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Gearblade (3.5e Class)

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Author: Leziad (talk)
Co-Authors: Eiji-kun
Date Created: 12th March 2016
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A gearblade is an initiator using constructs as her minion and bolstering her martial skills with gadgets.

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Martial Maneuvers Full

GearbladeEdit

This class is an hybrid between the Constructor, Codex Roboticist and Chemist with a initiator bent.

Fluff INCOMING

Making a GearbladeEdit

Abilities: INCOMING

Races: Any.

Alignment: Any.

Starting Gold: As Wizard.

Starting Age: Complex.

Table: The Gearblade

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Maneuvers
Known
Maneuvers
Readied
Stances
Known
Fort Ref Will
1st +0 +2 +0 +2 Augment Construct (1), Augmenting Docent (Least), Tech Lore 6 4 1
2nd +1 +3 +0 +3 Bomb, Throw Anything, Use Mechanical Device 7 4 2
3rd +2 +3 +1 +3 Augmenting Docent (Least), Craftman 8 4 2
4th +3 +4 +1 +4 Bomb Upgrade, Recycle Construct, Rebuke Construct, Robot Builder 9 5 2
5th +3 +4 +1 +4 Augment Construct (2), Augmenting Docent (Least), Cybernetic I 10 5 3
6th +4 +5 +2 +5 Imbue Item, Rapid Crafting 11 6 3
7th +5 +5 +2 +5 Augmenting Docent (Lesser), Item Capsulation 12 6 3
8th +6/+1 +6 +2 +6 Bomb Upgrade, Construct Hunter 13 6 3
9th +6/+1 +6 +3 +6 Augmenting Docent (Lesser) 14 7 4
10th +7/+2 +7 +3 +7 Augment Construct (3), Cybernetic II 15 7 4
11th +8/+3 +7 +3 +7 Augmenting Docent (Lesser) 16 8 4
12th +9/+4 +8 +4 +8 Bomb Upgrade 17 8 4
13th +9/+4 +8 +4 +8 Augmenting Docent (Greater) 18 9 4
14th +10/+5 +9 +4 +9 Rebuild Construct 19 9 5
15th +11/+6/+1 +9 +5 +9 Augment Construct (4), Augmenting Docent (Greater), Cybernetic III 20 10 5
16th +12/+7/+2 +10 +5 +10 Bomb Upgrade 21 10 5
17th +12/+7/+2 +10 +5 +10 Augmenting Docent (Greater) 22 10 5
18th +13/+8/+3 +11 +6 +11 Instantaneous Transmission 23 11 5
19th +14/+9/+4 +11 +6 +11 Augmenting Docent (Final) 24 11 5
20th +15/+10/+5 +12 +6 +12 Augment Construct (5), Cybernetic IV, Bomb Upgrade 25 12 6

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Knowledge (arcana) (engineering) (local) (Int), Martial Lore (Int), Open Lock (Dex), Profession (Wis), Ride (Dex), Search (Int), Speak Language (None), Spellcraft (Int), Use Magic Device (Cha).

Class FeaturesEdit

All of the following are class features of the Gearblade.

Weapon and Armor Proficiency: A gearblade is proficient with all simple weapons and martial weapons as well as all forms of exotic crossbows. Gearblades are proficient with light armor and shields (except tower shields).

Maneuvers: You begin your career with knowledge of six martial maneuvers. The disciplines available to you are Golem Heart and two other disciplines of your choice.

Once you know a maneuver, you must ready it before you can use it (see Maneuvers Readied below). A maneuver usable of the gearblade is considered an extraordinary ability unless otherwise noted in its description. Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one. You learn additional maneuvers at higher levels, as shown on Table: Gearblade. You must meet a maneuver's prerequisite to learn it. See the table to determine the highest level maneuver you can learn.

Upon reaching 4th level and every even-numbered gearblade level after that (6th, 8th, 10th, and so on) you can choose to learn a new maneuver in place of one you already know. In effect, you lose the old maneuver and exchange for the new one. You can choose a maneuver of any level you like, as long as you observe your restriction on the highest level maneuvers you know; you need not replace the old maneuver with a new maneuver of the same level. For example, upon reaching 10th level, you could trade in a single 1st, 2nd, 3rd, or 4th level maneuver for a maneuver of 5th level or lower, as long as you meet the prerequisite of the new maneuver. You can swap only a single maneuver at any given level.

Maneuvers Readied: You can ready all four maneuvers you know at 1st level, but as you advance in level and learn more maneuvers you must choose which maneuvers to ready. You ready maneuvers by focusing for 5 minutes. The maneuvers you choose remain readied until you decide to focus again and change them. You need not sleep or rest for any long period of time in order to ready your maneuvers; any time you spend five minutes in thought, you can change your readied maneuvers.

You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter (unless you recover them, as described below).

You can recover an expended maneuver by using a full round action to make calculations. Doing this does not provoke attacks of opportunity. If you complete your focus, you can choose one expended maneuver per point of Intelligence bonus to refresh. It is now available for use in a subsequent round.

Stances Known: You begin play with knowledge of one 1st-level stance from any discipline open to you. At 2nd, 5th, 9th, 14th, and 20th level, you can choose additional stances. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you currently use as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description.

Unlike with maneuvers, you cannot learn a new stance at higher levels in place of one you already know.

Augment Construct (Ex): A gearblade can add modifications to any construct he owns, enabling them to possess powers and class skills above and beyond their normal abilities. These abilities are those selected from the Augmenting Docent class ability. At 1st level any construct a gearblade owns can possess one augmenting docent. At 5th level and every five levels beyond the constructs a gearblade owns can possess another augmenting docent. For example, a 11th level gearblade who possesses two golems could have each golem possess three different augmenting docents each.

Augmenting Docents (Least): Gearblade can modify their pre-existing constructs with new powers and effects, attaching small devices known as docents to the body of the construct. At 1st level and every odd level beyond (3rd, 5th, 7th, etc.) a gearblade gains the ability to create and install one type of docent selected from the list of least augmenting docents below. Augmenting a construct with an augmenting docent takes 15 minutes of work to install or remove. The number of augmenting docents a construct can possess at one time is limited by the augment construct class ability.

Ability Gain, Minor (Su): The construct receives a +2 enhancement bonus to a single ability score.

Boosters (Ex): The construct gains a +10 bonus to one of its movement speeds.

Built-In Weaponry (Ex): You may attach a weapon of appropriate size to the construct, which replaces the use of its arm, tentacle, or other limb. As long as the weapon is connected the construct is proficient in it and may use it either as a natural or a manufactured weapon at its choosing. It may connect a two-handed weapon, but requires both hands to operate even if it only needs one hand to hold. It cannot be disarmed of the connected weapon. The loss of a hand while using this ability invokes a -2 penalty on any skills which require the use of hands. Some abilities may become impossible.

Damage Reduction, Magic (Su): The construct receives damage reduction/magic equal to half its CR (minimum 1). Alternatively if the construct already has a pre-existing damage reduction besides DR/magic, you can add magic as a requirement. (For example a flesh golem with DR 5/adamantine now has DR 5/adamantine and magic). Constructs with damage reduction/magic treat any weapon they wield and their natural attacks as magic.

Durability, Minor (Ex): The construct gains an additional 10 hit points.

Feat Gain, Minor (Ex): The construct obtains one bonus feat. It must make the pre-requisites of the feat.

Life Spark (Ex): This docent increases the semblance of life in the construct. It can now be healed through the use of cure spells, though only at half benefit. However it is also vulnerable to damage from negative energy, again at half rate. While using this ability, the construct shows up as a living creature to any spells which detect living beings.

Linked Intellect (Su): As long as you are within 10 feet per level to your construct, your construct shares your mental ability scores, and may speak and make noise even if normally unable to do so. It does not gain skills or feats from this process.

Radiolink (Su): You can give mental commands to your construct as if you possessed telepathy. This bond extends out for 1 mile.

Share Maneuvers (Ex): The construct gain the ability to initiate one of your maneuver readied as a maneuver-like ability. The construct must refresh the maneuver itself and may not initiate another of your readied maneuver until it refreshed the previously expended one. Share manuevers cannot be used for stance.

Share Stance, Lesser (Ex): The construct gain the ability to benefits from the stance of the gearblade as long as it is within 10 ft. of it.

Skill Transfer (Su): When you apply this docent you may transfer one or more of your skill ranks from yourself to the construct. The construct uses its own ability scores and bonuses, and is considered to have an intelligence of 10 if it is normally mindless. While transfered, you do not have access to the transfered skill ranks until you remove this docent.

Tech Lore: A 1st level gearblade gain an ability identical to a Bard's bardic lore except it only apply to technology, construct and devices, having 5 ranks in Knowledge: Engineering gives a +2 synergy bonus to her roll.

Bomb (Su): Using some unstable chemicals and a touch of magical catalyst, the gearblade can quickly make and throw explosive weaponry which acts like an alchemical splash weapon. It deals 1d4 points of fire damage per class level, with the splash damage always being minimum damage, and a Reflex save for half (DC 10 + 1/2 HD + Int modifier). The range increment of the bomb is 20 ft, and it may be used at will. A spell component pouch is required to store the required chemicals needed for bombs.

At 4th level and each four level thereafter the gearblade can learn new bomb types and modifications to their bombs through her Bomb Upgrade. Bombs cannot be shared as they are highly unstable, created and thrown in the same motion.

Throw Anything: The gearblade receives the Throw AnythingCW feat as a bonus feat. In addition she add her Intelligence modifier to damage on splash weapons, including their bombs.

Use Mechanical Device: A 2nd level gearblade is a natural with machines, gaining "Use Mechanical Device", a unique skill that allows the gearblade to identify and operate machines whose function is unknown to her. It is similar to a Use Magic Device check, but is her class level + her Int modifier, and having 5 ranks in Knowledge: Engineering gives a +2 synergy bonus to her roll.

As a general rule, DC 10 is for simple, unknown devices such as a gun, a simple vehicle, or determining what exposed gears and wires connect to. DC 20 is for complex devices, such as trying to drive a car, operating a machine with three or more complex functions, determining where gears or wires go with only indirect or partial evidence, or understanding what a complex machine does (but not how it does it). DC 30 is for really complicated devices, alien technologies, machines with non-visible parts (such as many microscopic electronics), or extremely multifunctional items.

Checks to see if she knows what it is off the bat take no longer than a Knowledge check, but checks to figure out what something does generally take 1 minute of study. Checks can be rushed to 1 round by increasing the DC by +10.

Craftman: A 3rd level gearblade add her class level as a insight bonus on all craft checks.

Recycle Construct (Ex): A 4th level gearblade makes well with whatever scrap she can find. She can break down a destroyed construct into raw components and store it in storage, gaining scrap worth half the creation cost and half the xp cost of the destroyed construct. For example, an iron golem (80,000gp + 5600 xp) gives 40,000 gp and 2,800 xp in scrap. Scrap cannot be used for anything other than assisting in the creation of another construct, reducing material and xp costs appropriately. Recycling a construct takes 30 minutes and requires a successful Knowledge Arcana or Knowledge Engineering check (DC 20), it is a delicate process and cannot be rushed.

Rebuke Construct (Su): At 4th level, a gearblade gains some control over constructs which are not under her control. She gains the ability to rebuke like an evil cleric of her class level, but she rebuke constructs rather than undead. Constructs whose creator is within 60 feet or intelligent constructs gain a +4 bonus on their turn resistance. The gearblade can choose to exclude allies from the effect.

Robot Builder: A 4th level gearblade gain Mundane Crafter (Craft Construct) even if she does not meet the prerequisites. She reduce the price in gold for crafting construct by 100 gp and 10 XP per class level .

Cybernetic (Ex): At 5th level, a gearblade begins to tinker on her own body, changing it to be more like a construct. The changes can be subtle, such as an unusual gleen to her eyes, or extreme like her skin turning iron gray, but the results are the same. She gains low light vision, darkvision out to 60 feet, may count as a construct for the purposes of magic items and pre-requisites, garners immunity to the fatigue and sickened condition, and possesses 25% fortification against critical hits and sneak attacks.

At 10th level, the artificial changes are improved upon. She gains immunity to disease, exhaustion, nausea, poison, and 50% fortification against critical hits and sneak attacks. Additionally, she gains bonus hit points as a construct of her size and can benefit from warforged components.

At 15th level, she gains an additional degree of augmentations. She gains immunity to ability damage, death effects, paralysis, stunning, and 75% fortification against critical hits and sneak attacks.

At 20th level, she finally achieves apotheosis. Her type becomes Construct with the Living Construct and Augmented subtypes. She gains damage reduction 10/adamantine, does not need to eat, sleep, or breathe, and possesses all construct type immunities, including immunity to mind affecting effects. In spite of her construct nature, she may still be raised and resurrected as a creature of her original type, as well as act as a creature of her original type when beneficial. She may accept normal healing from cure spells or from the repair series of spells.

Imbue Item (Ex): A gearblade of 6th level or higher can use his supernatural power to create magic items, even if he does not know the spells required to make an items or constructs (although he must know the appropriate item creation feat). He can substitute a Use Magic Device check (DC 15 + spell level for arcane spells or 25 + spell level for divine spells) in place of a required spell he doesn't know or can't cast.

If the check succeeds, the gearblade can create the item or construct as if he had cast the required spell. If it fails, he cannot complete the item. He does not expend the XP or gp costs for making the item; his progress is simply arrested. He cannot retry this Use Magic Device check for that spell until he gains a new level.

Rapid Crafting: A 6th level gearblade can make craft checks x10 faster than others, and subsequently can disable a device in a shorter time as well, taking as long as a device one step less complex (Wicked to Difficult to Tricky to a minimum of Simple).

Augmenting Docents (Lesser): At 7th level a gearblade list of augmenting docents he can learn improves. He may select any ability from the least augmenting docents list, or from the list below:

Ability Gain, Moderate (Su): The construct receives a +4 enhancement bonus to a single ability score.

Blindsense (Ex): The construct gains blindsense out to 60 feet.

Damage Reduction, Material (Su): The construct receives damage reduction/material equal to half its CR (minimum 1), where the material is either adamantine, cold iron, or silver. Alternatively if the construct already has a pre-existing damage reduction add a material as a requirement, or change the pre-existing material to something else. (For example a flesh golem with DR 5/adamantine can be changes to DR 5/silver, while a zelekhut which has DR 10/chaotic now has DR 10/chaotic and cold iron).

Durability, Moderate (Ex): The construct gains an additional 30 temporary hit points. This stacks with durability, minor.

Energy Resistance (Ex): The construct gains energy resistance equal to its 5 + its CR.

Energy Transfer (Su): The construct may as a full-round allow the gearblade to recover a single expended maneuver. The construct must be within 50 ft. of the gearblade, the gearblade may only recover up to two maneuvers per round with this ability.

Feat Gain, Moderate (Ex): The construct obtains two bonus feats. It must make the pre-requisites of the feat. This feat stacks with minor feat gain.

Retributive Energy (Su): Opponents who strike the construct are dealt 1d6 points of energy damage (acid, cold, electric, or fire chosen on application of the docent). If the construct is destroyed, it may explode as an immediate action and deal 1d10 points of energy damage per CR out in a 20 foot radius burst. Enemies get a Reflex save for half equal to 10 + 1/2 the gearblade 's HD + the gearblade 's Intelligence modifier.

Self-Repair (Ex): The construct gains fast healing 1.

Share Stance (Ex): The construct gain the ability to benefits from the stance of the gearblade as long as it is within 30 ft. of it.

Spell Resistance (Su): The construct gains spell resistance equal to its CR + 10.

Item Capsulation (Sp): It turns out carrying around several tons of scrap metal and constructs is really hard. A 7th level gearblade discovers the secrets of material compression and can turn any of her constructs (created temporarily or not) into small spheres the size of sling bullets. She may convert one or more of her constructs in 100 ft into a sphere as a standard action. Constructs of any size can be compressed into spheres, and in sphere form can only move 30 ft as a move action. Spheres are diminutive sized orbs with an AC of 18 (+8 size), negligible weight, and ability scores, saves, and hp of the compressed construct. Specifically this ability is used for transportation, but sometimes it is used to squeeze a construct through a tight space. Objects which are a light load for the gearblade can also be turned into spheres, but do not animate.

Additionally she may create a capsule home; this non-animated capsule can be activated to grew into the equivalent of a ranch house. Items stored in the house are also contained in the capsule but creatures are automatically ejected from the house when returned to capsule form. Due to its nature the capsule home requires a 50x50 empty space and relatively flat terrain in order to be properly deployed; if the prerequisites are not met, it simply fails to deploy.

Construct Hunter: A 8th level gearblade gain a +2 attack and +2d6 damage against any creatures of the construct type, and against objects. Additionally she can critical hit and deal precision damage to construct and objects.

Augmenting Docents (Greater): At 13th level a gearblade list of augmenting docents he can learn improves. He may select any ability from the least or lesser augmenting docents list, or from the list below:

Ability Gain, Major (Su): The construct receives a +6 enhancement bonus to a single ability score.

Damage Reduction, Alignment (Su): The construct receives damage reduction/alignment equal to half its CR (minimum 1), where the alignment is good, evil, chaotic, or lawful. Alternatively if the construct already has a pre-existing damage reduction add an alignment as a requirement, or change the pre-existing alignment to something else. (For example a flesh golem with DR 5/adamantine changes to DR 5/adamantine and good, while a zelekhut which has DR 10/chaotic can be changed to DR 10/evil). Constructs with damage reduction/alignment treat any weapon they wield and their natural attacks as aligned as appropriate.

Destroyer (Ex): The constructs natural attacks deal an additional 2d6 points of damage, and its attacks count as the disintegrate spell for the purpose of destroying force effects, and what happens to creatures which are reduced below 0 hit points from one of the construct's attacks. It can choose not to employ this ability as a free action.

Durability, Major (Ex): The construct gains an additional 50 temporary hit points. This stacks with durability, minor and moderate.

Feat Gain, Major (Ex): The construct obtains three bonus feats. It must make the pre-requisites of the feat. This feat stacks with minor and moderate feat gain.

Iron Wings (Ex): The construct gains metal wings, allowing it to fly twice its land speed with average maneuverability.

Permanent Intellect (Su): Your construct gains intelligence 10 and charisma 10, and is able to speak. It gains feats and skills for its HD, and may pick six skills to be class skills. This may be overridden by Linked Intellect when applicable. This is a permanent change, and while the docent may be removed reapplying the docent restores the same skills and feats as previous.

Rapid Self-Repair (Ex): The construct gains fast healing 5. This overlaps with self-repair, it does not stack.

Rebuild Construct: A 14th level gearblade may rebuild any construct she originally built for free when destroyed, as long as the remains are mostly intact (would be suitable for a raise dead spell if they were living. Rebulding a construct take 1/4th of the time it took to build it.

Share Stance, Greater (Ex): The construct gain the ability to benefits from the stance of the gearblade as long as it is within 60 ft. of it.

Instantaneous Transmission (Ex): A 18th level gearblade may as a full-round action have up to 8 constructs she built or hacked teleport adjacent to her as if they were using greater teleport. She may only use this ability once per hour.

Augmenting Docents (Final): At 19th level a gearblade 's list of augmenting docents he can learn improves. He may select any ability from the least, lesser, or greater augmenting docents list, or from the list below:

Ability Gain, Supreme (Su): The construct receives a +8 enhancement bonus to a single ability score.

Blindsight (Ex): The construct gains blindsight out to 30 feet.

Damage Reduction, Epic (Su): The construct receives damage reduction/epic equal to half its CR (minimum 1). Alternatively if the construct already has a pre-existing damage reduction besides DR/epic, you can add epic as a requirement. (For example a flesh golem with DR 5/adamantine now has DR 5/adamantine and epic). Constructs with damage reduction/epic treat any weapon they wield and their natural attacks as epic.

Durability, Supreme (Ex): The construct gains an additional 80 temporary hit points. This stacks with durability, minor, moderate, and major.

Energy Immunity (Ex): The construct is immune to one energy type of your choice.

Magic Immunity (Su): The construct gains the magic immunity ability of a golem, rendering it immune to any spells which require spell resistance.

Bomb UpgradesEdit

Bomb Upgrade are augment your bombs. Some have special requirements. You may only have one augmentation on your bombs at a time marked with a * in their name, unless you bypass that with the Combine Bomb Augmentation. Choose from below.

Agent Orange Bomb*: Your bombs leave the effect of cloudkill in the area of its explosion, which lasts for 1 round/level. It does not spread, and the Fortitude save is equal to the bomb DC. You must have the Smoke Bomb ability and be at least 12th level to take this ability.

Aligned Bomb*: Choose an alignment. Your bomb now deals pure divine damage of the appropriate alignment. It deals +50% damage against those of its opposed alignment, and no damage to those of the same alignment. Unlike most discoveries which augment bombs, you may apply up to two aligned bomb augmentations on the same bomb (such as law and evil, or good and chaos). You must be at least 8th level to take this ability.

Banishing Bomb*: Creatures must make an additional Will save or be subject to banishment. The DC is the same as the bomb DC. A successful save renders the creature immune to further banishment attempts by this bomb. You must be at least 12th level to take this ability.

Blinding Bomb*: Creatures must make an additional Fortitude save or be blind for 1 round. You must be at least 10th level to take this ability.

Combine Bomb Augmentation: You can apply an additional Bomb Upgrade to the a bomb. You must be at least 8th level to take this ability.

Confusion Bomb*: Creatures must make an additional Will save or be confused for 1 round. You must be at least 8th level to take this ability.

Contagion Bomb*: Creatures must make an additional Fortitude save or be afflicted by contagion. You must be at least 12th level to take this ability.

Curse Bomb*: Creatures must make an additional Will save or be afflicted as per bestow curse. A creature can only be affected by one curse at a time from this ability. A creature which successfully save is immune to your bomb's curses for 24 hours. You must be at least 12th level to take this ability.

Darkness Bomb*: Your bombs leave the effect of deeper darkness in the area of its explosion, which lasts for 1 round/level.

Debris Bomb*: Your bomb leaves difficult terrain in its area of effect, which lasts until cleared up (a standard action per 5 ft square). You must be at least 6th level to take this ability.

Demolition Charge*: You can delay your bomb's explosion up to 1 minute, and it counts as a siege weapon for the purposes of dealing damage to objects.

Dispelling Bomb*: Your bomb deals half damage, but creatures are subject to greater dispel magic in its area of effect. You must be at least 8th level to take this ability.

Energy Bomb*: Choose an energy type. You can change the energy type your bombs deal to your chosen energy type. If you choose force or sonic damage, decrease the damage by one step. You may choose this ability multiple times, gaining a new energy type each time.

Explosive Missile: Once per round, when making a ranged attack with a projectile or thrown weapon you can apply a bomb to the weapon, having the bomb's effects go off as if thrown normally. You must be at least 4th level to take this ability.

Grease Bomb*: Your bomb leaves the effect of grease in its area of effect, which lasts for 1 round/level. You must be at least 6th level to take this ability.

Homing Bomb*: You may roll twice to hit your target with a bomb, and the creature must make two Reflex saves against taking damage from your bomb. It does not double other saving throws, such as from other bomb augmentations. You must be at least 8th level to take this ability.

Increased Bomb Damage: The damage die of your bombs increase by one step.

Invisible Bomb*: Your bomb is invisible, as is the subsequent explosion (but not any fires it may start). Creatures take a -2 penalty on their AC and Reflex save against this bomb. You must be at least 4th level to take this ability.

Lingering Bomb*: Your bomb deals damage again on the next round, dealing half the damage as previous. Creatures subject to the lingering bomb damage must make concentration checks as if taking continuous damage. You must be at least 8th level to take this ability.

Physical Bomb*: Your bomb deals physical damage, dealing bludgeoning, piercing, and slashing damage. Your bombs become an (Ex) effect.

Precision Bombing (Ex): You can exclude a number of 5 ft squares from your bomb's explosion equal to your Int modifier.

Shaped Charge*: Your bomb can take the shape of either a 60 ft line or a 30 ft cone, eminating from the location you have thrown your bomb. You must be at least 6th level to take this ability.

Smoke Bomb*: Your bombs leave the effect of fog cloud in the area of its explosion, which lasts for 1 round/level.

Stink Bomb*: Your bombs leave the effect of stinking cloud in the area of its explosion, which lasts for 1 round/level. The Fortitude save is equal to the bomb DC. You must have the Smoke Bomb ability and be at least 8th level to take this ability.

Wide Explosions: You can have your bombs explode in up to a 20 ft radius (or less). Even though this augments your bombs, it does not count towards your limit of effects on a bomb. You can take this ability two more times, increasing the possible area by an additional +20 ft each time (maximum 60 ft). You must be at least 6th level to take this ability.



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