|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.
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.
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.
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.
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.
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.
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.
|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|
|15th||+11/+6/+1||+5||+9||+5||Rogue's edge, sneak attack +8d6, trap sense/danger sense +5|
|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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