Grenade Adept (3.5e Alternate Class Feature)

From Dungeons and Dragons Wiki
Jump to: navigation, search
Homebrew.png
Author: Zhenra-Khal (talk)
Date Created: 10/28/2016
Status: Complete
Editing: Clarity edits only please
Scale.png Low - Moderate - High - Very High
 Ratings for this homebrew:
Average:
NA
/ 4

 0 users favored it (4/4).
 0 users liked it (3/4).
 0 were neutral on it (2/4).
 0 users disliked it (1/4).
 1 users opposed it (0/4).

RatingPending.png
Rate this article
Discuss this article
 
5x5grid.jpg
A diagram demonstrating the spread of a 1d6 bomb.

A fighter who trades some of his martial training for the ability to dabble in alchemical destruction.

Class: Fighter

Level: 1-20

Replaces: Fighter bonus feats, heavy armor and tower shield proficiency, skill points, class skills.

Benefit: You gain the Bomb class feature, which is identical to the Grenadier (3.5e Class) feature of the same name, with the exception that the bomb's damage only increases by 1d6 every 4 levels after 1st. You also gain a Grenadier Trick from those available to the Grenadier class at every level divisible by 4, increased skill points, and a broader class skill list, as shown below. Finally, at 3rd level and every 4 levels thereafter, the Grenade Adept may select a Fighter bonus feat, as per the Fighter class feature.


Table: The Grenade Adept

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +2 +0 Bomb 1d6, Alchemy, Throw Anything
2nd +2 +3 +3 +0 Grenadier's Evasion
3rd +3 +3 +3 +1 Bonus Feat
4th +4 +4 +4 +1 Grenade Adept Trick, Bomb 2d6
5th +5 +4 +4 +1
6th +6/+1 +5 +5 +2 Brew Potion, Potion Creation
7th +7/+2 +5 +5 +2 Bonus Feat, Bomb 3d6
8th +8/+3 +6 +6 +2 Grenade Adept Trick
9th +9/+4 +6 +6 +3
10th +10/+5 +7 +7 +3 Bomb 4d6
11th +11/+6/+1 +7 +7 +3 Bonus Feat
12th +12/+7/+2 +8 +8 +4 Grenade Adept Trick
13th +13/+8/+3 +8 +8 +4 Improved Grenadier's Evasion
14th +14/+9/+4 +9 +9 +4 Bomb 5d6
15th +15/+10/+5 +9 +9 +5 Bonus Feat
16th +16/+11/+6/+1 +10 +10 +5 Grenade Adept Trick
17th +17/+12/+7/+2 +10 +10 +5 Bomb 6d6
18th +18/+13/+8/+3 +11 +11 +6
19th +19/+14/+9/+4 +11 +11 +6 Bonus Feat
20th +20/+15/+10/+5 +12 +12 +6 Grenade Adept Trick, Bomb 7d6

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Climb (Str), Concentration (Con), Craft (Alchemy) (Int), Intimidate (Cha), Jump (Str), Listen (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex).

Class Features[edit]

All of the following are class features of the Grenade Adept.

Weapon and Armor Proficiency: Grenade Adepts are proficient with all simple and martial weapons in addition to their bombs. Grenade Adepts are also proficient with light and medium armor, and with shields (Except tower shields).

Alchemy (Su): The Grenade Adept can make alchemical items as if they were a spellcaster using the Craft (Alchemy) skill.

Bomb (Su): Grenade Adepts are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies. A Grenade Adept can use a number of bombs each day equal to his class level + his Intelligence modifier. Bombs are unstable, and if not used in the round they are created, they degrade and become inert—their method of creation prevents large volumes of explosive material from being created and stored. In order to create a bomb, the Grenade Adept must use a small vial containing an ounce of liquid catalyst—the Grenade Adept can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster's component pouch. Most Grenade Adepts create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day—once created, a catalyst vial remains usable by the Grenade Adept for years.

Drawing the components of, creating, and throwing a bomb requires a ranged touch attack (a standard action) that provokes an attack of opportunity. Thrown bombs have a range increment of 20 feet and are treated as splash weapons, though with exceptions as noted below. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, a bomb inflicts 1d6 points of fire damage + additional damage equal to the Grenade Adept's Intelligence modifier. The damage of a Grenade Adept's bomb increases by 1d6 points at every 3rd Grenade Adept level after 1st (this bonus damage is not multiplied on a critical hit). The bomb then deals half damage (Often referred to as blast damage) to a 5-foot radius (As shown in the diagram), and finally, it applies splash damage equal to the bomb's minimum damage to a 10-feet radius (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). The areas of effect overlap (Do not stack) for purposes of the damage; A 2d6 bomb would do 2d6 damage to the primary square, 1d6 to the eight squares surrounding that, and 2 damage to all but the corner squares surrounding that. Those caught in the bomb’s area can attempt a Reflex save for half damage (Or negate damage altogether if the damage would’ve been 1). The DC of this save is equal to 10 + 1/2 the Grenade Adept’s class level + the Grenade Adept's Intelligence modifier.

Grenade Adepts can learn new types of bombs as discoveries (see the Discovery sub-ability of Grenade Adept Tricks, below) as they level up. A Grenade Adept’s bomb becomes inert if used or carried by anyone else.

Throw Anything (Ex): At first level, the Grenade Adept gains Throw Anything as a bonus feat, even if he doesn't meet the prerequisites. In addition, he may add his Intelligence bonus to the damage dealt by splash weapons, both direct and splash damage (This is already included in the description of the Bomb's damage).

Grenadier's Evasion (Ex): Gained at 2nd level, much like the Rogue class ability of the same name, this ability lets the Grenade Adept avoid some attacks - When allowed a Reflex saving throw for half damage, the Grenade Adept takes no damage on a successful save. However, unlike the Rogue ability, this can be used while wearing medium armor BUT the armor's Armor Check Penalty applies to all Reflex saving throws when an Evasion is attempted while wearing medium armor, because the armor can cause the character to fumble. If the Grenade Adept fails a Reflex saving throw when trying to use Evasion while wearing Medium armor, he falls prone in addition to any other effects caused by failing the save. At 13th level, this ability improves, allowing the Grenade Adept to take only half damage on a failed Reflex saving throw and none on a successful save. However, while wearing medium armor, the Grenade Adept must accept the penalty to reflex saves in order to benefit from Improved Grenadier's Evasion.

Brew Potion (Ex): At 6th level, the Grenade Adept gains Brew Potion as a bonus feat, even if he doesn't meet the prerequisites. If the Grenade Adept already has Brew Potion, this has no effect. The Grenade Adept is not a spellcaster, and thus cannot qualify for any other item creation feats, but can emulate spellcasting for the purposes of Brew Potion and the Craft (Alchemy) skill.

Potion Creation (Ex): Beginning at 6th level, the Grenade Adept learns how to create a handful of magic items; Specifically, potions and oils. A Grenade Adept can create a potion or oil even if he does not have access to the spells that are prerequisites for it. The Grenade Adept must make a successful Use Magic Device or Craft (Alchemy) check (DC 20 + caster level) to emulate each spell normally required to create the potion. Thus, to make a potion of Cure Light Wounds, a Grenade Adept would need a Use Magic Device or Craft (Alchemy) check result of 21 or higher. The Grenade Adept must make a successful check for each prerequisite for each potion he makes. If he fails a check, he can try again each day until the potion is complete (see Creating Magic Items, page 282 of the Dungeon Master's Guide). If he comes to the end of the crafting time and he has still not successfully emulated one of the powers, he can make one final check—his last-ditch effort, even if he has already made a check that day. If that check also fails, then the creation process fails and the time, money, and XP expended to craft the potion are lost. For purposes of meeting item prerequisites, a Grenade Adept's effective caster level equals his Grenade Adept level +2. If the item duplicates a spell effect, however, it uses the Grenade Adept's actual level as its caster level. Costs are always determined using the item's minimum caster level or the Grenade Adept's actual level (if it is higher). A Grenade Adept can also make Use Magic Device or Craft (Alchemy) checks to emulate nonspell requirements, including alignment and race, using the normal DCs for the Use Magic Device skill for those tasks. He cannot emulate skill or feat requirements, however, including item creation feat prerequisites. He must meet the caster level prerequisite, including the minimum level to cast the spell he stores in the potion.

Grenade Adept Trick (Ex) or (Su): At 4th level and every even-numbered level after that, the Grenade Adept may select a Grenade Adept Trick. This may be either a Fighter bonus feat, a Bomb feat, or a Discovery (See below) - Fighter feats are (Ex), Bomb Feats and Discoveries are (Su). Unless specifically noted, no discovery can be taken more than once. Discoveries marked with an asterix (*) modify bombs, and no more than one of these discoveries can be applied to a single bomb (With the exception of the Alchemical Admixture discovery). Any saving throws mentioned share the same DC as the bomb's initial Reflex save DC. (Disclaimer - Most of these mimic the Discoveries ability of Pathfinder's Alchemist class, gleaned from the [1] website. I do not own them, I am merely referencing them, and should there be any copyright issues, I will promptly remove them. I don't expect any problems, but decided it was a good idea to put this here just in case.) The new bomb feats re listed here: Bomb Feats and are designed specifically to be chosen as Tricks.



Acid Bomb*: When the Grenade Adept creates a bomb, he can choose to have it inflict acid damage. Creatures that take a direct hit from an acid bomb take an additional 1d6 points of acid damage 1 round later.


Advanced Alchemical Admixture: (Requires Grenade Adept level 12 and Alchemical Admixture discovery) When the Grenade Adept uses his Alchemical Admixture on a bomb, the reaction between the two damage types causes additional effects based on which damage types were used. However, all saving throw DCs related to the bomb in question are reduced by -4.

  • Fire and Frost: Steam Cloud: Fog Cloud in bomb's radius for 1 round per Grenade Adept level.
  • Fire and Acid: Toxic Fumes: Stinking Cloud within bomb's radius for 1 round per Grenade Adept level.
  • Fire and Shock: Plasmablast: Damage increases by one die size (d6 to d8) and ignores fire and electricity immunity, instead suffering 50% reduced damage against targets normally immune to fire and/or electricity.
  • Fire or Shock and Grease: Napalm: Targets catch fire and take 1d6 fire damage per round for 1 round per dice of damage.
  • Frost and Shock: Superconductor: Deals 1d4 Dexterity damage to all targets within a 3x3 area centered on the square where the bomb landed.
  • Frost and Concussive: Brittleblast: Bomb deals double damage to objects and structures.
  • Force or Ectoplasmic and Shock: Magnetic Attraction: All metal objects within the radius are attracted to the square where the bomb landed as if hurled there by the Violent Thrust version of the Telekinesis spell; Creatures holding or carrying the objects can make a Reflex saving throw to prevent the objects from flying toward the center, but lose their Dexterity bonus to armor class for 1d4 rounds if they attempt this, whether they are successful or not. Those wearing metal armor, made of metal or carrying copious amounts of metal are subjected to a Bull Rush (Using the Grenade Adept's BAB and Intelligence modifier instead of his Strength) in the direction of the square the bomb landed in; If they end up in that square then they take damage from all the flying metal objects that also collide into the square.
  • Any two of: Force, Ectoplasmic and Tanglefoot: Forceweb: All incorporeal creatures within the area of effect are Entangled as per the Entangle spell for 1 round per Grenade Adept level. Corporeal creatures are not subject to the entanglement.
  • Acid and Tanglefoot: Caustic Mire: Corporeal creatures within the bomb's radius are entangled as per the Entangle spell for 1 round per Grenade Adept level, and take 1d6 points of acid damage each round they remain Entangled, + additional damage equal to the Grenade Adept's Intelligence modifier.
  • Blinding and Concussive: Flashbang: Blindness and Deafness are permanent if the target fails the saving throw.
  • Potion and Fire, Frost, Concussive, Acid, Shock or Force: Imbued Resistance Bomb: Targets within the area of effect that gain the effects of the potion (I.e., the Grenade Adept's allies) also gain energy resistance to the type(s) of energy damage the bomb does for as long as they are under the effects of the potion. This resistance (if resistance to Fire, Cold, Sonic, Acid or Electricity) is equal to 5, plus 5 per 3 class levels. If the resistance reduces damage taken by Force, the resistance is 5, plus 5 per 5 class levels. This allows the Grenade Adept to grant some manner of protection to his allies, and is especially potent when combined with a Potion Bomb that grants Protection from Energy or a similar effect. Imbued Resistance Bomb functions even if the Potion Bomb reduces the bomb's damage to 0.


Alchemical Admixture: (Requires Grenade Adept level 8) When the Grenade Adept creates a bomb that deals damage, he can choose to apply a secondary bomb effect (such as Acid Bomb) to it at reduced efficiency - Thus a 9th-level Grenade Adept could apply Acid Bomb as a primary effect and Concussive Bomb as a secondary effect to a single bomb, dealing 3d6 Acid damage and 2d4 Sonic damage, requiring a Fort save or be deafened, and dealing 1d6 Acid damage on the next round. However, the saving throw DC for all saving throws related to that bomb are reduced by two.


Anarchic Bomb*: (Requires Grenade Adept level 8) When the Grenade Adept creates a bomb, he can choose to have it deal chaotic divine damage. Lawful creatures that take a direct hit from an anarchic bomb must succeed at a Fortitude save or be staggered on their next turn. Against neutral creatures, anarchic bombs deal half damage, and such targets are not affected by their staggering effect. Anarchic bombs have no effect on chaotic-aligned creatures.


Axiomatic Bomb*: (Requires Grenade Adept level 8) When the Grenade Adept creates a bomb, he can choose to have it deal lawful divine damage. Chaotic creatures that take a direct hit from an axiomatic bomb must succeed at a Fortitude save or be staggered on their next turn. Against neutral creatures, axiomatic bombs deal half damage, and such targets are not affected by their staggering effect. Axiomatic bombs have no effect on lawful creatures.


Blinding Bomb*: (Requires Grenade Adept level 8) When the Grenade Adept creates a bomb, he can choose for it to detonate very brightly. Creatures that take a direct hit from a blinding bomb are blinded for 1 minute unless they succeed at a Fortitude save. Creatures in the splash area that fail their saves against the bomb are dazzled for 1 minute. This is a light effect.


Breath Weapon Bomb: (Requires Grenade Adept level 6) Instead of drawing the components of, creating, and throwing a bomb, the Grenade Adept can draw the components, drink them, mix them within his body, and then expel them as a breath weapon as a standard action. This breath weapon is a 15-foot cone and has the same DC as the bomb. Each creature within the cone takes damage as if it had suffered a direct hit from the Grenade Adept’s bomb, but succeeding at a Reflex save (DC = 10 + 1/2 the Grenade Adept’s level + the Grenade Adept’s Intelligent modifier) halves the damage. Unlike throwing normal bombs, drawing, drinking, and expelling breath weapon bombs does not provoke attacks of opportunity.


Brew Extract: (Requires Grenade Adept level 4) This discovery lets the Grenade Adept create more efficient potions at the expensive of potency. These are called Extracts, which are temporary potions. When making a potion, the Grenade Adept can choose to reduce the brewing time to 1 minute per spell level, reduce the GP cost to 1/10 the normal cost, and reduce the XP cost to 0. In doing so, he creates a potion that becomes inert after 24 hours. Anyone can use the extract, and the extract counts as a potion for the purposes of any feats or abilities (And thus can be used with the Potion Bomb discovery as if they were potions). The Grenade Adept can brew a number of extracts per day equal to his class level plus his Intelligence modifier.


Concussive Bomb*: (Requires Grenade Adept level 6) When the Grenade Adept creates a bomb, he can choose to have it inflict sonic damage. Concussive bombs deal 1d4 points of sonic damage, plus 1d4 points of sonic damage for every odd-numbered level, instead of 1d6. Creatures that take a direct hit from a concussive bomb are deafened for 1 minute unless they succeed at a Fortitude save.


Confusion Bomb: (Requires Grenade Adept level 8) The Grenade Adept’s bombs twist the target’s perception of friend and foe. A creature that takes a direct hit from a confusion bomb takes damage from the bomb and is under the effect of a confusion spell for 1 round per caster level of the Grenade Adept(Will save negates). Reduce the amount of normal damage dealt by the bomb by 2d6 (so a bomb that would normally deal 6d6+4 points of damage deals 4d6+4 points of damage instead).


Cursed Bomb: (Requires Grenade Adept level 12) When an Grenade Adept creates a bomb, he can choose to have it deliver a debilitating curse. A creature that takes a direct hit from a cursed bomb must succeed at a Will save or be affected by bestow curse.


Darkness Bomb: When the Grenade Adept creates a bomb, he can choose to have it suppress light sources on the target. This extinguishes non-magical light sources carried by the target and dispels magical light sources for 1 round/level as per Deeper Darkness.


Defoliant Bomb: These poisonous bombs clear away foliage, dealing extra damage to plant creatures. When the Grenade Adept creates a bomb, he can choose to have it deal extra damage against plant creatures but less damage against other creatures. Against creatures with the plant type, a defoliant bomb deals 1d8 points of damage, plus 1d8 points of damage for every odd-numbered level the Grenade Adept possesses, instead of 1d6. Against all other creatures, the defoliant bomb only deals 1d4 points of damage, plus 1d4 points of damage for every odd-numbered level, instead of 1d6. This is a poison effect. A defoliant bomb kills all normal vegetation in the target's square and its splash area; any plant-based difficult terrain in the affected area becomes normal terrain.


Delayed Bomb: (Requires Grenade Adept level 8) The Grenade Adept can place a bomb so that it explodes a number of rounds after the alchemist ceases contact with the bomb. This delay can be any number of rounds as chosen by the Grenade Adept, up to a number of rounds equal to his class level. If at any point the Grenade Adept reclaims possession of the delayed bomb, he can end the timer and prevent the bomb’s detonation. A delayed bomb detonates immediately if any other creature attempts to touch or move it, or if the bomb’s contents are removed from the vial (such as if the vial breaks). The bomb deals damage as if it scored a direct hit to any creature in the square with the bomb when it detonates, and subsequently radius and splash damage (see Bomb ability description) as normal. A Grenade Adept cannot have more than one delayed bomb at one time. If he creates another delayed bomb, the previous bomb becomes inert. Dispel magic can neutralize a delayed bomb, as can a successful Disable Device check (DC equals 10 + the Grenade Adept’s level + the Grenade Adept’s Intelligence modifier).


Demolition Charge*: (Requires Grenade Adept level 8) When the Grenade Adept creates a bomb, he can choose to have it deal damage to an object as if by a sunder attack. If the item is worn or held by an opponent, the item is considered the direct target, and the wearer/holder takes splash damage from the blast. If the object is unattended, a demolition charge deals an additional 2d6 points of damage on a direct hit. This bonus doesn't affect the bomb's splash damage.


Directed Bomb: The Grenade Adept can cause his bombs to splash in a 15-foot cone instead of a 5-foot-radius burst. The Grenade Adept chooses the direction of the cone. If the attack misses, roll an additional 1d8 to determine the direction of the blast from where the bomb lands. This discovery can't be combined with the explosive bomb discovery.


Dispelling Bomb: (Requires Grenade Adept level 6) When the Grenade Adept creates a bomb, he can choose to have it dispel magic effects instead of deal damage. Creatures that take a direct hit from a dispelling bomb are subject to a targeted Dispel Magic spell, using the Grenade Adept’s level as the caster level. This cannot be used to target a specific spell effect. The entire area of the bomb's blast radius is also subject to an area dispel.


Ectoplasmic Bomb: The Grenade Adept can infuse her bombs with a special function that damages incorporeal creatures and reveals the presence of undead creatures hiding in the area. Incorporeal creatures struck by an ectoplasmic bomb take full damage from the bomb. In addition, squares in the affected area of the bomb begin to faintly glow in the spaces where undead creatures have traveled in the last minute, including undead benefiting from invisibility or other forms of obscurity (such as ethereal jaunt), effectively creating a glowing trail. Any undead creatures in the affected area at the time of the explosion likewise glow faintly. This glowing effect lasts for 1 minute, and is otherwise identical to Faerie Fire.


Eternal Potion: (Requires Grenade Adept level 16 and Extend Potion discovery) If an Grenade Adept drinks a potion that he extends, the effects of that potion become permanent until he chooses to make another potion effect permanent.


Explosive Bomb: The Grenade Adept’s bombs now have a larger splash radius, dealing half damage to those within 10 feet rather than 5 feet and slash damage to those within 20 feet rather than those within 10 feet. Creatures that take a direct hit from an explosive bomb catch fire, taking 1d6 points of fire damage each round until the fire is extinguished. Extinguishing the flames is a full-round action that requires a Reflex save. Rolling on the ground provides the target with a +2 to the save. Dousing the target with at least 2 gallons of water automatically extinguishes the flames.


Explosive Missile: (Requires Grenade Adept level 4) As a standard action, the Grenade Adept can infuse a single arrow, crossbow bolt, or one-handed firearm bullet with the power of his bomb, load the ammunition, and shoot the ranged weapon. He must be proficient with the weapon in order to accomplish this. When the infused ammunition hits its target, it deals damage normally and detonates as if the Grenade Adept had thrown the bomb at the target. If the explosive missile misses, it does not detonate. If the Grenade Adept has the Fast Bombs discovery, he may instead take a full-round action to infuse and fire a number of ammunition equal to the normal number of attacks his base attack bonus would grant him, provided the weapon he's using can be fired more than once per round (longbows, shortbows and repeating crossbows would work; other crossbows would not).


Extend Potion: A number of times per day equal to his Intelligence modifier, the Grenade Adept can cause any potion he drinks that does not have an instantaneous duration to function at twice its normal duration.


Fast Bombs: (Requires Grenade Adept level 8) A Grenade Adept with this discovery can quickly create enough bombs to throw more than one in a single round. The Grenade Adept can prepare and throw additional bombs as a full-round action if his base attack bonus is high enough to grant him additional attacks. This functions just like a full-attack with a ranged weapon.


Force Bomb*: (Requires Grenade Adept level 8) When the Grenade Adept creates a bomb, he can choose to have it inflict force damage. Force bombs deal 1d4 points of force damage, plus 1d4 points of force damage for every odd-numbered level, instead of 1d6. Creatures that take a direct hit from a force bomb are knocked prone unless they succeed on a Reflex save.


Frost Bomb*: When the Grenade Adept creates a bomb, he can choose to have it inflict cold damage. Creatures that take a direct hit from a frost bomb are staggered on their next turn unless they succeed on a Fortitude save.


Glassfoot Bomb: When the Grenade Adept creates a bomb, he can choose to have it cover the ground in volatile jagged crystals in addition to its normal effects. These crystals act like caltrops, evaporating into a smelly but harmless gas in 2d6 rounds.


Grease Bomb: (Requires Grenade Adept level 6) When the Grenade Adept creates a bomb, he can choose to have it create a grease slick upon detonation. When a grease bomb detonates, it coats an area equal to the bomb's splash radius in grease (as the Grease spell) for 1 round per level. The DC of the Reflex save to avoid falling after a failed Balance check is equal to the bomb's normal save DC. A grease bomb can't affect items or armor.


Greater Plague Bomb*: (Requires Grenade Adept level 16 and Plague Bomb and Smoke Bomb discoveries) The Contagion effects of the smoke created by an Grenade Adept's bomb cannot be cleansed by mundane means, instead requiring magic - The number of saves given in the disease's description are insufficient to cure it. It creates this effect instead of the Fog Cloud effect, filling an area equal to twice the bomb's splash radius for 1 round per class level.


Holy Bomb*: (Requires Grenade Adept level 8) When the Grenade Adept creates a bomb, he can choose to have it deal good divine damage. Evil creatures that take a direct hit from a holy bomb must succeed at a Fortitude save or be staggered on their next turn. Against neutral creatures, holy bombs deal half damage, and such targets are not affected by their staggering effect. Holy bombs have no effect on good-aligned creatures.


Immolation Bomb*: (Requires Grenade Adept level 4) When the Grenade Adept creates a bomb, he can choose to have its substance coat the direct target’s body, causing the bomb to deal its damage over time instead of all at once. The bomb’s effect lasts for a number of rounds equal to the number of damage dice the bomb would normally deal (for instance, a 5d6 bomb lasts for 5 rounds). When the bomb hits the direct target, the bomb deals 1d6 + the Grenade Adept’s Intelligence modifier in damage, those within the radius take 1d3 + the Grenade Adept’s Intelligence modifier and those within the splash zone take damage equal to 1 + the Grenade Adept’s Intelligence modifier. It repeats this damage against the direct target of the bomb each round the immolation bomb lasts, dealing the damage at the start of the Grenade Adept’s turn. Splash damage is dealt again to any creature that is adjacent to the direct target when it takes damage from the immolation bomb. A creature taking damage from an immolation bomb’s direct hit can attempt to extinguish the flames as a full-round action that requires a Reflex save (DC = 10 + 1/2 the alchemist’s level + the Grenade Adept’s Intelligent modifier). Because of the alchemical nature of this bomb, rolling on the ground does not grant a bonus on the saving throw, and dousing a creature with water does not stop it from burning. These bombs can be used underwater.


Inferno Bomb*: (Requires Grenade Adept level 16 and Smoke Bomb discovery) The effects of the smoke created by a Grenade Adept’s smoke bomb duplicate the effects of Incendiary Cloud instead of Fog Cloud, filling an area equal to twice the bomb’s splash radius for 1 round per level.


Madness Bomb: (Requires Grenade Adept level 12) The Grenade Adept’s bombs do more than sear flesh—they sear the mind. A creature that takes a direct hit from a madness bomb takes damage from the bomb plus 1d4 points of Wisdom damage. Reduce the amount of normal damage dealt by the bomb by 2d6 (so a bomb that would normally deal 6d6+4 points of damage deals 4d6+4 points of damage instead). The amount of Wisdom damage dealt by a madness bomb is reduced by 1 for each madness bomb that hit the target in the past 24 hours, to a minimum of 1 point of Wisdom damage.


Plague Bomb*: (Requires Grenade Adept Level 8 and Smoke Bomb discovery) The effects of the smoke created by a Grenade Adept’s smoke bomb duplicate the effects of Contagion instead of Fog Cloud, filling an area equal to twice the bomb’s splash radius for 1 round per level.


Plague Vector: (Requires Grenade Adept Level 14 and Plague Bomb discovery) The effects of the Grenade Adept's plague bomb operate as normal except for the following changes. The chosen disease's save DC is equal to the bomb's save DC. Any creatures affected by the chosen disease become vectors for it, spreading the disease to any creatures they come in physical contact with for a number of days equal to the Grenade Adept's Intelligence modifier (minimum 1). The save DC to avoid contracting the disease from the vector is the same as the bomb's normal DC.


Poison Bomb*: (Requires Grenade Adept Level 12 and Smoke Bomb discovery) The effects of the smoke created by a Grenade Adept’s smoke bomb duplicate the effects of Cloudkill instead of Fog Cloud, filling an area equal to twice the bomb’s splash radius for 1 round per level.


Potion Bomb*: (Requires Grenade Adept level 6) The Grenade Adept can infuse a potion, oil (Including Alchemist's Fire and similar) or dust/powder (Such as Dust of Disappearing) into a bomb. This reduces the bomb's damage by a number of dice equal to the spell level of the potion (So a potion of Cure Serious Wounds would reduce the damage by 3d6), or 2d6 for other items, and destroys the item. The infused item effect all targets within the radius; However the alchemist can choose to grant potion effects only to his allies rather than his enemies. The duration of the potion's effect, if longer than instantaneous, lasts for one round per dice sacrificed, divided among the targets - Thus if a 9th-level Alchemist used this discovery to grant Barkskin to his allies within the radius of the bomb, it would reduce his bomb damage from 5d6 to 3d6 and grant his allies Barkskin for 2 rounds. The Grenade Adept can sacrifice as many damage dice as he likes, as long as it's over the minimum for that item//potion; He could forego damage altogether if he so pleases. However, the Grenade Adept can only have one non-instantaneous Potion Bomb in effect at any given time; Creating a second one while there is one in effect results in an inert bomb - Both potion and bomb are wasted. However, instantaneous substances - Healing potions, for example - Can still be used normally. The Grenade Adept cannot exclude his allies from harmful effects from oils, dusts or other items - Or from the bomb's damage - Unless he has the Precise Bombs discovery (see below).


Precise Bombs: Whenever the Grenade Adept throws a bomb, he can select a number of squares equal to his Intelligence modifier that are not affected by the radius or splash damage from his bombs. If the bomb misses, this discovery has no effect.


Profane Bomb*:(Requires Grenade Adept level 8) When the Grenade Adept creates a bomb, he can choose to have it deal evil divine damage. Good creatures that take a direct hit from a profane bomb must succeed at a Fortitude save or be staggered on their next turn. Against a neutral creature, a profane bomb deals half damage, and the target is not affected by the bomb's staggering effect. A profane bomb has no effect against evil-aligned creatures.


Psychoactive Bomb*: (Requires Grenade Adept level 6) Psychoactive bombs are mixed with neurotoxic extracts that heighten certain sensations. A creature struck by a psychoactive bomb takes a –1 penalty on saving throws against charm, emotion, fear, and pain effects, and the DC for Intimidate checks against the victim decreases by 2. This effect lasts for 1 hour per Grenade Adept level. These penalties do not stack, and a creature can only be affected by a single psychoactive bomb at a time. A psychoactive bomb deals 1d6 fewer hit points of damage than normal.


Rapid Alchemy: (Requires Grenade Adept level 10 and the Brew Extract discovery) The Grenade Adept now knows how to make his favorite things faster. The Grenade Adept can now reduce the time it takes to make a potion to two hours per spell level, reduce the time it takes to make alchemical items to one half of the time it normally takes to make them, and reduce the time it takes to brew an extract to one round per spell level.


Shock Bomb*: When the Grenade Adept creates a bomb, he can choose to have it inflict electricity damage. Creatures that take a direct hit from a shock bomb are dazzled for 1d4 rounds.


Siege Bomb*: (Requires Grenade Adept level 12 and Explosive Bomb discovery) As a standard action, the Grenade Adept infuses a single piece of ammunition on a loaded siege weapon with the power of his bomb. As long as the siege weapon with this ammunition is fired before the start of the Grenade Adept’s next turn, the ammunition does damage normally, and also deals the damage of the Grenade Adept’s bomb. The blast radius of the bomb effect is 20 feet rather than 5 feet, and the splash radius is 40 feet rather than 10 feet. Creatures that take the bomb’s damage (either direct, radius or splash damage), take 1d6 points of fire damage each round until the fire is extinguished. Extinguishing the flames is a full-round action that requires a Reflex save. Rolling on the ground provides the target with a +2 bonus on the save. Dousing the target with at least 2 gallons of water automatically extinguishes the flames.


Smoke Bomb*: When the Grenade Adept creates a bomb, he can choose to have it create a cloud of thick smoke when it detonates. The cloud functions as SRD:Fog Cloud, filling an area equal to twice the bomb’s splash radius for 1 round per level.


Sticky Bomb: (Requires Grenade Adept level 10) The effects of the Grenade Adept’s bombs are persistent and continue to damage creatures for 1 round after the initial damage. Creatures that take a direct hit from a sticky bomb take the half the bomb's initial damage 1 round later, and the splash damage 2 rounds later. Creatures within the blast or splash radius take splash damage on the following 2 rounds. Bombs that have effects that would normally occur 1 round later instead have those effects occur 3 rounds later.


Stink Bomb*: (Requires Smoke Bomb discovery) The effects of the smoke created by a Grenade Adept’s smoke bomb duplicate the effects of Stinking Cloud instead of Fog Cloud, filling an area equal to twice the bomb’s splash radius for 1 round per level.


Strafe Bomb: The Grenade Adept can throw bombs that deal blast damage in a 20-foot line and splash in a 40-foot line rather than affecting a radius. The line starts at the Grenade Adept and extends away from him in the direction he chooses. The Grenade Adept designates one creature in the squares affected by the line to be the target of the bomb and makes his attack roll against that creature; all other squares in the line take the damage normally, with a Ref save for half. Special: If the Grenade Adept has the explosive bomb discovery and throws an explosive strafe bomb, the line of blast damage is 40 feet long instead of 20 feet and the splash damage is 80 feet long instead of 40 feet.


Sunlight Bomb*: (Requires Grenade Adept level 10 and Blinding Bomb discovery) The Grenade Adept can throw bombs that explode with a searing radiance equivalent to that of sunlight and that act as blinding bombs. Undead, fungi, molds, oozes, slimes, and creatures to which sunlight is harmful or unnatural take +2 damage per die from the bomb. Undead that are harmed by sunlight and that fail their saves against the bomb are staggered for 1 round.


Tanglefoot Bomb*: A creature that takes a direct hit from a tanglefoot bomb must save against the bomb’s DC or be entangled and glued to the floor as if it had failed its save against a tanglefoot bag. Creatures in the splash area that fail their saves are entangled but not glued to the floor; those who make this save are not entangled at all.


Underwater Demolition: The Grenade Adept gains the ability to throw bombs underwater (normally, thrown weapons cannot be used underwater), including throwing from the air into the water. If the bomb travels through water, the range increment is reduced to 5 feet.



Back to Main Page3.5e HomebrewCharacter OptionsAlternate Class Features

Article BalanceHigh +
AuthorZhenra-Khal +
Base Attack Bonus ProgressionGood +
Class Fighter +
Fortitude Save ProgressionGood +
Identifier3.5e Alternate Class Feature +
Length20 +
Rated ByUndead Knave +
RatingRating Pending +
Reflex Save ProgressionGood +
SkillBalance +, Climb +, Concentration +, Craft +, Intimidate +, Jump +, Listen +, Spot +, Survival +, Swim +, Tumble +, Use Magic Device + and Use Rope +
Skill Points4 +
SummaryA fighter who trades some of his martial training for the ability to dabble in alchemical destruction. +
TitleGrenade Adept +
Will Save ProgressionPoor +