Trapsmith

"Don’t touch that."

Some things you just don’t fight. To take on adversaries that have superior strength, cunning, or resources (or all three), you need to remove their advantages. Such an alternative approach is the job of a trapsmith.
    Humanoids have been building traps since the earliest times, developing techniques to take down big game for food and clothing. According to loremasters, goblin tribes were the first to perfect this kind of hunting. They were able to obtain and store more food than their competition, allowing them to survive harsh winters and increase their numbers. Many years later, other races came to appreciate the ingenuity of their counterparts—mainly through direct interaction with goblin traps.

    Trapsmith Starting Feature (1st level): You gain a trap-making kit (15 lb.), which you use to lay your traps. If you ever lose the kit, it costs 40 gp to replace.
    You also gain the trip the trap power.
    Trapsmith Level 5 Feature (5th level): You gain a +2 power bonus to Perception checks and Thievery checks.
    Trapsmith Level 10 Feature (10th level): You can forgo dice of damage from your trip the trap power for one of the following effects. You choose to forgo the dice after you know you hit, but before you make the damage roll.
    If you forgo one die of damage, the target falls prone.
    If you forgo two dice of damage, the target is dazed until the end of your next turn.

Trapsmith Attack Trip the Trap

An enemy’s approach triggers a nasty trap you prepared just for this occasion.

Encounter  
Immediate Reaction      Melee 1

Requirement: You must have a trap-making kit on your person.

Trigger: An enemy enters a square adjacent to you.

Target: The triggering enemy

Attack: Intelligence + 2 vs. Reflex
    Level 11: Intelligence + 4 vs. Reflex
    Level 21: Intelligence + 6 vs. Reflex

Hit: 1d6 + Intelligence modifier damage.
    Level 11: 2d6 + Intelligence modifier damage.
    Level 21: 3d6 + Intelligence modifier damage.

Effect: The target grants combat advantage until the end of your next turn.


Trapsmith Utility 2Alarm Trap

A few specially enchanted bells can suss out a hidden foe.

Daily        Arcane
Minor Action      Personal

Requirement: You must have a trap-making kit on your person.

Effect: You set an alarm trap in one unoccupied square adjacent to you. It lasts until the end of your next extended rest. If an invisible creature enters a square within 5 squares of the trap, the trap is destroyed, and the creature loses invisibility and takes a -10 penalty to Stealth checks (save ends both).


Trapsmith Utility 6Disorienting Trap

You lay a magical trap designed to bewilder an enemy.

Daily        Arcane
Minor Action      Personal

Requirement: You must have a trap-making kit on your person.

Effect: You set a disorienting trap in one unoccupied square adjacent to you. It lasts until the end of your next extended rest. If an enemy enters a square within 5 squares of the trap, the trap is destroyed, and the enemy and each creature adjacent to it grants combat advantage and falls prone if hit (save ends both).


Trapsmith Utility 10It’s a Trap!

You sense that something bad is about to happen.

Daily  
Immediate Interrupt      Close burst 5

Trigger: A hazard, object, or trap within 5 squares of you triggers.

Target: You and each ally in the burst

Effect: Each target shifts up to half his or her speed and gains a +2 power bonus to all defenses against hazards, objects, and traps until the end of the encounter.


Published in Into the Unknown: The Dungeon Survival Handbook, page(s) 18.