Sapper

Sappers train in the creation and application of powerful explosives.

Class Skills

A sapper adds Stealth to his list of class skills.

This alters the alchemist’s class skills.

Satchel Charge (Su)

At 1st level, a sapper can spend one use of his bomb class feature to create a satchel charge. This charge deals double his normal bomb damage, half of which is bludgeoning and piercing damage, the other half of which is fire damage. However, it has half the range increment of his normal bombs.

The satchel charge ignores a number of points of hardness up to 1/2 the sapper’s alchemist level (minimum 1). This counts as an ability that modifies the sapper’s bomb, so it doesn’t stack with other discoveries that modify bombs, except for those granted by this archetype. The sapper can’t use his satchel charge with the fast bombs discovery. A sapper can only create a satchel charge once per day. He can create one additional satchel charge per day at 5th level and every 4 alchemist levels thereafter.

This ability modifies bomb.

Delayed Bomb (Su)

A sapper gains the delayed bomb discovery at 1st level. He does not gain a mutagen unless he takes the corresponding discovery. The sapper may use the delayed bombs discovery in conjunction with his satchel charge.

This ability replaces mutagen.

Master Engineer (Ex)

At 2nd level, a sapper adds 1/2 his alchemist level to Knowledge (engineering) checks, Craft (stonemasonry) checks, and Craft (traps) checks.

This ability replaces poison resistance.

Camouflage Bomb (Ex)

At 3rd level, a sapper becomes skilled at hiding his bombs. When deploying a delayed bomb or trip mine (see below), the sapper can camouflage the bomb by taking an additional full-round action. Creatures searching for traps must succeed at a Perception check (DC = 10 + alchemist level + Intelligence modifier) to notice a camouflaged bomb.

This ability replaces swift alchemy.

Trip Mine (Su)

At 6th level, a sapper can expend two uses of his bomb class feature to prepare a special kind of trap called a trip mine. This special bomb remains inert until 1 round after it leaves the sapper’s possession, after which time it becomes armed. When a creature enters a square containing an armed trip mine, it explodes, dealing normal bomb damage to all creatures in its square and adjacent squares (DC = 10 + 1/2 alchemist level + Intelligence modifier; Reflex half ). A trip mine can be disarmed with a successful Disable Device check (with a DC equal to the trip mine’s save DC); otherwise, it lasts until the next time the sapper refreshes his daily bombs.

If the sapper expends four uses of his bomb class feature, his trip mine deals damage as per a satchel charge; this does not count against his daily uses of the satchel charge ability. Other than satchel charge, discoveries that modify bombs cannot apply to trip mine.

A sapper may only deploy a trip mine in an adjacent space, and cannot use trip mines with the fast bombs or precise bombs discoveries.

This ability replaces the discovery gained at 6th level.

Claymore (Su)

At 10th level, when a sapper plants a trip mine, he can configure it to a claymore mine configuration. He specifies the direction the mine is facing when he plants the claymore. If a creature enters the 15-foot cone in front of the claymore, it explodes, dealing its damage to all creatures in a 20-foot cone. Ethereal, invisible, and incorporeal creatures do not trigger the claymore, but can be affected by its damage normally if another creature triggers it.

A claymore can be modified with the Delayed Bombs discovery; otherwise, it follows all limits for using trip mines with other discoveries.

This ability replaces poison immunity.