Grimgrin
First Post
I need some help with this class I'm designing. The idea is to create a "martial controller" class that manipulates the battlefield by scattering improvised, obvious traps across it. The traps are short lived constructions that don't last beyond the combat encounter. As a rule of thumb At-Will powers have an immediate effect. Encounter powers are traps that last until triggered (one use). Daily powers are traps that endure for the entire encounter.
These traps can be disabled by a thieving check as normal (DC is 15 plus one half your experience level). The DC to disable can be improved with the feat "Skilled Trapbuilder".
Sapper's Tools is a 30lb. bag of multipurpose tools and trap components. The tool kit is used as an implement for the use of sapper powers. Like a magical implement, the kit can provided an enhancement bonus to sapper powers at the same gold piece cost. Some traps require an actual weapon as a component and inflict damage based on the weapon used.
I want to know what you think, where it can be improved, and any ideas you have for more powers. Here is what I have written so far:
Sapper
There is more to war than swinging a big sword or hurling a fireball
Class Traits
Role: Controller. You manipulate your foes by laying out caltrops, deadfalls, pits, and trenches across the battlefield.
Source: Martial. Your powers come from your dungeoneering training and improvisational skills. Physics, cunning, and a good set of tools are all you need to control the flow of battle.
Key Abilities: Intelligence, Dexterity, Wisdom
Armor Proficiencies: Cloth Armor, Leather Armor, Hide Armor, Chainmail
Weapon Proficiencies: Simple Ranged plus dagger, flail, hand axe, throwing hammer, war pick
Implement: Sappers' Tools
Bonus to Defense: +1 Reflex, +1 Will
Hit Points at 1st Level: 10 + Constitution score
Hit Points per Level Gained: 4
Healing Surges: 6 + Constitution Modifier + Constitution modifier
Trained Skills: Dungeoneering plus 3 others. From the class skills list below, choose 3 more trained skills at 1st level.
Class Skills: Athletics (Str), Endurance (Con), Insight (Wis), Nature (Wis), Perception (Wis), Stealth (Dex), Thievery (Dex)
Build Options: Demolitionist,Trapsmith
Class Features: Trap Sense, Sapper Tactics, Tunnel Rat
Sappers are expert trap smiths and fortification specialists. They can readily improvise traps to hamper and slow the advance of the enemy. With the presence of sapper the battle quickly becomes a obstacle course full of deadly hazards to approaching foes.
Your training also assists you in overcoming the traps and fortification of the enemy. Obstacles rarely faze you since you are capable of scaling over, digging under, or smashing through them. Sappers have a variety of employment opportunities. You may make your living as a poacher using snares to earn your coin and catch your food. You may work as soldier in the mud or on the city walls of either side of a battle. A few sappers find wealthy patrons and use their skills to defend the valuables of others and or provide onsite security.
You often utilize alchemy and are a skilled carpenter, rope maker, and siege engineer. You prefer light armors and weapons derived from tools that can assist you in your work. You don’t need magic or divine intervention to do your duty. Whether it is to defend the castle or knock it down.
SAPPER OVERVIEW
Characteristics: Your powers are all about channeling enemy movement and filling the battle map with hazardous obstacles. In addition, you have abilities that will destroy or remove obstacles in the path of your party.
Religion: Sappers favor the patron dieties of travelers, pioneers, warriors, and trap builders such as Avandra, Erathis, Kord, and Torog.
Races: Dwarves and Small sized races are drawn to this class
Creating a Sapper
Sappers specialize in on of two areas; blowing stuff up or locking areas down.
Demolitionist
You have a knack for destroying things and planting bombs. Your key attributes are Intelligence and Dexterity.
Suggested Feat: Alchemist (AV1)
Suggested Skills: Thievery, Dungeoneering, Perception, Stealth
Suggested At-Will Power: Explosive Satchel, Glue Trap
Suggested Encounter Power: Noisy Firecrackers
Suggested Daily Power: Dynamite Lumberjack
Trapsmith
You are capable of building deadly traps and hazardous fortifications. Your key attributes are Intelligence and Wisdom.
Suggested Feat: Alertness
Suggested Skills: Thievery, Athletics, Insight, Nature.
Suggested At-Will Power: Drop Caltrops, Legbreaker
Suggested Encounter Power: One Eyed Farmer
Suggested Daily Power: Punji Sticks
Sapper Class Features
Every Sapper shares these class features.
Implement
The implement of the sapper is set of colapsible tools useful for digging, building, and creating improvised traps. A superior set of sappers' tools can be purchased as you gain experience which provides and enhancement bonus to your attack and damage rolls of your sapper class powers.
Trap Sense
You gain a +2 bonus to all defenses against traps.
Sapper Tactics
Sappers specialize in a variety of ways. Some sappers use their knowledge explosives to augment basic ranged attacks. Other sappers use their knowledge of enemy psychology to shake the morale of their foes with their sapper class powers.
Explosives Expert
You are highly skilled with explosives and can squeeze a contact detonation charge into an ordinary object. Once per encounter as a free action, you can give any of your basic ranged attacks a blast area of 1. Increase to blast 2 at level 11. Increase to blast 3 at level 21.
Psychological Warfare
Once per encounter, you may add the keyword "Fear" to one of your sapper class attack powers. If the attack inflicts damage the victim will also suffer a -2 penalty to attack rolls untile the end of your next turn. A creature immune to fear is not subject to this penalty.
Tunnel Rat
You are skilled squeezing through the tight passages common in mines and caves. When squeezed you do not grant combat advantage to your enemies and do not suffer the -5 penalty when fighting in tight spaces.
Sapper Powers
Drop Caltrops Sapper Attack 1
You drop a hand full of sharp spikes in an adjacent square to deter pursuers.
_______________________
At-Will ✦ Martial, Implement, Trap
Minor Action Ranged 1
Trigger: The target moves into the square holding the caltrops. The caltrops remain for the duration of the encounter until triggered.
Target: Any creature that trends on the caltrop square
Attack: Intelligence vs. AC
_______________________
Hit: 1d6 + INT modifier damage plus the target is "slowed" (save ends), Increase damage to 2d6 at 11th level, and 3d6 at 12th level.
Trapsmith: Your caltrops inflict an extra point of damage at 1st level, +2 damage at 11th level, and +3 damage at 21st level.
Explosive Satchel Sapper Attack 1
You throw your sputtering explosive in a cloth bag which explodes on impact
_______________________
At-Will ✦ Martial, Force, Implement
Standard Action Area burst 1 within 10 squares
Target: All within the area of effect
Attack: Dexterity vs. Reflex
_______________________
Hit: 1d6+DEX modifier damage, Increase to 2d6 at level 11, Increase to 3d6 at level 21
Miss: No damage
Demolitionist: You can use an explosive satchel to release a cloud of smoke (burst 1) as well which will block line of sight and provide concealment (-2 Attack roll penalty) from attacks until the end of your next turn.
Glue Trap Sapper Attack 1
You drop a bladder of goop attempting to immobilize the first target to step on it.
_______________________
At-Will ✦ Martial, Implement, Trap
Minor Action
Trigger: Triggered when a creature steps into the glue trap square. The glue trap remains for the encounter field until triggered.
Target: one creature
Attack: Intelligence vs. Reflex
_______________________
Hit: The target is restrained (save ends).
Legbreaker Sapper Attack 1
You use your weapon to strike a clever blow in the hope of pushing them off balance into a conveniently placed trap.
_______________________
At-Will ✦ Martial, Weapon
Standard Action Melee or Ranged weapon
Requirements: Any weapon
Target: one creature
Attack: Intelligence vs. AC
_______________________
Hit: 1[W] +INT modifier damage plus you push one square.
Dynamite Lumberjack Sapper Attack 1
Judicious use of high explosives allows you to drop a tree or column onto your enemies.
_______________________
Daily ✦ Martial, Implement, Trap
Standard Action Area wall 10 within 10 squares
Prerequisites: Forest or Colonnade
Target: One creature at the center
Attack: Intelligence vs. AC
_______________________
Hit: 2d8+ INT damage plus "stunned" (save ends)
Miss: No damage, no secondary attack
Effect: Hiting the primary target leads to a secondary attack
Secondary Target: All creatures adjacent to the primary target
Secondary Attack: Intelligence vs. AC
Hit: 1d8 + INT damage plus "stunned" (save ends)
Demolitionist: You can rig the fall so all creatures within the close wall area are hit by the primary attack. The secondary attack is still limited to those adjacent to one of your primary targets.
Special: The "close wall" area must be a strait line radiating outward representing the fall of the tree or pillar
Fall of the Axe Sapper Attack 1
You mount an axe on a hinge so that if falls upon the creature that steps under it.
_______________________
Encounter ✦ Martial, Implement, Weapon, Trap
Standard Action Melee
Trigger: The axe falls on the first creature to step under it. The axe trap lasts for the encounter until it is triggered.
Requirements: Axe
Target: One creature
Attack: Intelligence vs. AC
_______________________
Hit: 2[W] + INT modifier
Hammer Toes Sapper Attack 1
A springloaded hammer cracks down on the foot of the creature that treads near it.
_______________________
Encounter ✦ Martial, Implement, Weapon, Trap
Standard Action Melee
Trigger: The attack is triggered when a creature enters the rigged square. The trap remains for the encounter until triggered.
Requirements: Hammer
Target: one creature
Attack: Intelligence vs. AC
_______________________
Hit: 2[W] + INT Modifier
Effect: On a critical hit the target is "slowed" (save ends)
Noisy Firecrackers Sapper Attack 1
You toss down a hand full of firecrakers filling an area with thunderous explosives.
_______________________
Encounter ✦ Martial, Thunder, Implement
Standard Action Close burst 5
Requirements: Sapper's Tools
Target: Any creature in the blast area
Attack: Intelligence vs. Reflex
_______________________
Hit: 1d6 + INT modifier damage and the target is "dazed"
Miss: No damage
Effect: The mines are active until the end of your next turn any creatures that enter the blast zone are targeted by a firecracker attack.
Demolitionist: Any target damaged by your firecrackers is also deafened (save ends).
One Eyed Farmer Sapper Attack 1
You attach a dagger to the end of a pole that flips up into the victim when he steps on it.
_______________________
Encounter ✦ Martial, Implement, Weapon, Trap
Standard Action Melee
Trigger: The power is triggered when the target steps into the rigged square. The trap remains for the duration of the encounter until triggered
Requirements: Dagger
Target: one creature
Attack: Intelligence vs. AC
_______________________
Hit: 1[W]+INT modifer
Effect: On a critical hit the target is blinded (save ends)
Trapsmith: Your one eyed farmer trap resets itself and lasts for the entire encounter.
Punji Sticks Sapper Attack 1
You craft a shallow pit full of sharpened wooden stakes.
_______________________
Daily ✦ Martial, Zone, Implement, Trap
Standard Action Close blast 2
Trigger: The Punji Sticks attack first creature to blunder into them. The punji sticks remain covering those 4 squares (blast 2) for the duration of the encounter.
Target: Any creature
Attack: Intelligence vs. Reflex
_______________________
Hit: 2d6+ WIS modifier damage plus the target is slowed (save ends).
Miss: No damage but the target is slowed (save ends).
Trapsmith: Add "Poison" keyword to the power description and the attack inflicts additional damage equal to your WIS modifier in ongoing poison damage ( save ends).
Razor Trip Wire Sapper Attack 1
You stake down a string of razorwire that goes unnoticed until a creature blunders into it.
_______________________
Daily ✦ Martial, Zone, Implement, Trap
Standard Action Close wall 5
Trigger: The first creature to cross through it triggers the attack. The razor trip wire will remain for the duration of the encounter.
Target: Any creature who moves through the wall area
Attack: Intelligence vs. Reflex
_______________________
Hit: 1d8 + INT modifier damage and the target falls prone
Miss: Half damage but the target remains standing
Springboard Sapper Attack 1
By stepping on this board the victim is flung into the air.
_______________________
Daily ✦ Martial, Implement, Trap
Standard Action Melee
Trigger: The creature moves into the rigged square. The springboard remains for the duration of the encounter
Target: one creature
Attack: Intelligence vs. Reflex
_______________________
Hit: Shift target 2 squares and knock prone
Miss: Shift target 2 squares
Trapsmith: You shift your victim 3 squares rather than 2.
Camoflauge Trap Sapper Utility 2
You quickly improvise some cover for your trap so enemies do not instantly detect it.
_______________________
At-Will ✦ Implement, Trap
Standard Action Ranged 1
_______________________
Effect: You conceal your sapper power so that it requires a Perception Check to spot (DC equals your one half your experience level plus 15)
Trapsmith: As a trapsmith, you can use this power to conceal you did not create with your sapper powers.
Greased Floor Sapper Attack 3
A greased floor may cause you to slip and strike your head on the ground losing consciousness.
_______________________
Encounter ✦ Martial, Implement, Trap
Standard Action Melee
Trigger: The creature moves into the rigged square. The springboard remains for the duration of the encounter until triggered
Target: one creature
Attack: Intelligence vs. Reflex
_______________________
Hit: 2d6 + INT modifier damage plus secondary attack
Miss: Shift target 1 square
Secondary Target: one creature
Secondary Attack: Intelligence vs. Fortitude
Hit: unconscious (save ends)
Miss: falls prone
Trapsmith: You can add your WIS modifier to the secondary attack roll.
Heroic Feat
Skilled Trapbuilder
Prerequisite: Sapper Class
Benefit: Add your INT modifier to the DC to disable one of your trap powers.
These traps can be disabled by a thieving check as normal (DC is 15 plus one half your experience level). The DC to disable can be improved with the feat "Skilled Trapbuilder".
Sapper's Tools is a 30lb. bag of multipurpose tools and trap components. The tool kit is used as an implement for the use of sapper powers. Like a magical implement, the kit can provided an enhancement bonus to sapper powers at the same gold piece cost. Some traps require an actual weapon as a component and inflict damage based on the weapon used.
I want to know what you think, where it can be improved, and any ideas you have for more powers. Here is what I have written so far:
Sapper
There is more to war than swinging a big sword or hurling a fireball
Class Traits
Role: Controller. You manipulate your foes by laying out caltrops, deadfalls, pits, and trenches across the battlefield.
Source: Martial. Your powers come from your dungeoneering training and improvisational skills. Physics, cunning, and a good set of tools are all you need to control the flow of battle.
Key Abilities: Intelligence, Dexterity, Wisdom
Armor Proficiencies: Cloth Armor, Leather Armor, Hide Armor, Chainmail
Weapon Proficiencies: Simple Ranged plus dagger, flail, hand axe, throwing hammer, war pick
Implement: Sappers' Tools
Bonus to Defense: +1 Reflex, +1 Will
Hit Points at 1st Level: 10 + Constitution score
Hit Points per Level Gained: 4
Healing Surges: 6 + Constitution Modifier + Constitution modifier
Trained Skills: Dungeoneering plus 3 others. From the class skills list below, choose 3 more trained skills at 1st level.
Class Skills: Athletics (Str), Endurance (Con), Insight (Wis), Nature (Wis), Perception (Wis), Stealth (Dex), Thievery (Dex)
Build Options: Demolitionist,Trapsmith
Class Features: Trap Sense, Sapper Tactics, Tunnel Rat
Sappers are expert trap smiths and fortification specialists. They can readily improvise traps to hamper and slow the advance of the enemy. With the presence of sapper the battle quickly becomes a obstacle course full of deadly hazards to approaching foes.
Your training also assists you in overcoming the traps and fortification of the enemy. Obstacles rarely faze you since you are capable of scaling over, digging under, or smashing through them. Sappers have a variety of employment opportunities. You may make your living as a poacher using snares to earn your coin and catch your food. You may work as soldier in the mud or on the city walls of either side of a battle. A few sappers find wealthy patrons and use their skills to defend the valuables of others and or provide onsite security.
You often utilize alchemy and are a skilled carpenter, rope maker, and siege engineer. You prefer light armors and weapons derived from tools that can assist you in your work. You don’t need magic or divine intervention to do your duty. Whether it is to defend the castle or knock it down.
SAPPER OVERVIEW
Characteristics: Your powers are all about channeling enemy movement and filling the battle map with hazardous obstacles. In addition, you have abilities that will destroy or remove obstacles in the path of your party.
Religion: Sappers favor the patron dieties of travelers, pioneers, warriors, and trap builders such as Avandra, Erathis, Kord, and Torog.
Races: Dwarves and Small sized races are drawn to this class
Creating a Sapper
Sappers specialize in on of two areas; blowing stuff up or locking areas down.
Demolitionist
You have a knack for destroying things and planting bombs. Your key attributes are Intelligence and Dexterity.
Suggested Feat: Alchemist (AV1)
Suggested Skills: Thievery, Dungeoneering, Perception, Stealth
Suggested At-Will Power: Explosive Satchel, Glue Trap
Suggested Encounter Power: Noisy Firecrackers
Suggested Daily Power: Dynamite Lumberjack
Trapsmith
You are capable of building deadly traps and hazardous fortifications. Your key attributes are Intelligence and Wisdom.
Suggested Feat: Alertness
Suggested Skills: Thievery, Athletics, Insight, Nature.
Suggested At-Will Power: Drop Caltrops, Legbreaker
Suggested Encounter Power: One Eyed Farmer
Suggested Daily Power: Punji Sticks
Sapper Class Features
Every Sapper shares these class features.
Implement
The implement of the sapper is set of colapsible tools useful for digging, building, and creating improvised traps. A superior set of sappers' tools can be purchased as you gain experience which provides and enhancement bonus to your attack and damage rolls of your sapper class powers.
Trap Sense
You gain a +2 bonus to all defenses against traps.
Sapper Tactics
Sappers specialize in a variety of ways. Some sappers use their knowledge explosives to augment basic ranged attacks. Other sappers use their knowledge of enemy psychology to shake the morale of their foes with their sapper class powers.
Explosives Expert
You are highly skilled with explosives and can squeeze a contact detonation charge into an ordinary object. Once per encounter as a free action, you can give any of your basic ranged attacks a blast area of 1. Increase to blast 2 at level 11. Increase to blast 3 at level 21.
Psychological Warfare
Once per encounter, you may add the keyword "Fear" to one of your sapper class attack powers. If the attack inflicts damage the victim will also suffer a -2 penalty to attack rolls untile the end of your next turn. A creature immune to fear is not subject to this penalty.
Tunnel Rat
You are skilled squeezing through the tight passages common in mines and caves. When squeezed you do not grant combat advantage to your enemies and do not suffer the -5 penalty when fighting in tight spaces.
Sapper Powers
Drop Caltrops Sapper Attack 1
You drop a hand full of sharp spikes in an adjacent square to deter pursuers.
_______________________
At-Will ✦ Martial, Implement, Trap
Minor Action Ranged 1
Trigger: The target moves into the square holding the caltrops. The caltrops remain for the duration of the encounter until triggered.
Target: Any creature that trends on the caltrop square
Attack: Intelligence vs. AC
_______________________
Hit: 1d6 + INT modifier damage plus the target is "slowed" (save ends), Increase damage to 2d6 at 11th level, and 3d6 at 12th level.
Trapsmith: Your caltrops inflict an extra point of damage at 1st level, +2 damage at 11th level, and +3 damage at 21st level.
Explosive Satchel Sapper Attack 1
You throw your sputtering explosive in a cloth bag which explodes on impact
_______________________
At-Will ✦ Martial, Force, Implement
Standard Action Area burst 1 within 10 squares
Target: All within the area of effect
Attack: Dexterity vs. Reflex
_______________________
Hit: 1d6+DEX modifier damage, Increase to 2d6 at level 11, Increase to 3d6 at level 21
Miss: No damage
Demolitionist: You can use an explosive satchel to release a cloud of smoke (burst 1) as well which will block line of sight and provide concealment (-2 Attack roll penalty) from attacks until the end of your next turn.
Glue Trap Sapper Attack 1
You drop a bladder of goop attempting to immobilize the first target to step on it.
_______________________
At-Will ✦ Martial, Implement, Trap
Minor Action
Trigger: Triggered when a creature steps into the glue trap square. The glue trap remains for the encounter field until triggered.
Target: one creature
Attack: Intelligence vs. Reflex
_______________________
Hit: The target is restrained (save ends).
Legbreaker Sapper Attack 1
You use your weapon to strike a clever blow in the hope of pushing them off balance into a conveniently placed trap.
_______________________
At-Will ✦ Martial, Weapon
Standard Action Melee or Ranged weapon
Requirements: Any weapon
Target: one creature
Attack: Intelligence vs. AC
_______________________
Hit: 1[W] +INT modifier damage plus you push one square.
Dynamite Lumberjack Sapper Attack 1
Judicious use of high explosives allows you to drop a tree or column onto your enemies.
_______________________
Daily ✦ Martial, Implement, Trap
Standard Action Area wall 10 within 10 squares
Prerequisites: Forest or Colonnade
Target: One creature at the center
Attack: Intelligence vs. AC
_______________________
Hit: 2d8+ INT damage plus "stunned" (save ends)
Miss: No damage, no secondary attack
Effect: Hiting the primary target leads to a secondary attack
Secondary Target: All creatures adjacent to the primary target
Secondary Attack: Intelligence vs. AC
Hit: 1d8 + INT damage plus "stunned" (save ends)
Demolitionist: You can rig the fall so all creatures within the close wall area are hit by the primary attack. The secondary attack is still limited to those adjacent to one of your primary targets.
Special: The "close wall" area must be a strait line radiating outward representing the fall of the tree or pillar
Fall of the Axe Sapper Attack 1
You mount an axe on a hinge so that if falls upon the creature that steps under it.
_______________________
Encounter ✦ Martial, Implement, Weapon, Trap
Standard Action Melee
Trigger: The axe falls on the first creature to step under it. The axe trap lasts for the encounter until it is triggered.
Requirements: Axe
Target: One creature
Attack: Intelligence vs. AC
_______________________
Hit: 2[W] + INT modifier
Hammer Toes Sapper Attack 1
A springloaded hammer cracks down on the foot of the creature that treads near it.
_______________________
Encounter ✦ Martial, Implement, Weapon, Trap
Standard Action Melee
Trigger: The attack is triggered when a creature enters the rigged square. The trap remains for the encounter until triggered.
Requirements: Hammer
Target: one creature
Attack: Intelligence vs. AC
_______________________
Hit: 2[W] + INT Modifier
Effect: On a critical hit the target is "slowed" (save ends)
Noisy Firecrackers Sapper Attack 1
You toss down a hand full of firecrakers filling an area with thunderous explosives.
_______________________
Encounter ✦ Martial, Thunder, Implement
Standard Action Close burst 5
Requirements: Sapper's Tools
Target: Any creature in the blast area
Attack: Intelligence vs. Reflex
_______________________
Hit: 1d6 + INT modifier damage and the target is "dazed"
Miss: No damage
Effect: The mines are active until the end of your next turn any creatures that enter the blast zone are targeted by a firecracker attack.
Demolitionist: Any target damaged by your firecrackers is also deafened (save ends).
One Eyed Farmer Sapper Attack 1
You attach a dagger to the end of a pole that flips up into the victim when he steps on it.
_______________________
Encounter ✦ Martial, Implement, Weapon, Trap
Standard Action Melee
Trigger: The power is triggered when the target steps into the rigged square. The trap remains for the duration of the encounter until triggered
Requirements: Dagger
Target: one creature
Attack: Intelligence vs. AC
_______________________
Hit: 1[W]+INT modifer
Effect: On a critical hit the target is blinded (save ends)
Trapsmith: Your one eyed farmer trap resets itself and lasts for the entire encounter.
Punji Sticks Sapper Attack 1
You craft a shallow pit full of sharpened wooden stakes.
_______________________
Daily ✦ Martial, Zone, Implement, Trap
Standard Action Close blast 2
Trigger: The Punji Sticks attack first creature to blunder into them. The punji sticks remain covering those 4 squares (blast 2) for the duration of the encounter.
Target: Any creature
Attack: Intelligence vs. Reflex
_______________________
Hit: 2d6+ WIS modifier damage plus the target is slowed (save ends).
Miss: No damage but the target is slowed (save ends).
Trapsmith: Add "Poison" keyword to the power description and the attack inflicts additional damage equal to your WIS modifier in ongoing poison damage ( save ends).
Razor Trip Wire Sapper Attack 1
You stake down a string of razorwire that goes unnoticed until a creature blunders into it.
_______________________
Daily ✦ Martial, Zone, Implement, Trap
Standard Action Close wall 5
Trigger: The first creature to cross through it triggers the attack. The razor trip wire will remain for the duration of the encounter.
Target: Any creature who moves through the wall area
Attack: Intelligence vs. Reflex
_______________________
Hit: 1d8 + INT modifier damage and the target falls prone
Miss: Half damage but the target remains standing
Springboard Sapper Attack 1
By stepping on this board the victim is flung into the air.
_______________________
Daily ✦ Martial, Implement, Trap
Standard Action Melee
Trigger: The creature moves into the rigged square. The springboard remains for the duration of the encounter
Target: one creature
Attack: Intelligence vs. Reflex
_______________________
Hit: Shift target 2 squares and knock prone
Miss: Shift target 2 squares
Trapsmith: You shift your victim 3 squares rather than 2.
Camoflauge Trap Sapper Utility 2
You quickly improvise some cover for your trap so enemies do not instantly detect it.
_______________________
At-Will ✦ Implement, Trap
Standard Action Ranged 1
_______________________
Effect: You conceal your sapper power so that it requires a Perception Check to spot (DC equals your one half your experience level plus 15)
Trapsmith: As a trapsmith, you can use this power to conceal you did not create with your sapper powers.
Greased Floor Sapper Attack 3
A greased floor may cause you to slip and strike your head on the ground losing consciousness.
_______________________
Encounter ✦ Martial, Implement, Trap
Standard Action Melee
Trigger: The creature moves into the rigged square. The springboard remains for the duration of the encounter until triggered
Target: one creature
Attack: Intelligence vs. Reflex
_______________________
Hit: 2d6 + INT modifier damage plus secondary attack
Miss: Shift target 1 square
Secondary Target: one creature
Secondary Attack: Intelligence vs. Fortitude
Hit: unconscious (save ends)
Miss: falls prone
Trapsmith: You can add your WIS modifier to the secondary attack roll.
Heroic Feat
Skilled Trapbuilder
Prerequisite: Sapper Class
Benefit: Add your INT modifier to the DC to disable one of your trap powers.