Grenadier (3.5e Class)

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Author: Zhenra-Khal (talk)
Date Created: 10/27/2016
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A diagram demonstrating the spread of a 1d6 bomb.

A warrior-chemist who specializes in explosives and can brew potions.

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Alternate Magic, Other Other

Grenadier[edit]

Grenadiers are warriors with a taste for destruction, dabbling in the arcane just enough to unlock magical reserves that allow them to create alchemical items such as bombs and potions. They come from many backgrounds, but they all have a fascination with the wonders of alchemy, whether it be a tonic that cures a man's blindness or the gleeful arson that can be caused by simple alchemist's fire. Most of them use their alchemy to enhance their physical prowess and to destroy their foes, and they're always looking for that bigger bang, that better potion, that new technique. (This class is a hybrid of the Fighter class and Pathfinder's Alchemist class, combining bombs with martial prowess. It was based off of several things; Junkrat from Overwatch, Pip from Paladins: Champions of the Realm, and bomber characters from various other video games. I do not own the Alchemist class, I am merely borrowing a double handful of its abilities.)

Making a Grenadier[edit]

The Grenader is a ranged combatant, and functions well with a hit-and-run build. They can also create a few healing effects, though those are limited. Without their magical items - Bombs and potions - They are still capable warriors. While they cannot cast spells, they can create potions and alchemical items as if they were a spellcaster, in addition to other versatile abilities. The Grenadier primarily functions as dealing damage from a range, and can act as a secondary caster via his potions.

Abilities: Intelligence is the most important ability score for this class, followed closely by Dexterity. All others are optional, though Strength and Constitution scores of at least 10 are recommended.

Races: Any race can become a Grenadier, given the proper training, though gnomes (Due to their affinity for alchemy), goblins and hobgoblins are among the more common to take up this mantle.

Alignment: Any, though often leaning more toward Chaotic due to destructive tendencies.

Starting Gold: 3d4×10 gp (75 gp).

Starting Age: Complex.

Table: The Grenadier

Hit Die: d8

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

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 Grenadier.

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

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

Bomb (Su): Grenadiers 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 Grenadier 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 Grenadier must use a small vial containing an ounce of liquid catalyst—the Grenadier 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 Grenadiers 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 Grenadier 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 Grenadier's Intelligence modifier. The damage of a Grenadier's bomb increases by 1d6 points at every odd-numbered Grenadier level (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 Grenadier’s class level + the Grenadier's Intelligence modifier.

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

Throw Anything (Ex): At first level, the Grenadier 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).

Brew Potion (Ex): At second level, the Grenadier gains Brew Potion as a bonus feat, even if he doesn't meet the prerequisites. If the Grenadier already has Brew Potion, this has no effect. The Grenadier 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 second level, the Grenadier learns how to create a handful of magic items; Specifically, potions and oils. A Grenadier can create a potion or oil even if he does not have access to the spells that are prerequisites for it. The Grenadier 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 Grenadier would need a Use Magic Device or Craft (Alchemy) check result of 21 or higher. The Grenadier 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 Grenadier's effective caster level equals his Grenadier level +2. If the item duplicates a spell effect, however, it uses the Grenadier's actual level as its caster level. Costs are always determined using the item's minimum caster level or the Grenadier's actual level (if it is higher). A Grenadier 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.

Grenadier Trick (Ex) or (Su): At 2nd level and every even-numbered level after that, the Grenadier may select a Grenadier 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 Grenadier 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 Grenadier level 12 and Alchemical Admixture discovery) When the Grenadier 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 Grenadier level.
  • Fire and Acid: Toxic Fumes: Stinking Cloud within bomb's radius for 1 round per Grenadier 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 Grenadier'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 Grenadier 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 Grenadier level, and take 1d6 points of acid damage each round they remain Entangled, + additional damage equal to the Grenadier'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 Grenadier'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 Grenadier 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 Grenadier level 8) When the Grenadier 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 Grenadier 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 Grenadier level 8) When the Grenadier 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 Grenadier level 8) When the Grenadier 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 Grenadier level 8) When the Grenadier 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 Grenadier level 6) Instead of drawing the components of, creating, and throwing a bomb, the Grenadier 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 Grenadier’s bomb, but succeeding at a Reflex save (DC = 10 + 1/2 the Grenadier’s level + the Grenadier’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 Grenadier level 4) This discovery lets the Grenadier create more efficient potions at the expensive of potency. These are called Extracts, which are temporary potions. When making a potion, the Grenadier 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 Grenadier can brew a number of extracts per day equal to his class level plus his Intelligence modifier.

Concussive Bomb*: (Requires Grenadier level 6) When the Grenadier 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 Grenadier level 8) The Grenadier’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 Grenadier(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 Grenadier level 12) When an Grenadier 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 Grenadier 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 Grenadier 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 Grenadier 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 Grenadier level 8) The Grenadier 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 Grenadier, up to a number of rounds equal to his class level. If at any point the Grenadier 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 Grenadier 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 Grenadier’s level + the Grenadier’s Intelligence modifier).

Demolition Charge*: (Requires Grenadier level 8) When the Grenadier 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 Grenadier can cause his bombs to splash in a 15-foot cone instead of a 5-foot-radius burst. The Grenadier 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 Grenadier level 6) When the Grenadier 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 Grenadier’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 Grenadier 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 Grenadier level 16 and Extend Potion discovery) If an Grenadier 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 Grenadier’s bombs now have a larger splash radius, dealing half damage to those within 10 feet rather than 5 feet and splash 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 Grenadier level 4) As a standard action, the Grenadier 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 Grenadier had thrown the bomb at the target. If the explosive missile misses, it does not detonate. If the Grenadier 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 Grenadier can cause any potion he drinks that does not have an instantaneous duration to function at twice its normal duration.

Fast Bombs: (Requires Grenadier level 8) A Grenadier with this discovery can quickly create enough bombs to throw more than one in a single round. The Grenadier 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 Grenadier level 8) When the Grenadier 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 Grenadier 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 Grenadier 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 Grenadier level 6) When the Grenadier 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 Grenadier level 16 and Plague Bomb and Smoke Bomb discoveries) The Contagion effects of the smoke created by an Grenadier'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 Grenadier level 8) When the Grenadier 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 Grenadier level 4) When the Grenadier 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 Grenadier’s Intelligence modifier in damage, those within the radius take 1d3 + the Grenadier’s Intelligence modifier and those within the splash zone take damage equal to 1 + the Grenadier’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 Grenadier’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 Grenadier’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 Grenadier level 16 and Smoke Bomb discovery) The effects of the smoke created by a Grenadier’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 Grenadier level 12) The Grenadier’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 Grenadier Level 8 and Smoke Bomb discovery) The effects of the smoke created by a Grenadier’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 Grenadier Level 14 and Plague Bomb discovery) The effects of the Grenadier'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 Grenadier'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 Grenadier Level 12 and Smoke Bomb discovery) The effects of the smoke created by a Grenadier’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 Grenadier level 6) The Grenadier 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 Grenadier 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 Grenadier 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 Grenadier 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 Grenadier 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 Grenadier level 8) When the Grenadier 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 Grenadier 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 Grenadier 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 Grenadier level 10 and the Brew Extract discovery) The Grenadier now knows how to make his favorite things faster. The Grenadier 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 Grenadier 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 Grenadier level 12 and Explosive Bomb discovery) As a standard action, the Grenadier 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 Grenadier’s next turn, the ammunition does damage normally, and also deals the damage of the Grenadier’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 Grenadier 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 Grenadier level 10) The effects of the Grenadier’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 Grenadier’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 Grenadier 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 Grenadier and extends away from him in the direction he chooses. The Grenadier 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 Grenadier 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 Grenadier level 10 and Blinding Bomb discovery) The Grenadier 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 Grenadier 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.

Grenadier's Evasion (Ex): Gained at 5th level, much like the Rogue class ability of the same name, this ability lets the Grenadier avoid some attacks - When allowed a Reflex saving throw for half damage, the Grenadier 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 Grenadier 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 Grenadier to take only half damage on a failed Reflex saving throw and none on a successful save. However, while wearing medium armor, the Grenadier must accept the penalty to reflex saves in order to benefit from Improved Grenadier's Evasion.

Staggering Blast (Su): At 9th level, a Grenadier's bombs become particularly overwhelming when they explode. Whenever a Grenadier confirms a critical hit with a bomb, the creature directly struck by that bomb is staggered for 1d4+1 rounds. A successful Fortitude saving throw (DC equals the bomb's Reflex save DC to avoid splash damage) reduces the duration to 1 round. The effects of this ability stack with a frost bomb's staggering effect. Additional critical hits with bombs add to any duration remaining from previous ones.

Improved Potions (Su): Beginning at 12th level, the Grenadier learns how to create potions of more powerful spells. The Grenadier can now make potions of spells up to 4th level. Beginning at 15th level, the Grenadier can now make potions of spells up to 5th level. Beginning at 18th level, the Grenadier can now make potions of spells up to 6th level.

Grand Discovery (Ex): When the Grenadier reaches 20th level, he immediately learns two normal discoveries and one Grand discovery, chosen from the list below:

Awaken Perfection: (Requires Grenadier level 20) The Grenadier gains either a permanent +4 bonus to one ability score of his choice, or a permanent +2 bonus to two different ability scores of his choice.

Bodily Reparation: (Requires Grenadier level 20) The Grenadier gains Fast Healing equal to 5 + his Constitution modifier and Regeneration equal to one half this value (rounded down). Upon gaining this ability, the Grenadier chooses one material (Adamantine, Byeshk, Cold Iron, or Silver) and one energy type (Acid, cold, electricity, fire, sonic) that bypass his regeneration; Once chosen, it cannot be changed.

Eternal Youth: (Requires Grenadier level 20) The grenadier no longer suffers penalties from old age (though penalties incurred before this Discovery was gained still persist, and the Grenadier still accrues bonuses) and is biologically immortal, unable to die from old age.

Explosive Personality: (Requires Grenadier level 20) The Grenadier's bombs become more damaging. The dice size for the bombs increase by one step (d4 to d6, d6 to d8) and deal additional damage per die equal to half the Grenadier's class level, increasing splash damage accordingly. Finally, when the Grenadier dies, he can choose to go out with a bang, activating violent death throes, dealing double bomb damage in a 10 foot radius, half bomb damage in a 20-foot radius and splash damage in a 40-foot radius (Areas of effect overlap and do not stack) centered on the spot where the grenadier died. This reduces his body to ash, but doesn't damage his equipment.

Expedient Alchemy: (Requires Grenadier level 20 and the Brew Extract and Rapid Alchemy discoveries) The Grenadier can now reduce the time it takes to make a potion to one hour per spell level, and reduce the time it takes to make alchemical items to one quarter of the time it normally takes to make them. The Grenadier can also now create an Extract as a full-round action.

Poison Touch: (Requires Grenadier level 20) The grenadier's touch becomes toxic. The Grenadier can make a melee touch attack to infect a target with poison, requiring the target to succeed a Fortitude saving throw with a DC equal to the save DC of the Grenadier's bombs, or take 1d3 Constitution damage per round for 6 rounds. The target is allowed another Fort save every round to avoid the damage that round and end the affliction. Poisoning a target with this ability while it is still suffering from a previous touch has no affect.

Epic Grenadier[edit]

Table: The Epic Grenadier

Hit Die: d8

Level Special
21st Bomb 11d6, Augmented Alchemy
22nd Bonus Feat
23rd Bomb 12d6
24th Bonus Feat
25th Bomb 13d6
26th Bonus Feat
27th Bomb 14d6
28th Bonus Feat
29th Bomb 15d6
30th Bonus Feat

4 + Int modifier skill points per level.

Bomb: The Grenadier's bomb damage continues to increase by 1d6 at each odd-numbered level, as normal.

Augmented Alchemy: The Grenadier gains the SRD:Augmented Alchemy feat as a bonus feat at 21st level, regardless of whether or not they meet the prerequisites.

Bonus Feats: The epic Grenadier gains a bonus epic Fighter feat at each even-numbered level after 20th. The Grenadier may select a Discovery instead of a feat if he so chooses.

Hobgoblin Grenadier Starting Package[edit]

Weapons: Light Crossbow, 1d8 19-20/x2 Piercing, Range Increment 80 ft.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
Balance 4 Dex -4
Climb 4 Str -4
Concentration 4 Con
Craft (Alchemy) 4 Int
Intimidate 4 Cha
Jump 4 Str -4
Listen 4 Wis
Spot 4 Wis
Survival 4 Wis
Swim 4 Str -8
Tumble 4 Dex -4
Use Magic Device 4 Cha
Use Rope 4 Dex

Feat: Point Blank Shot.

Bonus Feats: Throw Anything

Gear: Scalemail, quiver with 40 bolts, bedroll, waterskin, flint and steel, 7 days worth of trail rations.

Gold: 23 GP.



Back to Main Page3.5e HomebrewClassesBase Classes

Article BalanceHigh +
AuthorZhenra-Khal +
Base Attack Bonus ProgressionModerate +
Class AbilityAlternate Magic + and Other +
Class Ability ProgressionOther +
Fortitude Save ProgressionGood +
Identifier3.5e Class +
Length20 +
Minimum Level1 +
RatingUnrated +
Reflex Save ProgressionGood +
SkillBalance +, Climb +, Concentration +, Craft +, Intimidate +, Jump +, Listen +, Spot +, Survival +, Swim +, Tumble +, Use Magic Device + and Use Rope +
Skill Points4 +
SummaryA warrior-chemist who specializes in explosives and can brew potions. +
TitleGrenadier +
Will Save ProgressionPoor +