Boosting Skill (Trapmaking) [Archive] - Wizards Community

Post/Author/DateTimePost
Zebek

09-08-07, 10:04 AM
Hi

I'm trying to build a kobold trapmaker with a decent skill.
I've added the following:

Int +2 (using elite attribute range)
Feat - Skill Focus [Craft (trapmaking)] +3
Racial +2
Masterwork tools +2


If the kobold was 9th level, then I could add RotD's "Extraordinary Trapsmith" (requires 9 ranks and a feat slot so 9th level) but that doesn't improve the skill.

I could add assistants for "Aid Another" +2 circumstance bonus; I would need to decide how many assistants can actually help depending on the size/design of the drap.

How about Bardic Music (Inspire Competence)? I assume that the short duration (max 2 minutes) of the music won't have a long-term effect on the daily/weekly skill checks.
Similarly Guidance lasts only a minute.

Any suggestions on other feats/spells/magic items I could bring in?

Cheers
John
Fireclave

09-08-07, 10:27 AM
The Mage Craft spell in the Eberron Campaign Setting adds a sizeable bonus to any craft skill. Masterwork artisan tools will add a +2 competence bonus to your checks. You should also pick up a Headband of Intellect.
Zebek

09-08-07, 04:26 PM
Thanks for the suggestions.

I don't have the Eberron book to check the spell but I found this ENWorld forum post (http://www.enworld.org/showthread.php?t=129669). Would the spell assist on a trap that takes more than one day to complete? Can I cast one-a-day until the trap is finished with the buff dovetailing from one day to the next?

The post also mentions Masterwork Artisan's Tools which I assume are the same as the Masterwork tools I'd already listed. So, according to the link, I could enchant these to add +5 on top of the masterwork +2 for a total of 2,555gp.

A Headband of Intellect (although useful for all Int-based rolls) would seem to be an expensive way to boost the skill in comparison but every little bit helps. :)

Cheers
John
Fireclave

09-08-07, 06:39 PM
Sorry, I didn't notice you already listed Masterwork tools.

Mage Craft lasts all day, so yes, it will help you with your trap making.

I never heard of an enchantment for enhancing artisan tools. So if you're planning on making a custom item, that's up to your DM to allow.

And yes, a Headband of Intellect is a pricey way of increasing your trap making checks. I wouldn't strongly recommend it unless you got some other significant benefit from it. I don't know what classes you are aiming for, but wizards and artificers (ECS) make excellent trapsmiths, especially once you get access to Major Creation and Fabricate. Even more so if you also plan on making magical traps.

And speaking of magical traps, the Earthbound Spell metamagic feat, which is in the PH2, allows you to place a spell into the ground and have it trigger later when a creature walks into that square.

There's also the Music of Making feat, which is also in the ECS, that allows you to spend a bardic music use to grant yourself a bonus on your craft skill. In addition to that, there is a set of feats in the same book that can decrease the time, gp cost, and xp cost it takes to make items.

Also, since you're focusing so strongly on trap making, it would make sense if you were able to disarm traps just as readily. For this, I would recommend playing a Rogue, Rogue/Wizard, or Artificer (which gets trap finding as well). Along that line, the Goggles of Minute Seeing, Lens of Detection, Elixir of Vision, and the Crystal Mask of Detection all add to your search checks.
Zebek

09-08-07, 07:08 PM
I never heard of an enchantment for enhancing artisan tools. So if you're planning on making a custom item, that's up to your DM to allow.
It's like a Cloak of Elvenkind that adds +5 to hiding checks (5x5x100gp). In the case of the trapmaking tools, I'm not 100% comfortable about stacking this +5 with the +2 masterwork bonus like the EnWorld poster suggested - I think I would absorb part of it like you do for magic weapons.

Pity there's so much in the Eberron books as I wasn't interested in invested in those. :(

The point of the kobold trapmaker is to make a "living" lair. The traps are made by the kobold (and his assistants) so I know how tough they can be, how long they take to make and repair, etc. If the trapmaker is killed then the lair is less able to defend itself, and that sort of long-term campaign stuff.[/QUOTE]