Michael Morris
First Post
In the dusty tombs and catacombs beneath Telzoa lie many traps designed to maim and kill any who dare get near them. The traprunner is a specialist in dealing with such devices and even staying alive while doing it.
The Dabrinian Trap Runner’s Guild is based out of Clarson, though its agents are present throughout most of Telzoa and more than a few rogues have broken their ties to the group and now pander it’s skills to those who show promise in the trade.
Obviously make the best traprunners, but wizards and even some clerics have been known to take to this task by using their magic to decipher what sheer skill cannot.
Hit Die: d6
Requirements
To qualify for that most dangerous of exercises that is trap running the character must have the following qualities
Alignment: Any.
Feats: Lightning Reflexes, Skill Focus in Search or Disable Device.
Skills: 8 ranks Search, 8 ranks Disable Device
Other: Evasion
<table cellspacing="5" cellpadding="1" border="1"><tr><td>Level</td><td>Attack Bonus</td><td>Fortitude Save</td><td>Reflex Save</td><td>Will Save</td><td>Special</td></tr><tr><td class="alt2">1</td><td class="alt2">+0</td><td class="alt2">+2</td><td class="alt2">+2</td><td class="alt2">+0</td><td class="alt2">Sense Trap</td></tr><tr><td>2</td><td>+1</td><td>+3</td><td>+3</td><td>+0</td><td>Armor Class +1 vs. Traps, Uncanny Dodge (Dex Bonus to AC)</td></tr><tr><td class="alt2">3</td><td class="alt2">+2</td><td class="alt2">+3</td><td class="alt2">+3</td><td class="alt2">+1</td><td class="alt2">Defensive Roll vs. Traps</td></tr><tr><td>4</td><td>+3</td><td>+4</td><td>+4</td><td>+1</td><td>Armor Class +2 vs. Traps, Uncanny Dodge (Can't be Flanked)</td></tr><tr><td class="alt2">5</td><td class="alt2">+3</td><td class="alt2">+4</td><td class="alt2">+4</td><td class="alt2">+1</td><td class="alt2">Improved Evasion</td></tr><tr><td>6</td><td>+3</td><td>+5</td><td>+5</td><td>+2</td><td>Armor Class +3 vs. Traps</td></tr><tr><td class="alt2">7</td><td class="alt2">+4</td><td class="alt2">+5</td><td class="alt2">+5</td><td class="alt2">+2</td><td class="alt2">Skill Mastery</td></tr><tr><td>8</td><td>+5</td><td>+6</td><td>+6</td><td>+2</td><td>Armor Class +4 vs. Traps</td></tr><tr><td class="alt2">9</td><td class="alt2">+6</td><td class="alt2">+6</td><td class="alt2">+6</td><td class="alt2">+3</td><td class="alt2">Spell Resistance to Traps</td></tr><tr><td>10</td><td>+6</td><td>+7</td><td>+7</td><td>+3</td><td>Armor Class +5 vs. Traps</td></tr></table>
Class Skills
The traprunner’s class skills and the key ability for each skill are Balance (DEX), Climb (STR), Craft (INT), Decipher Script (INT), Disable Device (INT), Hide (DEX), Jump (STR), Listen (WIS), Move Silently (DEX), Open Lock (DEX), Profession (WIS), Search (INT), Spot (WIS), Swim (WIS), Tumble (DEX), and Use Magic Item (CHR)
The traprunner has access to any and all special features of his skills as if he were a rogue.
Skill points at each level: 8+INT bonus
Class Features
Weapon and Armor Proficiencies: The traprunner employs the same weapon armor selection as a rogue.
Sense Trap: The DM secretly rolls a search roll anytime a traprunner moves close enough to a trap to be in danger of triggering it (usually 5’, sometimes further, sometimes closer). If the search roll succeeds the traprunner becomes aware of the trap even though he wasn’t actively searching for it.
Uncanny Dodge: The traprunner has the same uncanny dodge abilities as a rogue. When determining which uncanny dodge abilities the levels in all classes with the uncanny dodge ability stack.
Defensive Roll vs. Traps: The character rolls a reflex save against any trap he is aware of that attacks him and if successful he halves the damage dealt. The DC of this roll is the damage dealt. Evasion does not apply to this roll since a reflex save to reduce the damage isn’t normally allowed.
Improved Evasion: The character only takes ½ damage on a failed reflex save for half damage, and no damage on a successful save.
Skill Mastery: The character becomes absolutely certain of the skills listen, spot, search, disable device, open locks and decipher script. He can take ten on these skills even when under duress that would normally not allow this.
Spell Resistance to Traps: The character has a spell resistance of 10+his reflex bonus against any magical trap.
The Dabrinian Trap Runner’s Guild is based out of Clarson, though its agents are present throughout most of Telzoa and more than a few rogues have broken their ties to the group and now pander it’s skills to those who show promise in the trade.
Obviously make the best traprunners, but wizards and even some clerics have been known to take to this task by using their magic to decipher what sheer skill cannot.
Hit Die: d6
Requirements
To qualify for that most dangerous of exercises that is trap running the character must have the following qualities
Alignment: Any.
Feats: Lightning Reflexes, Skill Focus in Search or Disable Device.
Skills: 8 ranks Search, 8 ranks Disable Device
Other: Evasion
<table cellspacing="5" cellpadding="1" border="1"><tr><td>Level</td><td>Attack Bonus</td><td>Fortitude Save</td><td>Reflex Save</td><td>Will Save</td><td>Special</td></tr><tr><td class="alt2">1</td><td class="alt2">+0</td><td class="alt2">+2</td><td class="alt2">+2</td><td class="alt2">+0</td><td class="alt2">Sense Trap</td></tr><tr><td>2</td><td>+1</td><td>+3</td><td>+3</td><td>+0</td><td>Armor Class +1 vs. Traps, Uncanny Dodge (Dex Bonus to AC)</td></tr><tr><td class="alt2">3</td><td class="alt2">+2</td><td class="alt2">+3</td><td class="alt2">+3</td><td class="alt2">+1</td><td class="alt2">Defensive Roll vs. Traps</td></tr><tr><td>4</td><td>+3</td><td>+4</td><td>+4</td><td>+1</td><td>Armor Class +2 vs. Traps, Uncanny Dodge (Can't be Flanked)</td></tr><tr><td class="alt2">5</td><td class="alt2">+3</td><td class="alt2">+4</td><td class="alt2">+4</td><td class="alt2">+1</td><td class="alt2">Improved Evasion</td></tr><tr><td>6</td><td>+3</td><td>+5</td><td>+5</td><td>+2</td><td>Armor Class +3 vs. Traps</td></tr><tr><td class="alt2">7</td><td class="alt2">+4</td><td class="alt2">+5</td><td class="alt2">+5</td><td class="alt2">+2</td><td class="alt2">Skill Mastery</td></tr><tr><td>8</td><td>+5</td><td>+6</td><td>+6</td><td>+2</td><td>Armor Class +4 vs. Traps</td></tr><tr><td class="alt2">9</td><td class="alt2">+6</td><td class="alt2">+6</td><td class="alt2">+6</td><td class="alt2">+3</td><td class="alt2">Spell Resistance to Traps</td></tr><tr><td>10</td><td>+6</td><td>+7</td><td>+7</td><td>+3</td><td>Armor Class +5 vs. Traps</td></tr></table>
Class Skills
The traprunner’s class skills and the key ability for each skill are Balance (DEX), Climb (STR), Craft (INT), Decipher Script (INT), Disable Device (INT), Hide (DEX), Jump (STR), Listen (WIS), Move Silently (DEX), Open Lock (DEX), Profession (WIS), Search (INT), Spot (WIS), Swim (WIS), Tumble (DEX), and Use Magic Item (CHR)
The traprunner has access to any and all special features of his skills as if he were a rogue.
Skill points at each level: 8+INT bonus
Class Features
Weapon and Armor Proficiencies: The traprunner employs the same weapon armor selection as a rogue.
Sense Trap: The DM secretly rolls a search roll anytime a traprunner moves close enough to a trap to be in danger of triggering it (usually 5’, sometimes further, sometimes closer). If the search roll succeeds the traprunner becomes aware of the trap even though he wasn’t actively searching for it.
Uncanny Dodge: The traprunner has the same uncanny dodge abilities as a rogue. When determining which uncanny dodge abilities the levels in all classes with the uncanny dodge ability stack.
Defensive Roll vs. Traps: The character rolls a reflex save against any trap he is aware of that attacks him and if successful he halves the damage dealt. The DC of this roll is the damage dealt. Evasion does not apply to this roll since a reflex save to reduce the damage isn’t normally allowed.
Improved Evasion: The character only takes ½ damage on a failed reflex save for half damage, and no damage on a successful save.
Skill Mastery: The character becomes absolutely certain of the skills listen, spot, search, disable device, open locks and decipher script. He can take ten on these skills even when under duress that would normally not allow this.
Spell Resistance to Traps: The character has a spell resistance of 10+his reflex bonus against any magical trap.
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