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[Pathfinder] beastisrfrt

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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

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