1. - Top - End - #1
    Banned
     
    The Vorpal Tribble's Avatar

    Join Date
    Dec 2004
    Location
    The Mindfields
    Gender
    Female

    Lightbulb [PrC] For the ultimate 'kick in the door' style play

    Demolisher


    "I don't kick in the door, I blow it to HELL." - Timbo "Mallet" Ling

    Most stuck in a constantly curving, never ending maze of a dungeon will try to retrace their steps, and keep a level head to find their way. Not so the Demolisher, an engineer well versed in the structures of the underworld. Downing a wall is his way of finding his way through. Be it a learned application of the pick, explosions of intricate mixtures, or the usages of carefully applied acids. A demolisher is part rogue, part alchemist, part miner, and all business. For without a moment's notice the roof could collapse or an explosion go off prematurely. Not for him is the subtlety of lock-picks, or the crudity of physically bashing in doors, he has learned to use acids to get past these sorts of obstacles by melting out their hinges or dissolving the locking mechanisms. And even once the passageway is made, a demolisher may find himself nose to nose with a hungry underground denizen.

    Playing A Demolisher
    Factotums with a sense of curiosity and little tact are the most likely to go the way of the demolisher. They feel that nothing should stand in the way of their curiosity and have little respect for the walls that stand in their way.

    NPC demolishers are usually highly skilled dwarf miners or alchemists of any underground species. They can also be rangers of the deeps, applying their skills to underground terrains, crypt looting rogues, or mages interested in earth and stone.

    Hit Dice: d12

    -=-=-=-=-=-

    Requirements
    To qualify to become a Demolisher, a character must fulfill all the following criteria.
    Skills: Craft (alchemy) 4, Knowledge (Dungeoneering) 4, Knowledge (architecture and engineering) 4, Profession (demolition) 8
    Feats: Power Attack, Skill Focus (Knowledge: Architecture and Engineering)
    Language: Terran or Undercommon

    Code:
    
    Level BAB  Fort Ref Will Special                 
     
    1st   +0   +2   +2  +0   Destructive Brew, Stonecunning, Tapper             
    2nd   +1   +3   +3  +0   Acidic Mixture, Breaking & Entering, Earthen Feat        
    3rd   +2   +3   +3  +1   Burrow, Sense of Direction, Trap Sense     
    4th   +3   +4   +4  +1   Favored Enemy (Ooze), From Out of the Wreckage             
    5th   +3   +4   +4  +1   Concussion Resistance     
    6th   +4   +5   +5  +2   Ooze Ointment               
    7th   +5   +5   +5  +2   Tremorsense            
    8th   +6   +6   +6  +2   Expert Demolition          
    9th   +6   +6   +6  +3   X-ray Vision      
    10th  +7   +7   +7  +3   Demolition Master
    Class Skills
    The demolisher's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (any) (Int), Disable Device (Int), Escape Artist (Dex), Jump (Str), Knowledge (architecture and engineering) (Int), Knowledge (Dungeoneering) (Int), Listen (Wis), Open Lock (Dex), Profession (Wis), Search (Int), and Spot (Wis).
    Skill Points at Each Additional Level: 6 + Int modifier.

    -=-=-=-=-

    Class Features
    All of the following are Class Features of the demolisher prestige class.

    Weapon and Armor Proficiency: A Demolisher gains proficiency with any and all hammers and picks. They do not gain proficiency with any armor.

    Destructive Brew (Ex): A demolisher knows well the power and make of the substances he uses to remove obstacles. As well, as he advances he learns how to mix up a number of explosive substances himself and apply them skillfully to his calling. It takes 1/10th the normal time for a demolisher to craft explosive and acidic items, and base materials at a corresponding reduction in price. The explosives may only be sold at 1/4th their normal price as only a demolisher's special training allows him to use it to full affect.

    It takes a minute to properly place an explosive. At 4th level a demolisher may place them as a full-round action, and 8th a standard action. Throwing an explosive is a standard action, and if detonated by shock, or strikes a material designed to react to, explodes in a burst.

    These mixtures deal force damage, though the demolisher may craft them so that up to half the damage is instead Acid, Fire, or Sonic. Electrical damage may also be done, but its halved with fire damage (on uneven halves, the extra point goes to electricity). A successful reflex save (DC equal to Craft check) halves the damage.

    The amount of damage is equal to 1/4 your Craft (alchemy) roll added to a d6 (round down). For example, you have 8 ranks in Craft (Alchemy) and roll a 10 for a total of 18, your mixture will now deal 4d6 points of damage if set off.

    Area
    The placement of your mixture is crucial for its affect. You must make a Profession (Demolition) check before each placement. You decide upon placement which affect you wish to make. You do not however roll the Profession check until the explosion is triggered. If the check does not succeed on the exact area wished, the result corresponds with below.

    The maximum range of the affected area is 10 ft. plus a number of feet equal to the Profession (Demolition) roll above. When placing the explosive you must designate what range you wish to affect, with a 10 foot minimum. If you wish to affect a different area you must reposition the explosive.

    Burst
    A DC result of 1-14 allows you to set off the explosion as a Burst.

    Cone
    A DC result of 15-29 allows you to direct it in a cone. This cone focuses the energy of the blast, doubling the amount of damage dealt. In the damage example above the damage dealt would be 18d6.

    Line
    A DC result of 30 gives you the option of focusing it even further into a ray, and acts as the Disintegrate spell.


    Mixture Type
    There are three different types of mixtures he may mix.

    Solid: A solid mixture may be stuck to an object, even against gravity, poured into an object, or sprinkled. However, it does not readily dissolve in other mixtures.

    Liquid: A liquid mixture can be absorbed by a porous object, hidden in a drink, or poured through a thin opening. When absorbed or ingested the reaction is transferred to the subject.
    Example #1: If a log were soaked with a liquid mixture that has a reaction to fire and was then thrown in an oven the log would explode with the noted damage.
    Example #2. If a subject drank the liquid that reacted to shock and was then damaged they would then explode partially. A creature that is damaged from internal explosion takes double the indicated damage. If this would kill them, subtract the hit point total from the total damage rolled. Half this damage. The resulting damage is dealt to all objects and beings within 1/4th the normal range of that mixture.
    Note: A liquid used in this fashion cannot be direct and defaults to a Burst affect.

    Gaseous: This mixture fills an area equal to 10 feet per application. The explosion may only be directed as a burst regardless of Profession check. You may choose the mixture to be either Odorless or Colorless. A gaseous mixture cannot be detonated through shock.

    Detonation Method
    You may also choose in which way it may be set off:

    Energy: This mixture can only be set off with a type of energy, chosen from the following: Acid, Electricity, Fire or Sonic. You must specify the particular energy required to set it off.

    Reaction: This mixture can only be set off when coming in contact with another specified substance. You can be as broad or as vague as necessary. One substance may only require water, while another only the scales of a golden dragon reacts.

    Shock: By dealing physical force, or falling damage, to the mixture you set it off.

    Note: Only someone with ranks in Profession (demolisher) or Craft (alchemy) may properly set an explosive. If they don't have ranks, but are forced to guess at its placement, it still deals damage when set off, but only as a Burst, and even then only does half damage.

    Stonecunning: This ability grants a demolisher a +4 bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isnít stone but that is disguised as stone also counts as unusual stonework. A demolisher who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and he can use the Search skill to find stonework traps as a rogue can. A demolisher can also intuit depth, sensing his approximate depth underground as naturally as others can sense which way is up.

    Tapper (Ex): At 1st level a Demolisher can, as a move action, use a hammer to tap around a room and discover any hidden doors with a successful listen check of DC 12. He can also use this to determine how thick a wall is for up to twenty feet of thickness with a successful listen check of DC 16. No check is necessary to discover if something is hollow or empty, such as a chest or visible door or anything else that could be hiding something within.

    Acidic Mixture (Ex): At 2nd level level a Demolisher learns the formula of special acids and gains a +4 bonus to Craft (alchemy) checks. He also gains a +4 bonus to Pick Locks when using acid.

    Breaking and Entering: A Demolisher gains Improved Sunder as a bonus feat. You gain a +2 bonus on any Strength checks you make to break down doors or break inanimate, immobile objects for each level of Demolisher. At 6th level you can ignore an object's hardness.

    Earthen Feat: You gain Earth Sense as a bonus feat, even if you don't meet the prerequisite.
    At 4th, 6th, 8th and 10th you gain an additional feat from the list below. You must be able to meet the prerequisites to take these feats:
    Blind-Fight, Danger Sense, Darkstalker, Earth Adept, Earth Master, Great Fortitude, Hear the Unseen, Tunnel Fighting, Tunnel Riding

    Burrow (Ex): At third level a Demolisher with a digging tool gains a burrow speed of 5 feet. This speed increase to 10 feet at sixth level, and to a total of 20 feet at ninth level. A Demolisher can burrow at half speed without a tool in soft earth, snow, sand and similar. At 10th level a Demolisher can burrow through these substances at full speed without tools.
    You gain Weapon Focus (pick) or (hammer) as a bonus feat.

    Sense of Direction: At 3rd level a Demolisher becomes immune to Maze spells. He always knows where he is in relation to where he's been, and can retrace his steps infallibly. He may do this even when he cannot see where he is.

    Trap Sense (Ex): A demolisher gains an intuitive sense that alerts him to danger from traps, giving him a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses increase by +1 for each additional Demolisher level.

    Favored Enemy (Ooze) (Ex): At fourth level a Demolisher has learned the ways of oozes and formally declares them as the creatures they detest above all others. Due to their extensive knowledge a Demolisher gains a +2 bonus on Listen, Spot, and Survival checks when using these skills against any type of ooze. Likewise, one of this class receives a +2 on weapon damage rolls against creatures of this kind. A demolisher's save against an ooze's acid (damage and paralysis) is also increase by 1 per level taken of Demolisher.
    At 8th level the bonuses to skills and attacks double.

    These bonuses do not stack with a Ranger's existing favored enemy bonuses.

    Optional
    A Demolisher could also theoretically choose Elemental (Earth), Outsider (earth), Vermin or any underground creature type to which he often interacts with or fights.

    From Out of the Wreckage (Ex): A Demolisher automatically succeeds on reflex saves against cave-ins and only takes half damage. He also only takes half damage while pinned by rubble. A Demolisher may instinctively goes into the Trance of the Trapped, requiring only 1/10th the normal air. While in this trance they can take no actions. They may leave the trance at will.

    A Demolisher may also attempt to escape a cave-in without aid by making 3 consecutive DC 15 Strength checks. If he fails even once he is completely trapped and cannot make further strength checks.

    Concussion Resistance (Ex): At fifth level a Demolisher has learned how to toughen and relax himself to take concussive blows from experience with his own explosives. This results in resistance 10 to sonics and force, including explosions. This includes effects like a Concussion Blast or Magic Missile. This resistance increases by 2 per Demolisher level to a maximum of resistance 20 at level ten.

    At 8th level a Demolisher gains the Improved Toughness feat.

    Ooze Ointment (Ex): At sixth level a Demolisher begins to protectively secrete a residue that react painfully with an ooze's structure, causing a sort of 'bad taste'.

    This secretion may be gathered and distilled with a DC 20 alchemy check and used to coat armor or coated on surfaces. An ooze who contacts this secretion must make a Fortitude save (DC equal to craft (alchemy) check) or take 1d4 points of dessication damage and will immediately try to leave the area. If this mixture is poured around the creature it is trapped and remains unmoving. This does not keep it from extending pseudopodia over it to attack those nearby however. The ointment lasts only a day before evaporating. It takes a week to gather the required amount from a single Demolisher.

    Tremorsense (Ex): At seventh level a Demolisher has become so wary of cave-ins and sensitive to the stability of his surroundings that he gains an ability akin to tremorsense out to 60 feet. A Demolisher always knows two rounds before an area is about to collapse, and can sense the beginnings of a natural earthquake up to a day per Demolisher level before it occurs.

    Expert Demolition (Ex): At eighth level a Demolisher no longer has to make a check to see if he's planted his explosives correctly. He knows 'exactly' where they should be located. He can also detect any weak spot in a surface, and can use only a well swung hammer or pick to collapse a wall or ceiling.

    X-ray Vision (Su): At ninth level a Demolisher has magically adapted to his profession and gains the ability to see through up to five feet of stone, one inch of most metals, or 8 feet of wood. Lead and denser metals block all x-ray vision.

    Demolition Master: At tenth level a Demolisher has learned the methods to destroy nearly anything he wishes. He may break through even force affects such as a Wall of Force or Force Cage and he ignores enhancement bonuses to weapons and armor. With a common sword, or even his bare hands, he may attempt to sunder any item. His attacks ignore armor, and are considered Touch Attacks.

    As well, he no longer needs tools or explosives. With a touch here, a rap there and a careful vibration of voice he achieves his goal without additional help. Doors even act as if affected by Knock.
    Last edited by The Vorpal Tribble; 2011-01-22 at 02:33 PM.