Re: What does a Dungeon Artificer do?
The relevant DF PDF doesn't say anything about re-configuring traps, but a realism-minded GM should allow it, albeit at a hefty skill roll penalty. Maybe -5 or so.
The Artificer can counter that partially with Equipment Bond (+1), and a Fine traps kit (+2) or even a Very Fine one if the GM can be talked into coming up with a monetary cost. It also makes sense to allow at least a few levels of a Re-Configure Trap Technique. Since messing around with a trap, even one already disarmed, is tricky, it should be Hard, so 3 levels of that would cost 4 CP and give a +3 bonus only to Re-Configure. Cumulative with the +3 bonus for gear.
The Sages PDF seems to suggest that if the Artificer buys up Wealth during character creation, he has a freer hand when it comes to uses of the Gizmo advantage, but the actual text for Gizmo in that PDF states flat and absolute monetary costs that do not depend on any of the character's traits. Is that an errata?
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