Camelot
Adventurer
I like the idea of a rogue who has such a mastery over traps that he/she can use traps in the middle of a battle. So, I tried creating a trapmster rogue. Please critique, and thank you!
A trapmaster rogue needs a trap kit (superior weapon).
Weapon - Prof. - Damage - Range - Price - Weight - Group - Prop.
Trap Kit - - +2 - - - 1d6 - - 10/20 - - 15 gp - - 2 lb. - Light Blade - Light Thrown, Off-Hand, Load Free
A trap kit needs ammunition, specifically trap parts.
Item - - - - - - - Price - Weight
Trap Parts (15) - 1 gp - - 3 lb.
Instead of selecting Artful Dodger, Brutal Scoundrel, or Ruthless Ruffian for your Rogue Tactics class feature, you can select the followng option, Trapmaster Thief.
Trapmaster Thief: You are proficient with the trap kit. You gain a bonus to all defenses against traps and to Thievery checks made to disarm traps or pick locks equal to your Intelligence modifier.
Thusly, Dexterity should be your main ability and Intelligence should be second. Save some for other abilities, though, to boost your Fortitude and Will defenses.
NEW POWERS
Poisoned Dart - Rogue Attack 1
You have fashioned a mechanism that fires a poison dart when you simply release the trigger.
At-Will * Martial, Poison, Weapon
Standard Action - Ranged weapon
Requirement: You must be wielding a trap kit.
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage, and the target takes poison damage equal to your Intelligence modifier.
- Level 21: 2[W] + Dexterity modifier damage.
Vibrating Caltrops - Rogue Attack 1
These caltrops hop around because of tightened springs inside them, making a section of terrain particularly nasty to step in until the springs are all unwound.
At-Will * Martial, Weapon
Standard Action - Close blast 1
Requirement: You must be wielding a trap kit.
Target: Each non-flying creature in blast
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage.
- Level 21: 2[W] + Dexterity modifier damage.
Effect: The power's area is filled with vibrating caltrops until the end of your next turn. Any non-flying creature that enters the area or starts its turn there takes damage equal to your Intelligence modifier (minimum 1).
Shock Pad - Rogue Attack 1
You throw down a pad onto the floor. When a creature steps on the pad, you activate the trap and the creature is shocked with electricity.
Encounter * Lightning, Martial, Weapon
Standard Action - Close blast 1
Requirement: You must be wielding a trap kit.
Effect: The power's area is occupied by a shock pad. Creatures can occupy the power's area as normal. Make a Thievery check with a bonus equal to your Intelligence modifier. Enemies must make a Perception check against your Thievery check to notice the shock pad. Once during this encounter, you can make the following attack.
- Opportunity Action - Area occupied by the shock pad
- Trigger: A creature enters or starts its turn in the power's area.
- Target: Each creature in area
- Attack: Dexterity vs. Fortitude
- Hit: 2[W] + Dexterity modifier lighting damage.
- - Trapmaster Thief: You gain a bonus to the damage roll equal to your Intelligence modifier.
Air Gun - Rogue Attack 1
You pull out your pride and joy, a device that blasts extremely focused gusts of air, able to devastatingly injure an enemy, especially at close range. Unfortunately, it only has a few good blasts in it before the air needs to be recompressed into it, which takes many hours.
Daily * Force, Martial, Weapon
Standard Action - Ranged weapon
Requirement: You must be wielding a trap kit.
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier force damage. If the target is within 5 squares of you, the attack instead deals 3[W] + Dexterity modifier force damage.
Effect: Before the end of the encounter, you can make the attack two more times. The second time you make the attack, it deals 1[W] less damage. The third time you make the attack, the target must be within 5 squares of you and the attack deals 1[W] + Dexterity modifier force damage.
NEW FEATS
Open Opportunity
- Prerequisite: Int 15, Rogue
- Benefit: If you score a critical hit while you have combat advantage, the target gains vulnerable 5 to a damage type of your choice until the end of your next turn.
Forceful Toxin
- Prerequisite: Dex 13, Int 13
- Benfit: You gain a +1 feat bonus to damage rolls of powers that have the force or poison keyword. The bonus increases to +2 at 11th level and to +3 at 21st level.
So, how do you think it holds up compared to other rogue builds? Is having typed damage an advantage? Is the class feature only affecting traps and lock-picking a disadvantage? I'd love any constructive criticism, no matter how harsh! Thanks!
Like what you see? Critique more at The Dungeon's Dragon (see sig).
A trapmaster rogue needs a trap kit (superior weapon).
Weapon - Prof. - Damage - Range - Price - Weight - Group - Prop.
Trap Kit - - +2 - - - 1d6 - - 10/20 - - 15 gp - - 2 lb. - Light Blade - Light Thrown, Off-Hand, Load Free
A trap kit needs ammunition, specifically trap parts.
Item - - - - - - - Price - Weight
Trap Parts (15) - 1 gp - - 3 lb.
Instead of selecting Artful Dodger, Brutal Scoundrel, or Ruthless Ruffian for your Rogue Tactics class feature, you can select the followng option, Trapmaster Thief.
Trapmaster Thief: You are proficient with the trap kit. You gain a bonus to all defenses against traps and to Thievery checks made to disarm traps or pick locks equal to your Intelligence modifier.
Thusly, Dexterity should be your main ability and Intelligence should be second. Save some for other abilities, though, to boost your Fortitude and Will defenses.
NEW POWERS
Poisoned Dart - Rogue Attack 1
You have fashioned a mechanism that fires a poison dart when you simply release the trigger.
At-Will * Martial, Poison, Weapon
Standard Action - Ranged weapon
Requirement: You must be wielding a trap kit.
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage, and the target takes poison damage equal to your Intelligence modifier.
- Level 21: 2[W] + Dexterity modifier damage.
Vibrating Caltrops - Rogue Attack 1
These caltrops hop around because of tightened springs inside them, making a section of terrain particularly nasty to step in until the springs are all unwound.
At-Will * Martial, Weapon
Standard Action - Close blast 1
Requirement: You must be wielding a trap kit.
Target: Each non-flying creature in blast
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage.
- Level 21: 2[W] + Dexterity modifier damage.
Effect: The power's area is filled with vibrating caltrops until the end of your next turn. Any non-flying creature that enters the area or starts its turn there takes damage equal to your Intelligence modifier (minimum 1).
Shock Pad - Rogue Attack 1
You throw down a pad onto the floor. When a creature steps on the pad, you activate the trap and the creature is shocked with electricity.
Encounter * Lightning, Martial, Weapon
Standard Action - Close blast 1
Requirement: You must be wielding a trap kit.
Effect: The power's area is occupied by a shock pad. Creatures can occupy the power's area as normal. Make a Thievery check with a bonus equal to your Intelligence modifier. Enemies must make a Perception check against your Thievery check to notice the shock pad. Once during this encounter, you can make the following attack.
- Opportunity Action - Area occupied by the shock pad
- Trigger: A creature enters or starts its turn in the power's area.
- Target: Each creature in area
- Attack: Dexterity vs. Fortitude
- Hit: 2[W] + Dexterity modifier lighting damage.
- - Trapmaster Thief: You gain a bonus to the damage roll equal to your Intelligence modifier.
Air Gun - Rogue Attack 1
You pull out your pride and joy, a device that blasts extremely focused gusts of air, able to devastatingly injure an enemy, especially at close range. Unfortunately, it only has a few good blasts in it before the air needs to be recompressed into it, which takes many hours.
Daily * Force, Martial, Weapon
Standard Action - Ranged weapon
Requirement: You must be wielding a trap kit.
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier force damage. If the target is within 5 squares of you, the attack instead deals 3[W] + Dexterity modifier force damage.
Effect: Before the end of the encounter, you can make the attack two more times. The second time you make the attack, it deals 1[W] less damage. The third time you make the attack, the target must be within 5 squares of you and the attack deals 1[W] + Dexterity modifier force damage.
NEW FEATS
Open Opportunity
- Prerequisite: Int 15, Rogue
- Benefit: If you score a critical hit while you have combat advantage, the target gains vulnerable 5 to a damage type of your choice until the end of your next turn.
Forceful Toxin
- Prerequisite: Dex 13, Int 13
- Benfit: You gain a +1 feat bonus to damage rolls of powers that have the force or poison keyword. The bonus increases to +2 at 11th level and to +3 at 21st level.
So, how do you think it holds up compared to other rogue builds? Is having typed damage an advantage? Is the class feature only affecting traps and lock-picking a disadvantage? I'd love any constructive criticism, no matter how harsh! Thanks!
Like what you see? Critique more at The Dungeon's Dragon (see sig).