I like the concept, I only feel you should go further into the trap setting side of things. Specifically with the first and second ability. Lures or bait along with some way to activate a trap could be some cool additions. Would be reasonable to make these traps deal high damage to, considering that they could be difficult to land on a large group of enemies without the use of a strong lure.
i had a thought... so the idea of armor siphoning has been suggested as mod concepts before... but what if this cloaked dementor guy was covered in chains and beartraps and his Aoe spinning chain kama ability dragged in enemies, and attached dismembered body parts of his enemies in the bear traps, giving him temporary armor buffs... kind of like hildryns shield siphon, but armor based instead, and not for allies...
So which are the best claws?
If you are playing a trapper, Greater Talons. They have the lowest requirements for claws with the fastest WSM and ability to get staffmods.
For physical damage based characters, it is a question of using the highest damage claw that lets you hit the speed you need. Runic Talons, Feral Claws and Greater Talons are all popular choices.
With the coming of patch 1.13 and the increased rune drop rates, this claw is now accessible to both SP and BNet players. A top of the range Fools claw will beat it for almost all builds, but these can be very hard to come by, especially if you are after staffmods on the claw too. This is a great runeword for the primary claw on a hybrid WW / Trap assassin, made in a +3 Lightning Sentry base.
The Cham rune makes this the most difficult to assemble runeword in a claw, but the -23% to Enemy Poison Resistance and the 20% ctc Lower Resist make this great for an Assassin using Venom. I see this being used on a claw based Kick/ Trap hybrid in the secondary claw slot, with Strength in the Primary for the Crushing Blow. Make in in Greater Talons for the speed and lower requirements if you are not going to hit with the claw. Go for Runic Talons or Feral Claws if you want to take advantage of the damage on a Dragon Claw build. Look for Lightning Sentry, Death Sentry or Venom staffmods.
Magical Claws can have one prefix and one suffix. In addition to this they can have up to 3 staffmods. Claws are one of the few instances magic items can be better than Rares, Uniques and Runewords. For a trapper, it is possible to get +3 to Traps and +3 to LS on the claw, with IAS. As magic items have the potential to get two sockets from Larzuk, this is very difficult to beat in a rare, and no runewords or Uniques have better mods.
Catch wrestling (originally catch-as-catch-can) is a classical hybrid grappling style and combat sport. It was popularised by wrestlers of travelling funfairs who developed their own submission holds, or "hooks", into their wrestling to increase their effectiveness against their opponents. Catch wrestling derives from various different international styles of wrestling: several English styles (primarily Lancashire,[2] as well as Cumberland and Westmorland wrestling,[3] Devonshire,[3] and Irish collar-and-elbow wrestling). The training of some modern submission wrestlers, professional wrestlers and mixed martial artists is founded in catch wrestling.
The user spits out high-viscosity, chakra infused water, aimed at a surface of wide scope. This is a stream of sticky liquid which can be used to form an adhesive trap that can inhibit a person's mobility. One can effectively reduce their enemy's area of activity with this technique, and has the effect of being able to take complete control over the battlefield. The normal scope of this technique is normally just a few metres, but if prepared, it is also possible to make an entire pond of starch syrup. Being caught in the technique can be avoided by channelling chakra to one's feet allowing one to walk upon it uninhibited, beforehand.
Taijutsu (literally meaning "Body Techniques") is one of the three types of jutsu. Taijutsu uses stamina to enhance ones physical strength and mobility, allowing the users to push their body beyond normal human capacity. Taijutsu is practiced in a wide variety of styles, from basic kicks and punches to more deadly applications that comes from years of honing ones body to physical perfection.
Ninjutsu (literally meaning "Ninja Techniques") is one of the three types of jutsu. Ninjutsu uses chakra to construct physical effects, such as creating fireballs to summoning great beasts. They vary greatly in purpose and strength, from basic evasion techniques to attacks strong enough to level cities.
Genjutsu (literally meaning "Illusionary Techniques") is one of three types of jutsu. Genjutsu uses chakra to create phantasms and apparitions, manipulating their opponent's mind and disrupting their senses. While Genjutsu does not physically harm the opponent, properly used it can create false images, alter memories, or even trick the body into believing it's in pain.
Medical Ninjutsu is a specialization of techniques that focuses on restoring health to a target. Medical Ninjutsu cannot be used without first acquiring the skill "Medical Training" and do not receive modifiers under normal circumstances. More advanced Medical Ninjutsu Techniques require additional skills to learn and use. Medical Ninjutsu is just as widely varied as normal Ninjutsu techniques, but follow a different set of rules and ratios.
General Rules
Damage Reduction With Combinatorial Elements
Abilities of any kind that reduce the damage of a certain Element or Combinatorial Element will work to a degree on Combinatorial Elements that they are a part of. First off, the Element or Combinatorial Element that a character has a damage reduction to must make up at least 50% of the Combinatorial Element in question. If it does, then the player applies 50% of the damage reduction bonus to the Combinatorial Element in question, rounded up. For example, if a player has +100 Defense to Water based damage, they would receive +50 Defense against Ice based damage. They would not however get any bonus against Acid based damage, because Water only makes up 33.3% of Acid, which is below the 50% requirement.
A Multiple Element techniques (explained further below) are treated as if they are all elements in their tag. So any damage reduction or similar bonuses to jutsu of those type are fully applied as if the technique was only that type. For example, if a player has +100 Defense to Water based damage and has a technique that is "Type: Ninjutsu [Earth, Water]", they would apply the full +100 Defense to this technique.
Elemental or Combinatorial damage is considered to have no parts void damage. As such, void damage reductions are not applied to any Elemental or Combinatorial damage types.
Multi Element Techniques; Not Combinations
Any technique that uses more than one element but does not mix those elements (or make a combination element) only gets the skill bonus from the first element listed in the type. In the following example technique, the user would only apply the bonus from the skill "Subtle Elements; Fire" because Fire is listed first in the type field. This is considered the technique's "major" element. As a reminder, 'Void' is not an element and thus cannot be combined in this way.
Example
Example Style; Super Cool Hax Firecloud Ball
Type: Ninjutsu [Fire; Lightning]
Rank: Jounin
Cost: 200
Damage: 300
Effect: n/a
Description: The user molds their chakra to create a fireball and launches it at the opponent. When the fireball hits, the chakra washes over the opponent and changes into lightning chakra, shocking them as well.
Cost: 3
5.09Elemental Specialties
Specialties are passed down from parent to child; any shinobi who can use the basic elements has also probably developed their first specialty. To develop a second specialty is more difficult but most people have worked it out by Jounin rank. A third specialty is extremely rare, but entirely possible; many Kages have a third specialty.
It is important to remember that you can perform jutsu without an elemental specialty. Specialties simply show an affinity with that element and offer bonuses to other abilities as well. So even if you do not have Fire Specialty you can still take the skill Subtle Elements; Fire and shoot fireballs all day. This is different than how the specialties are shown to work in Naruto canon.
A player receives their specialties at levels 30 and 80, and they are assigned with a random roll. There are three parts to gaining a specialty. First, you must roll a die to determine which specialty you are randomly assigned. Make sure to list the elements in the roll, assigning each a number. If you forget or fail to list the elements and numbers, the roll will be assigned based on how they are listed on the Skills page; Wind (1), Fire (2), Water (3), Earth (4), Lightning (5). Secondly, you must reach the required level to learn the skill. Lastly you must perform the required training indicated on the skill requirements. Once you complete all three of these you may access your specialty.
Specialties can combine their JP reduction effects if you have more than one. If you have ONLY the Wind Specialty, wind jutsu have a -1 JP cost. But if you are level 80 and have Wind Specialty and Earth Specialty, not only do Wind and Earth jutsu cost -1 JP each, but elements made of only those two (such as Sand) get the -1 JP reduction as well.
Your elemental specialties may be rolled early if you wish to know what they are to help plan your character. If you choose to do so you may add the skills to your character sheet with a [Locked] tag on them. When you reach the required level you can then complete the training to unlock them. You may not access the effects of the specialty early, and you may not complete the training until after you have met the level requirements.