Sapper (Apath)

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Unofficial rules compendium

A sapper is not what is normally considered a rogue at all, they are specialists at siege, urban, and dungeon combat. They are masters of creative destruction, opening new avenues of attack by opening doors, bypassing traps, and breaching walls. When their special talents are not in demand, they work as snipers, carrying their own cover, tower shields.

Class Information

This is a rogue archetype.

Publisher: Purple Duck Games.

Hit Dice: d8.

Starting Wealth: 5d6 × 10 gp (average 175 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills

The sapper's class skills are: Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int ), Diplomacy (Cha), Disable Device (Dex/Str), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Dungeoneering) (Int), Knowledge (Engineering) (Int), Knowledge (Geography) (Int), Knowledge (Local) (Int), Knowledge (Nobility) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Stealth (Dex), Survival (Wis), Swim (Str), and Use Magic Device (Cha).

The sapper can use Strength as the key ability for Disable Device instead of Dexterity.

Skill Ranks at Each Level: 6 + Int modifier.

Class Features

This archetype has all rogue class features, except as noted. If the sapper archetype gives the sapper a feat he already has, he gets to select a replacement feat he fulfills the prerequisites for. The same applies to rogue talents.

Weapon and Armor Proficiency

Sappers are proficient with all simple weapons, all firearms (where available), plus the earth breaker, heavy pick, light hammer, light pick, pickaxe, and warhammer. They are proficient with light armor, medium armor, and with shields (including tower shields). This replaces two skill points per level.


At 1st level, the sapper can very effectively demolish items and constructions. As a full-round action, the sapper can make a Disable Device check instead of a Strength check to beak or burst an item, force a door, and similar tasks. This replaces finesse training from level 1.

Pavise (Ex)

At 3rd level the sapper gains Pavise as a bonus feat. When using a pavise, the sapper can gain the benefits of the evasion rogue class feature regardless of armor or encumbrance. In addition, he can use the Stealth skill to hide behind the pavise—enemies may know her location, but they cannot observe her attacks until it is too late. Pavise replaces finesse training from level 3.

Breaching (Ex)

At 4th level, the sapper gains the breaching rogue talent. This also increases the digging/tunnel building speed of the sapper; each dice of sneak attack the sapper has increases the digging speed by 50%. With 1d6 sneak attack, the sapper digs at 150% speed, at 2d6 sneak attack he digs at 200% speed and so on. This replaces uncanny dodge.

Force Device (Ex)

At 8th level, a sapper can very effectively force entry past locks and traps. He can use Disable Device to open locks and disable traps as a standard actin, this destroys the lock or trap. Force device replaces improved uncanny dodge.

Improved Pavise

At 11th level the sapper gains Improved Pavise as a bonus feat. When using a pavise, the sapper gains the benefits of the rogue talent improved evasion and can use this ability regardless of armor or encumbrance. This replaces finesse training from level 11.

Greater Pavise (Ex)

At level 19, the sapper gains tremorsense 30 ft. If the sapper already has tremorsense, increase the range of that sense by 30 ft. Sappers use this ability to know what is behind walls and to know where to demolish to gain access. This replaces finesse training from level 19.

Table: Sapper

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +0 +2 +0 Demolition, sneak attack +1d6, trapfinding
2nd +1 +0 +3 +0 Evasion, rogue talent
3rd +2 +1 +3 +1 Pavise, sneak attack +2d6, trap sense/danger sense +1
4th +3 +1 +4 +1 Breaching, debilitating injury, rogue talent
5th +3 +1 +4 +1 Rogue's edge, sneak attack +3d6
6th +4 +2 +5 +2 Rogue talent, trap sense/danger sense +2
7th +5 +2 +5 +2 Sneak attack +4d6
8th +6/+1 +2 +6 +2 Force device, rogue talent
9th +6/+1 +3 +6 +3 Sneak attack +5d6, trap sense/danger sense +3
10th +7/+2 +3 +7 +3 Advanced talents, rogue talent, rogue's edge
11th +8/+3 +3 +7 +3 Improved Pavise, sneak attack +6d6
12th +9/+4 +4 +8 +4 Rogue talent, trap sense/danger sense +4
13th +9/+4 +4 +8 +4 Sneak attack +7d6
14th +10/+5 +4 +9 +4 Rogue talent
15th +11/+6/+1 +5 +9 +5 Rogue's edge, sneak attack +8d6, trap sense/danger sense +5
16th +12/+7/+2 +5 +10 +5 Rogue talent
17th +12/+7/+2 +5 +10 +5 Sneak attack +9d6
18th +13/+8/+3 +6 +11 +6 Rogue talent, trap sense/danger sense +6
19th +14/+9/+4 +6 +11 +6 Sneak attack +10d6, tremorsense
20th +15/+10/+5 +6 +12 +6 Master strike, rogue talent, rogue's edge

Summary of Changed Class Abilities

These abilities of the original class are lost or modified in this archetype:

  • Class Skills
  • Skill Points Per Level
  • Weapon and Armor Proficiency
  • Finesse Training
  • Uncanny Dodge
  • Improved Uncanny Dodge
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