Cayden Cailean

Lunn's page

6 posts. Alias of Kallen.


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nidho wrote:
It seems you've been cherrypicking all the trap related abilities, classes and feats you could find, but should'nt all these abilities overlap instead of stack?

Yes I have been cherry picking in the trap area. Though I'm not sure if they would overlap or just stack.

The only thing I could see questionable on the stacking is the "Trapmaking Expertise" from the True Kobold Paragon PrC from the Koboldnomicon as the other two are from different sources (One is a class benefit, the other is a feat benefit).

If I were to not count the Trapmaking Expertise:
Price Reduction = 70% off on trap making
Trapsmithing = 25% or less the time required to create it.

but then I look at like this:
The price for your standard MWK Heavy Crossbow "Advanced Bolt Trap" is 1050g. You then subtract 25% from Trapmaking Expertise to pay only 787g as it reduces the price to 75% it's calculated price. Then subtract 50% thanks to the Extraordinary Trapsmith makes the price lowered to 393g. Then finally cut the price again by 20% thanks to your Skilled Improviser class feature to make the price 78g.
(Yay I am even failing my math since I did it different this time)

As for the time to setup a 2 Round trap:
2 Rounds = No trap shenanigans
1 Round = W/ Extraordinary Trapsmith
1/2 a Round = W/ Extraordinary Trapsmith & Trapmaking Expertise
1/3 of a Round = W/ Extraordinary Trapsmith & Trapmaking Expertise & Hasty Construction

What is bugging me is how do you determine a 1/3 of a round when you already halved that time in the same round? Is it a Move Action? a Standard Action? a Swift Action, or even something else all together?

(I forgot to list a Kobold Trapsmith benefit, "Hasty Construction" which lets them cut the time by 1/3rd if they up the DC to craft a trap by 5, smart me for forgetting important info listing right?)


As we all know the underdog race of this game are the fabled Kobolds who are known as trapsmiths and other things.

So I have this Male Kobold Rogue 7 / Trapsmith 5 / Kobold Trapsmith 5 / True Kobold Paragon 3. His name is Lunn-Lunn and he has the following which will bring us to a question:

Extraordinary Trapsmith (Feat)
If a kobold picks up this feat the cost and time for a trap is reduced by 50%.

Skilled Improviser (Class Benefit)
The Kobold Trapsmith gets a price reduction on his traps by 10% at 2nd level. This increases at 5th level to 20%

Trapmaking Expertise (Ex Class Benefit)
The traps cost 75% their calculated price and 1/2 the time to create.

So here is my questions comes in:

1) Do I only have to pay 5% the normal price to create ANY trap I could make? Like for instance a 1050g trap featuring 3 Mwk Heavy Crossbows only costs 52g to actually create?
2) The above advanced trap (The Bolt Trap) given to you by the Trapsmith class states it takes 2 rounds to set this trap up. Yet, with all the trap shenanigans Lunn-Lunn has, would he be able to also set up a second or even third Advanced Bolt Trap in the same round?
(Lunn-Lunn halves the time required to craft a trap twice and then he cuts that time by 1/3rd)

Extraordinary Trapsmith (Races of the Dragon)
Kobold Trapsmith (Koboldnomicon)
True Kobold Paragon (Koboldnomicon)
Trapsmith (Dungeonscape)


Quote:


No they do not stack. However I would give him a choice of what damage he wanted to do with the monk's flurry of blows, bludgeoning/piercing/slashing, and I would increase the damage dice by one size (1D8) if they use piercing or slashing damage due to the improved natural attack. Thinking about it, he has spent 2 feats and 3 levels, I would give him that.

IDK too much about the Dual Inheritance feat or the Wraith blood line though. So I am not including it.

The Dual Inheritance feat requires you be 3rd level to take. The 3rd level Sorcerer Bloodline power you would obtain you can instead trade in for a 1st Level Bloodline power from another Bloodline instead. If he continues to pick up powers from the Wrath Bloodline he will definitely be strong (STR wise as he gets +6 STR at MAX). I will give him what you suggested because sometimes being able to do one to three of those three damage types is very handy, like against Skeletons and Zombies for instance.


Figured as much for the "Not" stacking those three. I thank you all for satisfying my curiosity on the matter and refreshing my mind of what CAN and CANNOT be stacked.

@ Sanwah: The PDF is:
Class Options Vol. 1: Sorcerer Bloodlines

It's only got 10 Bloodlines (3 are Seer, Nature, and Words bloodlines, while 7 are the Seven Deadly Sins bloodlines) and a bunch of feats. It's dirt cheap from what I am looking at ($2). The deadly sins bloodlines themselves got a bit of humor like for instance Lust has No Need To Fight Over Me which basically functions as "Go Attack Your Ally" most of the time in mass combat for a number of rounds equal to 1/2 your CHA mod.


So a friend of mine brought to me one day an interesting character since we were going to start as 4th Level characters and I was the GM. It was a Male Human Sorcerer 3 / Monk 1. He dabbled in the area as a Wrath Bloodline Sorcerer with a mix of the Dragon Bloodline with the help of the "Dual Inheritance" feat. He had taken the "Improved Natural Attack" Feat as he designated Claws for the target of the feat as both his Bloodline Powers make his hands into Natural Weapons with a Free Action. He asks me if he could stack the three separate areas that treat his hands as weapons (Monk's Unarmed, Draconic Claws, Wrathful Fists). So I would normally say "No they wouldn't as you would take the strongest one".

So the big question is can he actually stack the 1d4 Wrathful Fists, the 1d6 Draconic Claws, and the 1d6 Unarmed Strike for the grand dice total of: 2d6 + 1d4 + Strength

It is also a bit of curiosity on my part of wondering what a character is "Limited" to.


I personally like this version of the Drunken Master Prestige Class.

The original versions were painful for being a Monk PrC from what I recall as they were like a Monk but never continued getting any Monk benefits or being able to Flurry with those Improvised Weapons, it might as well have been a Fighter drunk off his ass.

If you wanted to really add the "Improvised Weapon Master" feat in this class, make it a bonus feat. Improvised Weapon Master at 10th Level instead of at entry level. Though that's just my 2 CP on the matter.