Rogue Archetype: Sapper

1 1 1 1 1 1 1 1 1 1 Rating 4.75 (4 Votes)
The sapper is a master of infiltrating fortifications and buildings. He frightens enemies with his careless handling of bombs. He uses his bombs to destroy anything in his path.

Class Features Modifications

Lose: Sneak Attack

Rogues with the Sapper variant gain the following class features:

Bomb (Su): At 1st level, the sapper gains the bomb ability of the alchemist. This replaces the sneak attack ability.

Prone Throw (Ex): At 1st level, the sapper can throw bombs from the prone position at no penalty.

Disabling Bomb (Ex): 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 1/2 his disable device ranks [minimum 1]. 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 a rogue talent or a bomb discovery from the alchemist discovery list. Use his rogue level to determine eligibility for a bomb discovery instead of alchemist level. A sapper cannot select a rogue talent that affects a skill not on his list of class skills. This ability replaces rogue talent.

Advanced Sapper Talents: At 10th level, and every two levels thereafter, a sapper can choose to select an advanced talent in the place of a rogue talent or bomb discovery. A sapper may not select an advanced talent that affects a skill not on his list of class skills. This ability replaces advanced talents.

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.

Bomb Discoveries

Bursting Bomb: The sapper's bombs burst on impact, dealing damage in a 5 ft burst and doubling the splash range. A sapper must be at least 10th level before selecting this discovery.

Demolition Charge: The sapper's bomb damage ignores 10 points of hardness. This discovery can be taken a second time to increase the hardness ignored to 20 points. A sapper must be at least 8th level before selecting this discovery.

Shaped Charge: The sapper'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. A sapper must be at least 12th level before selecting this discovery.

Flash Bomb: The sapper'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. A sapper must be at least 8th level before selecting this discovery.

Rogue Talents

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.

Advanced Rogue Talents

Low Crawl: The rogue can use Acrobatics while prone to move up to 1/2 his base speed. He keeps his Dex bonus to AC while crawling or using Acrobatics while prone. The rogue must have already selected the rogue crawl talent before he can select this ability.

Author's Note: I wanted to create a rogue/alchemist hybrid. I am not a big fan of sneak attacking when I play a rogue. I played an alchemist once and mostly used the bombs. So I combined them in a way I hope is balanced.

I added prone throw because a shuriken can be used from the prone with no penalty.

I added the disabling bomb ablility because it fits thematically and instead of the trap going wrong by missing the DC by 5, it happens if the DC is missed at all.

Feedback is always appreciated.

Additional Ratings
Balance:
1 1 1 1 1 1 1 1 1 1 Rating 3.78 (9 Votes)
Utility:
1 1 1 1 1 1 1 1 1 1 Rating 4.44 (9 Votes)
Clarity:
1 1 1 1 1 1 1 1 1 1 Rating 4.11 (9 Votes)