Amongst the kobold warrens of Rhunaria, the art of trapmaking is a valued and
important skill for protecting the clans, plus it is often used in ambushing
enemies to take their food and treasure.  This favored kobold craft has been
expanded upon by kobold wizards over time, who devised methods for creating
magical traps with their spells, some even more devious than the spells that
create them.  A select few kobold wizards have worked to monopolize the secrets
of this variation on kobold trapmaking, and these wizards teach their
apprentices to carry on the tradition and advance the craft, all the while
working to profit from it and extort money from fellow kobold clans, for the
security these magic traps provide.  Thus, the tradition of the Kobold Trapmage
has developed.

     These Trapmages work as wandering trouble-shooters for the most part,
searching for kobold clans (and occasionally other humanoids) who could use
their services, for as steep a price as the Trapmage can wrangle.  Kobold
Trapmages may stick around their employer's location to serve as a guard, but
rarely stay for more than a few weeks or months before moving on to seek more
lucrative opportunities to ply their trade.  Trapmages are not only effective
at producing traps, mundane and magical, but also quite good at finding and
disabling traps, so a few Trapmages may be hired to actually clear out a
dungeon or stronghold that some other trapmaker or Trapmage had outfitted.  The
Kobold Trapmages' Guild just sneers at any employer who rages at such
activities against them, and the Guild will just say "you should have thought
about the possibility of a rival beforehand, and paid us enough not to accept
any counter-offers in the meantime, eh?"

     Occasionally a Kobold Trapmage will serve as a hired assassin, luring
their victim to a particular site they've prepared, and then laying a series of
quick, temporary magic traps to prevent escape.  The credo and oaths of the
Kobold Trapmages demand that they be of an evil mindset, universally being
extortionists and villains-for-hire.  Some do it for the chance to blow stuff
up.  Some for the fame and infamy.  Others for the lure of gold.  And some just
really, really like to see a well-laid plan, and well-laid traps, come to
gleefully disastrous fruition.


Hit Dice: D6
Alignment: Any evil
Prerequisites: Must be a kobold; base reflex save +2 or higher; must know
and be able to cast at least one 2nd-level arcane evocation spell and at least one
2nd-level arcane illusion spell; either Uncanny Dodge (Dex to AC) or the
ability to Inspire Competence; Concentration 4+ ranks, Craft (trapmaking) 8+
ranks, Disable Device 5+ ranks, Knowledge (architecture and engineering) 5+
ranks, Search 4+ ranks, Spellcraft 8+ ranks; Craft Wondrous Item, Skill Focus
(Craft - trapmaking), Skill Focus (Disable Device)


Skill Points Per Level: 4 + Int Mod
Class Skills: Alchemy, Concentration, Craft, Disable Device, Hide, Knowledge
(all skills, taken individually), Listen, Move Silently, Open Lock, Profession,
Scry, Search, Spellcraft, Spot, Use Magic Device.

Weapon And Armor Proficiencies: Kobold Trapmages gain no
additional proficiencies.


Spells: At 2nd and 4th-level in this class, the Kobold Trapmage increases their
spellcasting ability with an arcane spellcasting class by +1 caster level.
This only affects their caster level, spells known, spells per day, spell
effects dependent on caster level, dispel checks and dispel check DCs as
appropriate, and caster level checks.  It does not affect their level in the
class for other purposes, such as hit dice, base saves, familiar abilities, or
the like.  The Kobold Trapmage must apply these spellcasting increases to one
arcane spellcasting class that allowed them to meet the spellcasting
prerequisites of this prestige class.


Magic Trap (Sp): At 1st-level in this prestige class, the character gains the
ability and knowledge to create magic traps, as per the Dungeon Master's
Guide.  The specific magic traps listed there have the following prerequisites
and costs for creation --- Flame Jet (requires Fireball + Craft-trapmaking 8
ranks + CL 6; costs 300 gp + 12 XP), Lightning Blast (requires Lightning Bolt +
Craft-trapmaking 10 ranks + CL 6; costs 300 gp + 12 XP), Globe of Cold
(requires Cone of Cold + Craft-trapmaking 12 ranks + CL 10; costs 500 gp + 20
XP), Electrified Floor (requires Shocking Grasp + Craft-trapmaking 14 ranks +
CL 10; costs 500 gp + 20 XP; cost here is for a 5-foot section of floor, may
cover a larger section by multplying the costs by the number of 5-foot floor
sections to be affected, no section may be electrified separately from the rest
with the same application of the trap), Floor Transforms into Acid (requires
Acid Fog + Craft-trapmaking 16 ranks + CL 14; costs 700 gp + 28 XP; cost here
is for a 5-foot section of floor, may cover a larger section by multplying the
costs by the number of 5-foot floor sections to be affected, no section may be
transformed separately from the rest with the same application of the trap),
Illusion over Spiked Pit (requires Hallucinatory Terrain + Craft-trapmaking 8
ranks + CL 5; costs 250 gp + 10 XP; this is for a pit of no more than 10 feet
wide and long, and 20 feet deep), and Air Sucked out of Room (requires Reverse
Gravity + Craft-trapmaking 18 ranks + CL 16; costs 800 gp + 32 XP; cost here is
for up to a 10-cubic-foot room, may be applied to a larger room by multplying
the costs by the number of 10-cubic-foot sections within that room, and this
trap can only be used if applied to an entire room).

    
These costs are for one-use magic traps; multiple-use or continuously-
functioning traps cost 10 times as much in materials and XP.  The cost for a
Kobold Trapmage to create a magic trap that directly duplicates a spell effect
is 50 gp per caster level of the effect, and 2 XP per caster level of the
effect.  This cost is likewise multiplied by 10 for continuous or multiple-use
magic traps.  The trigger conditions for any magic trap must be fairly simple,
no more than a dozen words in description, and cannot be based on intangible
game statistics, such as class, level, hit dice, skills, feats, or the like,
nor can it be based on the name of an intended victim; it must be based on
detectable traits, such as race, height, weight, smell, color, speaking a
certain language in the area of effect, certain gestures, stepping upon a
certain spot on the floor, saying a particular word while in the area of
effect, or similar conditions.  Normally, it takes 8 hours to build a magic
trap per 100 gp in its cost, and it requires as much effort and concentration
each day as with crafting a magic item.  Similar to making magic items, no more
than 8 hours a day may be spent by the Kobold Trapmage working on magic traps.


     Additionally, once per day, the Kobold Trapmage may create a magic trap
merely by touching the target point where the trap will be laid and then
casting the appropriate spell on that spot, creating a temporary, one-use magic
trap.  Any spell components must be used normally, so material components must
be expended if normal for the spell and focus components must be present.  One-
tenth the normal material price of the trap must be sacrificed in materials,
which must be at least partially ready (not entirely crude materials in form,
i.e. no turning a tree into a trap, or a boulder into a trap; the materials
must be at least mildly workable in form), as the kobold's special magic
generates sufficient extra components and performs the fabrication.  The full
normal XP cost of creating a magic trap must also be payed.  If necessary, any
required markings on the target spot will appear magically as the spell is
cast, though they will be only as temporary as the trap itself.  This temporary
trap lasts for 4 hours or until triggered, whichever comes first.  The Kobold
Trapmage may create a temporary magic trap in this manner twice per day after
reaching 3rd-level in this class, then three times per day after gaining 5th-
level in this class.  Magic Trap is a spell-like ability.


Spellstore (Su): The Kobold Trapmage may store one spell at any given time,
in an item of 10 pounds or less that they can hold in their hand or hands, as
though with the Spell Storing magic weapon ability.  This is separate from any
actual Spell Storing ability the item may possess.  Only the Kobold Trapmage
who placed the spell there may activate that stored spell, and if unused, the
stored spell loses its energy after 1 week.  Spellstore is a supernatural
ability of the character and granted to the item storing the spell.


Expedient Trap (Su): This prestige class grants the character a supernatural
ability to build traps faster, and even to make allies build traps more
rapidly.  At 2nd-level in this class, the character can build traps four times
more quickly than normal if they expend all of their arcane spell slots at the
start of each workday to fuel their Expedient Trap ability.  At 4th-level in
this class, they instead become ten times faster than normal when they use
Expedient Trap.  Also, at 2nd-level the Kobold Trapmage has the option of
speeding up other workers instead of themselves, in which case they make 1
worker per level in this prestige class build traps 150% as quickly as normal.
At 4th-level, when they use this ability to make others build traps faster,
they instead affect 2 workers per level in this prestige class, and those
workers affected will build twice as fast as normal instead of just 150% as
fast.  Any workers to be affected must be within 1 mile during the entire
workday, as they cease to be affected as soon as they leave that radius from
the Kobold Trapmage.  The character must state the name of each worker to be
affected, at the time of activating Expedient Trap, if targeting others with
this ability.  If this ability would reduce the work time on a particular day
to less than 12 hours, the Kobold Trapmage needs not expend their spell slots
from the highest level of spells they can normally cast, when activating this
ability that day.  Expedient Trap does not apply with magic traps.


Sense (Ex): Kobold Trapmages develop a certain sense for traps and
trapbuilding.  At 2nd-level they gain a +1 bonus on Craft (trapmaking) skill
checks, Disable Device skill checks, Search skill checks, Spellcraft checks to
notice or identify magical markings or traps, Knowledge (arcana) checks to
identify magical markings or traps, Reflex saving throws to avoid traps, and to
Armor Class against attacks by traps.  The AC bonus is a dodge bonus.  The
bonus from Sense increases to +2 at 4th-level in this class.  Sense is an
extraordinary ability.


Erase: At 3rd-level in this prestige class, the character may cast Erase once
per day as per a sorcerer of their character level.  They do not need any
requisite Charisma score or caster level to know or cast it in this manner.


Dispel: At 5th-level in this prestige class, the character may cast Greater
Dispelling once per day as per a sorcerer of their character level.  They do
not need any requisite Charisma score or caster level to know or cast it in
this manner.


Class     Base       Fort    Ref      Will     Special                                   Spellcasting
Level     Attack    Save    Save   Save     Abilities                                  Ability

1           +0         +0      +2      +2        Magic Trap 1/day, Spellstore    ---------
2          +1         +0       +3       +3        Expedient Trap I, Sense +1       +1 Level
3          +1          +1       +3      +3       Magic Trap 2/day, Erase           ---------
4          +2         +1      +4      +4        Expedient Trap II, Sense +2     +1 Level
5          +2         +1      +4       +4        Magic Trap 3/day, Dispel          ---------





Disclaimer: 3rd Edition Dungeons & Dragons, Dungeon Master's Guide, magic trap names,
prestige class, sorcerer, wizard, alignments, hit dice, Uncanny Dodge, Inspire Competence,
skill ranks, skill points, class skills, weapon and armor proficiencies, dispel checks, dispel
check DCs, base saves, spell names, XP, experience points, gp, gold pieces, material
components, focus components, caster level, saving throw, save DC, DC, Difficulty Class,
AC, Armor Class, Initiative, Reflex save, Ref Save, Fort Save, Fortitude save, Will Save,
base Reflex save, base Fortitude save, base Will save, Base Attack Bonus, class level, Spell
Storing, character level, ability scores, skill names, skill checks, ability checks, caster
level checks, Spell Resistance, extraordinary ability, supernatural ability, spell-like ability,
spell slot, spell level, and feat names, so far as I know, likely are property of Wizards of
the Coast, Inc., which is a division of Hasbro Corporation.  All other content on this
webpage is copyright (c) 2004 and copyright (c) 2005, property of John J. Korsog, Jr.,
internet aliases Arkhandus and Mist Phantom.  This material free for personal use but
not for commercial distribution. 
Back
Rhunarian Prestige Class --- The Kobold Trapmage