About: Trapsmith   Sponge Permalink

An Entity of Type : owl:Thing, within Data Space : 134.155.108.49:8890 associated with source dataset(s)

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:

AttributesValues
rdfs:label
  • Trapsmith
rdfs:comment
  • 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:
Requirement
  • You must have a trap-making kit on your person
Attack
  • Intelligence +2 vs. Reflex
  • Level 11: Intelligence +4 vs reflex.
  • Level 21: Intelligence +6 vs. Reflex
dcterms:subject
Hit
  • 172800.0
  • 259200.0
  • 86400.0
dbkwik:dnd4/proper...iPageUsesTemplate
Range
  • Personal
  • Melee 1
  • Close burst 5
Origin
  • Trapsmith Attack
  • Trapsmith Utility 10
  • Trapsmith Utility 2
  • Trapsmith Utility 6
Name
  • Alarm Trap
  • Disorienting Trap
  • It's a Trap
  • Trip the Trap
Keywords
  • Arcane
Target
  • You and each ally in burst.
  • The triggering enemy
Action
  • Minor
  • Immediate interrupt
  • Immeidate reaction
trigger
  • An enemy enters a square adjacent to you.
  • A hazard, object or trap within 5 squares of you triggers.
Usage
  • Encounter
  • Daily
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.
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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