Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Dabrinian Trap Runner
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Michael Morris" data-source="post: 1685134" data-attributes="member: 87"><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p><strong>Hit Die:</strong> d6</p><p></p><p><strong>Requirements</strong></p><p>To qualify for that most dangerous of exercises that is trap running the character must have the following qualities</p><p></p><p><strong>Alignment:</strong> Any.</p><p><strong>Feats:</strong> Lightning Reflexes, Skill Focus in Search or Disable Device.</p><p><strong>Skills:</strong> 8 ranks Search, 8 ranks Disable Device</p><p><strong>Other:</strong> Evasion</p><p></p><p><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></p><p></p><p><strong>Class Skills</strong></p><p>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)</p><p></p><p>The traprunner has access to any and all special features of his skills as if he were a rogue.</p><p></p><p>Skill points at each level: 8+INT bonus</p><p></p><p><strong>Class Features</strong></p><p><strong>Weapon and Armor Proficiencies:</strong> The traprunner employs the same weapon armor selection as a rogue.</p><p></p><p><strong>Sense Trap:</strong> 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.</p><p></p><p><strong>Uncanny Dodge:</strong> 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.</p><p></p><p><strong>Defensive Roll vs. Traps:</strong> 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.</p><p></p><p><strong>Improved Evasion:</strong> The character only takes ½ damage on a failed reflex save for half damage, and no damage on a successful save.</p><p></p><p><strong>Skill Mastery:</strong> 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.</p><p></p><p><strong>Spell Resistance to Traps:</strong> The character has a spell resistance of 10+his reflex bonus against any magical trap.</p></blockquote><p></p>
[QUOTE="Michael Morris, post: 1685134, member: 87"] 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. [b]Hit Die:[/b] d6 [b]Requirements[/b] To qualify for that most dangerous of exercises that is trap running the character must have the following qualities [b]Alignment:[/b] Any. [b]Feats:[/b] Lightning Reflexes, Skill Focus in Search or Disable Device. [b]Skills:[/b] 8 ranks Search, 8 ranks Disable Device [b]Other:[/b] 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> [b]Class Skills[/b] 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 [b]Class Features[/b] [b]Weapon and Armor Proficiencies:[/b] The traprunner employs the same weapon armor selection as a rogue. [b]Sense Trap:[/b] 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. [b]Uncanny Dodge:[/b] 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. [b]Defensive Roll vs. Traps:[/b] 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. [b]Improved Evasion:[/b] The character only takes ½ damage on a failed reflex save for half damage, and no damage on a successful save. [b]Skill Mastery:[/b] 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. [b]Spell Resistance to Traps:[/b] The character has a spell resistance of 10+his reflex bonus against any magical trap. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Dabrinian Trap Runner
Top