Prestige Class: Gremlin Saboteur

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The Gremlin Saboteur
Level BAB Fort Ref Will Special Student Level
1 +0 +0 +0 +2 On the Wing -----
2 +1 +0 +0 +3   +1 level of existing student class
3 +1 +1 +1 +3 Monkeywrench +1 level of existing student class
4 +2 +1 +1 +4   +1 level of existing student class
5 +2 +1 +1 +4 Gearstrike (+2d6) +1 level of existing student class
6 +3 +2 +2 +5   -----
7 +3 +2 +2 +5 Inhabit Machine +1 level of existing student class
8 +4 +2 +2 +6   +1 level of existing student class
9 +4 +3 +3 +6 Sabotage +1 level of existing student class
10 +5 +3 +3 +7 Cognize Machine +1 level of existing student class

 

Gremlin Saboteur

"I'm gonna break this, yes I am! I'm gonna break this, fast as I can!"

Gremlins tend to focus on technology, but they specialize in its destruction. A gremlin saboteur improves on his race's innate understanding of machines and how best to disassemble them, becoming an expert in mechanical devastation.

Requirements

To qualify for the Gremlin Saboteur prestige class, you must fulfill the following requirements.

Race: Gremlin.

Force Alignment: Technology.

Skills: At least 8 ranks in the following skills - Disable Device, Open Lock, Repair.

Special: Able to maintain at least 2nd-level devices.

Game Rule Information

Gremlin Saboteurs have the following game statistics.

Force Alignment: Technology

Force Resistances: SR 5 + level, PR 5 + level.

Abilities: Dexterity and Intelligence are important to a gremlin saboteur, as most technology-related skills and abilities rely on them.

Hit Die: d6.

Class Skills: The gremlin saboteur's class skills are Concentration (Con), Disable Device (Int), Escape Artist (Dex), Knowledge (Technology) (Int), Open Lock (Dex), Repair (Int), and Techcraft (Int).

Skill Points at Each Level: 4 + Int.

Alignment: Any.

Class Features

All of the following are class features of the gremlin saboteur.

Weapon and Armor Proficiency: Gremlin saboteurs gain proficiency with all gremlin racial weapons, but no armor.

Student Levels: At the levels on the table above, the gremlin saboteur gains new abilities as though he had also gained a level in any one student class he belonged to before he added the prestige class. The gremlin's devices known, device charges, and maximum device level increase as per the effective level.

On the Wing: The gremlin saboteur excels at dismantling technological items and constructs, and can even do so with minimal effort. As a swift action, you can automatically deal damage to an item equal to one-half your ranks in Disable Device, rounded down. You can only use this ability if your ranks in Disable Device exceed the item's Hardness.

Monkeywrench: At third level, the gremlin saboteur has learned how to sabotage complex machinery. To use this ability, the gremlin must be able to manipulate at least some part of the machine in question. As a full-round action, you can increase the device's malfunction rate by your class level + your Int modifier. For non-device machinery, you instead impose a penalty to any checks using the device equal to your class level.

Gearstrike: At fifth level, the gremlin saboteur has spent such extensive time in and around machines that he can find and attack their weak spots. You can sneak attack constructs; in addition, whenever you do, you deal an additional 2d6 sneak attack damage. If you do not have sneak attack, you gain it, but deal +0d6 damage when you use it (thus you can only effectively deal sneak attack damage to constructs).

If you spend a standard action using your on the wing ability, you deal your gearstrike damage in addition to one-half your Disable Device ranks.

Inhabit Machine: At seventh level, the gremlin saboteur has crawled in and around devices so often that he can literally inhabit a machine. As a full-round action, if within touch range of an item, the gremlin can make an Escape Artist check against DC 20 + the item's size modifier; if successful, he inhabits the machine. The item must be one that the gremlin could reasonably inhabit (that is, not a solid block of material), and it must be of at least Tiny size. While occupying a machine, the gremlin cannot move, but enjoys the benefits of the object's Hardness (effectively gaining DR).

A gremlin inhabiting a machine may choose to automatically deal his on the wing damage to it with the sneak attack damage from gearstrike on his turn; if he does so, he ignores the restriction on using on the wing against items with higher Hardness than his Disable Device ranks.

Exiting an item is a standard action, and requires another Escape Artist against DC of 15 + the item's size modifier.

Sabotage: At ninth level, the gremlin saboteur's ability to interfere with a machine's workings improves. When you use your monkeywrench ability, double the malfunction rate increase or penalty levied against checks using the item.

Cognize Machine: At tenth level, the gremlin saboteur has become so familiar with technology that, upon seeing a machine, he can instantly determine how best to destroy it. If you spend one round examining an item or construct, you gain an insight bonus to Disable Device checks against that machine for ten minutes, and your gearstrike bonus damage against that item or construct is doubled for one round per class level.