Thomas LeBlanc
RPG Superstar 2012 Top 32
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Sapper (Rogue)
The sapper is a master of infiltrating fortifications and buildings. He frightens enemies with the cocky way in which he handles his bombs and often feints when throwing bombs. He uses his bombs to destroy anything in his path.
Skills The sapper's class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disable Device (Dex), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Perception (Wis), Profession (Wis), Sleight of Hand (Dex), Stealth (Dex), and Swim (Str). These replace the standard rogue class skills.
Skill Ranks per Level: 8 + Int modifier.
Bomb At 1st level, the sapper gains the bomb ability of the alchemist. This replaces the sneak attack ability.
Disabling Bomb At 1st level, the sapper can use a bomb, as a full round action, on a disable device check to disarm a trap. He must make a ranged touch attack against the device's DC and he gains a bonus to hit equal to ½ his disable device skill check bonus. If the attack roll does not meet or exceed the trap DC, the trap is triggered.
Sapper Talents At 2nd level and for every 2 levels of sapper attained after 2nd level, the sapper can select any rogue talent that does not affect a non-class skill for the sapper. The sapper may choose to select a bomb discovery from the alchemist discovery list instead a rogue talent. Use his rogue level to determine eligibility for a bomb discovery instead of alchemist level. This ability replaces rogue talent.
Advanced Sapper Talents: At 10th level, and every two levels thereafter, a sapper can choose an advanced talent, as long as the talent does not affect a non-class skill for a sapper, in place of a sapper talent. This ability replaces advanced talents.
Master Demolisher (Ex): Upon reaching 20th level, a sapper becomes incredibly skilled with bombs. He gains one additional bomb discovery. The sapper may add any of the following effects to a bomb 3 times a day + Int modifier:
Demolition Charge Bomb damage ignores hardness.
Shaped Charge Bomb creates a hole through earth (dirt and stone) and walls (wooden, plaster, or stone, but not through metal or other harder materials). The hole is 10 ft deep and 5 ft wide.
Bursting Bomb Bomb bursts on impact, dealing damage in a 5 ft burst and doubling the splash range.
| Mad Magnyr |
I like it. I'm trying to build something similar in a game I just started playing using a multi-class Alch/Rogue. Maybe I can convince my GM to let me try something like this.
One suggestion, if you don't mind... It seems to me like the feel of a sapper is everything you put at 20th level as a capstone ability. Seems like a long time to wait for what basically defines a sapper. Maybe you could parse it down to 5th/10th/15th/20th, giving the sapper more effective demolitions as he levels.
Thomas LeBlanc
RPG Superstar 2012 Top 32
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I like it. I'm trying to build something similar in a game I just started playing using a multi-class Alch/Rogue. Maybe I can convince my GM to let me try something like this.
One suggestion, if you don't mind... It seems to me like the feel of a sapper is everything you put at 20th level as a capstone ability. Seems like a long time to wait for what basically defines a sapper. Maybe you could parse it down to 5th/10th/15th/20th, giving the sapper more effective demolitions as he levels.
I have some new rogue talents and alchemist bomb discoveries that I am still working on that are specific to demolition work.
I wanted to make an archetype that could combine with other archetypes easily.
| Mad Magnyr |
Mad Magnyr wrote:I like it. I'm trying to build something similar in a game I just started playing using a multi-class Alch/Rogue. Maybe I can convince my GM to let me try something like this.
One suggestion, if you don't mind... It seems to me like the feel of a sapper is everything you put at 20th level as a capstone ability. Seems like a long time to wait for what basically defines a sapper. Maybe you could parse it down to 5th/10th/15th/20th, giving the sapper more effective demolitions as he levels.
I have some new rogue talents and alchemist bomb discoveries that I am still working on that are specific to demolition work.
I wanted to make an archetype that could combine with other archetypes easily.
Ah, that makes sense. I'll check back later, then, and see if you have them up.
Tom Baumbach
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You could have put all of these in the same thread...
Disagree! He's looking for meaningful feedback, and a wall of text (or even a spoilered wall of text) is no way to encourage someone to engage.
Sapper (Rogue)
This is a great concept!
Disabling Bomb At 1st level, the sapper can use a bomb, as a full round action, on a disable device check to disarm a trap. He must make a ranged touch attack against the device's DC and he gains a bonus to hit equal to ½ his disable device skill check bonus. If the attack roll does not meet or exceed the trap DC, the trap is triggered.
Great idea, but the execution needs work.
I'd change it to a ranged (within 30 ft.) Disable Device check that consumes one use of his bomb ability. Since this ability is tied to the number of times per day he can use a bomb, you could grant a bonus of ½ sapper level to Disable Device checks made with disabling bomb. You should also mention that it functions like a bomb for creatures in the same or adjacent squares as the trap.
Sapper Talents At 2nd level and for every 2 levels of sapper attained after 2nd level, the sapper can select any rogue talent that does not affect a non-class skill for the sapper.
I get what you're saying, but here are better ways to word that. Even better would a list of the eligible talents.
Advanced Sapper Talents: At 10th level, and every two levels thereafter, a sapper can choose an advanced talent, as long as the talent does not affect a non-class skill for a sapper, in place of a sapper talent. This ability replaces advanced talents.
Master Demolisher (Ex)
I agree with Mad Magnyr; I'd move those abilities to be selectable as talents and make master demolisher grant unlimited use of those abilities.
Thomas LeBlanc
RPG Superstar 2012 Top 32
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I'd change it to a ranged (within 30 ft.) Disable Device check that consumes one use of his bomb ability. Since this ability is tied to the number of times per day he can use a bomb, you could grant a bonus of ½ sapper level to Disable Device checks made with disabling bomb. You should also mention that it functions like a bomb for creatures in the same or adjacent squares as the trap.
I meant it to be a ranged attack. I didn't specify. D'oh! I originally had it using 1/2 sapper level, but current form gets a slighty better chance of success, Disable Device skill ranks + 3 class skill bonus. Maybe I needed to spell out the bonus.
Sapper Talents & Advanced Sapper Talents
I had problems wording those I admit.
I agree with Mad Magnyr; I'd move those abilities to be selectable as talents and make master demolisher grant unlimited use of those abilities.
Hmm, I figured they might be too powerful if selectable as advanced sapper talents.
| Mad Magnyr |
Hmm, I figured they might be too powerful if selectable as advanced sapper talents.
You could do it in increments. For example, Demolition Charge could ignore 5/10/15/20 of hardness, or whatever seems best. Just throwing those numbers out there. The Shaped Charge could blast out 5'x5' at first, then more at higher levels. Or give shaped charge 5'x10' at 10th and 10'x20' at 20th. Or the ability to "shape" the charge at higher levels to pick how much is blasted away. If, for instance you wanted a whole that is wider than it is deep.
Oh, and bursting bomb looks like an only slightly different explosive bomb.
Thomas LeBlanc
RPG Superstar 2012 Top 32
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Added:
Prone Throw At 1st level, the sapper can throw bombs from the prone at no penalty.
Changed:
Master Demolisher (Ex): Upon reaching 20th level, a sapper has learned to perfect his skills. He gains two additional advanced sapper talents. Any attacks made with bombs automatically confirm all critical threats and have their damage multiplier increased by 1 (×2 becomes ×3, for example). This ability replaces master strike.
New discoveries and talents:
Bomb Discoveries
Bursting Bomb The alchemist's bombs burst on impact, dealing damage in a 5 ft burst and doubling the splash range. An alchemist must be at least 10th level before selecting this discovery.
Demolition Charge The alchemist's bomb damage ignores 10 points of hardness. This discovery can be taken a second time to increase the hardness ignored to 20 points. An alchemist must be at least 8th level before selecting this discovery.
Shaped Charge The alchemist's bomb creates a hole through earth (dirt and stone) and walls (wooden, plaster, or stone, but not through metal or other harder materials). The hole is 5 ft deep and 5 ft wide. This discovery may be selected a second time to increase the hole size to 10 ft by 5 ft, shaped as the alchemist desires. If the bomb hits a creature, apply the normal bomb damage. An alchemist must be at least 12th level before selecting this discovery.
editFlash Bomb The alchemist's bomb creates an incredibly bright flash blinding all creatures within 30 ft for 1 round. All creatures in the area of effect get a Ref save (DC 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier) to prevent being blinded. Creatures with light sensitivity get no save and are blinded for 1d4 +1 rounds. This effect can be added to a concussive bomb. An alchemist must be at least 8th level before selecting this discovery.
Rogue Talents
Low Crawl The rogue can crawl at ½ his base speed and keep his Dex bonus to his AC. He can attempt to crawl through a threatened space with a -4 to the acrobatics check to avoid an attack of opportunity.
Hunkered Down The rogue is better trained at using cover to his advantage and can increase his cover bonus as a swift action. He treats partial cover as normal cover, normal cover as improved cover, and improved cover as total cover. If he takes an action his cover bonus returns to normal.
Practiced Arm The rogue increase the range of his thrown weapons by 5 ft. This talent may only be taken once.
Note: exploding bomb deals fire damage and doubles splash, bursting bomb uses the 5 ft burst as a magic spell and doubles splash. A bursting bomb can be targeted on the ground and hit multiple creatures with normal bomb damage.
Thomas LeBlanc
RPG Superstar 2012 Top 32
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Rewrite
Advanced Rogue Talent
Low Crawl The rogue can crawl or use Acrobatics while prone to move up to ½ his base speed and keep his Dex bonus to his AC. Using Acrobatics while prone incurs the normal +5 DC increase. The rogue must have already selected the Rogue Crawl talent before he can select this ability.