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paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012
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in place of his combat maneuver check. If the prankster’s
check exceeds the target’s CMD by 10 or more, the target
is unaware the swap has been made until it tries to use
the swapped object or the end of its next turn (whichever
happens first). This ability replaces lore master.
Saboteur (Alchemist)
The saboteur is an alchemist who specializes in
destroying the plans, materials, and allies of his enemies.
A saboteur has focused his alchemical research toward
new ways to conceal his presence, sow confusion, and
blow up large structures.
Class Skills: A saboteur adds Knowledge (engineering)
to his list of class skills and removes Knowledge (nature)
from his list of class skills.
Chameleon Mutagen (Su): At 1st level, a saboteur
discovers how to create a special elixir that he can imbibe
in order to heighten his ability to move undetected and
his mobility at the cost of his physical might. When
consumed, the elixir causes the saboteur’s skin to
change color to match the background and causes his
hands and feet to secrete a sticky residue. This grants
him a circumstance bonus on Stealth checks equal
to half his alchemist level (minimum +1), as well as
granting him a climb speed equal to half his base speed,
for 10 minutes per saboteur level. In addition, while the
chameleon extract is in effect, the saboteur takes a –2
penalty to his Strength.
This ability replaces mutagen. A saboteur who drinks
an alchemist’s mutagen is treated as a non-alchemist. All
limitations to mutagens apply to chameleon mutagen
as if it were the same ability. The infuse mutagen
discovery and persistent mutagen class ability apply to
the chameleon mutagen.
Saboteur Discoveries: The following new options may
be taken as discoveries by a saboteur.
Bore Bomb*: When the saboteur creates a bomb, he
may choose to make it a bore bomb. If a bore bomb
strikes a wall, gate, siege engine, or similar large,
solid, inanimate structure, it ignores half the target’s
hardness and deals 1 point of damage per saboteur level.
If a bore bomb reduces an inanimate target to half its
hit points or fewer, it blows a hole 5 feet wide and 5 feet
deep in the target.
Complex Bomb: When the saboteur creates a bomb,
he can choose to have it modified by two different
discoveries that modify a bomb’s damage (those
discoveries marked with an asterisk). Each discovery
modifies half the bomb’s damage dice, rounding down.
For example, a concussive/frost bomb from a 9th-level
saboteur deals 2d4 points of sonic damage + 2d6 points
of frost damage. Creating a complex bomb counts as 2
daily uses of the bomb ability.
Grand Chameleon Mutagen: The saboteur’s chameleon
mutagen now grants him a circumstance bonus on
Stealth checks equal to his alchemist level, as well
as granting him a climb speed equal to his normal
movement speed. The saboteur must possess the greater
chameleon mutagen discovery and be at least 16th level to
select this discovery.
Greater Chameleon Mutagen: The saboteur’s chameleon
mutagen now also grants the saboteur the hide in plain
sight ability, as the ranger ability of the same name, but
it functions in any terrain. The saboteur must be at least
12th level to select this discovery.
Grand Discoveries: A saboteur may select the following
grand discovery.
True Chameleon Mutagen: The saboteur’s chameleon
mutagen now acts as if he was under the effects of the
improved invisibility and spider climb spells, using his
alchemist level as the caster level, for the duration of the
mutagen. The saboteur must possess the grand chameleon
mutagen discovery to select this grand discovery.
Discoveries: The following discoveries complement
the saboteur archetype: acid bomb, concussive bomb,
delayed bomb, explosive bomb, fast bombs, inferno
bomb, madness bomb, precise bombs, smoke bomb,
stink bomb (Advanced Player’s Guide); explosive missile,
immolation bomb, siege bomb (Ultimate Combat);
blinding bomb, cognatogen, confusion bomb, tanglefoot
bomb (Ultimate Magic).
NEW RACIAL RULES
The following options are available to gnomes. At the GM’s
discretion, other appropriate races may also make use of
some of these.
Gnome Equipment
Gnomes have access tot he following equipment.
Dilettante’s Outfit: These clothes are favored by
gnome inventors and wanderers, and consist of sturdy
boots, a pair of stout linen pants or skirt, a cloth shirt,
leather gloves, a hat and cloak, and numerous belts,
straps, and accessories (such as scarves, a vest, bits
of rope or twine, and bandoleers). These items are
generally mismatched, each having been selected as
“superior” from some other set of clothing, and are rife
with pockets and small hidey-holes. It the wearer a +2
circumstance bonus on Sleight of Hand checks made to
conceal a small object on her body.
Hound’s Blood: If you apply the thick, red paste
known as hound’s blood to your nostrils or upper
lip, it greatly enhances your sense of smell. For most
creatures, this grants a +2 circumstance bonus on
Perception checks for 1 hour. For gnomes, it brief ly
grants a super-heightened sense of smell, granting the
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paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012