Sapper

World of Warcraft: Alliance Player's Guide (APG)Updated WoW RPG (3.5)

Sapper is a D&D 3.5 character class from APG. Hit die d6.

Requirements

Alignment: Any chaotic. A ffiliation: Any. Skills: Use T echnological Device 8 ranks. F eats: Delay Malfunction. Special: Must have resistance to fire 5 or higher.

Type
Prestige
Hit Die
d6

Class Skills

Advancement

LevelBABFortRefWillSpecial
1+0+2+2+0Bonus feat, firescarred
2+1+3+3+0Explosives expert, enhanced yield (+1)
3+2+3+3+1Bomb cobbler (MR 4, two/day), evasion
4+3+4+4+1Precision grenadier (+1)
5+3+4+4+1Bomb cobbler (MR 3)
6+4+5+5+2Enhanced yield (+2)
7+5+5+5+2Bomb cobbler (MR 2, four/day)
8+6+6+6+2Precision grenadier (+2)
9+6+6+6+3Bomb cobbler (MR 1), improved evasion
10+7+7+7+3Enhanced yield (+3), massive explosion

KABOOM! If ever a sound was associated with a particular class, it's this one. Quite simply, sappers love to blow things up. However, unlike many goblin tinkers, they don't necessarily like the idea of killing themselves in the process. No, to a sapper, the fiery blast of a good explosion is a form of art unto itself. Some spend a great deal of their lives trying to find new and interesting ways to generate beautiful, classy explosions. Sappers are experts in all sorts of explosive devices, from small firecrackers to powerful seaforium charges capable of blowing holes in thick castle walls. Even when they don't have a prepared explosive available, a good sapper can put one together out of

Weapon and Armor Proficiency: A sapper gains no proficiency with weapons or armor. Bonus Feat: The sapper receives Exotic Weapon Proficiency (mortar) as a bonus feat. If he already has that feat, he gains Weapon Focus (mortar) instead.

Firescarred (Su): A sapper generally takes great care to avoid harming himself; but still, he spends so much time around explosives that accidents are bound to happen. As a result, his body gradually becomes covered with a layer of tough scarring that protects against fire. Each level, his resistance to fire increases by +1, as shown in the fire resist column of Table 3- 7: The Sapper.

Enhanced Yield (Ex): A t 2nd level, the sapper has learned new tricks to increase the yield of his explosives. Any grenade, bomb or other technological device he creates that deals explosive fire damage deals an additional +1 point of damage per die. Thus, a 2nd level sapper's crafted grenade deals 2d6+2 points of damage. The bonus damage increases to +2 per die at 6th level and +3 per die at 10th level. Explosives

Expert (Ex): A t 2nd level, the sapper is an expert in both the crafting and use of explosive devices. Any sort of bomb or grenade - basically anything that blows up - is his specialty. He has a +1 bonus for every two sapper levels on Craft (technological device) and Use T echnological Device checks with any sort of explosive.

Bomb Cobbler (Ex): At 3rd level, a sapper can attempt to build small explosive devices out of whatever materials are available. Even in the midst of an untamed wilderness, he can usually locate certain plants or minerals that, when mixed together, become something flammable. Making an improvised bomb requires 10d6 minutes and a Craft (technological device) check. The DC is equal to (10 + 3 per die of damage the bomb deals); thus, for example, an improvised standard grenade has a DC of 16. The GM may also allow the sapper to create other types of explosives for special purposes, such as a grenade with an extra-long timer, or a bomb that operates like a land mine. Improvised bombs have MR 4 at 3rd level, MR 3 at 5th level, MR 2 at 7th level and MR 1 at 9th level. They last 4 hours before becoming useless. A sapper can make two explosives per day. At 7th level, he can make four per day.

Evasion (Ex): At 3rd level, a sapper gains the evasion special ability. If he already has evasion, he gains improved evasion instead. (See the rogue class in W oW RPG, Chapter 3: Classes, for descriptions of evasion and improved evasion.) Precision

Grenadier (Su): A t 4th level, the sapper is an expert on the delivery of explosive devices from a distance. Whenever employing any thrown or launched explosive device (such as a mortar), he receives a +1 bonus on his attack roll. This bonus stacks with the Weapon Focus feat. The bonus increases to +2 at 8th level. In addition, whenever the sapper misses with an attack aimed at a grid intersection instead of a specific target (see W oW RPG, Chapter 12: Combat, "Throw Splash Weapon"), he treats the range increment as one less than it actually is for purposes of any misses - thus, at a range increment of 1, he's so accurate he literally cannot miss with a splash weapon. At 8th level, the sapper treats the range increment as two less for this purpose. Improved

Evasion (Ex): At 9th level, a sapper gains the improved evasion special ability. If he already has improved evasion, he gains no additional benefit. Table 3 -7: The Sapper (Sap) Base Class Attack Fort Ref Will Level Bonus Save Save Save Special 1st +0 +2 +2 +0 Bonus feat, firescarred 2nd +1 +3 +3 +0 Explosives expert, enhanced yield (+1) 3rd +2 +3 +3 +1 Bomb cobbler (MR 4, two/day), evasion 4th +3 +4 +4 +1 Precision grenadier (+1) 5th +3 +4 +4 +1 Bomb cobbler (MR 3) 6th +4 +5 +5 +2 Enhanced yield (+2) 7th +5 +5 +5 +2 Bomb cobbler (MR 2, four/day) 8th +6 +6 +6 +2 Precision grenadier (+2) 9th +6 +6 +6 +3 Bomb cobbler (MR 1), improved evasion 10th +7 +7 +7 +3 Enhanced yield (+3), massive explosion (See the rogue class in W oW RPG, Chapter 3: Classes, for a description of improved evasion.) Massive

Explosion (Ex): At 10th level, the sapper has transformed explosives into works of art. Once per day, he can deploy a perfect blast - a thing of beauty (at least to himself and his allies). He can use this ability with any explosive device - as small as a grenade all the way up to massive wall-cracking charges - but he must prepare, set and activate the device himself. Doing so takes twice as long as normal for the device in question, but if it is successfully set off, the explosive deals the maximum possible damage with no die roll required. W orking her way up toward the living quarters, Aliastra's packs killed three small groups of ogres before the T on'ma finally raised the alarm and came upon the escapees with their full fury. By the time they killed the best of the T on'ma, the savagekin's pack had lost nearly half of the wolves and a third of the sabercats. But they had reached the upper levels of the caverns, and through cracks in the ceiling, daylight was shining. All the better to see the dead and the dying. The wolves stood over their fallen and howled. Aliastra, still in nightsaber form, walked to each of the dying and licked their faces in respect. Like old human soldiers, the nightsabers peered at her with the serenity of the battle-worn. "Glorious," one of the nightsabers told her. " A hunt to remember," he added as he closed his eyes for the final time. It was unlike the cats to wax philosophic, except regarding food. However , there was no time to pause for eulogies, nor to care for the wounded. They would have to stagger as best they could, and fight. Aliastra leapt to the head of the packs and roared. Both wolf and nightsaber snapped to attention; they roared and howled in response. "Daylight calls us!" she growled, and she led the charge to the door. Brutal, bloody steps followed. The last remnants of T on'ma's valor stood against them, and like children before a relentless surf, they were swept aside by a tide of violence. The pack crashed through the gates emerged into the open air.