Trapsmith is a theme designed around the use of instantly-constructed traps. In general, this theme seems to be geared towards a class with intelligence as an attribute, and uses the arcane keyword.
* You start with a trap-making kit (15 lb.) which is required for most of your powers. It costs 40gp to replace the trap-making kit.
* You get the Trip the Trap power. Trip the Trap Trapsmith Attack Encounter (Special) Immeidate reaction Range: Requirement: You must have a trap-making kit on your person Trigger: An enemy enters a square adjacent to you. Target: The triggering enemy Range:
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| - Trapsmith is a theme designed around the use of instantly-constructed traps. In general, this theme seems to be geared towards a class with intelligence as an attribute, and uses the arcane keyword.
* You start with a trap-making kit (15 lb.) which is required for most of your powers. It costs 40gp to replace the trap-making kit.
* You get the Trip the Trap power. Trip the Trap Trapsmith Attack Encounter (Special) Immeidate reaction Range: Requirement: You must have a trap-making kit on your person Trigger: An enemy enters a square adjacent to you. Target: The triggering enemy Range:
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Requirement
| - You must have a trap-making kit on your person
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Attack
| - Intelligence +2 vs. Reflex
- Level 11: Intelligence +4 vs reflex.
- Level 21: Intelligence +6 vs. Reflex
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Hit
| - 172800.0
- 259200.0
- 86400.0
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dbkwik:dnd4/proper...iPageUsesTemplate
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Range
| - Personal
- Melee 1
- Close burst 5
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Origin
| - Trapsmith Attack
- Trapsmith Utility 10
- Trapsmith Utility 2
- Trapsmith Utility 6
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Name
| - Alarm Trap
- Disorienting Trap
- It's a Trap
- Trip the Trap
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Keywords
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Target
| - You and each ally in burst.
- The triggering enemy
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Action
| - Minor
- Immediate interrupt
- Immeidate reaction
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trigger
| - An enemy enters a square adjacent to you.
- A hazard, object or trap within 5 squares of you triggers.
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Usage
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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 .
- 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 .
- 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.
- The target grants combat advantage until the end of your next turn.
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abstract
| - Trapsmith is a theme designed around the use of instantly-constructed traps. In general, this theme seems to be geared towards a class with intelligence as an attribute, and uses the arcane keyword.
* You start with a trap-making kit (15 lb.) which is required for most of your powers. It costs 40gp to replace the trap-making kit.
* You get the Trip the Trap power. Trip the Trap Trapsmith Attack Encounter (Special) Immeidate reaction Range: 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. ReflexLevel 11: Intelligence +4 vs reflex.Level 21: Intelligence +6 vs. Reflex Hit: 1d6 + Intelligence modifier damage.Level 11:2d6 +Intelligence modifier damageLevel 21:3d6 + Intelligence modifier damage Effect: The target grants combat advantage until the end of your next turn.
* +2 bonus to Perception and Thievery checks.
* After you hit but before the damage roll, you can forgo dice of damage in the trip the trap power. 1.
* Forgo 1 die of damage to knock the target prone. 2.
* Forgo 2 dice of damage to daze the target until the end of your next turn. Optional powers: Alarm Trap Trapsmith Utility 2 Daily (Special) ✦ Keywords: Range: 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). Disorienting Trap Trapsmith Utility 6 Daily (Special) ✦ Keywords: Range: 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). It's a Trap Trapsmith Utility 10 Daily (Special) Range: Trigger: A hazard, object or trap within 5 squares of you triggers. Target: You and each ally in 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.
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