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Complete Scoundrel

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CHAPTER 2Prestigeclasses34Special Actions bardic music 7/day (inspire courage +1, fascinate3 targets, countersong, suggestion), enchanting dance3/day (beguiling dance, wearying dance; DC 17)Combat Gear panic button (escaping)*, 2 potions of cure lightwounds*New item described in Chapter 5Bard Spells Known (CL 8th):3rd (2/day)—dispel magic, slow (DC 17), create fetch*2nd (4/day)—alter self, detect thoughts (DC 16), enthrall(DC 16), invisibility1st (4/day)—charm person (DC 15), cure light wounds,lesser confusion (DC 15), sleep (DC 15)0 (3/day)—detect magic, light, mage hand, mending, open/close, prestidigitation*New spell described in Chapter 4Abilities Str 8, Dex 13, Con 12, Int 14, Wis 10, Cha 19SQ bardic knowledge +9Feats Chord of Distraction*, Dodge, Mobility, Quick Draw,Skill Focus (Perform [dance])*New feat described in Chapter 3Skills Balance +3, Bluff +17, Concentration +10, Diplomacy+19, Disguise +4 (+6 acting), Gather Information +9,Hide +6, Intimidate +6, Jump +1, Knowledge (local) +14,Knowledge (nobility and royalty) +14, Listen +0, Perform(dance) +20, Sleight of Hand +16, Spot +0, Tumble +14,Use Rope +3Skill Tricks* Hidden Blade, Shrouded Dance, Social Recovery,Timely Misdirection*Described in Chapter 3Possessions combat gear plus +1 human bane dagger, bracersof armor +1, cloak of Charisma +2, ring of protection +1Combat Trapsmith“Go on ahead. I’ve got a surprise for those guys.”—Alexan, combat trapsmithCombat trapsmiths can litter a battlefield or dungeonwith devices of their own cunning design. They canput together a variety of traps, ranging from annoyingto deadly, in mere seconds. With a bit of preparation, acombat trapsmith can turn a difficult battle into an easyexercise or vice versa.Becoming a Combat TrapsmithRogues and scouts make up the majority of combattrapsmiths, with ninjas and multiclass rangers formingthe bulk of the rest. These four classes rely most often ontraps and (except for the ranger) are also the best able tofind and disarm them.Entry RequirementsSkills: Craft (trapmaking) 8 ranks, Disable Device 6 ranks,Search 6 ranks.Special: Trapfinding.Class FeaturesThe combat trapsmith takes trapmaking to new heights,rapidly installing temporary devices for use on thebattlefield.Table 2–5: The Combat TrapsmithHit Die: d6BaseCombatAttack Fort Ref Will TrapsLevel Bonus Save Save Save Special Known1st +0 +2 +2 +0 Combat trapping, 2trap sense +12nd +1 +3 +3 +0 Skill Focus (Craft 3[trapmaking])3rd +2 +3 +3 +1 Trap sense +2 44th +3 +4 +4 +1 Improvised 5materials5th +3 +4 +4 +1 Expert trapsetter, 6trap sense +3Class Skills (6 + Int modifier per level): Appraise, Balance,Climb, Concentration, Craft, Disable Device, Escape Artist,Hide, Jump, Knowledge (architecture and engineering),Listen, Move Silently, Open Lock, Profession, Search, Spot,Tumble, Use Rope.Combat Trapping (Ex): You know how to create combattraps to aid your allies. At 1st level, you can learn two trapsfrom the list in Table 2–6: Combat Traps, provided youmeet the prerequisites. At each level thereafter, you addone additional trap to your repertoire, to a maximum ofsix traps known. Whenever you attain a new level in thisclass, you can choose to replace any one previously learnedtrap with a new trap.A combat trap is triggered by any Tiny or larger creatureentering the trapped square. Flying or incorporeal creaturesdon’t trigger combat traps. You can build a combattrap only on solid ground—you can’t place it on a wall orceiling, in the air, or floating in the water. A combat trapfunctions only once. Once set, it lasts for 1 hour or untiltriggered, whichever comes first.Crafting a combat trap requires a full-round action(which provokes attacks of opportunity) and a Craft(trapmaking) check. Each trap’s entry lists the requiredCraft check DC. If the check is successful, you can placethe trap in any square adjacent to your space. A failedcheck means that the action and materials are wasted tono effect, but you can try to set the same trap again later.Some combat traps allow a saving throw, as noted in atrap’s entry. The save DC is 10 + your combat trapsmithlevel + your Int modifier. Locating or disabling a combattrap requires a successful Search or Disable Device checkwith a DC equal to 20 + your combat trapsmith level + yourInt modifier. You can automatically find and disable yourown combat traps. Because a combat trap is built quicklyand crudely, it is also possible to discern with a successfulSpot check (using the same DC as given above), whetheror not the observer has the trapfinding class feature. Allcombat traps produce extraordinary effects, so dispel magicor spell resistance cannot interfere with them.Unless otherwise noted, an ongoing effect from a combattrap lasts for a number of rounds equal to your combattrapsmith level. Multiple effects from the same kind ofcombat trap don’t stack; use only the longer duration.

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