Brom
2009-01-18, 03:09 PM
The Vault Breaker is my new PrC in response to not really feeling there was a dedicated ''mechanic'' class for Rogues who wanted to solely stick to Open Lock/Disable Device with a few more esoteric skills thrown in (Forgery, Disguise, Craft). I mean, for stealth, we have the Shadowdancer. For trap*making* we have the Combat Trapsmith. For underground exploration, we have the Dungeon Delver. For acrobatic infiltration, we have the Thief Acrobat. For piracy, we have the Dread Pirate. We have not one but a couple classes oriented around tracking.
So here is the Vault Breaker. Comments on balance and help establishing better wording would be nice. If someone could throw together a table for me, I'd be very, very thankful. My goal with the class was to turn it into the guy who sits with the team with his toolbox under one arm while the rest of the party leads the way; he'll contribute with ranged attacks, sneaking, flanking, if he's invested in stealth and movement skills, with reconnassiance, but his main redeeming feature will be that if the party wnts to gain entrance into a locale, the Vault Breaker can and will make it happen. In particular, I know the piece on trap sense and trap disabling is a little poorly worded with it's regards to magic, I was trying to get a similar mechanic to the Spymaster's anti-scrying but the gamut of spells I was thinking he could defuse (alarm, clairvoyance/clairaudience, explosive runes, Glyph of Warding, sepia snake sigil, fire trap) was a lot broader than just scrying.
Here it is.
Vault Breaker
“This isn’t a bad security setup. It’s chained, got a padlock, and has a key underneath that. Give me a minute or so: I can have this dealt with.” – Arbus Fint, Human Vault Breaker
Vault Breaker’s are the security and trap specialists of the world. Few and far between, their skills are in high demand in adventuring parties, and work is easy to find for these specialists, legitimate or otherwise. A Vault Breaker trains himself to be able to get into any place that someone isn’t smart enough to physically guard. Crypts, vaults, ancient abandoned temples, the warehouse holding the city’s contraband; all of these places are treasure troves for the Vault Breaker.
Prerequisites:
Skills: Open Lock 9 ranks, Disable Device 9 ranks, Search 9 Ranks, Use Magic Device 6 ranks
Feats: Nimble Fingers, Skill Focus (Open Lock)
Special: Trapfinding class feature
Special: Must have broken into an establishment that was locked and gotten out within an hour
HD: d6
Saves: As Rogue
Skills: As Rogue
1st Analyze Vaulted Area
2nd Methodic Approach
3rd Toolmaker
4th Vault Bypass
5th Do it Right
6th We Own the Vault
Analyze Vaulted Area
The Vault Breaker is an expert at analyzing the sort of defenses that are normally placed around a defended area. Whenever he passes through an area, he can make an Intelligence check and see if there appears to be any kind of magical or nonmagical defenses in the area; a sort of analysis of the target zone that he is in.
He adds his Vault Breaker level to this Intelligence check. The intelligence check DC is 22. Success will inform the Vault Breaker of the presence of any Illusion (Glamer) spells, Abjuration spells cast on an area or object, Divination spells, secret doors, traps, or spells that are activated by presence in the area. Doing this requires seven minutes of uninterrupted study. The Vault Breaker subtracts one minute from this time requirement per Vault Breaker level (meaning it only takes 2 full minutes at 6th level.)
Methodic Approach
The Vault Breaker knows the little intricacies and similarities in his line of work. He adds his Vault Breaker class level to all Disable Device, Craft, Open Lock, Search, Forgery, Sleight of Hand, Use Rope, Disguise, and Use Magic Device checks.
Toolmaker
The Vault Breaker is used to needing to assemble the things he needs on the fly sometimes. He no longer takes a penalty for using improvised tools for Open Lock or Disable Device.
Vault Bypass
When the Vault Breaker successfully identifies the presence of a magical trap, he can make a Dispel Magic check (as per targeted dispel, with his caster level as his character level) to disarm it.
Do It Right
The Vault Breaker isn’t interested in having to perform something twice. He can take 15 on any Craft, Disable Device, Disguise, Forgery, Open Lock, Search, Sleight of Hand, Use Magic Device, or Use Rope checks, even if pressure or distractions would normally prevent him.
We Own the Vault
When the Vault Breaker successfully makes an Disable Device or Open Lock check, he can re-assemble the lock or trap as a free action, setting it to revert to its previous state in five rounds or less. Furthermore, the Vault Breaker is extremely aware of the presence of traps, and gains a +6 circumstance modifier to notice traps when Searching an area. Finally, the Vault Breaker gains Blindsense out to 60 feet by stopping and allowing himself to perceive the area around him for five rounds, uninterrupted.
So here is the Vault Breaker. Comments on balance and help establishing better wording would be nice. If someone could throw together a table for me, I'd be very, very thankful. My goal with the class was to turn it into the guy who sits with the team with his toolbox under one arm while the rest of the party leads the way; he'll contribute with ranged attacks, sneaking, flanking, if he's invested in stealth and movement skills, with reconnassiance, but his main redeeming feature will be that if the party wnts to gain entrance into a locale, the Vault Breaker can and will make it happen. In particular, I know the piece on trap sense and trap disabling is a little poorly worded with it's regards to magic, I was trying to get a similar mechanic to the Spymaster's anti-scrying but the gamut of spells I was thinking he could defuse (alarm, clairvoyance/clairaudience, explosive runes, Glyph of Warding, sepia snake sigil, fire trap) was a lot broader than just scrying.
Here it is.
Vault Breaker
“This isn’t a bad security setup. It’s chained, got a padlock, and has a key underneath that. Give me a minute or so: I can have this dealt with.” – Arbus Fint, Human Vault Breaker
Vault Breaker’s are the security and trap specialists of the world. Few and far between, their skills are in high demand in adventuring parties, and work is easy to find for these specialists, legitimate or otherwise. A Vault Breaker trains himself to be able to get into any place that someone isn’t smart enough to physically guard. Crypts, vaults, ancient abandoned temples, the warehouse holding the city’s contraband; all of these places are treasure troves for the Vault Breaker.
Prerequisites:
Skills: Open Lock 9 ranks, Disable Device 9 ranks, Search 9 Ranks, Use Magic Device 6 ranks
Feats: Nimble Fingers, Skill Focus (Open Lock)
Special: Trapfinding class feature
Special: Must have broken into an establishment that was locked and gotten out within an hour
HD: d6
Saves: As Rogue
Skills: As Rogue
1st Analyze Vaulted Area
2nd Methodic Approach
3rd Toolmaker
4th Vault Bypass
5th Do it Right
6th We Own the Vault
Analyze Vaulted Area
The Vault Breaker is an expert at analyzing the sort of defenses that are normally placed around a defended area. Whenever he passes through an area, he can make an Intelligence check and see if there appears to be any kind of magical or nonmagical defenses in the area; a sort of analysis of the target zone that he is in.
He adds his Vault Breaker level to this Intelligence check. The intelligence check DC is 22. Success will inform the Vault Breaker of the presence of any Illusion (Glamer) spells, Abjuration spells cast on an area or object, Divination spells, secret doors, traps, or spells that are activated by presence in the area. Doing this requires seven minutes of uninterrupted study. The Vault Breaker subtracts one minute from this time requirement per Vault Breaker level (meaning it only takes 2 full minutes at 6th level.)
Methodic Approach
The Vault Breaker knows the little intricacies and similarities in his line of work. He adds his Vault Breaker class level to all Disable Device, Craft, Open Lock, Search, Forgery, Sleight of Hand, Use Rope, Disguise, and Use Magic Device checks.
Toolmaker
The Vault Breaker is used to needing to assemble the things he needs on the fly sometimes. He no longer takes a penalty for using improvised tools for Open Lock or Disable Device.
Vault Bypass
When the Vault Breaker successfully identifies the presence of a magical trap, he can make a Dispel Magic check (as per targeted dispel, with his caster level as his character level) to disarm it.
Do It Right
The Vault Breaker isn’t interested in having to perform something twice. He can take 15 on any Craft, Disable Device, Disguise, Forgery, Open Lock, Search, Sleight of Hand, Use Magic Device, or Use Rope checks, even if pressure or distractions would normally prevent him.
We Own the Vault
When the Vault Breaker successfully makes an Disable Device or Open Lock check, he can re-assemble the lock or trap as a free action, setting it to revert to its previous state in five rounds or less. Furthermore, the Vault Breaker is extremely aware of the presence of traps, and gains a +6 circumstance modifier to notice traps when Searching an area. Finally, the Vault Breaker gains Blindsense out to 60 feet by stopping and allowing himself to perceive the area around him for five rounds, uninterrupted.