And so he says, “I don't like the cut of your jib!” And I go, I says, “It's the only jib I got, baby!”
Goblin Bombers are elite military units who have discovered gunpowder and specialize in the use of guns, bombs and incendiaries. Which is a pretty nice way of saying they're cannon fodder for the Hobgoblin military who are smart enough not to get involved with unstable chemical mixtures...
BECOMING A GOBLIN BOMBER
Knowing the right skills helps, but being crazy is an absolute necessity.
: Any Goblin
: Craft (Alchemy, Guns) 4 ranks, Disable Device 4 ranks
: Personal Firearms Proficiency*, Point Blank Shot
* See d20 Modern.
The Goblin Bomber's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Concentration (Con), Craft (Alchemy, Guns)(Int), Disable Device (Int), Intimidate (Cha), Jump (Str), Knowledge (Architecture and Engineering, Dungeoneering)(Int), Listen (Wis), Profession (Wis), Search (Int), and Spot (Wis)
Skills Points at Each Level
: 6 + int
BAB Fort Ref Will Abilities
1. +0 +0 +2 +2 Guns
2. +1 +0 +3 +3 Grenades
3. +2 +1 +3 +3 Gumption +1
4. +3 +1 +4 +4 Guns
5. +3 +1 +4 +4 Grenades
6. +4 +2 +5 +5 Gumption +2
7. +5 +2 +5 +5 Guns
8. +6 +2 +6 +6 Grenades
9. +6 +3 +6 +6 Gumption +3
10.+7 +3 +7 +7 Yeah, Baby!
: Bombers gain no new weapon or armor proficiencies.
You become proficient with, and able to use Craft (guns) to make the following items from page 20-22 of D20 Past:
1st Level: Blunderbuss Musket, Blunderbuss Pistol, Brown Bess, Cannons, Snaplock Musket, Snaplock Pistol.
4th Level: Dueling Pistol, Ferguson Rifle, Four-Barrel Pistol.
7th Level: Colt revolver rifle, Kentucky Rifle, Pepperbox, Plains Rifle, Rifle-Musket, 12 gauge double barrel shotgun. Craft DC's and creation costs are listed below.
In addition at Levels 1, 4, and 7 you get 1 Gun Feat (also listed below), and may now choose Gun Feats whenever you get a General Feat from leveling up. You may also choose the Feat 'Part Time Wizard'.
You become proficient with, and able to use Craft (guns) to make the following items from page 26 of D20 Past (Items marked with a * are new, and stats will be given below):
2nd Level: Blast Grenade, Gunpowder Barrel, Molotov*, Smoke Bomb *
5th Level: Bomb*, Fire Rockets *, Multiple Rocket Launcher *
8th Level: Dynamite, Portable Cannon *, Land Mine *
In addition at Levels 2, 5, and 8 you get 1 Grenade Feat (also listed below)and may now choose Grenade Feats whenever you get a General Feat from leveling up. You may also choose the Feat 'Part Time Wizard'.
Your lunacy and intense familiarity with unexpected explosions does you well, and you gain a +1 Bonus to the following rolls:
Any Save made to avoid an effect than causes the following conditions: Blinded, Checked, Dazed, Dazzled, Deafened, Knocked Prone, or Stunned,
Any Fear Effects or Morale Penalties.
At level 6 the Bonus increases to +2, and at Level 9 it increases to +3.
Yeah, Baby! (Ex)
You gain a +4 Bonus on all Saving throws against any attack, spell or power that has an Area of Effect. You become proficient with, and able to use Craft (guns) to make Super Bombs.
PLAYING A GOBLIN BOMBER
People are nervous around you, and not just because you have barrels of explosive powder strapped to you. It's worse if you've had coffee. Heck after about 5 cups your meal is free as long as you move along. People are weird.
: Louder, bigger, and more dangerous is better. Well, usually, it depends on how close you are to the action. You prefer to be behind a nice wall or on a fast moving Worg scattering bombs or gunning people down. Burning things is pretty awesome too. You, uh...you may have a problem.
: Advancement kinda depends on what area you'd like to specialize in. Gunfighters try to make bigger, better guns, Grenadiers try to make bigger explosions. The loonies look for better ways to try to look good doing stupid things that should cause their death.
: The military is always in need of a Goblin like you. So are criminals, adventurers, mercenaries, just about anyone who needs something burnt down, blown up, or shot.
GOBLIN BOMBERS IN THE WORLD
"Could you point that elsewhere please?"
Bombers are usually working in their labs avoiding the populace, or testing their latest invention on said populace. Which is a polite way of saying you don't get a lot of dates...
: Much of your time is sucked up by finding (or stealing) funds for research, building prototypes, and then testing them. Occasional thought id given to food or bathing,
: There are many loose associations of Bombers who band together for mutual support and protection (and mostly so they can steal each others designs).
You may things 'splode. It's a given no one wants you around.
GOBLIN BOMBERS IN THE GAME
Too much use of fire and explosives causes unintended collateral damage. Make sure the Bomber knows he could accidentally kill the party.
: This could be done for serious or silly campaigns.
: PC's will encounter Bombers on random arson sprees, in military combat, conducting fireworks shows, etc.
: The PC's leave their favorite bar when a lone Goblin steps into the street and gives them 'the look'. Obviously he's an assassin or the floor show.
NE Male Goblin Rogue 6/Goblin Bomber 6
: Listen +, Spot +, Dark Vision 60'
Common, Draconic, Gnoll, Goblin
, touch , flat-footed (+4 Dex, )
54 (12 HD)
30 ft. (6 squares)
Sneak Attack +3d6
Str 6, Dex 18, Con 12, Int 15, Wis 14, Cha 8
Trapfinding, Trap Sense +2, Evasion, Uncanny Dodge
EPIC GOBLIN BOMBER
Skills Points at Each Level
: 6 + int
At Level 21 you become proficient with, and able to use Craft (guns) to make the following items from page 20-22 of D20 Past: Army Revolver, Derringer, Dreyse Needle Gun, LeMat Revolver, Navy Revolver
At Level 22 you become proficient with, and able to use Craft (guns) to make the following items: Focused Charge*, Improved Land Mine*
At Level 23 and every 3 levels after your Gumption Bonus goes up by +1.
: The Epic Goblin Bomber gains a Bonus Feat every 3 levels higher than 20th
You can make really unusual bullets.
: Craft Magic Arms and Armor, must know spell doing an unusual damage such as energy, negative energy, force, etc
: You can make magic bullets. Any bullets you have enchanted to be at least +1 may also be enchanted to do a particular form of damage by 'losing' one spell that does that type of damage when crafting the ammo. In other words if you want fire bullets, and know Flame Sphere you can lose 1 memorization of Flame Sphere (or 1 spell slot of that level if you know Flame Sphere) as a Free Action while crafting the ammo, and they do fire damage on a successful hit.
You can shoot opponents out of the sky.
: Far Shot
: Flying opponents you shoot must make a Fortitude Save (DC is 10 plus damage taken) or fall out of the sky taking additional falling damage if they can hit the ground this turn.
You can modify guns to do more damage.
: Craft (Guns) 8 ranks
: When making a gun you can increase the ammo size if you add +4 to the Craft DC. If successful the guns damage increases one step (for example if it did 1d10 it now does 1d12).
Blown Across the Room
Your Guns do knockback.
: Craft (Guns) 8 ranks
: When making a gun you can modify it' stopping power if you add +4 to the Craft DC. If successful any opponent shot by the gun must make a Fortitude Save (DC is 10 plus damage taken) or be Checked, and pushed back 10'.
Magical cross training means you no longer have to reload.
: Craft Magic Arms and Armor, must know Minor Creation spell
: When crafting a Gun of at least +1 Enchantment you can lose 1 memorization of Minor Creation (or 1 spell slot of that level if you know Flame Sphere) as a Free Action, and that Gun never needs to be reloaded. The Gun costs an additional +xxx GP to make.
You can castrate a fly at 100 yards with a hand cannon.
: Far Shot
: The range increments at which you take Spot and Ranged Attack Penalties are doubled.
Depleted Phlebotinum Shells
You knew those 'Learn Wizardy at Home' courses would come in handy. Now you can gun down those pesky foes with DR.
: Craft Magic Arms and Armor, must know the Major Creation Spell
: As a Swift Action, once per round you may change the material the bullets in your gun are made from, or change their Alignment Subtype for purposes of overcoming DR. Obviously you still have to guess what will overcome the DR unless you know that ahead of time.
It helps to be able to use a firearm in a grapple.
: Defensive Archery (see Races of the Wild)
: You may fire Medium or smaller guns in a Grapple without penalty.
Your guns are quiet.
: Craft Magic Arms and Armor, Silent Spell
: When crafting a Gun of at least +1 Enchantment you can lose 1 memorization of any Illusion spell that effects hearing (or 1 spell slot of that level if you know the spell) as a Free Action, and that Gun is completely silent when fired.
Your can make targeting rays!
: Craft Magic Arms and Armor, must know Targeting Ray spell
: When crafting a Gun of at least +1 Enchantment you can lose 1 memorization of Targeting Ray (or 1 spell slot of that level if you know Flame Sphere) as a Free Action, and that Gun permanently gains the Targeting Rays Bonus on attack rolls. Costs an additional xxx GP to make.
Last Breath Bullet
You always get one last shot.
: If you take enough damage to be brought to 0 hp or less, or Fail a Save vs a Death Effect or anything that instantly kills you, you may attack with your Gun as a Free Action before dying at no penalty.
You charge with guns blazing.
: Shot on the Run
: When performing a Charge Attack you may make one additional Ranged Attack with a Gun at any point during the charge.
You could make a revolver out of anything.
: Craft (Guns) 12 ranks
: Reduce the time and GP costs to make Guns by 25%. Additionally you can make crude guns out of substandard materials at 50% the time and cost normal, but they are -1 to hit and damage.
You've often shot opponents before they can even react.
: Improved Initiative
: You may draw any gun of Small size or smaller and fire it once per turn as a Swift Action. You may do this a number of times per day equal to your Dexterity Modifier.
Shoot Out the Lock
You're good at opening doors.
: Ranged Sunder
: You get a +4 bonus on all rolls when making a Ranged Sunder attack.
You sow confusion with a cluster of small bombs that detonate around you.
: Craft (Guns) 12 ranks
: You have rigged a harness with up to 12 Grenades Size Class Small or smaller. As a Swift Action you may pull a cord, and 3 Grenades each get flung in each of the 4 directions from your square, targeting a random square 15' away (leaving you just outside of the blast radius). Harness weighs 5 lbs and costs 50 GP and 4 hours to make.
You can make a bomb out of anything.
: Craft (Guns) 12 ranks
: Reduce the time and GP costs to make Grenades by 25%. Additionally you can make crude grenades out of substandard materials at 50% the time and cost normal, but they are -1 to hit and damage.
Your Molotov's contain napalm. Throw with care obviously...
: Craft (Alchemy) 6 ranks
: Molotov Cocktails you make burn for 1d3 rounds.
Grenade Hot Potato
You can catch and return grenade-like weapons thrown at you.
: You can make a DC 20 Reflex Save to catch any Grenade like weapon thrown into your square, and throw it yourself.
High Speed Missile Dodge
You're used to moving out of the way of projectiles due to lab accidents...
: The Bonus to AC you get from Mobility now applies to all Ranged Attacks as well as any Attacks of Opportunity.
Incredibly Obvious Bomb
Your bombs sow fear and discord.
: Craft (Guns) 6 ranks
: Living opponents seeing one of your bombs must make a Willpower Save (DC is 12 plus 1/2 Hit Dice) or be Shaken as long as he remains within 60' of the Bomb.
Knock Out Bomb
Your Smoke Bombs contain Knockout Gas.
: Craft Magic Arms and Armor, must know Deep Slumber spell
: Your Smoke Bombs still have their normal Area of Effect and Duration, but instead of smoke they have the same effect as a Deep Slumber spell.
Your Grenades are extra effective against Constructs.
: Craft Magic Arms and Armor, must know Repair Serious Damage spell
: Ironically, despite the prerequisite, your Grenades that do Concussion damage do an extra 4d6 damage.
Macross Missile Massacre
You go overboard with the rockets.
: Craft (Guns) 12 ranks
: Your rockets fire clusters of smaller rockets, which fire yet smaller clusters of rockets. Damage for your Multiple Rocket Launcher is halved, but the burst radius is doubled.
Missile Lock On
Your primitive rockets have pretty decent accuracy...
: Craft Magic Arms and Armor, must know True Strike spell
: Your Fire Rocket and Multiple Rocket Launcher ammo gains the benefits of a True Strike spell when fired. Each Rocket costs an additional xx GP to make.
Instead of being explosives your rockets contain large iron fists...
: Craft (Guns) 6 ranks
: Rockets from your Multiple Rocket Launcher may instead do 12d6 Ballistic damage instead of the normal explosion. Rocket punches threaten a critical on a natural 20.
Your Smoke Bombs contain Poison Gas.
: Craft (Poison) 12 ranks or must know the Poison spell
: Your Smoke Bombs can contain any inhaled poison instead of smoke (Area an Duration is same). Each Bomb costs an additional xx GP to make.
Your Grenades are adhesive.
: Craft (Alchemy) 6 ranks or must know the Make Whole spell
: Your Blast Grenades contain a small bulb on one side filled with a tiny amount of Sovereign Glue, and you may attach one to an opponent or other target with a melee touch attack (breaking the bulb and adhering the Grenade). The victim can per form a Strength Check (DC 15) to remove it this round if he has an action left. It adheres permanently the next round. Each Bomb costs an additional xx GP to make.
Oh God, the smell...
: Craft (Alchemy) 8 ranks or know the Stinking Cloud spell
: Your Smoke Bombs have their normal Area and Duration but instead of smoke they duplicate the Stinking Cloud spell.
Your bomb has a little Essence of the Devil...
: Craft Magic Arms and Armor, Corrupt Spell (see Complete Divine)
: Any Grenade you make that does Concussion Damage now has it's damage split between Concussion and Profane damage. Each Bomb costs an additional xx GP to make.
Notes: Craft time listed is to assemble from parts. GP Cost is selling price, you can make it for half that.
Part Time Wizard
|Weapon||Craft DC||Craft Time||GP Cost|
|Army Revolver||25||4 hours||350 GP|
|Blast Grenade||15||10 min.||350 GP|
|Bomb||20||1 hour||700 GP|
|Blunderbuss Musket||20||3 hours||475 GP|
|Blunderbuss Pistol||20||3 hours||475 GP|
|Brown Bess||20||3 hours||325 GP|
|Cannon, Field (1 lb.)||25||1 week||1050 GP|
|Cannon, Field (6 lb.)||25||1 week||1100 GP|
|Cannon, Field (9 lb.)||25||1 week||1150 GP|
|Cannon, Field (12 lb.)||25||1 week||1200 GP|
|Cannon, Siege (18 lb.)||25||1 week||1250 GP|
|Cannon, Siege (32 lb.)||25||1 week||1300 GP|
|Cannon, Siege (60 lb.)||25||1 week||1350 GP|
|Colt Revolver Rifle||25||4 hours||425 GP|
|Derringer||25||4 hours||225 GP|
|Dreyse Needle Gun||25||5 hours||400 GP|
|Dueling Pistol||20||3 hours||4475 GP|
|Dynamite (1 stick)||15||10 min.||300 GP|
|Ferguson Rifle||25||5 hours||450 GP|
|Fire Rocket Launcher||25||3 days||300 GP|
|Four-Barrel Pistol||20||4 hours||300 GP|
|Gunpowder Barrel||20||1 hour||300 GP|
|Kentucky Rifle||20||4 hours||350 GP|
|Land Mine||20||1 hour||600 GP|
|Land Mine, Improved||25||3 hours||750 GP|
|LeMat Revolver||25||5 hours||375 GP|
|Molotov||10||1 round||150 GP|
|Multiple Rocket Launcher||25||1 week||1200 GP|
|Navy Revolver||25||4 hours||325 GP|
|Pepperbox||25||4 hours||350 GP|
|Plains Rifle||12||4 hours||300 GP|
|Portable Cannon||25||2 weeks||750 GP|
|Rifle Musket||20||3 hours||350 GP|
|Smoke Bomb||10||4 hours||250 GP|
|Snaplock Musket||20||3 hours||525 GP|
|Snaplock Pistol||20||3 hours||500 GP|
|Super Bomb||35||1 month||1600 GP|
|12 Gauge double barrel shotgun||25||4 hours||375 GP|
|Gunpowder (1 lb.)||10||1 hour||60 GP|
|Pistol Shot (12)||15||1 hour||200 GP|
|Blunderbuss Shot (10)||15||1 hour||150 GP|
|Musket Shot (10)||15||1 hour||200 GP|
|12 Gauge Buckshot (10)||15||2 hours||100 GP|
|18 Gauge Buckshot (10)||15||2 hours||75 GP|
|Cannon Shot (10) 1 lb.||15||1 day||100 GP|
|Cannon Shot (10) 6 lb.||15||1 day||125 GP|
|Cannon Shot (10) 9 lb.||15||1 day||150 GP|
|Cannon Shot (10) 12 lb.||15||1 day||175 GP|
|Cannon Shot (10) 16 lb.||15||1 day||200 GP|
|Cannon Shot (10) 32 lb.||15||1 day||225 GP|
|Cannon Shot (10) 60 lb.||15||1 day||250 GP|
|Chain Shot (10)||20||+6 hours||+25 GP|
|Grapeshot (10)||20||+ 1 day||+25 GP|
|Fire Rockets (10)||20||10 hours||250 GP|
|Rockets (10)||30||8 days||350 GP|
|Focused Charge||20||+1 day||+500 GP|
|Percussion Cap Ammo (20) .22||20||2 hours||100 GP|
|Percussion Cap Ammo (20) .36||20||2 hours||125 GP|
|Percussion Cap Ammo (20) .41||20||2 hours||125 GP|
|Percussion Cap Ammo (20) .42||20||2 hours||125 GP|
|Percussion Cap Ammo (20) .44||20||2 hours||125 GP|
|Percussion Cap Ammo (20) .58||20||2 hours||175 GP|
|Percussion Cap Ammo (20) .60||20||2 hours||200 GP|
You knew those vocational courses would occasionally come in handy...
: Int 15+, Knowledge Arcane 6 ranks, Spellcraft 6 ranks
: This Feat may me taken multiple times. Each time you take it choose one spell from the Wizard spell list. You are considered to be a Wizard of Level equal to your Hit Dice for choosing a spell, and you must also meet the Intelligence requirement for casting it. You may now cast this spell once per day as a Wizard whose Caster Level is (your current Hit Dice minus 2).