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Trapmaster Thief - Homebrew Rogue Build
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<blockquote data-quote="eriktheguy" data-source="post: 5068371" data-attributes="member: 83662"><p>This is too weak. 2[W] and you only get to use it once? Most rogue encounter powers do this much or more damage, don't require setup, and are used with better weapons equipped. Traps have the disadvantage of being difficult to use, but the advantage of doing more damage, feel free to ramp up the effects a little (ex 4[W] and the target is dazed), which sets them up for the next sneak attack.</p><p><strong>I would also suggest using</strong>:</p><p>You can make a stealth check as a free action. Creatures whose passive perception you beat do not notice the trap. Opportunity attacks made with this trap have combat advantage against opponents who did not notice it.</p><p></p><p>Since stealth is used instead of thievery for hiding things, and because it is simpler to use passive perception. Note that my wording of the power also makes it clear that the rogue can apply sneak attack damage in certain cases.</p><p></p><p> </p><p></p><p>I totally like the idea for this trap, and not the execution. Here are a few specific things:</p><p>Is the trap set up in a square, or does it travel with you?</p><p>When you make the attack two more times, does it require a standard action each time?</p><p>And a few general ideas I have:</p><p>Consider a few controller abilities that summon monsters until the end of the encounter, they are all dailies. I think you could balance this as one of those. You could set the trap up in a square as a standard action and it immediately makes one attack. Until the end of the encounter you could direct it to make attacks as a standard action, again, similar to summons. I was thinking that 2[W] is balanced, with the extra damage at close range.</p><p>Also, do you think this power should push?</p><p></p><p><u>NEW FEATS</u></p><p> </p><p></p><p>You should specify a few energy types, namely those associated with traps (poison, electricity, thunder etc). You should at least specify that the player cannot choose 'untyped'.</p><p> </p><p></p><p>I like it, it's balanced, but 'forceful toxin' makes no sense :S...</p><p>keep it!</p><p></p><p>Harshness delivered.</p><p></p><p>I strongly recommend that you turn daily abilities into permanent traps that remain for the rest of the encounter and can attack as a standard action by the player (similar to the summons of an invoker). Most specialized classes have some sort of theme to their dailies, bards have songs, barbarians rage, and a trap master should have traps! If you like the idea, I'll start you off</p><p><strong>Keyword:</strong> Stationary Trap</p><p>When you use a power with the 'Stationary Trap' keyword, you place a trap in an adjacent, unoccupied square. This trap has defenses equal to your own, HP equal to your bloodied value, does not threaten a square, and is immune to disease, fear, poison, and sleep. You may only have once such trap deployed at a time. The trap acts on your turn when you use actions, or when an action it has is triggered. The trap cannot move. The trap has combat advantage against any foe you have combat advantage against. If the trap hits a foe it has combat advantage against, you are able to use sneak attack as though you had made the attack yourself. Making an attack with the trap while stealthed causes you to no longer be stealthed.</p><p>You need a trap kit to set up a stationary trap, but not to continue making attacks with it. Roll all additional attacks as though you still had the same trap kit equipped. These additional attacks do not consume ammunition.</p><p></p><p>In addition to its normal attack, I suggest giving the air gun the following</p><p><strong>Opportunity action</strong>:</p><p><strong>Trigger</strong>: an enemy moves into a square adjacent to one the air gun occupies.</p><p><strong>Attack</strong>: Dex vs AC</p><p><strong>Hit</strong>: 1[W] + Dex and the target is pushed 1 square</p><p><strong>Trapmaster</strong>: The target is instead pushed a number of squares equal to your Int modifier (minimum 1).</p><p></p><p><strong>Final note:</strong> Most of your traps target AC, this is good. Keep in mind that using a weapon attack against non-AC defenses is an advantage, they are easier to hit. Since traps are so hard to set up and execute, it makes sense that they target non-AC defenses and therefore hit more often. I suggest that you make DIRECT attacks target either AC or REF (as most rogue powers do) and make indirect trap attacks (such as your shock pad) target non-AC defenses for that boosted chance to hit! All of your current powers seem balanced in terms of which defense they target, so keep it up!</p><p></p><p><strong>Final Final note:</strong> If you are still looking for a class feature that boosts the trapmaster's combat ability, how about this:</p><p>When you deal sneak attack damage with a stationary trap, an opportunity action, or an immediate action, add your Int modifier to the damage. (This works with the air gun, the shock pad, and even riposte strike).</p></blockquote><p></p>
[QUOTE="eriktheguy, post: 5068371, member: 83662"] This is too weak. 2[W] and you only get to use it once? Most rogue encounter powers do this much or more damage, don't require setup, and are used with better weapons equipped. Traps have the disadvantage of being difficult to use, but the advantage of doing more damage, feel free to ramp up the effects a little (ex 4[W] and the target is dazed), which sets them up for the next sneak attack. [B]I would also suggest using[/B]: You can make a stealth check as a free action. Creatures whose passive perception you beat do not notice the trap. Opportunity attacks made with this trap have combat advantage against opponents who did not notice it. Since stealth is used instead of thievery for hiding things, and because it is simpler to use passive perception. Note that my wording of the power also makes it clear that the rogue can apply sneak attack damage in certain cases. I totally like the idea for this trap, and not the execution. Here are a few specific things: Is the trap set up in a square, or does it travel with you? When you make the attack two more times, does it require a standard action each time? And a few general ideas I have: Consider a few controller abilities that summon monsters until the end of the encounter, they are all dailies. I think you could balance this as one of those. You could set the trap up in a square as a standard action and it immediately makes one attack. Until the end of the encounter you could direct it to make attacks as a standard action, again, similar to summons. I was thinking that 2[W] is balanced, with the extra damage at close range. Also, do you think this power should push? [U]NEW FEATS[/U] You should specify a few energy types, namely those associated with traps (poison, electricity, thunder etc). You should at least specify that the player cannot choose 'untyped'. I like it, it's balanced, but 'forceful toxin' makes no sense :S... keep it! Harshness delivered. I strongly recommend that you turn daily abilities into permanent traps that remain for the rest of the encounter and can attack as a standard action by the player (similar to the summons of an invoker). Most specialized classes have some sort of theme to their dailies, bards have songs, barbarians rage, and a trap master should have traps! If you like the idea, I'll start you off [B]Keyword:[/B] Stationary Trap When you use a power with the 'Stationary Trap' keyword, you place a trap in an adjacent, unoccupied square. This trap has defenses equal to your own, HP equal to your bloodied value, does not threaten a square, and is immune to disease, fear, poison, and sleep. You may only have once such trap deployed at a time. The trap acts on your turn when you use actions, or when an action it has is triggered. The trap cannot move. The trap has combat advantage against any foe you have combat advantage against. If the trap hits a foe it has combat advantage against, you are able to use sneak attack as though you had made the attack yourself. Making an attack with the trap while stealthed causes you to no longer be stealthed. You need a trap kit to set up a stationary trap, but not to continue making attacks with it. Roll all additional attacks as though you still had the same trap kit equipped. These additional attacks do not consume ammunition. In addition to its normal attack, I suggest giving the air gun the following [B]Opportunity action[/B]: [B]Trigger[/B]: an enemy moves into a square adjacent to one the air gun occupies. [B]Attack[/B]: Dex vs AC [B]Hit[/B]: 1[W] + Dex and the target is pushed 1 square [B]Trapmaster[/B]: The target is instead pushed a number of squares equal to your Int modifier (minimum 1). [B]Final note:[/B] Most of your traps target AC, this is good. Keep in mind that using a weapon attack against non-AC defenses is an advantage, they are easier to hit. Since traps are so hard to set up and execute, it makes sense that they target non-AC defenses and therefore hit more often. I suggest that you make DIRECT attacks target either AC or REF (as most rogue powers do) and make indirect trap attacks (such as your shock pad) target non-AC defenses for that boosted chance to hit! All of your current powers seem balanced in terms of which defense they target, so keep it up! [B]Final Final note:[/B] If you are still looking for a class feature that boosts the trapmaster's combat ability, how about this: When you deal sneak attack damage with a stationary trap, an opportunity action, or an immediate action, add your Int modifier to the damage. (This works with the air gun, the shock pad, and even riposte strike). [/QUOTE]
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