Demolitionist

Demolitionists utilize explosives and superior firepower in order to manipulate the battlefield. They are well trained in the use of explosives and are capable of crafting, disarming and precision planting explosives.

Demolitionist

Demolitionists utilize explosives and superior firepower in order to manipulate the battlefield. They are well trained in the use of explosives and are capable of crafting, disarming and precision planting explosives.

Playing a Demolitionist

XP Cost : 8 Prerequisites : DEX 14

Meet the Prerequisites and pay this Archetype's XP cost to gain the following:

Training

Gain Training in Fine Motor, Engineering and 2 of the following Skills: Perception, Survival, Stealth, Athletics, Acrobatics, Intimidate, Medicine, Knowledge or Investigation.

Gain Training in the use of 1 Firearm or Ranged Weapon Type.

Gain Training in the use of 1 Melee or Hand-to-Hand weapon Type.

Gain Training in the use of Grenades and all Thrown Explosives.

Gain Training in the use of All Planted Explosives.

Equipment

Acquire a Common or Uncommon Suit of Light Armor of your choice

Acquire 1 Common or Uncommon Firearm or Ranged Weapon of your choice.

Acquire 1 Common Melee or Hand-to-Hand Weapon of your choice.

Acquire 3 Uncommon or Military Grenades of your choice.

Acquire 1 Uncommon or Military Explosive of your choice.

Acquire a Common or Uncommon Bundle of your Choice.

Trait

Demolitionist Tactics Explosives you throw or use as weapons vs creatures deal an additional 5 Damage of the same type.

You gain a miscellaneous +2 to Dexterity Saving Throws.

Archetype Ability

Calculated Chaos When you use your Fine Motor or Engineering Skills to plant explosives you may modify the explosive radius of the explosion to form any set of adjacent meter tiles, they must be the same size or smaller than the original explosive radius. For each tile removed from the explosive area this way the damage for the remaining tiles is increased by 1d10. You can spend 1 Focus or Brainstorm Point to maximize the damage dice from this effect.

Traits and Abilities

Purchase with XP

Traits

Nimble

XP Cost: 2 Prerequisites: Demolitionist

Gain Training in Dexterity Saving Throws. You may now add your Training Bonus to Dexterity Saving Throws.

Strong

XP Cost: 2 Prerequisites: Demolitionist

Gain Training in Strength Saving Throws. You may now add your Training Bonus to Strength Saving Throws.

Resiliant

XP Cost: 2 Prerequisites: Demolitionist

Gain Training in Constitution Saving Throws. You may now add your Training Bonus to Constitution Saving Throws.

Basic Maneuvers

XP Cost : 1 Prerequisites : Demolitionist

Choose a Maneuver Type(Might, Stamina or Focus), you gain 2 Tier I Maneuvers of the chosen type.

Expert Maneuvers

XP Cost : 2 Prerequisites : Demolitionist, Basic Maneuvers of the same type.

Choose a Maneuver Type(Might, Stamina or Focus), you gain 2 Tier II Maneuvers of the chosen type.

Special Maneuvers

XP Cost : 3 Prerequisites : Demolitionist, Expert Maneuvers of the same type.

Choose a Maneuver Type(Might, Stamina or Focus), you gain 2 Tier III Maneuvers of the chosen type.

Long Throw

XP Cost : 2 Prerequisites : Demolitionist

Your Range for all thrown weapons is increased by 100%. Calculate throw distance, then double it.

Soft Landing

XP Cost : 3 Prerequisites : Demolitionist

You may roll a stealth skill roll whenever you throw a grenade or explosive. If you beat the perception of the nearby creatures they do not become aware of the grenade or explosive nearby and cannot roll dexterity saving throws to attempt to reduce the damage.

Pineapple Cooking Expert

XP Cost : 3 Prerequisites : Demolitionist

You may have grenades and thrown explosives detonate the same round they were thrown. Rather than at the end of the next round.

Superior Aim

XP Cost : 2 Prerequisites : Demolitionist

Your Aim penalty for Targeted Attacks is reduced by ½.

Light Armor Specialist

XP Cost : 2 Prerequisites : Demolitionist

You gain an additional Bonus to your AC equal to ½ your DEX Modifier while wearing light or no armor.

Nimble Evasion

XP Cost : 1 Prerequisites : Demolitionist

Gain training in DEX Saving Throws.

Lightning Reflexes

XP Cost : 1 Prerequisites : Demolitionist

You gain +2 to your Initiative.

Might Maneuver Expert

XP Cost : 2 Prerequisites : Demolitionist

You reduce the Initial cost to activate all Tier I Might Abilities by ½.

Might Maneuver Veteran

XP Cost : 3 Prerequisites : Demolitionist, Might Maneuver Expert

You reduce the Initial cost to activate all Tier II Might Abilities by ½.

Might Maneuver Specialist

XP Cost : 4 Prerequisites : Demolitionist, Might Maneuver Veteran

You reduce the Initial cost to activate all Tier III Might Abilities by ½.

Stamina Maneuver Expert

XP Cost : 2 Prerequisites : Demolitionist

You reduce the Initial cost to activate all Tier I Stamina Abilities by ½.

Stamina Maneuver Veteran

XP Cost : 3 Prerequisites : Demolitionist, Focus Maneuver Expert

You reduce the Initial cost of all Tier II Focus Abilities by ½.

Stamina Maneuver Specialist

XP Cost : 4 Prerequisites : Demolitionist, Stamina Maneuver Veteran

You reduce the Initial cost to activate all Tier III Stamina Abilities by ½.

Focus Maneuver Expert

XP Cost : 2 Prerequisites : Demolitionist

You reduce the Initial cost to activate all Tier I Focus Abilities by ½.

Focus Maneuver Veteran

XP Cost : 3 Prerequisites : Demolitionist, Focus Maneuver Expert

You reduce the Initial cost to activate all Tier II Focus Abilities by ½.

Focus Maneuver Specialist

XP Cost : 4 Prerequisites : Demolitionist, Focus Maneuver Veteran

You reduce the Initial cost to activate all Tier III Focus Abilities by ½.

Endurance Fighter

XP Cost : 2 Prerequisites : Demolitionist

You reduce the cost to Sustain all your Maneuvers by ½.

Relentless

XP Cost : 2 Prerequisites : Demolitionist

You have one additional Reaction at your disposal.

Relentless II

XP Cost : 3 Prerequisites : Demolitionist, Relentless

You have one additional Reaction at your disposal.

Relentless III

XP Cost : 4 Prerequisites : Demolitionist, Relentless II

You have one additional Reaction at your disposal.

Efficient

XP Cost : 1 Prerequisites : Demolitionist

You have one additional Motion at your disposal.

Efficient II

XP Cost : 2 Prerequisites : Demolitionist, Efficient

You have one additional Motion at your disposal.

Efficient III

XP Cost : 3 Prerequisites : Demolitionist, Efficient II

You have one additional Motion at your disposal.

Superior Focus

XP Cost : 2 Prerequisites : Demolitionist

Increase your maximum Focus points by 2.

Mind of Matter

XP Cost : 2 Prerequisites : Demolitionist

Increase your maximum Brainstorm points by 2.

Abilities

Rapid Reload

XP Cost : 2 Prerequisites : Demolitionist

The Action Cost to Reload all Ranged Weapons you are Trained to Wield is reduced down to the next lowest Action Cost. Use the table below as a reference.

Full Round Action

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Action

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Motion

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No Action Cost

Quick Draw

XP Cost : 2 Prerequisites : Demolitionist

You can Draw and Wield any non-Large Weapons in a worn Holster at no Action cost.

Dual Wielder

XP Cost : 2 Prerequisites : Demolitionist

You gain +1 to your AC while Dual Wielding Melee Weapons.

While Wielding 2 or more Weapons, once per turn, you may Make 1 additional Attack with the Wielded Weapons. The additional Attack is always rolled with a -2 to Hit.

Dual Wielder II

XP Cost : 4 Prerequisites : Demolitionist, Dual Wielder

Increase your AC to Bonus While Dual Wielding Melee Weapons to +2.

While Wielding 2 or more weapons, once per turn, you may now make 2 additional Attacks with the Wielded Weapons. The 1st additional Attack is always Rolled with a -2 to Hit, the 2nd additional Attack is always made with a -4 to Hit.

Dual Wielder III

XP Cost : 6 Prerequisites : Demolitionist, Dual Wielder II

Increase your AC to Bonus While Dual Wielding Melee Weapons to +3.

Penalties for Additional Attacks while Dual Wielding are now Halved.

Swiss Cheese

XP Cost : 2 Prerequisites : Demolitionist

Each additional Hit on the same target deals +1 Damage after the first Hit (Maximum of 10). This bonus damage expires at the end of the round the damage was dealt.

Gunpowder Mixing

XP Cost : 2 Prerequisites : Demolitionist

You are familiar with the ingredients and mixture ratios required to make Gunpowder. As long as you have access to the ingredients you may use your Engineering skill to craft gunpowder.

The Ingredients should be available in any Major City or larger settlement. The suggested prices can be found in the equipment section.

The DC to craft gunpowder is 16, if you fail the powder will gain a 25% chance to fail when firing. When this happens you expend the Attack action to fire before the percent chance for failure. Each time you make a roll to craft you create no more than ½ a kilogram or 1 grenade’s worth of powder. The process takes about an hour to complete.

Bomb Crafting

XP Cost : 3 Prerequisites : Demolitionist

You can craft and create bombs of various strengths using your fine motor or engineering skills. The DC to craft a functional bomb is 16. Failing this DC results in the creation of a bomb that has a 50% chance to fail to detonate. The crafter needs ½ a kilogram of explosives(gunpowder, C4, TNT etc.) to create a bomb with a blast radius of 3 meters, that deals 3d10 kinetic damage. Each ½ kilogram added to the same bomb increases the radius by 1 Meter and increases the damage by 1d10+2. The Dexterity saving throw to reduce the explosive damage to ½ is set by the bomb maker’s Save DC.