Post #4
has lost the game




Oh, I understand that; it's just that I believe the unwritten rule is, "a 20th-level Wizard takes over the world, a 20th-level Fighter retires and opens a tavern," because at some point anyone who isn't one of those top three (barring Sorcerer) just can't hold a candle unless the character is built extraordinarily well. This generally applies only to high level, as said classes do poorly at low-level and I believe 7th-14th level is considered the "sweet spot" where everyone can be useful.

With that BS out of the way, I still think it looks like a fun class, especially for NPC enemies.

(Alternative to
 tags, I could try and add HTML-like table tags, too)



URNOTE


ReverendRe: Re: Pathfinder: Reverend's Homebrew Classes
  July 28, 2011 4:11 AM | Post #5
Goblin King




Quote:
Oh, I understand that; it's just that I believe the unwritten rule is, "a 20th-level Wizard takes over the world, a 20th-level Fighter retires and opens a tavern," because at some point anyone who isn't one of those top three (barring Sorcerer) just can't hold a candle unless the character is built extraordinarily well. This generally applies only to high level, as said classes do poorly at low-level and I believe 7th-14th level is considered the "sweet spot" where everyone can be useful.

With that BS out of the way, I still think it looks like a fun class, especially for NPC enemies.
I'm sort of hoping this class could be useful at any level. I personally feel that traps are under used by players, and some game masters. I feel like traps could defeat characters, except for maybe rogues and this class.

"Stupid wizard falling into a 20 foot pit trap of anti-magic field."

If I was to use this class as a NPC I would want to make sure the party had a rogue or else everyone would probably die.



Don't blame me for what my minions have done. Blame yourself for being the target.


ÂmesangRe: Pathfinder: Reverend's Homebrew Classes
  July 28, 2011 4:11 PM | Post #6
has lost the game




It is kind of jerkish of the game to let only rogues defeat traps of certain dificulties, but I s'pose they needed something to do when they find their sneak attack doesn't work against their undead, plant, ooze, construct opponents (am I missing anything?).



URNOTE


ReverendRe: Re: Pathfinder: Reverend's Homebrew Classes
  July 28, 2011 6:37 PM | Post #7
Goblin King




Quote:
It is kind of jerkish of the game to let only rogues defeat traps of certain dificulties, but I s'pose they needed something to do when they find their sneak attack doesn't work against their undead, plant, ooze, construct opponents (am I missing anything?).
It will not work on a high level sorcerer with a Aberrant bloodline. So I presume that is also to for creatures with the Aberrant type, and there is a low chance of it working on someone wearing armor with heavy fortification.



Don't blame me for what my minions have done. Blame yourself for being the target.


ÂmesangRe: Pathfinder: Reverend's Homebrew Classes
  March 8, 2016 5:59 PM | Post #8
has lost the game




So after nearly five years I finally got around to making a "workable" table. XÞ



URNOTE


  


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