Demo Man
Track Name
Rogues who choose the Demo Man track rely on their ability to destroy all obstacles in their path. Your Key Offensive Modifier is Intelligence, as the strength of your explosives largely depends on your skill in making them.
Circles
1st Circle - Smells Like VictoryEX
You love the smell of freshly mixed explosives in the morning. Or afternoon. Or evening, for that matter. Choose an elemental descriptor ([Acid], [Cold], [Electricity], or [Fire]). This choice is permanent. As a move action or a swift action, you can mix noxious chemicals into a vial, which lasts for one [Round], at which point it becomes useless.
These vials can be thrown as attacks in an attack action and you can throw as many vials per [Round] as you have vials to throw as a ranged attack ([Close] range) with an item bonus to the attack roll equal to the number of Demo Man circles you possess. A target hit by the vial takes energy damage with the chosen descriptor equal to 1d4 per level you possess plus your Key Offensive Modifier and starts [Burning]. A successful Reflex save (DC 10 + 1/2 your level + your Intelligence modifier) negates the [Burning] condition.
2nd Circle - Flash-bangEX
Once per [Round] as part of a move action, you can add a fuse to a powerful firecracker which lasts for one [Round] before its volatile chemicals become useless. You can use the firecracker in either of the following ways:
- Flash Grenade: As a ranged attack which can be made as part of an attack action, you can throw the firecracker at target square within [Close] range, which creates a 10 ft radius spread originating from that square. All creatures within the spread are [Blinded] and [Deafened] for two [Rounds]. A successful Reflex save (DC 10 + 1/2 your level + your Intelligence modifier) negates the [Blinded] and [Deafened] conditions.
- Flash Missile: You can affix the firecracker to a single ranged weapon in your possession or a vial prepared with your Smells Like Victory ability. The next time you hit a creature with an attack using that weapon or vial, that creature is [Blinded] and [Deafened] for one [Round]. A successful Fortitude save (DC 10 + 1/2 your level + your Intelligence modifier) negates the [Blinded] and [Deafened] conditions.
3rd Circle - Sticky BombEX
It dawns on you that you might want to ensure a safer escape. Once per [Encounter] per 4 character levels without spending an action, you can affix a pouch of entangling goo to a single ranged weapon in your possession or a vial prepared with your Smells Like Victory ability. The next time you hit a creature with that weapon or vial before the beginning of your next turn, that creature and all creatures within a 20 ft radius spread originating from that creature are [Entangled] for two [Rounds]. A successful Reflex save (DC 10 + 1/2 your level + your Intelligence modifier) negates the [Entangled] condition.
4th Circle - High ExplosiveEX
Your most spectacular creation yet is so volatile you'd be a fool to carry more than one... so you carry two. Twice per [Encounter] as a standard action, you may create a 30 ft radius spread originating from target square within [Close] range which deals 1d6 damage per level plus your KOM to creatures within the area and pushes them to the closest square outside of it, knocks them [Prone], and leaves them [Dazed] for one [Round]. A successful Reflex save (DC 10 + 1/2 your level + your Intelligence modifier) negates the [Dazed] condition and halves the damage.
5th Circle - Sapper RodsEX
You've created bombs that undermine magic itself. Twice per [Encounter] as a standard action, you may create a 30 ft radius spread originating from target square within [Close] range, and choose to do one of the following: end two target effects created by spells or spell-like abilities of 5th circle or lower that have durations and that originate from a creature or square within the spread or targeted a creature within the spread; or end a single target effect created by a spell or spell-like ability of 6th or 7th circle or lower that has a duration and that originates from a creature or square within the spread or targeted a creature within the spread. This is a [Dispelling] effect.
6th Circle - Cluster BombEX
The more explosives you can fit in one space, the better. Once per [Encounter] as a standard action, you can detonate a cluster bomb in any square within [Close] range, creating a 30 ft radius spread originating from target square. This cluster bomb has three of the following effects of your choice:
- Vitriol: Creatures in the spread take energy damage with the elemental descriptor chosen for your Smells Like Victory ability equal to 1d4 per level you possess plus your Key Offensive Modifier and starts [Burning]. A successful Reflex save negates the [Burning] condition.
- Flash: Creatures in the spread are [Blinded] and [Deafened] for two [Rounds]. A successful Reflex save negates this effect.
- Tangle: Creatures in the spread are [Entangled] for two [Rounds]. A successful Reflex save negates this effect.
- Blast: Creatures in the spread take damage equal to 1d6 per level you possess plus your Key Offensive Modifier and are pushed to the closest square outside of the burst, are knocked [Prone], and are [Dazed] for one [Round]. A successful Reflex save negates the [Dazed] condition and halves the damage.
- Dispel: Choose one: End two target effects created by spells or spell-like abilities of 5th circle or lower that have durations and that originate from a creature or square within the spread or targeted a creature within the spread; or end a single target effect created by a spell or spell-like ability of 6th or 7th circle or lower that has a duration and that originates from a creature or square within the spread or targeted a creature within the spread. This is a [Dispelling] effect.
The DC for these Reflex saves is 10 + 1/2 your level + your Intelligence modifier.
7th Circle - Show Them AllEX
They laughed you out of the university – but who's laughing now? Once per [Encounter] as a ranged attack, you can hurl a bomb that is beyond the wildest dreams of your stuffy professors at target square within [Close] range. You can make this attack as part of an attack action. The bomb detonates in a massive 60 ft radius spread originating from target square, inflicting 4 damage per level to all opponents in the vicinity. A successful Reflex save (DC 10 + 1/2 your level + your Intelligence modifier) halves the damage. Additionally, the blast leaves a cloud of flaming debris throughout its area of effect that lasts three [Rounds] and deals 2 damage per character level you possess to any creature entering the debris cloud and to any creature that begins or ends its turn in the debris cloud.