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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.

traps

Level 1:

  • 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

Immeidate reaction

Range: 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.

Level 5

  • +2 bonus to Perception and Thievery checks.

Level 10

  • 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 ✦ Keywords: arcane

Range: 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).

Disorienting Trap
Trapsmith Utility 6

Daily ✦ Keywords: arcane

Range: 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).

It's a Trap
Trapsmith Utility 10

Range: Close burst 5

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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