Traptinkers are masters of the more mechanical aspects of Roguish endeavors; locks, traps, and other such gizmos. Due to the special value of their skills to adventuring pursuits, they are treasured members of any adventuring group fortunate enough to benefit from their services.
Able to go through locks and traps like a hot knife through butter, Traptinkers usually have a comprehensive knowledge of the manufacture of locks and traps, and how to circumvent them. However, the dedication necessary for their craft leaves them little time for more martial or athletic pursuits.
Cost Ability
11 Open Lock: Lock picking (DEX based) + 4
19 Sense Traps: Detect A Class Of Things 11- [Separate Sense], Discriminatory, Increased Arc of Perception: 240-Degree, Range, Sense
13 Trap Mastery: Security Systems +5
3 Concealment
3 Mechanics
1 FAM: PS: Blacksmith
1 FAM: PS: Carpentry
3 KS: Traps & Locks (INT)
1 Literacy w/ Native Language
Value Disadvantages
0 None
+55 Total Cost of Package
Cost Options
30 Sublime Lock picker: Suppress vs. Unusual Locks: 16d6, Variable Effect One Power At A Time (Any 1 Power construct "Lock"; +1/4), Delayed Return Rate (points return at the rate of 5 per 5 Minutes) (+1/2), Reduced Endurance 0 END (+1/2) (180 Active Points); Extra Time 1 Turn (Post-Segment 12) (-1 1/4), Character May Take No Other Actions (-1/4), Limited Special Effect Uncommon SFX (-1), Lock Completely reset after 5 Minutes (-1), Required Hands Two-Handed (-1/2), No Range (-1/2), Concentration 1/2 DCV (-1/4), Requires A Lock picking Skill Roll (No Active Point penalty to Skill Roll, RSR Skill is subject to Lock picking Skill vs. Magic Skill of Locking Caster -1/4)
23 Sublime Remove Traps: Dispel Traps 20d6, Expanded Effect One At A Time (+1/4), Reduced Endurance 0 END (+1/2) (105 Active Points); Extra Time 1 Turn (Post-Segment 12) (-1 1/4), Character May Take No Other Actions (-1/4), Required Hands Two-Handed (-1/2), Concentration 1/2 DCV, Must Concentrate throughout use of Constant Power (-1/2), No Range (-1/2), Requires A DEX Roll (No Active Point penalty to Skill Roll -1/2)
26 Advanced Climb Walls: Climbing +4 (Real Cost: 11) plus Clinging (+15 STR) (15 Active Points); Cannot Resist Knockback (-1/4), Requires a Climbing Skill Roll (-1/4)
10 Move Silently & Hide in Shadows: Stealth +1, Concealment +1
15 Read Languages: Universal Translator 22- (31 Active Points); Written Only (-1)
2 AF: Heavy Armor Proficiency
1 AF: Tower Shield Proficiency
15 Better Lucky than Good: 3d6 Luck
-2 Bad Knees: -1" Run
-15 Psychological Limitation: Curious  (Common, Strong)
-10 Psychological Limitation: Easily distracted by interesting Traps and Locks or things pertaining to them  (Uncommon, Strong)