(Dungeonscape variant, p. 53)

Many adventurers view traps as nuisances—just more obstacles to be overcome—but some see traps as an art form. Similar to a rogue in many respects, a trapsmith hones her craft to a level of perfection that few can hope to emulate. Simple and crude traps offend her, and complicated death traps cause her to leap about (cautiously, of course) in wonderment and joy. More than just an expert at disarming devices, a trapsmith excels at rigging deadly surprises to harm her enemies, secure her camp, and confound pursuers.

A trapsmith needs a high number of skills and the trapfinding class feature, so many members of this prestige class begin their careers as rogues. Other classes can qualify, including ninjas, scouts, and spellthieves (all from Complete Adventurer), factotums (see page 14), and rangers who have the trap expert alternative class feature (see page 12). But rogues have the easiest time of it.

Because the trapsmith is a skill-based character, she must have a high Intelligence score. A high Dexterity score also proves to be of great value, adding to a number of her skills.


Skills: Craft (trapmaking) 8 ranks , Disable Device 8 ranks , Open Lock 5 ranks , Search 8 ranks

Special: Trapfinding class feature.

Hit die


Skill points

6 + Int

Class Features

Booby Traps (Ex): You can quickly set up simple booby traps (see the sidebar) to harm and hinder your foes. When setting up a trap, make a Craft (trapmaking) check. The check result is the Difficulty Class of an attempt to find the trap by making a Search check. Half the check result is the DC of an attempt to disarm the trap by making a Disable Device check. The check result affects other variables, too; see the Booby Trap sidebar below for details. Setting up a booby trap is usually a full-round action, though some take longer, as noted in the sidebar.

Starting at 3rd level, your skill improves such that you can create advanced versions of the simple booby traps you already know.

Master Disarmer (Ex): Your skill at finding and disarming traps is legendary. When dealing with a trap, add your trapsmith level to your Search checks, Disable Device checks, and Open Lock checks.

Trap Sense (Ex): You are adept at evading the effects of traps, gaining bonuses at 1st level, 3rd level, and 5th level. See the barbarian class feature (PH 26). Trap sense gained from other sources (such as barbarian or rogue levels) stacks with this benefit.

Spells: If you are smart enough, you might gain the ability to cast arcane spells. To cast a particular spell, you must have an Intelligence score of at least 10 + the spell's level. Your bonus spells are based on your Intelligence. Saves to avoid the effects of your spells have a DC of 10 + the spell's level + your Int bonus (if any).

You cast spells as a bard does. Table 1—4, below, details how many spells you can learn at each level. Choose your spells from the following list.

Spells Known
Level 1st 2nd 3rd
1st 2
2nd 3
3rd 3 2
4th 4 3
5th 4 3 2

Arrow Proof (Su): When a trap activates, you know how to lessen the impact and reduce the damage. Starting at 2nd level, you gain damage reduction 5/— against the effects of traps. The reduction applies only to damage from physical attacks, such as arrows, crushing blocks, or pits. Damage caused by spells or magical effects is not reduced.

Damage reduction gained from multiple sources stacks, but only for damage dealt by a trap.

Quick Fingers (Ex): Starting at 2nd level, you can disarm traps more quickly. When you attempt a Disable Device check, use the table below in place of the table on page 72 of the Player's Handbook. If you have the quick fingers alternative class feature (see page 13), reduce the time needed for checks on difficult and wicked traps to 1d3 rounds.

Device Time Disable Device DC
Simple 1 standard action 10
Tricky 1 full-round action 15
Difficult 1d4 rounds 20
Wicked 1d4 rounds 25+

Unweave (Su): At 3rd level, your understanding of magic traps allows you to unweave their magic, as if targeting the trap with dispel magic (PH 223). Your caster level for this ability equals 5 + your trapsmith level. You can use this ability three times per day. It works only against magic traps, but spells such as alarm (PH 197), glyph of warding (PH 236), and the symbol spells (PH 289—291) are valid targets.

Dance through Danger (Ex): Starting at 4th level, when you make a Search check to find a trap and your result exceeds the DC by 5 or more, you can move past the trap without setting it off. This benefit applies only to you—the careful movements and balance needed cannot be taught to your fellow adventurers.

Spell Proof (Su): Starting at 4th level, you enjoy a measure of protection against magic traps. You gain spell resistance equal to 15 + your trapsmith level. This spell resistance applies only to magic traps, which include spells such as fire trap (PH 231), explosive runes (PH 228), glyph of warding (PH 236), and the symbol spells (PH 289—291).

Avoid Disaster (Su): At 5th level, you learn to negate the effects of a trap as they happen. Once per day, when a trap is sprung, you can make a Disable Device check as an immediate action. If the check succeeds, you quickly disable the trap and avoid its effects. If the check fails, the trap activates as normal.


A trapsmith can create a number of different traps to hinder and harm foes. Each trap described below includes information on its area, effects, base cost, and cost per use. The base cost covers the parts of the trap that are reusable if recovered. The cost per use covers the pieces that are destroyed or expended when the trap is set off. All traps below are mechanical traps with a touch trigger.

A trapsmith can disable and disassemble one of his own traps without making a check. This process takes approximately 1 minute.

Other booby traps are possible with your DM's approval. Alarm Trap: This trap is little more than a series of bells attached to a thin trip wire. When the wire is breached, the bells ring, and those nearby can attempt a DC —5 Listen check to notice the noise. This trap takes 1 round to set up per 10 feet of trip wire used. Anyone who runs into the trap can attempt a Reflex save to avoid setting it off (DC equal to 1/2 your Craft [trapmaking] check result).

Base Cost: 1 gp/10 ft.

Cost/Use: —.

Advanced Version: The DC of the Reflex save to avoid setting off an advanced alarm trap is equal to your Craft (trapmaking) check result.

Bolt Trap: This trap fires a light or heavy crossbow at one target that breaks a trip wire. The crossbow makes a single attack with a bonus equal to 1/2 your Craft (trapmaking) check result. The bolt deals standard damage for its type, but you can use masterwork or magic crossbows and bolts to enhance the accuracy or damage. The trap must be reset after the crossbow fires. The trap can cover a line of up to 20 feet.

Base Cost: 35 gp (light crossbow) or 50 gp (heavy crossbow); add 300 gp for a masterwork crossbow.

Cost/Use: None, or the cost of the ammunition if it is masterwork or magic.

Advanced Version: An advanced bolt trap fires up to three bolts from three separate crossbows. Setting up an advanced trap takes 2 rounds and requires three crossbows (tripling the base cost as appropriate to the type).

Drop Trap: A heavy or dangerous item is rigged to fall on anyone who crosses a trip line. When the trip line is breached, the item drops, making a touch attack with a bonus equal to 1/2 your Craft (trapmaking) check result. You can rig an alchemical item (which deals damage appropriate to the item) or a heavy object such as a stone (which deals 1d6 points of bludgeoning damage). The trap can cover a single 5-foot-square area.

Base Cost: 1 sp.

Cost/Use: Varies depending upon the cost of the dropped

Advanced Version: An advanced drop trap can drop up to three alchemical items, a very heavy object (which deals 3d6 points of bludgeoning damage), or a net (which entangles the target, who can move freely but must make a successful DC 20 Escape Artist check to get out of the net).

Trip Rope Trap: This trap is made up of a strong rope attached tautly between two points. If anyone tries to cross the rope, it makes a trip attempt with a bonus equal to 1/2 your Craft (trapmaking) check result. The first creature to cross through the trap causes the rope to go slack, and it must be reset before the trap can be used again. The trap can cover a line of up to 20 feet.

Base Cost: 10 gp.

Cost/Use: —.

Advanced Version: An advanced trip rope trap makes the trip attempt using your Craft (trapmaking) check result for the opposed check. In addition, if the check succeeds, the trap can trip another creature that crosses through its space.


Spells per Day
Level BAB Fort Ref Will Special 1st 2nd 3rd
1st +0 +0 +2 +0 Booby traps (simple), master disarmer, trap sense +1 1
2nd +1 +0 +3 +0 Arrow proof, quick fingers 2
3rd +2 +1 +3 +1 Booby traps (advanced), unweave, trap sense +2 2 1
4th +3 +1 +4 +1 Dance through danger, spell proof 3 2
5th +3 +1 +4 +1 Avoid disaster, trap sense +3 3 2 1

Class skills

Skill name Key ability Trained only Armor check penalty
Appraise INT no no
Craft INT no no
Disable Device INT yes no
Escape Artist DEX no yes
Knowledge (architecture and engineering) INT yes no
Listen WIS no no
Open Lock DEX yes no
Profession WIS yes no
Search INT no no
Sleight of Hand DEX yes yes
Spot WIS no no
Use Rope DEX no no

Spells for Trapsmith

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