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    Default Re: Grenadier (Ranged Demoliton) (3.5 Base Class) PEACH!

    I'm not necessarily opposed to a 10-level base class as a concept, but it is... highly irregular. If you can't think of enough abilities for the latter levels, it may be better off as a PrC.

    Quote Originally Posted by demonickin0 View Post
    The Grenadier’s class skills are Appraise (INT), Concentration, Craft (Explosives) (INT), Decipher Script (INT), Disable Device (INT), Gather Information (CHA), Intimidate (CHA), Knowledge (Arcana) (INT), Knowledge (Explosives) (INT) Knowledge (Architecture & Engineering) (INT), Profession (WIS), Search (INT), Tumble (Dex), Use Magic Device (CHA).
    Skill Points at 1st Level: (4+ Int modifier) × 4.
    Skill Points at Each Additional Level: 4 + Int modifier.
    A nice big list, alright. I'm not sure why some of the skills are there, though-- Decipher Script? Knowledge (Arcana)? UMD?

    [I'll note here that your BAB progression is off; level 9 should still by +6/+1, leaving level 10 at +7/+2]

    Class Features:Weapons and Armor Proficiency: A grenadier is proficient in simple, and martial weapons. Proficient in armors up to heavy.
    You might want to copy the "official" wording here-- "A grenadier is proficient with all simple and martial weapons and with all armor (heavy, medium, and light), but not with shields."

    Elbow Grease: The Grenadier gains a +2 bonus to all Craft checks. This bonus raises to +4 at 6th level, and +6 at 10th level.
    Fine, although it might be more fun to make it scale with level-- adding 2/3 your Grenadier level works out about the same math-wise, but the bonus goes up more often.

    Bombardier: A 2nd level Grenadier has a knack for throwing explosive. This feat gives you an exotic weapon proficiency that allows you to throw small sized explosives as a ranged touch attacks.
    Is this a feat or a class ability? Either way, "small sized explosives" is a strange, unofficial category. If you mean things like alchemist's fire, it's already a ranged touch attack. The ability might be better off boosting the range increment.

    Quick Draw: At 2nd level a Grenadier gains the Quick Draw feat.
    Useful.

    Trap Sense (Ex):
    At 3rd level, a Grenadier gains an intuitive sense that alerts him to danger from traps, giving him a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the Grenadier reaches 6th level, to +3 when he reaches 9th level, to +4 when he reaches 12th level, to +5 at 15th, and to +6 at 18th level.
    Trap sense bonuses gained from multiple classes stack.
    OK. If you want him to be a trapmonkey, you should probably give him the Trapfinding ability at first level.

    Twin Bomber (Ex): This feature gives a 4th level Grenadier, when throwing palm sized explosive, this ability, allows you to throw an additional palm sized explosive per attack roll.
    What is a "palm sized explosive?" I mean, the description is clear, yes, but 3.5 D&D is a very rules-heavy game, and things generally need to be spelled out explicitly.

    Volley of Bombs: This feature gives a 7th level Grenadier, when throwing palm sized explosives add 2x your dexterity modifier to your damage rolls.
    See earlier point about explicitness; otherwise, a nice ability.

    Weak Spot (Ex): A Grenadier can gain this ability only after reaching 8th level. When using a thrown weapon against a target of her size or larger, the character can make a ranged touch attack instead of a normal attack. If the attack hits, the master thrower does not apply his Strength bonus to the damage.
    You already granted this ability in Bombardier.

    Produce Flame (Sp): A 10th level Grenadier may cast produce Flame as a spell-like ability at will.
    ...aaaand, suddenly we get magic? I'm not sure why you give this. I guess the spell is sort of like throwing a bomb? I'd recommend against if, if for no other reason than that it's a pretty crappy spell at first level, much less tenth.

    Good question. Most of the explosive can be found on the d&d wiki

    http://www.dandwiki.com/wiki/MSRD:Ex...Splash_Weapons
    The D&D Wiki is not an official source, and D20 Modern is not generally compatible with D&D. The rules, maybe, but the setting, not so much. If you want to use these rules, you should make that clear in the class. I recommend against it, though-- nothing breaks immersion like pulling out modern technology in a swords-and-sorcery world. Heck, C4 would be just as out-of-place in a Pirates of the Caribbean setting as in a dungeon crawl.

    General Thoughts
    I like the idea, but the execution is, sorry to say, a bit wobbly. I'm sure it makes sense to you, but D&D is a system that really needs things to be spelled out.
    My recommendation for this class? Borrow a page from the Warlock. Craft bombs that deal 1/2-2/3 your class level damage, then throw them around. Learn new "Recipes" to make your bombs do different things-- produce smoke clouds, affect an area, deal fire damage, be remotely detonated, and so on. At later levels, you can get near-supernatural effects, like bombs that inflict negative levels and so on. It would add variety, and wouldn't require you to brew up a whole new set of rules for fantasy explosives.
    Last edited by Grod_The_Giant; 2012-05-20 at 12:18 AM.
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