Class - Trapsmith - Completed!

Post/Author/DateTimePost
#1

ekio

Jan 29, 2009 20:51:06
Let's try this formally.

Trying to make a new class more adjusted to my group's homebrewed world, which is more steampunk fantasy than 4e's vanilla fantasy. After a trip to the local Waffle House, me and a friend of mine tried to define what a martial controller would entail. From there, the idea of the trapsmith was born.

Ranging from meticulously planning to mindless outbursts, the trapsmith can be a very versitile class.

Keep in mind, this is my first attempt at building a class. And it's a controller, ffs. I'm going to need all the help I can get. Mind contributing?

http://www.scribd.com/doc/11508244/4e-Classes-Trapsmith-Martial-Controller

Stop reading the later posts. They're really, REALLY old.
#2

ekio

Jan 30, 2009 12:35:56
Not up-to-date.
#3

lumovanis

Jan 30, 2009 12:46:58
starting to sound a lot like the tinker, minus the fact you made yours martial;

http://forums.gleemax.com/showthread.php?t=1121020
#4

ekio

Jan 30, 2009 12:52:02
So's this.
#5

ekio

Jan 30, 2009 12:54:27
This too.
#6

ekio

Jan 30, 2009 12:55:37
If I need to say it...
#7

ekio

Jan 30, 2009 12:58:33
starting to sound a lot like the tinker, minus the fact you made yours martial;

http://forums.gleemax.com/showthread.php?t=1121020

Huh. I should've looked around to see if someone else did this yet.

Damn.
#8

ekio

Feb 04, 2009 12:06:51
Decided to finish it anyway.

Here it is. Powers from 1-30, 5 paragon paths, 1 epic destiny.

Follow the directions in the back.

http://www.scribd.com/doc/11508244/4e-Classes-Trapsmith-Martial-Controller-Completed
#9

ekio

Feb 11, 2009 0:56:33
2/11/09 - Updates (in no particular order)
Took out chainmail proficiency. Added the Early Trigger class feature. Reformatted text on page 1. Grammar errors. Added suggested powers for each build. Nerfed Flash Bomb. Fixed Tied Together. Fixed Annoying Itch Trap. Got rid of Spike Shower Trap's effect. Fixed Stabmattress's damage. Made Bass Bomb useful.

Link in the above post.
#10

OmnifariousGrey

Feb 12, 2009 16:26:27
Interesting idea, terribly organized.

First of all, work on the class features.
I don't want to sift through it all, I'm sort of busy, but here's a few ideas.

First of all, anything that has the target "burst" shouldn't say "creatures in the burst..." Instead, they should read "The target..." due to the fact that wizards phrases all powers this way. Also, you don't say "push away from the origin" on the at-will, instead "pushed 1 square." Push implies that it must move away from the origin square.

The class features need the same cleaning. Don't say... "This is more for the ensnaring..." because that's useless text. Also, some things in your class features need to become powers. Don't say "Also, once per encounter you can..." if it's something that should be worded in a power. Like the explosive reroll ability.

Also, the setting traps is cool. However, never being able to activate them is not. I understand you can spring them with a power that gives it a -2 to hit, but that really kind of sucks. A permanent -2 to your powers, effectively. No enemy will ever move into your trap squares, effectively turning your standard action into a "I might not even hit with this, if I do get a chance, I have a -2!" Instead, there should be a power that lets you move enemies, and an encounter power that you pull a string and set the trap off immediately, maybe spending a move action to do so.

Keep working on it.

Also, the second at-will sucks hard.
#11

ekio

Feb 13, 2009 9:09:25
Interesting idea, terribly organized.

First of all, work on the class features.
I don't want to sift through it all, I'm sort of busy, but here's a few ideas.

First of all, anything that has the target "burst" shouldn't say "creatures in the burst..." Instead, they should read "The target..." due to the fact that wizards phrases all powers this way. Also, you don't say "push away from the origin" on the at-will, instead "pushed 1 square." Push implies that it must move away from the origin square.

The class features need the same cleaning. Don't say... "This is more for the ensnaring..." because that's useless text. Also, some things in your class features need to become powers. Don't say "Also, once per encounter you can..." if it's something that should be worded in a power. Like the explosive reroll ability.

I was using the wizard implement wording as a basis. Their encounter implements didn't necessarily get a encounter block.

Also, the setting traps is cool. However, never being able to activate them is not. I understand you can spring them with a power that gives it a -2 to hit, but that really kind of sucks. A permanent -2 to your powers, effectively. No enemy will ever move into your trap squares, effectively turning your standard action into a "I might not even hit with this, if I do get a chance, I have a -2!" Instead, there should be a power that lets you move enemies, and an encounter power that you pull a string and set the trap off immediately, maybe spending a move action to do so.

Truth. Gimme a few days.
#12

ekio

Feb 22, 2009 19:24:57
2/22/09 - Updates (in no particular order)

Changed the Workshop tool. Changed the Early Trigger. Added the Can't Catch Me class feature. Changed Blastback. Fixed Tied Together. Changed Annoying Itch Trap. Fixed Mad Bomb. Fixed Implosive. Fixed Net Trap. Fixed Flashy Bang Bomb. Fixed the Master Snagger's Dodgy Itch. Fixed Jumping Trap. Added the Tool keyword to the Teleportation Trap.
#13

evilkobra

Feb 23, 2009 4:03:51
Much though I like the general idea of this class...

At-will powers that daze or immobilize?! Ranged and burst, too!

That's insanely beyond what any other class can offer. Yes, even Twin Strike doesn't come close
#14

ekio

May 18, 2009 8:42:23
Psst...

;)
#15

tcg_researcher

May 18, 2009 11:53:03
Just looking at the class overview and features:

=Intro=

I see them as being more Acrobatic (Dex) than Athletic (Str), but otherwise fine.

=Builds and Overview=

"Overview" logically makes sense ahead of "Builds", especially since you're not giving us a fluff paragraph like the PHBs do.

Tell us what primary, secondary, and tertiary ability scores each build favors.

Also, unless you're using homebrewed races, the "Favored races" section doesn't match well. Dwarves have one bonus to a secondary stat and lousy racial features. Halflings and gnomes have a bonus to one primary and a +Cha bonus which doesn't do anything (since Wis is a secondary for all trapsmiths, though I can't fathom why). Their racial features are pretty good in ranged-on-ranged combat, though they'll be gimped in the weapon department. Finally, as with all dual-primary-stat races, humans will suck at this because their extra at-will is useless for the class as written. The trapsmith's favored races, going purely off stats, are going to be Eladrin (only current PHB race that can dabble in both paths), Elves/Razorclaw Shifters (for Demolitions), and Deva (for Ensnaring).

=Class Features=

Better formatting for the "Tools" section, please. It's very cluttered as written.

Show

Tools of the Trade: Your tool of choice represents how your character utilizes his or her devices. Choose one of the following options.

Workshop: You gain the tools to deactivate and regain the use of traps you have laid down. Once per encounter as a move action, you can attempt to disarm one of your own encounter, utility, or daily traps and regain the use of said power. [Describe here how disarming process works if it is not automatic; otherwise, remove "attempt to".]
You gain a bonus to AC equal to your Wisdom modifier against opportunity attacks.
In addition, you can wield orb implements. [No problem with that, even if it is a martial class, right?]

Launcher: [As a free action,] Youcan announce before an attack that a power with the Explosive keyword is a dud. When a power is considered a dud, place a marker indicating the explosive's position on the grid. You can announce at any point between the end of your turn until the end of your next turn that the power then activates, carrying on the full effect of the power. [This should be evident. But as an immediate interrupt? Reaction?] If the power isn't activated at the end of your next turn, the trap cannot be used. [Place some restriction on use of this ability, perhaps?]
You can reroll one attack roll for a power with the Explosive keyword once per encounter as a free action.
In addition, you can wield wand implements.