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) |