New Homebew Class looking for feedback

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First Post
Hey Everyone, Am making a new homebrew class for kicks and giggles and would appreciate some feedback. I have the power done up to level 3 so please take a look.

Trapper


Trappers range and vary from the fierce northern people who trap in the wild for substenence and the furs from which they make their living, to the Dungeon Master's of the souther people who make their living under the earth plying old tombs, To the sneaky and cunning theif who relies on gadgets and tools of her own design to steal the hearts and minds and pocket change of millions


Role Controller
Power Source: Traps (Alternatively Martial)
Key Abilities: Dexterity, Wisdom, and Strength
Armor: Cloth, Leather, Hide
Bonus to Defence +2 Reflex
Hp at 1st Level 12+Constitution Score
Hp per level gained +5
Healing Surges 6+Constitution Modifier
Trained Skills: Athletics
Class Skills: Nature, Dungeoneering, Perception, Stealth, Theivery, Endurance, Acrobatics, Insight


Creating a Trapper


Trappers have a range of powers, but these powers are broadly seperated into two groups, Traps and bombs. Trappers tend to have higher wisdom which is used for the potency of their traps threw clever placement, discernment of weaknesses, and knowing when to run away! Bombers on the other hand tend to focus on Dexterity to ensure that their bombs hit accurately and painfully whenever possible


Trapper


The role of the trapper is to immobilze, hinder, injure, and lame your foe. They control the battle by cutting off avenues of escape, entry , denying the enemy space and coordination. A few well laid traps can turn an ambush into a counter ambush, a fair fight into an easy win, and a dungeon into a slaughtering ground of monsters.


Suggested Feat: Improved Initiative
Suggested Skills: Nature, Perception, Insight, Endurance


The Bomber


The role of the bomb is to lay havoc onto the enemy. Your combination of damage and conditions can severely hamper the enemy while ensure that you and your teammates are safe. You bombs come in a variety of natures and clever usage is key to attaining victory. Chances are you are also a skilled theif using stealth and your larsonous tendencies to achieve victory


Suggested Feat
Suggested Skills: Stealth, Theivery, Perception, Dungeoneering
(Con't)
 

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Trapper Class Features


Mastercrafter


A trapper is generall responcible for all her own weapons. This cost the trapper no additional money but does add an extra hour to an extended rest unless the trapper doesn't sleep (eladrin, warforged, for example). In addittion the trapper has learned several forms of craftsmanship and this is recognized by other craftsmen who know of the trapper or have had a chance to see her work.


+2 to checks involving other skills and crafts (for example bluffing a craftsmen, seeing hidden compartments, etc).


The trapper is a skilled craftsman and can forge weapons, armours and other items (such as traps) if given the appropiate time and a workshop. (An hour for a simple weapon or cloth armour, a day for a military weapon or leather/hide armour and a week for a superb weapon or metal armour)


The Trapper is presumed to start with whatever armour she likes at no cost. As well any of the special weapons that her powers uses she is presumed to have.


Path of the Hunter
Trappers and Bomber's receive different class abilities:


Trapper


Trappers appreciate the use of caltrops more than most. They always have a bag or two on hand and often refer to them as “my precious”.


Once per Turn as a Minor Action, A trapper can throw caltrops to any square within 5 squares of her. That square is considered difficult terrain, and prevents charges and running actions. If someone attempts to charge or run through those squares they end their turn in that square.


Bomber


Bomber's appreciate the mobility and brute force their tiny creations can give them. They always have a little something extra prepared just in case.


Once per Encounter as a Minor Action, A bomber can throw a smoke bomb. The Smoke Bomb affects all squares within burst 2 of the bomber and blinds everyone in those squares until the end of the bomber's next turn.


Trapper Powers


Trapper powers are known as traps and bombs respectively. Traps use the wisdom modifier for bonus damage, often can only be placed close or adjacent to you and often work multible times, or until triggered. Bombs use the dexterity modifier for attack and bonus damage, are often thrown or shot at your enemies and take effect immediately.
 

Pepper Bomb Trapper Attack 1
At-Will Bomb
Standard Action Ranged 5


This Hardpacked Pepper Ball disperses when thrown against a hard subject. If it gets in the eyes blindness and discomfort are the results. You also put some rocks in it, you know just cause.


Target: One Creature
Attack: Dexterity vs Reflex
Hit: 1d6+Dexterity Modifier Damage and target is Blinded (Save Ends)


Bolas Trapper Attack 1
At-Will Weapon
Standard Action Ranged 10


Bolas are often a familure weapon to trappers, used to immobilize or hinder the prey and then do that thing you do so well.


Target: One Creature
Attack: Dexterity vs Reflex
Hit: Immobilized until the end of your next turn
Miss: Slowed unil the end of your next turn


Bear Trap Trapper Attack 1
At-Will Trap
Standard Action


With a swift move you lay down the Bear Trap, a Mighty machine of Teeth and Springs to snare your foe.


Target: One Square, The next creature to enter that square is attacked by your bear trap
Attack: Wisdom Modifer vs Ac
Hit :1d8+Wisdom Modifier Damage and Slowed (Save Ends)


Greek Fire Trapper Attack 1
At-Will Alchemical Bomb or Trap
Standard Action


These small flasks of alchemical reagents will ignite when exposed to air. It can either be thrown at the enemy or patches of it can be set afire before hand


Target One Square, or One Creature
Attack: Dexterity vs Reflex
Hit: 1d6+Dexterity Modifier Fire Damage and 5 ongoing fire damage (save ends)
Miss: Ignites one square, Any creature moving in that square takes 5 ongoing fire damage (save ends)

Boomerang Trapper Attack 1
Encounter Weapon, Reliable
Standard Action Ranged 10


You throw the war boomerang, knowing that if it misses it will at least return to your hand.


Target: One Creature
Attack: Dexterity vs Reflex
Hit: 2d6+Dex modifier Damage


Hide in Shadows Trapper Attack 1
Encounter Weapon
Standard Action


You use shadows on the battleground to maneuver on the battlefield.


Target: One Creature
Attack: Str vs Ac
Hit: 1W+str modifier damage and then shift up to your speed and gain concealment


Grenade Trapper Attack 1
Encounter Bomb
Attack: Dexterity vs Reflex
Hit: 2d8+Dex Modifer Damage and make a secondary attack
Secondary Target: Each enemy adjacent to the main target
Secondary Attack: Dexterity vs Reflex
Secondary Hit:1d8+Dex Modifier


Nothing but Net Trapper Attack 1
Encounter Trap
Standard
Target: One Adjacent Enemy
Attack: Wisdom vs Reflex
Hit 1d6+Wisdom Modifier and Target is Restrained until the end of your next turn

Bombos Trapper Attack 1
Daily Bomb, Sonic
Minor Area Blast 2


You plug your ears , light the fuses and wait.


Target:Each Creature in Burst
Attack: Wisdom vs Will
Hit: Creature takes 1d8+Wisdom Modifier Sonic Damage and is Dazed (save ends)
Miss:Creature takes 1d8+Wis Modifier Sonic Damage


Single Shot Mortar Trapper Attack 1
Daily Bomb Fire
Standard Ranged 20


Target:One Creature
Attack: Dexterity vs Reflex
Hit:Creature takes 1d6+Dexterity Modifier Fire Damge and Secondary Attack
Secondary Target: Any Creature Adjacent to Target
Secondary Attack: Dexterity vs Reflex
Secondary Hit: 1d6 Fire Damge


Landmine Trapper Attack 1
Daily Trap Fire
Standard
Target:Next Creature who enters designated, adjacent, square
Attack:Wisdom vs AC
Hit: 1d8+Wisdom Modifier Fire Damage and Target is knocked prone
Miss: Target is knocked Prone


Timebomb Trapper Attack 1
Daily Bomb Sonic
Standard
Target: Creature of your choice who enters designated, adjacent, square
Attack: Wisdom vs Ac
Hit: 2d6+Wisdom Modifier Sonic damage

Get Out of THERE its Gonna Blow Trapper Utility 2
Daily Shout
Free Action

You shout a warning at your teammates!

Any Teammate that is going to be affected by one of your traps or bombs avoids all damage and miss effects .

It's a TRAP! Trapper Utility 2
Daily Shout
Immediate Interrupt

You shout a warning at your Teammates!

If you are surprised by an ambush, you may use this power. You gain a surprise action and all the enemies loose their surprise round. You and All your allies gain +2 to Initiative Checks for this Encounter.

Unstable Blast Trapper Attack 3
Encounter Bomb, Fire
Standard Close Blast 3

You let loose with your large and unpredictable bomb

Target Each Creature in Blast
Attack: Dexterity vs Reflex
Hit: 1d8+dex mod Fire Damage and 5 ongoing fire damage (save ends)


Snare Line Trapper Attack 3
Encounter Trap
Standard Wall 5

You throw out a snare line, a chain and wire contraption designed to entangle your foes.

Target: Any Creature to enter the wall
Attack: Wisdom vs Reflex
Hit: 1d10 +Wisdom Modifer Damage and the target is immobilized until the end of your next turn


Warhead Trapper Attack 3
Encounter Bomb, Fire
Standard Ranged 5


Target: One Creature
Attack: Dexterity vs Reflex
Hit: 2d6 +Dexterity Fire Damage and Ongoing 5 Fire Damage (Save ends)


Depth Charges Trapper Attack 3
Encounter Trap, Force
Standard


Target: Next Creature to enter adjacent square
Attack:Wisdom vs Fortitude
Hit: 2d6+wisdom Modifier force damage
 

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