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<blockquote data-quote="Ranuth" data-source="post: 4722949" data-attributes="member: 82993"><p>Well, I typed a whole writeup for a Trapper Type class, but timed out, and it got deleted.... basically it works like this.</p><p></p><p>Dexterity based, with Intelligence and Wisdom as suppliments.</p><p></p><p>You'll have two builds: Alchemist Trapper, and Tinkerer Trapper</p><p></p><p>Proficiencies: Cloth, Leather, Simple Melee, Simple ranged</p><p>Tools: Tinkerers Tools, Stirring Rod (Like Implements, but you only get the bonuses if you use the tools during your short and extended rests, and only for the next encounter/day.)</p><p></p><p>Features:</p><p></p><p>Trappers Cunning: +2 bonus to thievery checks to disarm traps, don't activate trap that you set unless you want to. Prey takes -2 to saves for effects caused by your trapper exploits. Some powers may grant additional benefits against your prey. </p><p></p><p>Alchemist Trapper: Add Int to Fort Defense. Add Int to damage rolls for rapper exploits with the 'Alchemy' keyword. </p><p>Tinkerer Trapper: Add Wisdom to Reflex Defense. Shift a number of squares equal to your wisdom modifier before or after laying a trap.</p><p></p><p>At-will attack power 1: Lure the prey </p><p>Ranged Weapon</p><p>1|W| damage Dex vs. AC attacks that pulls the target 1 square. </p><p></p><p>Encounter Attack power 1: Hail of Arrows </p><p>Ranged Weapon</p><p>2d8 Burst 1 within 5 vs. AC</p><p></p><p>Daily Attack Power (Trap): Viper's Venom Trap</p><p>Trap, Alchemy</p><p>Lay a trap that lasts till the end of the encounter and makes a Dex vs. Fort attack when activated, and deals 2d10 damage, 5 + INT ongoing damage (save ends) on a hit. Half damage on a miss. Creates a 3x3 zone that deals 5 + INT poison damage to anyone entering or starting their turn in the space.</p></blockquote><p></p>
[QUOTE="Ranuth, post: 4722949, member: 82993"] Well, I typed a whole writeup for a Trapper Type class, but timed out, and it got deleted.... basically it works like this. Dexterity based, with Intelligence and Wisdom as suppliments. You'll have two builds: Alchemist Trapper, and Tinkerer Trapper Proficiencies: Cloth, Leather, Simple Melee, Simple ranged Tools: Tinkerers Tools, Stirring Rod (Like Implements, but you only get the bonuses if you use the tools during your short and extended rests, and only for the next encounter/day.) Features: Trappers Cunning: +2 bonus to thievery checks to disarm traps, don't activate trap that you set unless you want to. Prey takes -2 to saves for effects caused by your trapper exploits. Some powers may grant additional benefits against your prey. Alchemist Trapper: Add Int to Fort Defense. Add Int to damage rolls for rapper exploits with the 'Alchemy' keyword. Tinkerer Trapper: Add Wisdom to Reflex Defense. Shift a number of squares equal to your wisdom modifier before or after laying a trap. At-will attack power 1: Lure the prey Ranged Weapon 1|W| damage Dex vs. AC attacks that pulls the target 1 square. Encounter Attack power 1: Hail of Arrows Ranged Weapon 2d8 Burst 1 within 5 vs. AC Daily Attack Power (Trap): Viper's Venom Trap Trap, Alchemy Lay a trap that lasts till the end of the encounter and makes a Dex vs. Fort attack when activated, and deals 2d10 damage, 5 + INT ongoing damage (save ends) on a hit. Half damage on a miss. Creates a 3x3 zone that deals 5 + INT poison damage to anyone entering or starting their turn in the space. [/QUOTE]
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