Kobold Trapmaker... Worth The While, Or Just A Fun Concept? [Archive] - Wizards Community

Post/Author/DateTimePost
Wall

11-25-06, 09:30 AM
I've had races of the dragon for some time now, and I have to admit that its really opened my mind about playing kobolds.

For a while now, the most prevalent character concept would be (as the title suggests) a kobold trapmaker/trapfinder. I'm thinking rogue, with a couple of the racial substitution levels. (I don't know about the thrid one. Is evasive skitter really worth giving up improved uncanny dodge?)

So, my question is this: How often would I actually be able to use my traps? Are there ways to get more use out of them in normal combat? It isn't worth spending the time and gold to make elaborate devices if I'm never going to use them!

As a side note, if my DM allows non-casters to use Craft (alchemy), he'll probably be doing that too. Just though I'd say that in case it makes a difference.

I'm hoping someone out there can help me on this. Thank you in advance!
bhu

11-25-06, 12:22 PM
If your allowed enough downtime (and money) to make neat stuff Id go for it. You could alwayss make my favorite kobold weapon: Bear Trap swung at the end of a chain :D
Comus

11-25-06, 12:29 PM
I've had races of the dragon for some time now, and I have to admit that its really opened my mind about playing kobolds.

For a while now, the most prevalent character concept would be (as the title suggests) a kobold trapmaker/trapfinder. I'm thinking rogue, with a couple of the racial substitution levels. (I don't know about the thrid one. Is evasive skitter really worth giving up improved uncanny dodge?)

So, my question is this: How often would I actually be able to use my traps? Are there ways to get more use out of them in normal combat? It isn't worth spending the time and gold to make elaborate devices if I'm never going to use them!

As a side note, if my DM allows non-casters to use Craft (alchemy), he'll probably be doing that too. Just though I'd say that in case it makes a difference.

I'm hoping someone out there can help me on this. Thank you in advance!
One thing that might help is if you make portable traps. Then you can set them up wherever you want, and retrieve them when you're done. It might take some magic, or at least some high craft checks, but you might be able to make traps that deploy on impact, so you can throw them and use them as battlefield control.
heardfamily

11-25-06, 02:07 PM
One thing that might help is if you make portable traps. Then you can set them up wherever you want, and retrieve them when you're done. It might take some magic, or at least some high craft checks, but you might be able to make traps that deploy on impact, so you can throw them and use them as battlefield control.

That could be hilarious. In big battles, I can just see the little kobold skittering up to a good vantage point and upending a bag full of beartraps on the BBEG's head!
YamiSouru

11-25-06, 10:00 PM
a kobold trap maker could easily work, if you have enough time to plan for whats comming ahead. For example if you dm allows this you could make a bear trap and have it placed on the tanks shield so that if he bull rushes someone shield first he could in theory force them to be stuck on the shield and if he kills the opponent..well new way to think of the words "meat shield". Or if the fighter blocks with the same bear trap shield it could either destroy the opponents weapon (breaking through the wood on say a axe of hammers handle) or make it loads easier to disarm, could even rule that the shock from their weapon being stuck like this could cause a AoO.

SOunds like a fun time :D
Cifer

11-26-06, 03:11 PM
You should ask your DM to houserule the prices for traps, though - otherwise, simple traps are going to take up almost all of your money.
Weirgreif

12-01-06, 03:59 AM
I have one question...

What would be the craft DC for a 20-foot-wide portable hole? *grin*
trapspringer

12-01-06, 02:39 PM
Thanks to the DMG2's booby-trap rule, you can actually make traps without breaking the bank.

Still pricey, though, so you should get some DM aid.
Mellagon

12-01-06, 02:57 PM
The usefulness of a trapmaker is really dependent on the GM. If the GM's style is more of a "You go into their evil lair, you kick down the door, you run around, etc." then trapmaking will be of little use.
If however the GM is going to have you be more proactive, I.E. you know the bad guys are having a meeting at Castle Gloom in one week, then you have that time to get to the castle and load it full of traps.
It's likely a GM will only pitch you an easy-hitter like that once. So most of the time, you will have to make sure your playstyle demands that sort of pre-action. Have Gather Information or Divinations, try to figure out where bad guys are going, and get there first.
In combat, if you are surprised, there's not a lot you can do that will put your full range of talents to use. Sure, you could hit 'em with bear traps, but so could anyone else. And sure, you could rig an acid trap, or you could just hurl the flasks and skip the middle-kobold.
If you get any chance to set up the situation, then you will have unparalled control of the battlefield. There's a reason parties of 10th level adventurers still fear going into a kobold den - all those horrifying, deadly traps.
bitnine

12-01-06, 04:12 PM
There's also that PHB II metamagic spell that lets you toss some spells down as traps. Going the sorcerer or arcane trickster route is certainly possible.
DoominaBottle

12-03-06, 08:52 PM
As a kobold paragon/Sorcerer player I've had to keep adding skill points to my mining, Craft trapmaking and spellcraft skills and I must admit its good fun.
If the party has a good rogue (or you since your playing rogue) can disarm the traps its actually quite possible you can use Craft trapmaking to strip them down for parts if your DM allows it.

My own kobold has found a trapped sword made by another kobold and has been taking notes of the design to improve it which was fun to roleplay. He also has been using the skill on his backpack (which has been enlarged and given about 10 extra pockets thanks to the other crafters in the party) and theirs a 75% chance that anyone who opens these extra pockets will set off a booby trap.

The party hasn't dared touch the kobolds things yet because of just how many traps they've seen him install but I'm sure one day he'll be captured by something... I hope it doesn't mind losing its fingers. :evillaugh

If your using the "playing to their strengths" addon
http://www.wizards.com/default.asp?x=dnd/we/20060420a
Go for "The Draconic Rite of Passage" and choose Create Trap from races of the Dragon as well for those days when you need a quick escape. (I went for True Strike myself but I'm more of a ranged combatant)