Trapsmith
You have the technical knowledge to sort out just about any trap, and if you find something you’ve never seen before, odds are you’ll find a way around it. But more than your ability to dismantle traps is your propensity for making such devices and using them to great effect. One never knows where you placed your trap, but it’s certain that you have one somewhere. Their missteps trigger intricate ballets of steel and spring, testaments to your morbid ingenuity. While others fear the unknown, you relish it, for within each shadow lies a canvas for your next masterpiece.
Level 7 Trapsmith
Attributes: Increase three attributes by 1 each.
Health: +12, Bonus Damage: +1d6
Disable Device: You can use an action if you have a tool kit to attempt to disable a device. Target one ordinary object in reach. Make an Intellect roll with 1 boon. On a success, the device no longer functions until you or another creature with a tool kit spends 1 minute repairing it. At level 10, you can use this talent to disable magical devices.
Trap Smithing: You can build traps using a tool kit in a Size 5 space centered on you. It takes 1 minute of work. When you finish, the space becomes trapped until triggered. At level 10, the trap can be triggered three times before losing functionality.
When a creature enters the target space and is not aware of the trap, it makes a luck roll. At level 10, you impose 1 bane on the roll. On a failure, the creature triggers the trap and loses 2d6 Health, or 4d6 Health if the result of the luck roll is a critical failure.
The creature that triggered the trap also either becomes your choice of held (luck ends) or weakened (luck ends). Alternatively, you can forgo these afflictions to have the trap make a noise as loud as a shout when triggered.
A creature in or that can reach the target space can attempt to find the trap by making an Intellect roll. On a success, the creature knows where the trap is. A creature with a tool kit and professional knowledge of disarming traps can, if aware of it, spend 1 minute working with the kit to disarm it. At the end of this time, the creature makes an Intellect roll. At level 10, you impose 1 bane on the roll. On a success, the creature disarms the trap. On a critical failure, it triggers the trap.
Level 8 Trapsmith
Health: +12
Instinct for Danger: You impose 1 bane on rolls made by traps against you, and you make rolls to resist effects created by traps with 1 boon. At level 10, you also lose half the Health from being harmed by traps.
Nasty Surprise: You can use a reaction when a creature within 5 yards attacks you to give the creature a nasty surprise. Make an Intellect roll against that creature’s Agility. On a success, the enemy loses 3d6 Health and becomes vulnerable until the end of its next turn. Once you use this talent, you lose access to it (luck ends).
Level 10 Trapsmith
Health: +12
Portable Trap: You can use an action to spring a nasty trap. Target one creature within 5 yards of you. The target loses 6d6 Health. Once you use this talent, you lose access to it for 1 minute.
Trigger Your Trap: You can use a reaction when you move while within 5 yards of a space containing a trap created by your Trap Smithing talent to trigger the trap against one creature you choose in that space.