Demolitionist

Explosives expert and breach specialist.

The Demolitionist is the person who looks at a wall and sees a problem with a chemical solution. In the Nine's corporatocracy, controlled destruction is a service: breaching fortified positions, clearing wrecked structures, sabotaging competitor infrastructure, and making sure the explosion goes exactly where it should and nowhere else. A charge is cheaper than a siege. The Demolitionist prices a wall by its rebar and its neighbours, then removes exactly the wall. The Kadiss grid tracks explosive purchases, precursor chemical acquisitions, and demolitions certifications; a Demolitionist without a corporate work order buying industrial charges gets a visit from Corp-Security within the hour. They operate on the Edge chassis (d6 HD, 3/4 BAB, Ref good, Fort/Will poor) with 8 base skill points -- the technical expertise to build, place, and detonate charges with surgical precision. Light armour. The Fort/Will poor saves are deliberate: a class that is comfortable with explosives is not the same as a class that is resilient to them. Prime requisites: DEX and INT.

Rules Reference

FieldValue
Armor AllowanceLight
Bab Tierthree-quarters
Base Skill Points8
Hdd6
Hd Sides6
Max Level20
Primary AbilitiesDEX, INT
Prime RequisitesDEX, INT
Save Tiers / Fortitudepoor
Save Tiers / Reflexgood
Save Tiers / Willpoor
Weapon AllowancePistol, Knife, All explosives and grenades

Notes

Archetype Niche: The Demolitionist is the party's area damage and structural control specialist. Explosive Crafting provides scaling, customizable explosives that fill the gap between grenades and ship weapons. Trap Master turns any environment into a minefield -- retreating through a door the Demolitionist trapped 10 minutes ago is a fundamental party tactic. Controlled Demolition enables precise explosions that don't kill allies and targeted structural collapse. The Demolitionist's niche is making things blow up exactly the way the party wants.

Multiclass Notes: Demolitionists can multiclass with Operative and Heavy Breacher archetypes. Non-humans use simultaneous multiclassing rules.

Level Table

Sapper

FieldValue
bab0
fortitude0
level1
reflex2
skillPoints32
titleSapper
will0
xp0

Charge Technician

FieldValue
bab1
fortitude0
level2
reflex3
skillPoints8
titleCharge Technician
will0
xp1250

Blast Technician

FieldValue
bab2
fortitude1
level3
reflex3
skillPoints8
titleBlast Technician
will1
xp2500

Demolitionist

FieldValue
bab3
fortitude1
level4
reflex4
skillPoints8
titleDemolitionist
will1
xp5000

Boom Specialist

FieldValue
bab3
fortitude1
level5
reflex4
skillPoints8
titleBoom Specialist
will1
xp10000

Explosives Expert

FieldValue
bab4
fortitude2
level6
reflex5
skillPoints8
titleExplosives Expert
will2
xp20000

Demolition Foreman

FieldValue
bab5
fortitude2
level7
reflex5
skillPoints8
titleDemolition Foreman
will2
xp40000

High Demolition Foreman

FieldValue
bab6
fortitude2
level8
reflex6
skillPoints8
titleHigh Demolition Foreman
will2
xp70000

Sabotage Chief

FieldValue
bab6
fortitude3
level9
reflex6
skillPoints8
titleSabotage Chief
will3
xp110000

High Sabotage Chief

FieldValue
bab7
fortitude3
level10
reflex7
skillPoints8
titleHigh Sabotage Chief
will3
xp160000

Void-Breaker

FieldValue
bab8
fortitude3
level11
reflex7
skillPoints8
titleVoid-Breaker
will3
xp220000

High Void-Breaker

FieldValue
bab9
fortitude4
level12
reflex8
skillPoints8
titleHigh Void-Breaker
will4
xp280000

Hull-Breaker

FieldValue
bab9
fortitude4
level13
reflex8
skillPoints8
titleHull-Breaker
will4
xp340000

High Hull-Breaker

FieldValue
bab10
fortitude4
level14
reflex9
skillPoints8
titleHigh Hull-Breaker
will4
xp400000

World-Cracker

FieldValue
bab11
fortitude5
level15
reflex9
skillPoints8
titleWorld-Cracker
will5
xp460000

High World-Cracker

FieldValue
bab12
fortitude5
level16
reflex10
skillPoints8
titleHigh World-Cracker
will5
xp520000

Planet-Breaker

FieldValue
bab12
fortitude5
level17
reflex10
skillPoints8
titlePlanet-Breaker
will5
xp580000

High Planet-Breaker

FieldValue
bab13
fortitude6
level18
reflex11
skillPoints8
titleHigh Planet-Breaker
will6
xp640000

The Big Bang

FieldValue
bab14
fortitude6
level19
reflex11
skillPoints8
titleThe Big Bang
will6
xp700000

Supreme Demolitionist

FieldValue
bab15
fortitude6
level20
reflex12
skillPoints8
titleSupreme Demolitionist
will6
xp760000

Special Abilities

Explosive Crafting

FieldValue
level1
nameExplosive Crafting

description: The Demolitionist gains Demolitions as a class skill with a +3 competence bonus. With access to basic chemicals and materials (50 rek per charge), the Demolitionist can craft explosive charges. Crafting takes 10 minutes per charge. The Demolitionist can carry a number of crafted charges equal to INT modifier + half Demolitionist level (minimum 1). Standard charge: 3d6 damage, 10-foot radius, Reflex DC 15 for half. At level 5: shaped charge (2d6 damage to 5-foot radius, ignores 10 hardness -- cuts through armour like it is paper). At level 10: plasma charge (5d6 damage, 20-foot radius, DC 17). At level 15: seismic charge (8d6 damage to structures only, 30-foot radius, ignores hardness -- brings the building down). Unused charges degrade after 24 hours: the chemicals are unstable, and the Demolitionist knows exactly how unstable.

Trap Master

FieldValue
level3
nameTrap Master

description: The Demolitionist can set traps using explosives, mechanical triggers, or environmental hazards. Setting a trap takes 1 minute. The Demolitionist's trap DC (Perception to spot, Reflex to avoid, or relevant save) is 15 + INT modifier + half Demolitionist level. At level 7, trap setting becomes a full-round action. At level 12, the Demolitionist can incorporate one crafted explosive charge into a trap as part of the same action. At level 17, the Demolitionist can set two traps in one round. A trapped doorway is a statement: the Demolitionist was here, and the next person through that door is going to have a very bad day.

Controlled Demolition

FieldValue
level5
nameControlled Demolition

description: When the Demolitionist places and detonates an explosive, they may exclude a number of 5-foot squares within the blast radius equal to their INT modifier from the explosion's effect. Allies in those squares take no damage (instead of half on a successful Reflex save). Additionally, the Demolitionist can make a Demolitions check (DC = 10 + structure hardness) to cause a targeted collapse: the structure takes double damage from the explosive and creatures on or under it fall into the resulting debris (Reflex save to avoid, 3d6 falling damage). Usable a number of times per encounter equal to 1 + INT modifier (minimum 1). The exclusion zone is the difference between a Demolitionist and a person with a bomb: the Demolitionist knows exactly where the blast goes and exactly where it does not.