Take the tour ×  I'm working on a story concept where the
villain is a tinker who is seeking revenge against a noble
house, and his M.O. is intricate mechanical traps. The trap
rules given are fine for dungeon encounters, but pit traps and
dart traps and their ilk seem a little bland for a genius-level
inventor.  Are there advanced rules for traps anywhere that I
can use to give more flavor to this villain's work, or am I
stuck improvising and/or reskinning existing traps to fit into
the story? I'm looking mostly for expanded rules regarding
mechanical traps; I suppose cursed magical items would
technically count as "trapped items" in this case, but
spellcasting is a little out of the purview of a tinker.  An
example of the kind of thing I'm looking for might be a necklace
that functions as a garrote, tightening around a character's
neck when worn.  share|improve this question add comment  2
Answers  up vote 3 down vote accepted  It doesn't have to be
spellcasting to have a "magical" effect. A little reflavor