“A boggle’s birthright was forced upon him; our brain says to build, our heart, however, says to break.”
Boggles are heavily conflicted creatures. While they do have highly developed intellects, at their core they are bloodthirsty goblins. Their civilized reputation is a testament only to a victory of reason over instinct.
Some boggles wish to embrace their inner nature; balancing both their technological wits with more base, goblinoid cravings. A demolisher has mastered that balance. They use their keen insight into all things artificial to find weaknesses. Not only can they tear down marvels of engineering, but they have learned to harness the power of alchemy to inflict damage. A demolisher also learns how to emerge relatively unscathed from the thick of catastrophe.
Role: Demolishers adventure for one reason; to break things. Adventures are always in need of a trap to be sprung, a door to be toppled, or a construct to be deconstructed. While their destructive tendencies can be quite a nuisance when left unchecked, demolishers are a welcomed addition to any adventuring party as the resident demolitions expert.
Alignment: Demolishers teeter precariously on the edge of law and chaos. The formulas they prepare, the skills they practice, and their tightly-wound intellects demand that they retain a regimented thought process. However, somewhere deep inside, a goblin is crying, “KABOOM!” Therefore, most demolishers are neutral, though a few short-lived ones were noted to be chaotic neutral.
Hit Die: d8
To qualify to become a demolisher, a character must fulfill all of the following criteria:
The demolisher’s class skills (and the key ability for each skill) are Acrobatics (Dex), Appraise (Int), Craft (all skills taken individually) (Int), Disable Device (Cha), Knowledge (all skills taken individually) (Int), Perception (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Skill Points at Each Level: 6 + Int modifier.
|Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Special|
|1st||+0||+0||+1||+0||Boggle bomb, improved sunder
|2nd||+1||+1||+1||+1||Evasion, break and bend
|3rd||+2||+1||+2||+1||Rogue talent, harness destructive force (shatter)|
|4th||+3||+1||+2||+1||Scratch and dent
|5th||+3||+2||+3||+2||Harness destructive force (rusting grasp)|
|7th||+5||+2||+4||+2||Harness destructive force (transmute rock to mud)|
|9th||+6||+3||+5||+3||Rogue talent, harness destructive force (transmute metal to wood)|
|10th||+7||+3||+5||+3||Greater boggle bomb, improved evasion
The following are class features of the demolisher prestige class.
Weapon and Armor Proficiency
Demolishers are proficient with the club, crossbow (hand, light, or heavy), dagger (any type), dart, mace, morningstar, quarterstaff, rapier, sap, shortbow (normal and composite), short sword, and any weapon with boggle as part of the name. Demolishers are proficient with light armor but not with shields.
At first level, by succeeding in a Craft (alchemy) check DC 20, a demolisher can combine 5 gp worth of common materials to create a boggle bomb— an incendiary missile. With the right materials, a successful check, and about fifteen uninterrupted minutes a demolisher makes a weapon that can be thrown with a range of 10 feet and does 2d4 fire damage (critical x3) on a successful hit. The weapon is expended upon throwing (even if it misses). A demolisher is automatically proficient with boggle bombs. If thrown by someone without the demolisher prestige class, the boggle bomb either has no effect and is expended (50%) or explodes in the wielder’s hands for 2d4 fire damage (50%).
At 1st level the demolisher gains the benefits of the Improved Sunder feat, even if he does not qualify.
At 2nd level, a demolisher gains evasion. If exposed to any effect that normally allows him to attempt a Reflex saving throw for half damage, he takes no damage with a successful saving throw. The evasion ability can only be used if the demolisher is wearing light armor or no armor.
At 2rd level, whenever a demolisher scores a critical hit against an opponent that is wielding a non-magical melee weapon, that opponent‘s weapon obtains the broken condition. The weapon can be repaired through any means that would allow an item to recover one hit point. If the opponent is wielding more than one weapon, the demolisher may choose which one to affect.
At 3rd level, and every three levels thereafter, a demolisher gains a special ability that allows him to confound his foes. This functions as the rogue talent class feature. A demolisher cannot select an individual talent more than once. If a demolisher has the advanced talents rogue class feature, she can chose from the advanced talents list instead.
At 3rd level, and every other level thereafter, the demolisher gains access to the spell in parenthesis as a spell-like ability, once per day. The caster level for this effect equals the demolisher’s class level. The DC for this effect is equal to 15 + the demolisher’s Intelligence modifier. This spell-like ability is otherwise identical to the spell.
At 4th level, when a demolisher hits an enemy who is wearing armor or a construct with natural armor, that enemy takes a -2 penalty to AC until the end of the demolisher’s next turn. If that enemy is a construct, it also takes a -2 penalty to Fortitude saving throws until the end of demolisher’s next turn. These penalties are not cumulative.
At 8th level, once per day, with a simple touch, you eradicate the defenses of a single opponent. The demolisher must succeed at a melee touch attack against one target to negate any bonus to that target’s AC due to armor for one round per demolisher class level. If the target is a construct, the touch also negates natural armor and causes the construct to lose all energy resistance for the duration of the effect.
At 10th level, the demolisher can construct greater boggle bombs, which do 2d6 electricity damage on a successful hit, cost 200 gp in materials, are DC 30 to create, and can be reused. They are otherwise identical to normal boggle bombs.
At 10th level, a demolisher takes no damage at all on successful saving throws against attacks that allow a Reflex saving throw for half damage. In addition, he takes only half damage even if he fails his saving throw.
Remarkable Races: Compendium of Unusual PC Races, Pathway to Adventure Edition. Copyright 2009, Alluria Publishing; Author: J. Matthew Kubisz