Some engineers are not content with just disabling traps—they love to build them, finding a captivating beauty in the turning of gears and the slither of ropes over pulleys. The trapsmith may have started out putting together traps in order to better understand how to disable them, but for most, it’s long since gone beyond that—they now relish the challenge of creating the perfect combat machine.
The trapsmith is an archetype of the engineer class.
At 1st level, a trapsmith receives the Limit Break (Trapped Area).
Trapped Area (Su): This Limit Break grants the trapsmith to lay traps in every square within 20 feet. The traps can be from any from his list of traps that he has. These traps last for 1 round + 1 round per four engineer levels after 1st. The trapsmith and his allies are not affected by these traps. This limit break requires only a swift action.
This ability replaces the Limit Break (Overdrive).
At 1st level, a trapsmith has extensively studied the construction, workings, and deployment of traps. He may make a Craft (traps) check in place of any Perception check made to find a trap. When making a check to find a trap, he makes two checks and takes the better of the two rolls. If he already rolls twice while making a check to find a trap because of another ability or effect, he gains a +2 insight bonus on both of those rolls instead. If the trapsmith is under the effect of a spell or ability that forces him to roll two dice and take the worse result, he only needs to roll 1d20 while making checks to find traps.
This ability replaces crafter.
At 2nd level, a trapsmith learns how to create a snare trap and one other trap of his choice. At 4th level and every two engineer levels thereafter, he learns another trap. The trapsmith can use these traps a total number of times per day equal to half his engineer level + his Intelligence modifier. Once a trap is learned, it can’t be unlearned and replaced with a different type of trap. The trapsmith cannot select an individual trap more than once.
Setting a trap is a full-round action that provokes attacks of opportunity. A trap fills a single 5-foot square, and cannot be placed in the same area as a mechanical trap or a magical trap. The trapsmith only needs simple materials to create the trap, such as a piece of cloth, a small amount of metal (such as a dagger, iron spike, or a few nails), a foot of rope or vine, and so on. The DCs for Perception checks to notice the trap, Disable Device checks to disable it, and for saving throws to avoid it are equal to 10 + half the trapsmith’s engineer level + his Intelligence modifier. All traps are Trigger: location, and Reset: none.
Acid Trap (Ex): This target is splattered with acid, taking a number of points of earth damage equal to 1d6 + half the trapsmith’s engineer level to the triggering creature (Reflex negates). The trapsmith must supply a dose of acid when setting the trap.
Alarm Trap (Ex): When this trap is triggered, it creates a momentary loud noise.
Burning Trap (Ex): If the triggering creature fails its Reflex save, it catches on fire, taking 1d6 points of fire damage at the start of its turn for 1d4 rounds. The burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on this save. Prerequisite: The trapsmith must have the Fire Trap trapsmith trap to select this trapsmith trap.
Bludgeoning Trap (Ex): The trap bludgeons the creature that triggers it. The trap makes an attack with a bonus equal to the trapsmith’s engineer level + his Intelligence modifier. The triggering creature is denied its Dexterity bonus to AC if it was unaware of the trap. If the trap hits, it deals 1d6 points of bludgeoning damage for every four engineer levels the trapsmith possesses (minimum 1d6). The trapsmith must provide an object suitable for dealing lethal bludgeoning damage, such as a large branch or heavy stone.
Cleansing Trap (Ex): The trap suppresses the target’s ability to use one randomly selected attack, ability, or quality that creates a disease or poison effect; this lasts for 1 round per engineer level. If the creature has more than one such attack, ability, or quality that creates a disease or poison effect, the attack, ability, or quality to be suppressed when the creature is affected by this trap is determined at random from those not already suppressed.
Dirty Trick Trap (Ex): If the triggering creature fails its saving throw against the trap or is struck by the trap’s attack, the trap also attempts a dirty trick combat maneuver against the triggering creature. The type of dirty trick is chosen when the trap is created, and if it isn’t possible or isn’t applicable to the triggering creature, the combat maneuver is wasted. The trap’s CMB for the dirty trick is equal to the trapsmith’s engineer level + his Intelligence modifier.
Distraction Trap (Ex): The target is affected with irritation that detracts from its alertness. It takes a –2 penalty on Perception checks, initiative checks, and Reflex saves for 10 minutes per engineer level. If this is a supernatural trap, this is a mind-affecting effect. The trapsmith must supply a dose of itching powder or another alchemical irritant.
Exploding Trap (Ex): The trap explodes in fire, filling all squares adjacent to the trap and dealing a number of points of fire damage equal to 1d6 + half the trapsmith’s engineer level (Reflex negates). Prerequisite: The trapsmith must have the Fire Trap trapsmith trap to select this trapsmith trap.
Fire Trap (Ex): The trap explodes in flames, dealing a number of points of fire damage equal to 1d6 + half the trapsmith’s engineer level to the triggering creature (Reflex negates).
Firework Trap (Ex): The trap explodes in a flash of colored lights. All creatures within 10 feet must succeed at a Fortitude saving throw or be blinded for 1d4+1 rounds. The trapsmith must use an alchemical weapon when setting the trap, such as flash powder or a firework. Prerequisite: The trapsmith must have the Fire Trap or Smoke Trap trapsmith trap to select this trapsmith trap.
Freezing Trap (Su): The trap creates a burst of ice that damages and encases the triggering creature. The creature takes 1d3 points of ice damage + 1 per engineer level and is frozen. A successful Reflex save halves the damage and means the creature is not frozen. The ice melts in 2d4 rounds.
Infected Snare Trap (Ex): The snare is made of diseased materials, which contain an aggressive blight that saps the energy and bodily health from the target creature. When initially caught in the snare, the trapped creature must succeed at a Fortitude saving throw or immediately take 2 points of Constitution damage. Each subsequent hour, the creature must succeed at a Fortitude saving throw or take 2 points of Constitution damage. This effect lasts for 12 hours or until the creature makes two successful saving throws in a row, whichever comes first. This is a poison effect. Prerequisite: The trapsmith must have the Snare Trap trapsmith trap to select this trapsmith trap.
Limning Trap (Ex): This trap sprays glowing dust into the trapped square and all adjacent squares. A creature covered in this dust glows like a candle (becoming visibly outlined if invisible) and takes a -20 penalty on Stealth checks. The dust’s effects last for 1 round per engineer level or until the creature washes it off (a move action requiring water or some other cleanser). The trapsmith must use alchemical components when setting the trap, such as glowing ink or marker dye.
Marking Trap (Ex): If the triggering creature fails its save against the trap, it is marked with a dye and/or scent of the trapsmith’s choosing. A scent mark decreases the DC of tracking the marked creature by scent by 4. The mark can be washed off with vigorous scrubbing, but fades on its own after a week.
Over-Sized Barbs (Ex): The target is speared with barbs that penetrate and protrude from its body, making squeezing, climbing, and swimming challenging. The trap implants 1d4+1 barbs, each dealing 1 point of damage. A successful Reflex save halves the number of barbs. The target takes a penalty on Climb checks and Swim checks equal to the number of barbs attached, and is considered one size category larger for the purposes of determining what size of opening or passageway it must squeeze through as long as at least 1 barb remains attached. Each barb can be removed with a full minute of work and a Heal check that equals or exceeds the trap’s DC. If this check fails, the barb is still removed but the target takes 1d4 points of damage. The barbs shake loose harmlessly after 10 minutes per engineer level.
Penetrating Trap (Ex): The damage die of a wounding trap increases to 1d8. Choose either adamantine, cold iron, or silver. The trap counts as that material for the purposes of overcoming damage reduction. The trapsmith must provide 1 pound of the chosen material during the trap’s construction. Prerequisite: The trapsmith must have the Wounding Trap trapsmith trap to select this trapsmith trap.
Pit Trap (Ex): This simple pit is covered over with leaves or appropriate materials for the area. It’s 5 feet deep plus 5 feet for every four engineer levels. A victim that succeeds at a Reflex save doesn’t fall into the pit. The trapsmith can set this trap only in terrain with soft ground.
Poison Trap (Ex): The trap poisons the creature that triggers it. The trapsmith must provide 1 dose of contact, inhaled, or injury poison when setting the trap, and the trap uses that poison’s effects and DC.
Quicksand Trap (Su): The trap and all adjacent squares become quicksand as long as they contain loose sand or soil. The Swim DC to move in this quicksand is equal to the trap’s save DC, and the Swim DC to tread in the quicksand is equal to the trap’s DC –5. The quicksand lasts for a number of rounds equal to the trapsmith’s engineer level. When the effect ends, any creature still in the quicksand is returned to the surface prone.
Selective Trigger (Ex): The trapsmith adds a race, type, alignment, or minimum weight restriction to the trap’s trigger. The trapsmith can choose only the minimum weight restriction.
Sleet Trap (Su): The detonating trap creates a 20-foot-radius burst of sleet with the effects of a sleet storm. The driving sleet lasts for 1 round, but the icy ground persists for 1 round per engineer level.
Smoke Trap (Ex): This trap bellows out thick, choking smoke that fills the trapped square and all adjacent squares. Any breathing creature in these squares must succeed at a Fortitude saving throws or take a -4 penalty to Strength and Dexterity every round it’s within the smoke and for 1d4+1 rounds after leaving the smoke. All sight, even darkvision, is ineffective in or through the smoke. The smoke lasts for 1 round per two engineer levels, and is dispersed by wind as fog cloud. The trapsmith must use an alchemical component when setting the trap, such as a smokestick.
Snare Trap (Ex): The trap constricts around a limb or other part of the triggering creature’s body (Reflex avoids). The creature cannot move from the location of the trap, unless the trapsmith included a “leash” when setting the trap, in which case the creature is limited to the length of the leash. The trapped creature can escape with an Escape Artist check (DC equal to the trap’s DC) as a full-round action. The trap or its leash has a number of hit points equal to half the trapsmith’s engineer level, or can be burst as a full-round action with a DC 25 Strength check. The trap can hold up to a Medium creature. At the trapsmith’s option, if there is a tall object or structure nearby, he can have the trap lift the creature.
Swarm Trap (Ex): The trap releases a bat swarm, rat swarm, or spider swarm that attacks all creatures in the area. The swarm remains in the general area for no longer than 1 round per engineer level, after which it disperses. The trapsmith must provide the creatures of the swarm (typically in a small box, cage, or crate); these creatures may die of starvation before the trap is triggered (this trap lasts 1 day per engineer level).
Tar Trap (Ex): The target is coated in a thin layer of sticky tar unless it succeeds at a Reflex save. It is entangled, and becomes susceptible to catching fire from any source of flame. If lit on fire, the tar burns intensely for 1 round; it deals 2d6 points of fire damage and is destroyed in the process. Unless burned away, the tar remains for 1 round per engineer level. The trapsmith must supply a dose of tar.
Toxic Fumes Trap (Ex): The smoke this trap creates is extremely noxious. Any breathing creature must succeed at a Fortitude saving throw (in addition to the Fortitude save for the smoke trap) or be nauseated every round it’s within the smoke and for 1d4+1 rounds after leaving the smoke. The trapsmith must use a toxic material when setting the trap, such as noxious aromatic. Prerequisite: The trapsmith must have the Smoke Trap trapsmith trap to select this trapsmith trap.
Tripwire (Ex): A taut wire stretched between two vertical surfaces knocks the target prone unless it succeeds at a Reflex save. A running or charging creature takes a –6 penalty on its save.
Wounding Trap (Ex): This trap makes a melee attack against the target using the trapsmith’s base attack bonus + his Intelligence modifier for the attack roll. It deals an amount of damage equal to 1d6 + half the trapsmith’s engineer level. The trapsmith chooses whether this damage is bludgeoning, piercing, or slashing.
These abilities may replace engineer tricks.
At 3rd level, a trapsmith can salvage traps for use in construction of his own traps. Whenever he successfully disarms a trap, he can spend 10 minutes salvaging materials from it. He gains an amount of raw materials with a gold value equal to 200 gil x the trap’s CR or 20% of the trap’s construction cost, whichever is lower. These raw materials can be sold for money. A trapsmith can only salvage a mechanical trap, not a magic device trap or a spell trap.
This ability replaces salvage.
At 3rd level, a trapsmith becomes adept at spotting hidden alcoves and traps, even passively. Whenever he passes within 10 feet of a trap, hidden passage, or secret door, he can attempt an immediate Perception check to notice the trap or passage. This check should be made in secret by the GM.
This ability replaces rough and ready.
At 4th level, whenever a trapsmith attempts to disarm a trap using Disable Device, he does not spring the trap unless he fails by 10 or more.
This ability replaces jury rig.
Starting at 7th level, a trapsmith becomes adept at quickly disabling traps and other devices. It takes the trapsmith half the normal time to perform a Disable Device check (minimum 1 round). If he attempts to use Disable Device to open a lock that would take a full-round action to open, he instead can do so as a standard action. He can also trigger a trap he has placed within 30 feet of him as a swift action, whether that trap is a trapsmith trap or a mechanical trap he has placed.
This ability replaces quick craft.
At 10th level, whenever a trapsmith disarms a trap using Disable Device, he can bypass it even if her check did not exceed the DC by 10 or more. If it is a magic trap that allows specific creatures to pass it without danger, he can modify which creatures it allows to pass, adding his allies and restricting enemies if he desires.
This ability replaces salvage expert.
At 14th level, a trapsmith learns how to set his traps from a distance. As a full-round action, he can throw the trap with a free hand to setup the trap in a single unoccupied square within 20 feet. Alternatively, he can affix the trap to an arrow, crossbow bolt, or thrown weapon, allowing him to set the trap from further away or use it as a direct attack. Drawing the trap, attaching the trap to the projectile and firing it in this manner is a full-round action. The trapped projectile is fired or thrown in the normal manner. If fired at a square, the trap is treated as if the trapsmith had set the trap in that square. If fired at a creature, the target takes damage from the ranged weapon and is treated as if it had triggered the trap (saving throw applies). A trap that is set with this ability (either thrown or affixed to a ranged weapon) has its saving throw DC lowered by 2. A trap that is affixed to a ranged weapon and misses its target breaks apart harmlessly.
This ability replaces master mechanic.
At 19th level, the trapsmith can complete any Disable Device check that would take 1 round or longer in a single standard action. When using Disable Device to open a lock that would take a full-round action to open, he can instead do so as a swift action. He can also trigger a trap he has placed within 30 feet of him as a free action, whether that trap is a trapsmith trap or a mechanical trap he has placed. He can only trigger one trap each round in this manner.
This ability replaces primal technomancy.