GRENADIER



"YEEEHAW!"

You're a tiny lizard person who rides a giant, prehistoric cow into combat, flinging grenades all the way. You live the most metal life possible.

BECOMING A GRENADIER
Most Cayma warriors eventually qualify.

ENTRY REQUIREMENTS
Species: Cayma
Animal Companion: Aurochs
Skills: Handle Animal (4 ranks), Ride (4 ranks)
Feats: Grenadier (PHBII), Mounted Combat

Class Skills
The Grenadier's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
Skills Points at Each Level : 6 + int

Hit Dice: d8

Code:
   BAB  Fort    Ref    Will  Abilities
1. +1    +2     +2     +0    Aurochs Rider, Wilderness Magic
2. +2    +3     +3     +0    Grenadier
3. +3    +3     +3     +1    Ranged Cavalry
4. +4    +4     +4     +1    Aurochs Rider
5. +5    +4     +4     +1    Grenadier
6. +6    +5     +5     +2    Ranged Cavalry
7. +7    +5     +5     +2    Aurochs Rider
8. +8    +6     +6     +2    Grenadier
9. +9    +6     +6     +3    Ranged Cavalry
10.+10   +7     +7     +3   Cavalry Sergeant
Weapon Proficiencies: A Grenadier gains Exotic Weapon Proficiency (Cayma Grenades).

Aurochs Rider (Ex): At 1st Level, if your Animal Companion is a Bison, your Ranger and Grenadier Levels stack for the purposes of determining it's abilities.

At 4th Level the Check DC's of your Handle Animal and Ride Checks are lowered by -5 if their target is a Bison.

At 7th Level your Bison Animal Companion doesn't take an AC Penalty when making Charge attacks.

Wilderness Magic: Your Ranger and Grenadier Levels stack for purposes of determining your spellcasting ability.

Grenadier (Ex): At 2nd Level the range increment of Cayma Grenades you throw doubles to 20 feet.

At 5th Level you may throw 2 Cayma Grenades as a Standard Action.

At 8th Level you get a +1 Bonus to attack and damage rolls with 'splash' weapons (this stacks with the Bonus from the Grenadier Feat).

Ranged Cavalry (Ex): At 3rd Level you get Mounted Archery as a Bonus Feat.

At 6th Level you get Improved Mounted Archery as a Bonus Feat.

At 9th Level you no longer take penalties to ranged attacks while mounted.

Cavalry Sergeant (Ex): At 10th Level, your effective Druid Level doubles for purposes of determining your Aurochs Animal Companion's abilities.

PLAYING A GRENADIER
You're good at tall tales for such a little fella. But people give leeway to those who can ride an Aurichs despite being only a little bit bigger than the cows foot..
Combat: You are ranged cavalry, tossing spears and grenades as you ride by..
Advancement: Most Grenadiers have a fairly similar skillset.
Resources: As long as you're fighting for the tribe, you have whatever they can provide.

GRENADIERS IN THE WORLD
"There goes Wilbur again..."!
You're generally heroes to your people. You take care of them, their land, and their food..
Daily Life: Much of your day is spent tending the cattle, or riding on patrol.
Notables: Crazy Wilbur (CN Male Cayma Ranger 6/Grenadier 4) is crazier than the usual Aurochs Rider.
Organizations: All Grenadiers are members of the Cayma military.

NPC Reaction
NPC's tend to stare at you with open mouthed stupefaction. They don't see you're like very often.

GRENADIERS IN THE GAME
Your most common weapon is only produced by your species. That and your mount kind of limits your travel range.
Adaptation: This is meant for the Savage Coast, but could be adapted with some work.
Encounters: You are encountered guarding villages or cattle, or during times of war, on patrol.

Sample Encounter
EL 12: The PC's are bargaining for a swamp guide, when a lunatic rides by on some sort of giant bull, leaving explosives in his wake. Your charred familiar stares back at you and asks 'whhhhyyyyy?'


Crazy Wilbur
CN Male Cayma Ranger 6/Grenadier 4
Init +6, Senses: Listen +8, Spot +8, Darkvision 90 ft.
Languages Lizardfolk, Common
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AC 26, touch 18, flat-footed 20 (+2 Size, +6 Dex, +3 Natural, +5 Armor)
hp 78 (12 HD)
Fort +11, Ref +18, Will +5
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Speed 20 ft. (4 squares)
Melee +3 Spear +13/+8/+3 melee (1d4)
Ranged +3 Spear +22/+17/+12 melee (1d4+3)
Base Atk +11, Grp +0
Atk Options Combat Style (Grenadier), Favored Enemy (Animal +4, Magical Beast +2), Grenadier
Combat Gear
Spells Prepared 1st: (2), 2nd: (2)
Supernatural Abilities
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Abilities Str 4, Dex 22, Con 14, Int 10, Wis 15, Cha 10
SQ Animal Companion (Bison), Aurochs Rider
Feats Far Shot, Mounted Combat, Point Blank Shot, Ride-by Attack, Spirited Charge, Endurance (B), Mounted Archery (B), Track (B)
Skills Climb +3, Concentration +8, Handle Animal +10, Hide +16, Jump +3, Knowledge (Geography, Nature) +6, Listen +8, Move Silently +6, Ride +13, Search +3, Spot +8, Survival +5, Use Rope +9
Possessions +5 Bracers of Armor, Handy Haversack, 5 Fog Cloud Grenades, 5 Stinking Cloud Grenades, 5 Deep Slumber Grenades, 5 Cloudkill Grenades, +3 Returning Spear, +5 Plate Mail for Aurochs, Bead of Force, 599 GP



EPIC GRENADIER

Hit Die: d8
Skills Points at Each Level : 6 + int
Spells The Grenadier's caster level is equal to one-half his or her class level, as normal. The Grenadier’s number of spells per day does not increase after 20th level.
Animal Companion The epic Grenadier’s animal companion continues to increase in power as normal. For Grenadiers above 41st level, consult the epic druid for details on how an animal companion’s power level increases.
Bonus Feats: The Epic Grenadier gains a Bonus Feat every 3 levels higher than 20th



GRENADIER (Fighter)
It takes a special sort of crazy to ride an Aurochs into battle with grenades as your primary weapon.

AUROCHS
At 3rd Level you have been assigned a pet Aurochss by the Elders. As an action, you can summon your Aurochs once per long rest.

The Aurochs appears in an unoccupied space of your choice that you can see within 30 feet of you.

The AUrochs is friendly to you alone and obeys your commands. See this creature's game statistics in the Aurochs stat block, which uses your proficiency bonus (PB) in several places.

In combat, the Aurochs shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the Aurochs can take any action of its choice, not just Dodge.

The Aurochs manifests for 1 hour, until it is reduced to 0 hit points, until you use this feature to summon the Aurochs again, or until you die.

Aurochs
Large Beast
Armor Class: 11 + PB (natural armor)
Hit Points: 15 + five times your fighter level
Speed: 50 ft.
Str: 20
Dex: 12
Con: 194
Int: 5
Wis: 12
Cha: 10
Senses: Passive perception 12
Languages: understands the languages you speak
Proficiency Bonus: equals your proficiency bonus
Charge. If the aurochs moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a Strength saving throw or be knocked prone.
Actions:
Gore. Melee Weapon Attack: your melee attack modifier to hit, reach 5 ft., one target. Hit: (2d6 + PB) piercing damage.


GRENADE PROFICIENCY
At 3rd Level, you gain proficiency with Cayma Grenades.

MOUNTED ARCHERY
Starting at 7th level, ranged attacks gain Advantage while you are mounted.

CRAFT GRENADES
At 10th level, you can Craft Cayma Grenades. A Sleep or Fog Grenade costs 50 gp and 1 day to make. A Choke Grenade costs 200 GP and costs 2 days to make. All Cayma Grenades are thrown weapons with a range of 20/60 feet, and weighs half a pound. Each Grenade creates a 20 foot radius cloud of mist with different effects. The Sleep Grenade acts as a Sleep spell, the Fog Grenade acts as a Fog Cloud spell, and the Choke Grenade acts as a Stinking Cloud spell. Each grenade is one use only, and has duration of 1 Minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. Save DC, if applicable, is 10 plus PB.

HORNS OF POWER
At 15th level, the Gore attack of your Aurochs now does (2d8 + PB) damage, and is considered a magical weapon.

CAVALRY SERGEANT
At 18th level, you can now make Boom Grenades. Boom Grenades weigh a 1/2 pound, and can be thrown 20/60 feet as a ranged weapon. It costs 200 GP, and takes 2 days to make. When used it does 4d6 fire and 4d6 piercing damage in a 20 foot radius, unless the targets make a Dexterity Saving Throw for half damage (Save DC is 10+PB).