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Craft: Locksmith
The Locksmith's Craft makes you capable of designing, creating, repairing and studying keys and locks, in addition to understanding security functions and having knowledge of burglary and even sophisticated traps, containing delicate and precise mechanisms.
Attribute: The attribute for tests related to the Locksmith Craft is Dexterity.
Synergies: Utilizando um Set de Locksmith, você pode utilizar esse Craft com as seguintes perícias, possibilitando alguns efeitos
- History. Your knowledge of history includes traps and lock types common to certain regions and peoples. This gives you information that can help you find or disarm it.
- Investigation, Perception. Your knowledge and experience seem to give you a keen instinct when looking for traps, as you've learned a variety of common signs that reveal their presence and can see signs of traps that have already been triggered.
Locksmith Set
A Locksmith Set, although they can be used by them to create keys and unlock doors and chests, can also be used by adventurers who know that it is necessary from time to time to open dungeon locks or disarm traps. Proficiency with this tool also grants you a general understanding of locks and traps.
Content: A Locksmith Set usually includes a small sandpaper, a set of picks, a small mirror in a metal holder, a set of narrow-blade scissors, a pair of pliers, some wire and string, among other objects.
Formulas for the Locksmith Craft
Level 1 |
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PadlockCraft: Locksmith * A padlock can have different security A safe padlock has a DC equal to 14 + the level of the Craft employed in its construction. The value is 5 gp times your Craft level.
Natural 20. Add 1d4 to the DC to pick the lock |
Level 2 |
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Code LockCraft: Locksmith 2 A code lock is a mechanical device that can be positioned as a mechanism to lock a door or a chest, with its mechanism having a limitation of codes that can be entered, hindering even more break-in attempts. The code lock has a DC equal to 18 + twice the Craft level used to craft it.
Natural 20. Add 1d4 to the DC to break the code lock |
Level 3 |
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Trap LockCraft: Locksmith 3 A trap lock has a built-in trap, causing unsuccessful attempts to pick it to trigger the trap. The DC of a Trap Lock is 16 + the level of the Craft employed in its construction. On a lockpick failure, the lock fires an elemental pulse defined at the time of its construction and becomes unpickable, can only be broken but has its AC increased by an amount equal to half the level of Craft employed and has its hit points duplicated. Creatures within 10 feet of the padlock must make a Dexterity saving throw equal to 10 + the padlock's creator's Proficiency Bonus and Craft Level, on a failure they take 2d6 damage of the chosen type, on a success they only take half.
Once a trap lock has been triggered, it no longer has a charge and must be repaired. A Locksmith who knows the Formula can restore the padlock using an alchemical solvent.
Natural 20. AC increases by an amount equal to the level of Craft employed and has its hit points quadrupled and damage dealt increases to 3d8. |
Level 4 |
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=SafeCraft: Locksmith 4 A safe has a DC equal to 16 + the level of the Craft employed in its construction.
Natural 20. The lockpick DC increases by 1d6 |
Level 5 |
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Secret Presence LockCraft: Locksmith 5 A secret Presence lock has no visible way to open it, with the lock being protected by metal plates and normally hidden from view. The secret presence lock opens only when the determined object approaches the right point. Finding a Secret Presence Lock requires a successful Investigation roll with DC 14 + the Craft level used to create it.
Natural 20. The DC to find the lock increases by 1d4 |
Level 1 |
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Vault of Ethereal ProtectionCraft: Locksmith 6 A Vault of Ethereal Protection repels any magical attempts to affect its composition and structure, as well as repelling incorporeal attempts to manipulate its opening. A vault has a DC equal to 19 + the level of the Craft employed in its construction.
Natural 20. The lockpick DC increases by 1d6 |