Sapper

You have a knack for chemistry and can use your extensive knowledge to build potent explosives to clear just about any obstacle from your path. Your ability could stem from trial and error, the results of which might have claimed a fingertip or two, or might arise from formal training, after being attached to a military outfit and assigned to a group of engineers. Or maybe you just want to watch the world burn. Whatever your reasons, you have thrown all your effort into making and mastering the use of bombs. Being around explosives all the time might have an effect on your nerves. You could be extra twitchy, paranoid, or just anxious all the time.

Level 7 Sapper

Attributes: Increase three attributes by 1 each.
Health: +12, Bonus Damage: +1d6
Bomb Builder: You can use this talent after you rest, provided you have a tool kit. You construct a number of grenades equal to twice your level. You can sacrifice two grenades to build a bomb instead. The explosives retain potency until used or until after you rest.
Demolitionist: Your bombs and grenades deal an extra 1d6 damage. Also, you make luck rolls with 1 boon to avoid accidental detonation of bombs you carry. Objects that take damage from bombs you set take double damage.

Level 8 Sapper

Health: +12
Bombs Away: When you throw a grenade or bomb, you can throw a second grenade or bomb as part of the same action.
Varied Arsenal: When you use your Bomb Builder talent, you can sacrifice one grenade to build a smoke bomb or two grenades to build a gas bomb. Details on these items appear in Chapter 3.

Level 10 Sapper

Health: +12
Maximum Destruction: When you use your Bomb Builder talent, you also construct one high-explosive bomb. This bomb retains potency until used or after your rest. The high-explosive bomb functions as a normal bomb, but when it detonates, it deals 10d6 damage to each creature and object within 5 yards of it, 5d6 damage to each creature and object within 6 to 10 yards of it, and 2d6 damage to each creature and object within 11 to 15 yards of it. A creature that takes this damage makes a Strength roll, an Agility roll, a Will roll, and a luck roll.

All creatures within 25 yards of where the bomb exploded become deafened for 1 hour and then become deafened (luck ends). Smoke from the explosion fills a Size 100 space centered on the point of detonation for 1 minute. The sound of the explosion carries 10 miles.