3rd level Trapfinder [Archive] - Wizards Community

Post/Author/DateTimePost
Fusecase

08-04-06, 04:54 PM
I need assistance with building a new trapfinder for a group of: Barb Longaxeman, Sorc Utility nuker, Cleric going RSoP (With domain spontenaity), and Bard with a +21 to diplomacy.

My race is Human with the Half-Vamp Template. I took the SA Children of the Night to assist in early fights and higher-level escapes. (All of this has been oked by the DM)

At the time of the OP I'm considering Scout, Ninja w/shurikens for one hell of a surprise round, a Ninja/Ranger mix, etc.

Edit: Need Disable device and Open lock as class skills. Scout is cut.

What I'm lacking is a good start to my feat progression with a guide to some good choices.

Please and Thank you.
GaffeR

08-04-06, 05:15 PM
Half-Vampire? What does it give?

Scout with shurikens sounds good, or any thrown weapon. TWF tree and Rapidshot are your friends. Ghost step to get your target flat footed, then unload. Later on you can get a couple quick-loading hand crossbows, or returning weapons.

Greater manyshot is also an option. It also works REAL well with Scout (especially with a splitting bow). However, it's just as effective with a ninja.
Fusecase

08-04-06, 05:49 PM
Half-Vampire? What does it give?
Half-Vamp gives:
+2 Nat. AC
+2 Str, Dex, Cha
+2 on Move Silently, Bluff, Hide, Listen, and Spot
Imp. Init as a bonus feat
Resist cold and Electricity 5 (Fire and earth based area, so not as effective)
DR 5/silver or magic (+1 enhancements are cheap so this is negated 90% of the time)
Fast Healing 1 to half health
LA +2

From the libris mortis.
Fusecase

08-05-06, 12:31 AM
Bring
Up
My
Post

I like the idea of TWF, Rapidshot, Shurikens, and poison...so a ninja is the most likely class.
Anything else the brilliance of this board can devise?