Author Topic: [3.5] The Saboteur (base class, WIP)  (Read 2391 times)

Offline VennDygrem

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[3.5] The Saboteur (base class, WIP)
« on: January 19, 2012, 07:21:33 PM »
The Saboteur


“Your pretty empire took so long to build. Now, with a snap of history's fingers, down it goes.”

Spies. Revolutionaries. Anarchists. They go by many names, and it often depends on who you ask. Saboteurs are the unsung heroes who succeed where many before have failed. Whether simply creating a distraction or single-handedly toppling a nation, Saboteurs have the right tools and brilliance for any mission.

MAKING A SABOTEUR
Saboteurs excel at slipping in and out unnoticed before their scheme is revealed, always with explosive results. A Saboteur's bright ideas define them, and their grand displays of ingenuity mark the unique way they go about getting the job done. Rather than being prepared for every conceivable obstacle, Saboteurs must be good at thinking on their feet, as doing so is often the difference between a successful mission and being discovered or worse.
Abilities: Intelligence is the most important ability of a Saboteur, as it dictates how skilled they are and how strong their abilities are. Dexterity follows closely behind, as it helps in going unnoticed and dodging attacks, as well as aiming their thrown explosives. As with any class, Constitution is important for determining how hardy a Saboteur is. Wisdom helps maintain a sharp eye and keen hearing, valuable traits for any Saboteur.
Races: Any race can make a good Saboteur. Humans tend to blend in with a crowd during infiltration, though smaller races are better at not being noticed in the first place.
Alignment: Any, though rarely Lawful, Some Saboteurs tend toward Chaotic alignments if their goal is anarachy, while a Neutral Saboteur's motivation may be either to restore balance or work for personal gain. Saboteurs may work for good and noble causes, or evil and nefarious causes. However, a Saboteur's very purpose is anathema to lawful pursuits. Some that consider themselves patriots may have lawful tendencies.
Starting Gold: 5d4x10 (125 gp)
Starting Age: As Rogue.

Table: The SaboteurHD: d8


Level
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Base
Attack
Bonus
+0
+1
+2
+3
+3
+4
+5
+6/+1
+6/+1
+7/+2
+8/+3
+9/+4
+9/+4
+10/+5
+11/+6/+1
+12/+7/+2
+12/+7/+2
+13/+8/+3
+14/+9/+4
+15/+10/+5

Fort
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12

Ref
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12

Will
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6


Special
Explosives, Trapfinding, Bright Idea (least)
Evasion
Precision Bombing
Uncanny Dodge
In Like Flynn
Clever, Bright Idea (lesser)
Improved Precision Bombing

Improved Evasion

In Like Flynn II
Bright Idea (greater)




In Like Flynn III
Bright Idea (master)



Bright
Ideas
1
2
2
3
3
4
4
5
5
6
6
7
7
8
8
9
9
10
10
11
Skills (4 + Int modifier, x4 at 1st level): Appraise, Balance, Climb, Concentration, Craft, Disable Device, Escape Artist, Hide, Knowledge (Arch + Eng), Knowledge (Dungeoneering), Knowledge (Local), Listen, Move Silently, Open Lock, Profession, Search, Sleight of Hand, Spot, Survival, Swim, Tumble, Use Magic Device

Class Features

Weapon and Armor Proficiencies: Saboteurs are proficient in all simple weapons and martial ranged weapons. They are proficient with light armor, but not with shields.

Explosives: Starting from 1st level, a Saboteur learns how to mix simple substances to create highly explosive devices. These explosives deal fire damage, but since they also include damage from shrapnel and other explosive substances, these explosives ignore an amount of energy resistance equal to 1/2 the Saboteur's class level.

At first level, these grenade-like explosives function much like a flask of alchemist's fire, requiring a ranged touch attack and dealing 1d6 fire damage plus the Saboteur's Intelligence modifier with a direct hit to the target square. Creatures in any square adjacent to the target's square (referred to as the splash zone), take minimum damage, or 1/2 damage with a successful Reflex saving throw (for instance, a Saboteur at first level with a 16 Intelligence deals 1 plus Intelligence modifier (3) damage in the splash area, for 4 damage, or 2 with a successful save). These explosive grenades have a range increment of 20 ft.

For every two levels in the Saboteur class after first, the base damage of these grenades improves by 1d6 (dealing 2d6 damage at 3rd level, 3d6 at 5th, and so on).

Throwing an explosive is an attack action, and the Saboteur may throw more than one in a round if they gain extra attacks from having a high base attack bonus. These take the usual penalties, and qualify for weapon-based feats such as Weapon Focus, Point Blank Shot, and so on (though a Saboteur can not gain extra explosives attacks in a round from feats such as Two-Weapon Fighting, Rapid Shot or Manyshot). The Saboteur activates his or her explosives when used, and thus other creatures can not accidentally set one off or use any of the explosives without special instruction by the Saboteur. Even then, any creature other than the Saboteur must make a successful Knowledge (Engineering) check at a DC of 20 + the Saboteur's class level to properly activate the explosive.

The save DC of any of the Saboteur's abilities is equal to 10 + 1/2 class level + the Saboteur's Intelligence modifier.

Trapfinding: You gain the Trapfinding ability of a Rogue, and thus can find and disable traps with a DC higher than 20, including magical traps.

Bright Idea: The Saboteur is constantly inventing new ways to do his job or make it easier. At 1st level, the Saboteur gains access to a suite of useful tricks and gadgets that strike his or her teammates with awe. Saboteurs discover one Bright Idea at 1st level and 2nd level, and discover a new one every two levels after 2nd. They begin only with access to least-grade Bright Ideas, increasing to lesser at 6th level, greater at 12th level, and finally master-grade Bright Ideas at 18th level. Some of these inventions improve the Saboteur's explosives, while others are altogether separate. Through constant tinkering and tweaking, several of the lower-level Bright Ideas even remain potent into later levels. A Saboteur may gain access to any grade of Bright Idea that they have access to. See the list of Bright Ideas below (or work with your DM to create new, level-appropriate Bright Ideas).

At 4th level and every 2 levels thereafter, a Saboteur may decide to replace one of his Bright Ideas with any other of the same grade. Thus, a least Idea can be replaced with any other least Idea, but cannot be replaced with a higher-grade Idea.

Evasion: By 2nd level, you've gained proficiency at dodging out of the way of explosions through trial and error, and gain the Evasion special ability. This ability only works when the Saboteur is wearing light or no armor.

This ability becomes Improved Evasion starting at 9th level.

Precision Bombing: Starting at 3rd level, you've gained mastery over the throwing of your grenades. You gain Shaped Splash (RoE, pg. 111) as a bonus feat, applicable only to explosives that you or another Saboteur have made.

Furthermore, you may now plant explosives to any solid surface and leave it there without it exploding right away. You may choose whether this is a delayed time-bomb, setting a pre-determined duration until explosion, or whether it is a triggered bomb. The trigger works at up to Medium range, and takes a swift action to activate. These explosives have no other effects except as determined by the type of explosive you decide to plant.

Uncanny Dodge: Starting at 4th level, a Saboteur can react to danger before his or her senses would normally allow her to do so. You retain your dexterity bonus to AC (if any) even if you are caught flat-footed or struck by an invisible attacker. However, you still lose your Dexterity bonus to AC if immobilized.

If a Saboteur already has uncanny dodge from a different class, they automatically gain improved uncanny dodge instead.

In Like Flynn: Saboteurs are used to descending deep below a building to access its supporting structure, climbing to its highest spire, or even swimming below the waves to blow through an aquatic entryway.  At 5th level, you choose one mode of movement, gaining a burrow or climb speed of 15 ft., or a swim or fly speed of 30 ft. This choice improves its speed by 5 ft. for every two class levels after 5th. Unless otherwise noted, these movement modes are Extraordinary (Ex) abilities and follow the rules presented under the respective entries in Special Abilities->Movement Modes:
  • Burrow: A Saboteur with a burrow speed has devised special digging claws that can dig through dirt at their full burrow speed, or through stone at half their speed (rounded down to the nearest 5-ft. increment); they may choose whether or not to leave a tunnel behind them while digging through dirt, but not through stone. Your digging claws do not occupy a body slot as a magic Hands slot item would since they fit over any such item; they are not made for use as a weapon and any such attempt to use them as such incur improvised weapon penalties.
  • Climb: A Saboteur with a climb speed has adhesive gloves or some other climbing apparatus, and has a +8 racial bonus on all Climb checks.
  • Swim: A Saboteur with a swim speed has trained to hold their breath exceptionally long while under water, and has flipper-like coverings for their hands and feet. They can move through water at their swim speed without making Swim checks. They have a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. Furthermore, they can hold their breath for up to one minute per point of Constitution rather than the normal limit.
  • Fly: A Saboteur with a fly speed has built a personal gyrocopter or jetpack (depending on the technology level of the campaign; consult your DM) and can move through the air with average maneuverability at the indicated speed if carrying no more than a light load. However, your flying machine is unstable or has limited fuel, and can only support you for a number of minutes per day equal to your class level (this time can be distributed throughout the day as you see fit). Since only you know the secret tricks that keep your invention running without falling apart, no other creatures can strap on your device in an attempt to gain a fly speed, as it simply does not work for them.

Clever Dodge: Saboteurs are nimble, but their best defense remains their sharp mind. Saboteurs may add their Intelligence bonus, if any, as a Dodge bonus to AC. Any situation or effect that negates a character's Dexterity bonus, such as being flat-footed, also negates any dodge bonuses the character may have.

Improved Precision Bombing: At 7th level, you know how to handle your explosives such that you can exclude a number of 5-ft squares out of the blast zone equal to 3 + your Intelligence modifier (minimum 1), in addition to the squares adjacent to direct-hit targets granted by your Shaped Splash feat.

In Like Flynn II: At 11th level, the Saboteur's ability to get in to restricted spaces becomes supernatural; You can select one more movement mode from the In Like Flynn list, and the mode selected at 5th level improves as follows:
  • Burrow: You gain the Earth Glide ability, like that of an earth elemental, following all the same rules, though you move at your burrow speed. This is a (Su) ability.
  • Climb: You have constructed a set of four mechanical tentacle-arms which, through magical and mechanical experimentation, you have fused to your body. These provide a permanent Spider Climb effect on you, as the spell, though you move at your full climb speed. Furthermore, you have perfect balance, and are immune to being knocked prone such as from a natural or magical earthquake and to being tripped by any enemy. You may, of course, choose to fall prone if you so desire. These extra arms can hold items for you, including a shield if you so desire, but are still somewhat unwieldy; they can not be used as weapons, nor do they grant you extra attacks or actions in a round. These are (Ex) abilities.
  • Swim: You no longer need to breathe in order to survive, and your body is not subject to damage from the tremendous pressure of the ocean depths. As a result, you are also immune to the damage resulting from the Crush or Constrict special attacks of some creatures. Lastly, you have a permanent Freedom of Movement effect on you, as the spell. These are (Su) abilities.
  • Fly: You have constructed a set of powerful mechanical wings which, through magical and mechanical experimentation, you have fused to your body. Your maneuverability improves to Good and your fly speed improves by an additional 30 ft. Furthermore, you can fly while carrying a medium load, and have no limit on the duration of your flight. This is an (Ex) ability.

In Like Flynn III: At 17th level, the additional movement mode you selected for In Like Flynn II improves to match its counterpart in that entry. Furthermore, both of your movement modes from this class feature gain an additional speed boost of 30 ft (therefore, racial movement modes and those gained through other abilities and effects do not benefit from this speed boost).
« Last Edit: September 11, 2013, 11:09:17 PM by VennDygrem »

Offline VennDygrem

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Re: [3.5] The Saboteur (base class, WIP)
« Reply #1 on: January 19, 2012, 07:22:52 PM »
Bright Ideas

Note: Saboteurs are always prepared for any and all situation; Any Bright Ideas that modify how your explosives work (such as by changing the energy type or the effect) can be applied on the fly and thus modified explosives can be intermixed with each other or your normal explosives if given multiple attacks in a round, unless otherwise noted in the entry. Bright Ideas may only selected once, unless otherwise noted.

Least:
  • Energy Bombs: Choose one elemental damage type (acid, cold, or electricity). You can create any number of your explosives which deal this energy type instead of fire, as normal. Explosives which deal this alternate damage type overcome their respective energy resistance the same way that your normal explosives overcome fire resistance. You may select this Bright Idea more than once, selecting a new energy type from the list each time.
  • Flashbang: This allows you to create explosives that neutralize your opponents' senses. This explosive deals no damage, but blinds all targets in the blast area unless they succeed on a fortitude save (the direct hit target takes a -2 penalty on this roll). Creatures with no eyes or ability to perceive light are immune to this effect as normal, though creatures with more than two eyes take a cumulative -1 penalty for each eye they possess beyond the usual two. Creatures who save versus this effect and that are not immune are still dazzled for one round.
  • Expansive Blast: Your explosives now have a splash radius of 10 feet rather than 5 feet. Additionally, targets in the splash zone (ie: all but direct-hit targets) take an extra one point of damage per damage die of the explosive.
  • Smoke Bomb: You are able to create explosives meant to distract rather than cause damage. A smoke bomb explosive deals no damage, but it does create a cloud of thick smoke when it detonates. The cloud functions as the fog cloud spell, filling an area equal to twice the bomb’s splash radius for 1 round per level. At 10th level, you may choose for these to function as the solid fog spell.
  • Glue bomb: You can create an explosive that truly hinders your opponents. This explosive deals no damage, though a creature that takes a direct hit from a glue bomb becomes entangled and must make a reflex save or become glued to the floor as if it had failed its save against a tanglefoot bag. Creatures in the splash area also make reflex saves, but those that fail their saves are merely entangled and not glued to the floor; those who make this save are not entangled at all.
  • Night Vision Goggles: You have a pair of Night Vision Goggles that grant you darkvision out to 60 ft. The goggles also possess an infrared-like sensory range, functioning much like the See Invisibility spell.
  • Lucky Break: You tend to get yourself into dangerous situations, but no matter what, you come out smelling like roses. You gain a luck bonus to a Saving Throw of your choice equal to one plus one-half your Intelligence modifier, rounded down (minimum 1). You may change the Save that this ability applies to as a move action. At 7th level, this is reduced to a swift action. At 13th, it is reduced once more to an immediate action.
  • Far Throw: Your explosives' range increment improves to Close range.
  • Shatter Bug: You can create small nodules (aka bugs) that stick when placed or thrown onto a solid surface at Close Range. These miniature explosives ring at a specific, high-pitched frequency, emulating the Shatter spell. You may only use one of these at a time, but you also have the choice of triggering the bug at any time as a swift action. This trigger only works at Medium range. This has no effect on any creature except those mentioned in the description of the Shatter spell.

Lesser:
  • Clusterbomb: Once per round, you can choose to send out a clusterbomb instead of one of your normal explosives. The clusterbomb deals an extra 2d6 damage, increasing to 4d6 damage at 12th level, and 6d6 damage at 18th level. This doesn't take any extra time beyond the attack action of the normal explosive, and can be combined with the Energy Bombs bright idea to deal a damage type other than fire.

New Feats

Another Bright Idea:
You can select any extra Bright Idea from any category (Least, Lesser, etc.) that you currently have access to. You must meet any prerequisites listed for the Bright Idea, and may not select any Bright Idea more than once unless otherwise noted.
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« Last Edit: September 10, 2013, 10:19:26 PM by VennDygrem »

Offline VennDygrem

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Re: [3.5] The Saboteur (base class, WIP)
« Reply #2 on: January 19, 2012, 07:23:16 PM »
Changelog and Misc

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« Last Edit: September 10, 2013, 10:17:31 PM by VennDygrem »

Offline VennDygrem

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Re: [3.5] The Saboteur (base class, WIP)
« Reply #3 on: September 10, 2013, 08:00:19 PM »
So, I've been trying to brainstorm ways to finish and improve this class. Here are some mixed thoughts and questions:

  • The other day I came up with the idea to change clusterbomb from a Lesser Bright Idea into its own class feature. It would improve the bombs' splash area damage, possibly to affect targets in the zone the same as those at the center (direct hit targets) Apparently there's already a chance to deal direct-hit damage to splash-zone targets due to Shaped Splash. I'm not fully sure how that affects the dynamic of the attack, though I'm sure it would necessitate changing activation to require a reflex save for half damage for all targets (as splash targets always had, now including the center target), and possibly negating the need for a ranged attack roll. I think I'd probably keep the attack roll to maintain the need to hit your mark, at the very least, rather than landing off-target.

  • I would probably reduce the bonus damage dice clusterbomb grants or otherwise get rid of them entirely. I'd have to either increase the base damage progression of the bombs or possibly add a different Bright Idea that can increase the damage.
  • Secondarily, clusterbomb would now allow the Saboteur to enhance different Bright Ideas, specifically those that alter the bombs. This would allow for, say, a concussion bomb Bright Idea that throws affected targets to the edge of a blast zone on a failed save, while pairing this with clusterbomb might double the range it throws the targets.
  • If I follow this line of thought, should I begin limiting the default number of bright ideas that can affect explosives? The class already mirrors a lot of the Warlock, which had blast shapes and blast essences. However, the Saboteur's explosive-enhancing bright ideas don't, or won't, all fit so neatly into just two categories. As it is, each bright idea states whether it can be combined with another, and which it can or cannot be combined with. Is it possible this would get too messy?
  • I want this class to fall more in line with the idea of its namesake. It shouldn't only be about making big explosions, though that's currently its biggest feature. What else should this class be able to do? Destruction and espionage are the two main things that come to mind. How can I make this better?
  • Anyone have ideas for new Bright Ideas? I'm thinking of one that might increase the energy resistance bypassing, possibly a shrapnel grenade that does all slashing damage and no energy (or possibly half and half), though that now brings into play damage reduction. Bypassing hardness could be useful for more utility-related explosions. Any other kinds of gadgets or abilities that might be useful? Maybe a toolkit bright idea for crafting things on the fly, or something? Also had an idea for a familiar-like minion (conceptually like the artificer's homonculus) that would help scout, place explosives in hard-to-reach areas, etc. The general idea is to stay away from explicitly mimicking spells and magic, though some supernatural abilities, especially at higher levels, are certainly plausible as a Saboteur starts becoming legendary in his or her own right.


Currently trying to wrap my head around damage output. Presently, the Saboteur can throw up to 3 bombs by 20th level as attack actions. With the as-is clusterbomb, potential damage output is 36d6+3xInt mod damage, plus any other modifiers. Based on an estimated average damage table provided by Garryl in the old BG thread, this puts damage output much higher than I think I'd like it to be, especially since I'm planning on offering more utility and more rider effects. I need to come up with a mechanical way to emulate bundling a bunch of small bombs into one larger, more destructive blast (thus the 'clusterbomb'). All current plans seem overly complicated or convoluted, versus end result, often landing way off from being reasonable.

--edit 9/12/13--
Working out a new idea. Switch explosives to standard action thus bringing bombs thrown down from up to three to just one, but implement clusterbomb concept through point system, like the Factotum's Inspiration Points. Each encounter begins with a certain number of points, which can be spent to add bonus damage. Not sure if there should then be a cap as to how many can be spent or leave no cap, allowing player to nova on a huge bomb but then only have less powerful bombs available the rest of the fight, or decide to ration points out throughout the battle. Having a cap makes balancing damage output easier, but isn't quite as fun conceptually. This class feature can be fluffed as preparing an amount of materials between encounters to allow for a limited number of cluster bombs to be dished out before the extra materials run out and need to be replenished.
« Last Edit: September 12, 2013, 10:01:21 PM by VennDygrem »