The Sapper is meant to somewhat fill the void that the wizard/sorcerer leaves behind (they are not recommended as a starting class). Sappers are military strategists, and they are at their strongest when they have a little time to prepare and survey the battlefield. They are excellent snipers, and when push comes to shove and their trenches overwhelmed, sappers are also heavily armored.
Humans have many sappers that fight in the wars in the desert. These human sappers will have a military background; the other possibility is that they were break-in artists for pirates and the like. Longdwarves are adept sappers, since they have a familiarity with explosives given their homes and vocations deep within mountains. Irondwarves relish the idea of creating newer and more deadly bombs. Halflings can sometimes find homes as infiltrators, planting explosives while remaining low-key, and sometimes cross-classing with rogues. Pilgrim Angels are almost never sappers, though there are some among their ranks. Coral Imps make cunning sappers that excel at not getting caught.
Sappers cross-class well with Rangers, Fighters, and Rogues.
- HD d10
- Proficient with all simple weapons, Crossbows, Shortbows, Longbows, Thrown
- Proficient with All Light, Medium, and Heavy Armor + Shields
- Skill Points 4+INT
- Class Skills: The sapper’s class skills are Appraise (Int), Climb (Str), Craft (any) (Int), Disable Device (Dex), Fly (Dex), Heal (Wis), Knowledge (arcana) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Sleight of Hand (Dex), Spellcraft (Int), Survival (Wis), Use Magic Device (Cha).
- Alignment: any non-lawful
- Attack Bonus: As Cleric (2 attacks at lvl8, 3 attacks at level 15)
- Saves: As Fighter (Fortitude good, Reflex and Will bad)
- Important skills: Intelligence, Dexterity, Strength
Level BaseAttackB FortS RefS* WillS* Special
- +0 +2 +0 +0 Bombs 1d6, Discovery
- +1 +3 +0 +0 Discovery
- +2 +3 +1 +1 Bombs 2d6, Armor Training 1, Arrow Charge 1
- +3 +4 +1 +1 Discovery
- +3 +4 +1 +1 Bombs 3d6
- +4 +5 +2 +2 Discovery
- +5 +5 +2 +2 Bombs 4d6, Armor Training 2
- +6/+1 +6 +2 +2 Discovery, Experienced Defense*
- +6/+1 +6 +3 +3 Bombs 5d6, Arrow Charge 2
- +7/+2 +7 +3 +3 Discovery
- +8/+3 +7 +3 +3 Bombs 6d6, Armor Training 3
- +9/+4 +8 +4 +4 Discovery
- +9/+4 +8 +4 +4 Bombs 7d6, Bomb Tinkering
- +10/+5 +9 +4 +4 Discovery, Experienced Defense
- +11/+6/+1 +9 +5 +5 Bombs 8d6, Arrow Charge 3
- +12/+7/+2 +10 +5 +5 Discovery, Double Bomb
- +12/+7/+2 +10 +5 +5 Bombs 9d6, Armor Training 4
- +13/+8/+3 +11 +6 +6 Discovery
- +14/+9/+4 +11 +6 +6 Bombs 10d6
- +15/+10/+5 +12 +6 +6 2 Discoveries, Awakened Intellect
*Experienced Defense will improve one of your saving throws to be the same as your Fort save.
The following is copied/adapted from the Pathfinder Alchemist rules on the net, minus all the stuff that doesn’t fit the bomber/heavy archetype. The number is the required level, and PR means the discovery has a prerequisite. I have reorganized by level you can purchase it since that seems easier. These skills will allow you to make use of bombs, and with specialized class skills, these bombs gain a great deal of diversity and utility.
Armor Training (Ex): Starting at 3rd level, a sapper learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.
In addition, a sapper can also move at his normal speed while wearing medium armor. At 7th level, a sapper can move at his normal speed while wearing heavy armor.
Arrow Charges (Ex): Starting at 3rd level, a sapper may spend a full-round action preparing an arrow, bolt, or stone with a charge attached. This can be a bomb or an elemental crystal, but once prepared no more arrow charges may be prepared until the prepared charge is used or destroyed. This charge is heavy and it will decrease the range of your ranged weapon by 2/3. If you use a bomb with the charge it counts against your daily limit (CL + INT bombs per day).
Starting at 9th level, you may prepare 2 arrow charges at a time. The sapper is the only creature that can use the arrow charges without them detonating prematurely.
Starting at 15th level, you are more skilled at making the charges and they no longer decrease the range of your weapons. You may also use 3 charges at any given time.
Bomb Tinkering (Su): Starting at 13th level, you may combine bomb qualities that otherwise would not be able to be stacked (for example, you could stack acid and explosive bombs into a single powerful charge). You may have a maximum of 2 types of * bomb skills applied to a single bomb. Each additional effect added to the bomb counts as the use of a bomb against your daily limit. Adding two bomb types does not add their damage; use the more damaging of the types used instead.
Starting at 16th level, you may combine up to two ENTIRE CHARGES together as a full-round action, essentially making a double-bomb. These double bombs may have up to two * skills applied just as before, for a total of up to 4 applied skills with a single attack. Each * skill used counts as a single bomb against your daily limit (i.e., a double bomb with acid, explosive, and shock applied would count as 3 bombs total).
Bomb (Su): Sappers are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies. A sapper can use a number of bombs each day equal to his class level + his Intelligence modifier. Bomb husks are common in Peth (they keep the Tarmy at bay), and Bombs are unstable, and if not used in the round they are created, they degrade and become inert—their method of creation prevents large volumes of explosive material from being created and stored. A sapper must pour a recently-mixed liquid concoction in order to activate the bomb; activating a bomb is a free action.
Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an sapper’s bomb inflicts 1d6 points of fire damage + additional damage equal to the sapper’s Intelligence modifier. The damage of an sapper’s bomb increases by 1d6 points at every odd-numbered sapper level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from a sapper bomb is always equal to the bomb’s minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the sapper’s level + the sapper’s Intelligence modifier.
Sappers can learn new types of bombs as discoveries (see the Discovery ability) as they level up. A sapper’s bomb becomes inert if used or carried by anyone else.
Sappers can use elemental crystals as bombs. They deal damage equal to the chart below:
Crystal Damage Type CrystalLvl: 1 2 3 4 5
Earth acid* 1d4 1d6 1d8 1d10 2d6
Fire fire 1d6 1d6+1 1d8 1d10 1d12
Water cold 1d4 1d6 1d8 1d10 1d12
Wind electrical 1d6 1d8 1d10 2d6 2d8
*acid will deal minimum damage on the following turn to any effected creatures.
Keep in mind that you use the same number of dice as you would for a bomb. i.e., if a level 5 sapper threw a level 3 fire crystal at a lizard, then the crystal would deal 3d8 + INT damage. The same sapper with a level 4 wind crystal would deal 6d6 + INT damage [2d6 crystal damage times 3 for character level plus INT bonus].
Using a crystal counts against a sapper’s daily bomb limit. You may attempt to use a crystal beyond your limit, but it deals 1d4 damage to you per crystal level as the projectile leaves your square (so max of 5d4); a critical failure on the attack roll results in splash damage to your party!
Throw Anything (Ex): All sappers gain the Throw Anything feat as a bonus feat at 1st level. A sapper adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.
Discovery (Su): At 1st level, and then again every 2 even-numbered levels thereafter (up to 20th level), a sapper makes an incredible bomb-related discovery. Unless otherwise noted, an sapper cannot select an individual discovery more than once. Some discoveries can only be made if the sapper has met certain prerequisites first, such as uncovering other discoveries. Discoveries that modify bombs that are marked with an asterisk (*) do not stack . Only one such discovery can be applied to an individual bomb (until you reach level 13 and acquire the Bomb Tinker class skill). The DC of any saving throw called for by a discovery is equal to 10 + 1/2 the sapper’s level + the sapper’s Intelligence modifier. The sapper may use an elemental crystal in place of a bomb in most cases, substituting the crystal’s damage for the bomb’s damage.
2 Acid bomb*: When the sapper creates a bomb, he can choose to have it inflict acid damage. Creatures that take a direct hit from an acid bomb take an additional 1d6 points of acid damage 1 round later.
2 Explosive bomb*: The sapper’s bombs now have a splash radius of 10 feet rather than 5 feet. Creatures that take a direct hit from an explosive bomb catch fire, taking 1d6 points of fire damage each round until the fire is extinguished. Extinguishing the flames is a full-round action that requires a Reflex save. Rolling on the ground provides the target with a +2 to the save. Dousing the target with at least 2 gallons of water automatically extinguishes the flames.
2 Felchen fletching: Felchen arrows are known for their exquisite fletching that allows them to fly twice as far as normal (double their range increment) . This discovery effects all ammo that you have had with you since your last rest (certain ammo such as stones are excluded). This also increases the range of any bombs thrown by +50% (30ft total distance). Felch is a legendary hero of a fictional race who knew how to party.
2 Frost bomb*: When the sapper creates a bomb, he can choose to have it inflict cold damage. Creatures that take a direct hit from a frost bomb are staggered on their next turn unless they succeed on a Fortitude save.
2 Precise bombs: Whenever the sapper throws a bomb, he can select a number of squares equal to his Intelligence modifier that are not affected by the splash damage from his bombs. If the bomb misses, this discovery has no effect.
2 Shock bomb*: When the sapper creates a bomb, he can choose to have it inflict electricity damage. Creatures that take a direct hit from a shock bomb are dazzled for 1d4 rounds.
2 Smoke bomb*: When the sapper creates a bomb, he can choose to have it create a cloud of thick smoke when it detonates. The cloud functions as fog cloud, filling an area equal to twice the bomb’s splash radius for 1 round per level.
PR, 2 Stink bomb*: The effects of the smoke created by a sapper bomb can duplicate the effects of stinking cloud instead of fog cloud, filling an area equal to twice the bomb’s splash radius for 1 round. A sapper must possess the smoke bomb discovery before selecting this discovery.
PR, 4 Felch Bombs*: When the sapper creates a bomb, he can choose to have it filled with a rank cache of felchy fluid. This fluid will slow an opponent hit with a direct hit as if they were fatigued for 1d4+1 rounds (A fatigued character can neither run nor charge and takes a –2 penalty to Strength and Dexterity) The bomb does 1 die fewer damage than it normally would.
6 Concussive bomb*: When the sapper creates a bomb, he can choose to have it inflict sonic damage. Concussive bombs deal 1d4 points of sonic damage, plus 1d4 points of sonic damage for every odd-numbered level, instead of 1d6. Creatures that take a direct hit from a concussive bomb are deafened for 1 minute unless they succeed at a Fortitude save. A sapper must be at least 6th level before selecting this discovery.
6 Dispelling Bomb: When the sapper creates a bomb, he can choose to have it dispel magic effects instead of deal damage. Creatures that take a direct hit from a dispelling bomb are subject to a targeted dispel magic spell, using the sapper’s level as the caster level. This cannot be used to target a specific spell effect. The sapper must be at least 6th level before selecting this discovery.
6 Glitterbomb*: This heinous skill allows the sapper to use glitterdust in bomb form. The glitterdust only has an area the size of a bomb, not of the spell itself. The turn after the glitter is released, a secondary charge fires off and deals half normal bomb (rounding up in increments of 1d6) damage by igniting the glittery cloud; this generally causes permanent glittery scars.
Duration 1 round/level
Saving Throw Will negates (blinding only) (A cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded and visibly outlining invisible things for the duration of the spell. All within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades. Each round at the end of their turn blinded creatures may attempt new saving throws to end the blindness effect.) Any creature covered by the dust takes a -40 penalty on Stealth checks.
6 Sticky bomb: Any bombs the sapper creates are sticky—when the sapper applies it to a bomb, the bombs will stick to the target. The target must make a Fortitude save (DC 10+ 1/2character level + sapper’s Intelligence modifier) to try and scrape the bomb off. If the monster fails the save, it must make a Will save (same DC as before) or run in a panic. The sticky bomb will detonate the turn after it sticks to a target. If the target has a sticky bomb attached to them, they may not attempt their usual Reflex save. A sapper must be at least 6th level before selecting this discovery.
8 Delayed bomb: The sapper can place a bomb so that it explodes a number of rounds after the sapper ceases contact with the bomb. This delay can be any number of rounds as chosen by the sapper , up to a number of rounds equal to his level. If at any point the sapper reclaims possession of the delayed bomb, he can end the timer and prevent the bomb’s detonation. A delayed bomb detonates immediately if any other creature attempts to touch or move it, or if the bomb’s contents are removed from the bomb husk (such as if the vial breaks). The bomb deals damage as if it scored a direct hit to any creature in the square with the bomb when it detonates, and splash damage to all adjacent creatures as normal. A sapper cannot have more than one delayed bomb at one time. If he creates another delayed bomb, the previous bomb becomes inert. Dispel magic can neutralize a delayed bomb, as can a successful Disable Device check (DC equals 10 + the sapper’s level + the sapper’s Intelligence modifier). An sapper must be at least 8th level before selecting this discovery.
8 Fast bombs: A sapper with this discovery can quickly create enough bombs to throw more than one in a single round. The sapper can prepare and throw additional bombs as a full-round action if his base attack bonus is high enough to grant him additional attacks. This functions just like a full-attack with a ranged weapon. A sapper must be at least 8th level before selecting this discovery.
8 Force bomb*: When the sapper creates a bomb, he can choose to have it inflict force damage. Force bombs deal 1d4 points of force damage, plus 1d4 points of force damage for every odd-numbered level, instead of 1d6. Creatures that take a direct hit from a force bomb are knocked prone unless they succeed on a Reflex save. A sapper must be at least 8th level before selecting this discovery.
10 Drench bomb: The effects of the sapper’s bombs are persistent and continue to damage creatures for 1 round after the initial damage. Creatures that take a direct hit from a drench bomb take the splash damage 1 round later. Bombs that have effects that would normally occur 1 round later instead have those effects occur 2 rounds later. A sapper must be at least 10th level before selecting this discovery.
12 Madness bomb: The sapper’s bombs do more than sear flesh—they sear the mind. A creature that takes a direct hit from a madness bomb takes damage from the bomb plus 1d4 points of Wisdom damage. Reduce the amount of normal damage dealt by the bomb by 2d6 (so a bomb that would normally deal 6d6+4 points of damage deals 4d6+4 points of damage instead). The amount of Wisdom damage dealt by a madness bomb is reduced by 1 for each madness bomb that hit the target in the past 24 hours, to a minimum of 1 point of Wisdom damage. A sapper must be at least 12th level before selecting this discovery.
PR, 12 Poison bomb*: The effects of the smoke created by a sapper bomb duplicates the effects of cloudkill instead of fog cloud, filling an area equal to twice the bomb’s splash radius for 1 round per level. A sapper must be at least 12th level and must possess the smoke bomb discovery before selecting this discovery.
PR, 16 Inferno bomb*: The effects of the smoke created by a sapper’s bomb duplicate the effects of incendiary cloud instead of fog cloud, filling an area equal to twice the bomb’s splash radius for 1 round per level. A sapper must be at least 16th level and must possess the smoke bomb discovery before selecting this discovery.
16 Bootstrap Juice: Once per day, the sapper can brew a resinous bile known as Bootstrap Juice. This foul jar of disgusting, thick fluid costs 24,000 gp (480 L1Earth Crystals) to create and takes 1 hour of work. A vial of Bootstrap Juice, when administered by the chemist who brewed it, restores life to a dead creature as per the spell true resurrection. Alternatively, the sapper himself may drink the Bootstrap Juice, after which point he is immediately targeted with a resurrection spell the next time he is killed. Used in this manner, the effects of an elixir of CE persist only for a number of days equal to the sapper’s Intelligence modifier; if he does not die before that time expires, the effects of the elixir end. A sapper must be at least 16th level before selecting this discovery.
Experienced Defence(Su): Upon reaching the 8th level, the sapper may choose either his Will OR his Reflex save, and it is immediately upgraded to have the same bonus as your Fort save.
Upon reaching level 14, you may choose which of your two saves you would like to be ‘good’ saving throws and which one will be your ‘bad’ save. After deciding to switch or not, you gain a permanent +2 bonus to saves on your worst save (you only get this bonus once: ever!)
Awakened Intellect(Su): Upon reaching level 20, gain a permanent +2 to Intelligence. You may also take a bonus discovery, for a total of 2 upon attaining level 20.