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War Sapper (Alchemist/Fighter)

The battlefield is full of dangers of every kind, and those who have learned to adapt, survive. War sappers are often employed during sieges, using his explosives to demolish walls. Over time, they become resistant to heat and flame and use their knowledge of engineering and incendiaries to blast their enemies. Eventually, they attain the peak of their power, allowing they to create an explosion of unparalleled devastation. (Original Concept by Elghinn Lightbringer)

Primary Class: Alchemist.
Secondary Class: Fighter.
Alignment: Any.
Hit Dice: d8.

Bonus Skills and Ranks: The war sapper selects three fighter skills to add to his class skills in addition to the normal alchemist class skills, one of which must be Knowledge (engineering). The war sapper gains a number of ranks at each level equal to 4 + Int modifier.

Weapon and Armor Proficiency: The war sapper is proficient with all simple and martial weapons, bombs, and with light and medium armor, but not with shields.

Improved Sunder (Ex): At 1st level, a war sapper is specially trained in damaging or destroying objects. He gains Improved Sunder as a bonus feat, even if he does not meet the prerequisites. This ability replaces brew potion.

Master Engineer (Ex): A war sapper adds half his war sapper level (minimum 1) to all Knowledge (engineering) skill checks and may make all Knowledge (engineering) skill checks untrained. He can also take 10 on Knowledge (engineering) checks, even if her normally can’t. This ability replaces mutagen.

Discovery: This is exactly like the alchemist ability of the same name, except that the war sapper can only choose bomb discoveries and qualifies as the indicated race for any bomb discovery with a racial requirement. In addition, whenever the war sapper could choose a discovery, he can select a combat feat that he qualifies for instead. The war sapper treats his level as his fighter level for the purpose of qualifying for any combat feat with fighter levels as its requirement.

Demolition Charge (Ex): At 2nd level, a war sapper can use his bombs to sunder a building, object, or weapons. He gains the demolition charge discovery even if he does not meet the prerequisites. A war sapper can also apply his Improved Sunder, Greater Sunder, and Sundering Strike feats to his demolition charges. This ability replaces poison use.

Fire Resistance (Ex): At 2nd level, a war sapper gains a +2 bonus on all saving throws against fire-based attacks, spells, and effects. This bonus increases to +4 at 5th level, and then again to +6 at 8th level. At 10th level, a war sapper gains resist fire 10 and becomes completely immune to normal fire. This ability replaces poison resistance.

Explosive Barrage (Ex): Starting at 1st level, a war sapper gains the fast bombs discovery, even if he does not meet the requirements. He can also make an explosive barrage as a full-attack action. When doing so, he may make one additional bomb attack, taking a –2 penalty on all of his attack rolls, as if using the Two-Weapon Fighting feat. For the purpose of these bomb attacks, the war sapper's base attack bonus is equal to his war sapper level. For all other purposes, such as qualifying for a feat or a prestige class, the war sapper uses his normal base attack bonus.

At 8th level, the war sapper can make two additional bomb attacks when he uses explosive barrage, as if using Improved Two-Weapon Fighting (even if the war sapper does not meet the prerequisites for the feat).

At 15th level, the war sapper can make three additional bomb attacks using explosive barrage, as if using Greater Two-Weapon Fighting (even if the war sapper does not meet the prerequisites for the feat).

A war sapper may substitute a sunder combat maneuver for bomb attacks as part of an explosive barrage. A war sapper cannot use any weapon other than a bomb as part of an explosive barrage. A war sapper with natural weapons cannot make natural attacks in addition to his explosive barrage attacks.

This ability and abundant bombs replace extracts.

Abundant Bombs (Ex): At 4th level, a war sapper uses twice his Intelligence modifier when calculating the number of bombs he can use per day.

Exploit Flaws (Ex): At 5th level, a war sapper reduces the break DC of any object by an amount equal to 1/2 his war sapper level. This ability replaces bomb 3d6.

Greater Sunder (Ex): At 6th level, a war sapper gains Greater Sunder as a bonus feat, even if he does not meet the prerequisites. This ability replaces swift poisoning.

Efficient Charges (Ex): At 11th level, whenever a war sapper uses demolition charge, the object’s hardness is reduced by 5 (minimum 1) for the purpose of sundering or destroying the object, including those constructed from special substances (adamantine, silver, etc.). This ability replaces bomb 6d6.

Sundering Strike (Ex): At 9th level, a war sapper gains Sundering Strike as a bonus feat, even if he does not meet the prerequisites. This ability replaces persistent mutagen.

Demolitions Master (Ex): At 17th level, a war sapper can use his bombs to destroy buildings and structures. Whenever a war sapper uses a bomb against a building or structure, he rolls his bomb damage twice. If this attack results in a critical hit, both damage rolls are multiplied. Should the bomb deal more than 75% of the structure’s total hit points, the structure collapses in 1d4 rounds. This ability replaces bomb 9d6.

Grand Bomb (Su): At 20th level, once per day as a full-round action, a war sapper can combine a number of bombs equal to his Intelligence modifier into one deadly blast. As a standard action, a war sapper can delay the bombs detonation as if he had the delay bomb discovery. Any creature within 5 feet of a grand bomb when it detonates takes damage equal to a direct hit, and the splash radius of the bomb increases to 10 feet. This ability replaces grand discovery.


Table: War Sapper
Class
Base
Fort
Ref
Will


Level
Attack Bonus
Save
Save
Save
Special
Explosive Barrage
1st
+0
+2
+2
+0
Alchemy, bomb 1d6, explosive barrage, improved sunder,
master engineer, throw anything
-1/-1
2nd
+1
+3
+3
+0
Discovery, demolition charge, fire resistance +2
+0/+0
3rd
+2
+3
+3
+1
Bomb 2d6, swift alchemy
+1/+1
4th
+3
+4
+4
+1
Abundant bombs, discovery
+2/+2
5th
+3
+4
+4
+1
Exploit flaws, fire resistance +4
+3/+3
6th
+4
+5
+5
+2
Discovery
+4/+4/–1
7th
+5
+5
+5
+2
Bomb 3d6
+5/+5/+0
8th
+6/+1
+6
+6
+2
Discovery, fire resistance +6
+6/+6/+1/+1
9th
+6/+1
+6
+6
+3
Bomb 4d6, sundering strike
+7/+7/+2/+2
10th
+7/+2
+7
+7
+3
Discovery, resist fire 10
+8/+8/+3/+3
11th
+8/+3
+7
+7
+3
Efficient charges
+9/+9/+4/+4/–1
12th
+9/+4
+8
+8
+4
Discovery
+10/+10/+5/+5/+0
13th
+9/+4
+8
+8
+4
Bomb 5d6
+11/+11/+6/+6/+1
14th
+10/+5
+9
+9
+4
Discovery
+12/+12/+7/+7/+2
15th
+11/+6/+1
+9
+9
+5
Bomb 6d6
+13/+13/+8/+8/+3/+3
16th
+12/+6/+2
+10
+10
+5
Discovery
+14/+14/+9/+9/+4/+4/–1
17th
+12/+7/+2
+10
+10
+5
Demolitions master
+15/+15/+10/+10/+5/+5/+0
18th
+13/+8/+3
+11
+11
+6
Discovery, instant alchemy
+16/+16/+11/+11/+6/+6/+1
19th
+14/+9/+4
+11
+11
+6
Bomb 7d6
+17/+17/+12/+12/+7/+7/+2
20th
+15/+10/+5
+12
+12
+6
Grand bomb
+18/+18/+13/+13/+8/+8/+3