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
Field
Value
Armor Allowance
Light
Bab Tier
three-quarters
Base Skill Points
8
Hd
d6
Hd Sides
6
Max Level
20
Primary Abilities
DEX, INT
Prime Requisites
DEX, INT
Save Tiers / Fortitude
poor
Save Tiers / Reflex
good
Save Tiers / Will
poor
Weapon Allowance
Pistol, 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
Field
Value
bab
0
fortitude
0
level
1
reflex
2
skillPoints
32
title
Sapper
will
0
xp
0
Charge Technician
Field
Value
bab
1
fortitude
0
level
2
reflex
3
skillPoints
8
title
Charge Technician
will
0
xp
1250
Blast Technician
Field
Value
bab
2
fortitude
1
level
3
reflex
3
skillPoints
8
title
Blast Technician
will
1
xp
2500
Demolitionist
Field
Value
bab
3
fortitude
1
level
4
reflex
4
skillPoints
8
title
Demolitionist
will
1
xp
5000
Boom Specialist
Field
Value
bab
3
fortitude
1
level
5
reflex
4
skillPoints
8
title
Boom Specialist
will
1
xp
10000
Explosives Expert
Field
Value
bab
4
fortitude
2
level
6
reflex
5
skillPoints
8
title
Explosives Expert
will
2
xp
20000
Demolition Foreman
Field
Value
bab
5
fortitude
2
level
7
reflex
5
skillPoints
8
title
Demolition Foreman
will
2
xp
40000
High Demolition Foreman
Field
Value
bab
6
fortitude
2
level
8
reflex
6
skillPoints
8
title
High Demolition Foreman
will
2
xp
70000
Sabotage Chief
Field
Value
bab
6
fortitude
3
level
9
reflex
6
skillPoints
8
title
Sabotage Chief
will
3
xp
110000
High Sabotage Chief
Field
Value
bab
7
fortitude
3
level
10
reflex
7
skillPoints
8
title
High Sabotage Chief
will
3
xp
160000
Void-Breaker
Field
Value
bab
8
fortitude
3
level
11
reflex
7
skillPoints
8
title
Void-Breaker
will
3
xp
220000
High Void-Breaker
Field
Value
bab
9
fortitude
4
level
12
reflex
8
skillPoints
8
title
High Void-Breaker
will
4
xp
280000
Hull-Breaker
Field
Value
bab
9
fortitude
4
level
13
reflex
8
skillPoints
8
title
Hull-Breaker
will
4
xp
340000
High Hull-Breaker
Field
Value
bab
10
fortitude
4
level
14
reflex
9
skillPoints
8
title
High Hull-Breaker
will
4
xp
400000
World-Cracker
Field
Value
bab
11
fortitude
5
level
15
reflex
9
skillPoints
8
title
World-Cracker
will
5
xp
460000
High World-Cracker
Field
Value
bab
12
fortitude
5
level
16
reflex
10
skillPoints
8
title
High World-Cracker
will
5
xp
520000
Planet-Breaker
Field
Value
bab
12
fortitude
5
level
17
reflex
10
skillPoints
8
title
Planet-Breaker
will
5
xp
580000
High Planet-Breaker
Field
Value
bab
13
fortitude
6
level
18
reflex
11
skillPoints
8
title
High Planet-Breaker
will
6
xp
640000
The Big Bang
Field
Value
bab
14
fortitude
6
level
19
reflex
11
skillPoints
8
title
The Big Bang
will
6
xp
700000
Supreme Demolitionist
Field
Value
bab
15
fortitude
6
level
20
reflex
12
skillPoints
8
title
Supreme Demolitionist
will
6
xp
760000
Special Abilities
Explosive Crafting
Field
Value
level
1
name
Explosive 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
Field
Value
level
3
name
Trap 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
Field
Value
level
5
name
Controlled 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.