Trapmaking

Overview
Trapmaking is a feat made available to Rogues once they reach Level 4. It gives the ability to not only craft traps, but scavenge parts from existing traps.

Trapmaking Feat
Prereqs: Trapfinding and any one of the following: Skill Focus: Disable Device, Nimble Fingers, or Least Dragonmark of Making

Benefit: You have learned enough about traps to be able to scavenge parts from them, and with the help of the Free Agents, can craft your own.

Special: Automatically granted to rogues at level 4.

Grenades

 * Weak Alchemist's Spark
 * 10x Electrical Trap Parts + 10x Crude Vials yields 10 grenades
 * 2-12 dmg area
 * Weak Alchemist's Frost Grenade
 * 10x Cold Trap Parts + 10x Crude Vials yields 10 grenades
 * 2-12 dmg area
 * Weak Alchemist's Fire Grenade
 * 10x Fire Trap Parts + 10x Crude Vials yields 10 grenades
 * 2-12 dmg area

Mines

 * Weak Frost Mine
 * Weak Sonic Trap
 * 10x Mechanical Trap Parts + 10x Sonic Trap Parts yields 5 mines
 * 10-60 sonic dmg

Trap Parts
Trap parts come in types, according to the type of trap they are acquired from.
 * Sonic Trap Parts
 * Magical Trap Parts
 * Mechanical Trap Parts
 * Fire Trap Parts
 * Acid Trap Parts
 * Force Trap Parts
 * Frost Trap Parts
 * Electrical Trap Parts

Acquiring Trap Parts

Trap parts have a chance to drop when you disarm a trap. Trap parts are ingredients, and will fit in an ingredient bag. Rogues who have not at least acquired a small ingredient bag from The Twelve are advised to do so. Each trap type drops its corresponding part; for instance, fire traps drop fire trap parts, and spike and blade traps drop mechanical trap parts. Magical trap parts are acquired from poison traps.

The chance to acquire trap parts from a given trap is not affected by your total roll (e.g., if you have a +37 modifier, a roll of 2+37 might result in getting trap parts while a roll of 14+37 does not). Total skill may affect the chance to drop trap parts (more testing required). Higher DC traps drop more parts, more frequently.