Difference between revisions of "Sapper (Apath)"

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'''Hit Dice:''' d8.
 
'''Hit Dice:''' d8.
  
== Class Features ==
+
'''Starting Wealth:''' 5d6 × 10 gp (average 175 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
This archetype has all rogue class features, except as noted.
 
  
 
=== Class Skills ===
 
=== Class Skills ===
 
Add Knowledge (Engineering) (Int) to the sappers' list of class skills.
 
Add Knowledge (Engineering) (Int) to the sappers' list of class skills.
  
'''Skill Ranks at Each Level:''' 6 + Int modifier.
+
'''Skill Ranks at Each Level:''' 8 + Int modifier.
 +
 
 +
== Class Features ==
 +
This archetype has all rogue class features, except as noted.
  
 
=== Weapon and Armor Proficiency ===
 
=== Weapon and Armor Proficiency ===
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=== Sapping ===
 
=== Sapping ===
At 2nd level, a sapper can inflict great harm on objects. When striking an unattended object, or when sundering an item of an opponent that is outflanked or denied the use of their Dexterity bonus to armor class, the sapper can inflict sneak attack damage to that object. The sapper must be in sneak attack range (normally 30 ft. but see the pavise ability below) to use this with a ranged attack.  
+
At 2nd level, a sapper can inflict great harm on objects. When striking an unattended object, or when sundering an item of an opponent that is outflanked or denied the use of their Dexterity bonus to armor class, the sapper can inflict sneak attack damage to that object. The sapper must be in sneak attack range (normally 30 ft. but see the sniper ability below) to use this with a ranged attack.  
  
 
A sapper can use Knowledge (Engineering) in place of Disable Device and Perception when opening locks or finding and disabling traps or secret doors. Knowledge (Engineering) gains the benefit from Trapfinding and trap-related rogue talents when used like this.
 
A sapper can use Knowledge (Engineering) in place of Disable Device and Perception when opening locks or finding and disabling traps or secret doors. Knowledge (Engineering) gains the benefit from Trapfinding and trap-related rogue talents when used like this.
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=== Pavise (Ex) ===
 
=== Pavise (Ex) ===
 
At 4th level the sapper gains [[http://hastur.net/wiki/Feats_%28Apath%29#Pavise_.28Ex.29|Pavise]] as a bonus feat. This and tower shield proficiency replaces uncanny dodge.  
 
At 4th level the sapper gains [[http://hastur.net/wiki/Feats_%28Apath%29#Pavise_.28Ex.29|Pavise]] as a bonus feat. This and tower shield proficiency replaces uncanny dodge.  
 
=== Siege Sniper (Ex) ===
 
The range of the sappers's sneak attack increases to 10 ft per rogue level when using a firearm or crossbow. If the sapper takes a full-round action (or a standard action in a surprise round) to fire prone or from cover, the range of the sneak attack is doubled to 20 ft. per level. Armor and weapon proficiencies and siege sniper replaces two skill point per level.
 
  
 
=== Improved Pavise (Ex) ===
 
=== Improved Pavise (Ex) ===

Revision as of 12:53, 17 December 2014

ApathApath Logo
Unofficial rules compendium

A sapper is not a dextrous sneak, but a solid warrior specializing in destruction - of blindsided opponents, fortifications, and items in general.

Class Information

This is a rogue archetype.

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

Add Knowledge (Engineering) (Int) to the sappers' list of class skills.

Skill Ranks at Each Level: 8 + Int modifier.

Class Features

This archetype has all rogue class features, except as noted.

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, and pickaxe. They are proficient with light armor, medium armor, and with shields (including tower shields). Armor and weapon proficiencies and siege sniper replaces two skill point per level.

Sapping

At 2nd level, a sapper can inflict great harm on objects. When striking an unattended object, or when sundering an item of an opponent that is outflanked or denied the use of their Dexterity bonus to armor class, the sapper can inflict sneak attack damage to that object. The sapper must be in sneak attack range (normally 30 ft. but see the sniper ability below) to use this with a ranged attack.

A sapper can use Knowledge (Engineering) in place of Disable Device and Perception when opening locks or finding and disabling traps or secret doors. Knowledge (Engineering) gains the benefit from Trapfinding and trap-related rogue talents when used like this.

This also increases the digging/tunneling speed of a sapper; each dice of sneak attack the sapper has increases the digging speed of the sapper by 50%. With 1d6 sneak attack, the sapper digs at 150% speed, and 2d6 sneak attack he digs at 200% speed and so on. This bonus also applies to a team the sapper leads. As a rough estimate assume a single man can dig a tunnel 1 ft. wide and one ft. deep per hour of work in soft earth. This is halved in heavy earth/clay/soft stone and reduced to 1/10 in hard stone. Several people can work side by side to dig a wider tunnel.

Sapping replaces evasion. A sapper cannot select improved evasion as an advanced rogue talent unless he first gains evasion from some other source.

Pavise (Ex)

At 4th level the sapper gains [[1]] as a bonus feat. This and tower shield proficiency replaces uncanny dodge.

Improved Pavise (Ex)

At 8th level the sapper gains [Pavise] as a bonus feat. This replaces improved uncanny dodge.

Table: Sapper

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +0 +2 +0 Sneak attack +1d6, trapfinding
2nd +1 +0 +3 +0 Rogue talent, sapping
3rd +2 +1 +3 +1 Sneak attack +2d6, trap sense +1
4th +3 +1 +4 +1 Pavise, rogue talent
5th +3 +1 +4 +1 Sneak attack +3d6, sniper
6th +4 +2 +5 +2 Rogue talent, trap sense +2
7th +5 +2 +5 +2 Sneak attack +4d6
8th +6/+1 +2 +6 +2 Improved pavise, rogue talent
9th +6/+1 +3 +6 +3 Sneak attack +5d6, trap sense +3
10th +7/+2 +3 +7 +3 Advanced talents, rogue talent
11th +8/+3 +3 +7 +3 Sneak attack +6d6
12th +9/+4 +4 +8 +4 Rogue talent, trap 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 Sneak attack +8d6, trap 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 +6
19th +14/+9/+4 +6 +11 +6 Sneak attack +10d6
20th +15/+10/+5 +6 +12 +6 Master strike, rogue talent

Summary of Changed Class Abilities

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

  • Class Skills
  • Weapon and Armor Proficiency
  • Evasion
  • Uncanny Dodge
  • Improved Uncanny Dodge
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