Grenadíer (3.5e Prestige Class)

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Grenadíer[edit]

O Lord, bless this thy Hand Grenade that with it thou mayest blow thine enemies to tiny bits, in thy mercy.
—Saint Attila, Human Cleric, Holy Hand Grenade manual

Grenadíers are a support PRC that specializes in battlefield control against large numbers of foes. Grenadíers work best in groups, often in army vs army situations.

Becoming a Grenadíer[edit]

Often times, someone that really likes explosives will become a Grenadíer.

Entry Requirements
Base Attack Bonus: +7
Skills: 13 Knowledge (Chemistry), 13 Craft (Grenade).
Feat: Skill Focus (Knowledge (Chemistry) or Craft (Grenade))
Psionics: Must have a power point reserve of at least 1 power point.
Table: The Grenadíer

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +0 +2 +0 Summon Grenade
2nd +1 +0 +3 +0
3rd +2 +1 +3 +1 Sonic Grenade
4th +3 +1 +4 +1 Flash-Bang Grenade, Mine
5th +3 +1 +4 +1 Fragmentation Grenade, Modified Grenades
6th +4 +2 +5 +2 Smoke Grenade
7th +5 +2 +5 +2 High Explosive Grenade, Missile
8th +6 +2 +6 +2
9th +6 +3 +6 +3 LoCi Bomb
10th +7 +3 +7 +3 Seeker Missile, Improved Modified Grenades

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Bluff (Cha), Climb (Str), Craft (Int), Hide (Dex), Jump (Str), Knowledge (chemestry) (Int), Knowledge (geography) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex)..

Class Features[edit]

All of the following are class features of the Grenadíer.

Summon Grenade (Ps): As a standard action a Grenadíer may summon a single Grenade. A grenade is an explosive thrown weapon. It has a range of 5ft +5ft/Strength modifier. He targets a square, not a person, and must roll a regular attack roll to a DC equal to 10 + Grenadíer level. If the Grenadíer misses, the grenade rolls into a different square, determined by the DM. When it lands, the grenade deals 1d6 piercing damage to everyone within 15 feet, another 1d6 piercing damage to everyone within 10 feet, and another 1d6 piercing damage to everyone within 5 feet. Grenade damage is also shown on the table below. Upon creation, the Grenadíer makes a Craft (grenade) check and a Knowledge (chemistry) check. One half of the higher of the two results is the quality of the grenade. In a non-combat situation, a Grenadíer may take one minute to summon 10 grenades with +3 bonuses to quality, and only make one check. These 10 grenades do not have to be of the same type. During combat, a Grenadíer may take a full round action to summon 3 grenades with -2 penalties to quality, and only make one check. These 3 grenades do have to be of the same type. A Grenadíer may only have a surplus of up to 10 grenades. A Reflex Save, DC 10 + quality, may be made for half damage. All grenades gain an enhancement bonus equal to the Grenadíer's class level, to a maximum of one-half quality.

Table: Grenade Damage
Grenade ≤ 5ft ≤ 10ft ≤ 15ft ≤ 20ft ≤ 30ft ≤ 40ft
Regular 1d6 1d6 1d6
Sonic 1d4 1d4 1d4
Flash-Bang Deafened Dazed Dazzled
Fragmentation 1d6+1d8 1d6 1d6
Smoke Smoke
High Explosive 1d6 1d6 1d6 1d4
LoCi1 1d4 1d4 1d4
  1. In addition to the damage, this grenade has a special effect

Sonic Grenade (Ps): At level 3, a Grenadíer may begin summoning Sonic grenades. Sonic grenades act the same as regular grenades, but they deal one die size less of sonic damage instead. The save for half damage is a Fortitude.

Flash-Bang Grenade (Ps): At level 4, a Grenadíer may begin summoning Flash-Bang grenades. Flash-Bang grenades deal no damage, but make all foes within 20 feet Deafened. All foes within 30 feet are also Dazed, and all foes within 40 feet are Dazzled. All foes make 3 DC (30 −distance from grenade) + quality Fortitude saves to resist each effect.

Mine (Ps): At level 4, a Grenadíer may convert any of his grenades into a trap. The DC to detect is equal to 15 + quality. The Grenadíer may specify what sets off the Mine.

Fragmentation Grenade (Ps): At level 5, a Grenadíer may begin summoning Fragmentation grenades. Frag grenades deal an additional 1d8 to foes within 5 feet. The DC for half damage is 15 + quality.

Modified Grenades (Ps): At level 5, a Grenadíer may begin summoning modified grenades. After rolling for quality for a grenade, he may reduce the quality of the grenade to add an effect. The DM may veto any combination he wishes to. A grenade requires a starting quality of 13 to be modified, and can only have two modifications on it. The grenades quality, unless otherwise stated, is reduced by 2.

  • Shrapnel: This modification may only be placed on a Smoke or Flash-Bang Grenade. A grenade with this modification deals another 1d6 piercing damage to everyone within 10 feet and another 1d6 piercing damage to everyone within 5 feet.
  • Great Shrapnel: This modification may only be placed on a Smoke or Flash-Bang Grenade if they have the Shrapnel modification. A grenade with this modification deals an additional 1d8 piercing damage to everyone within 5 feet. This modification reduces the grenades quality by 3, and can be placed multiple times. If it is placed on a Frag Grenade, the range of the added blasts are 10ft instead of 5ft
  • Improved Charge: This modification cannot be added until level 7 and may only be placed on a Smoke or Flash-Bang Grenade if they have the Shrapnel modification. A grenade with this modification deals an additional 1d4 piercing damage to everyone within 20 feet (15ft if the grenade is a Smoke or Flash-Bang, 25ft if the grenade is a High Explosive). This modification reduces the grenades quality by 3, and can be placed multiple times. If it is, the range of the second added blast is 5ft longer than the first.
  • Minor LoCi Blast: This modification cannot be added until level 9, and cannot be placed on a LoCi Grenade. A grenade with this modification moves everyone in the area directly away from the grenade until they are 10 feet away. All of these people take 1d4 damage for every 5 feet they are moved. If they cannot be moved, they take damage equal to the amount they would have taken if they had.
  • Shaped Charge: This modification cannot be added until level 8, cannot be placed on a Smoke or Flash-Bang Grenade, and may only be placed on a Missile. A grenade with this modification sends its blasts in cones facing one direction, designated when thrown. The multiple levels of damage are preserved, but the maximum range is duplicated with an additional 5ft of range. For example, a High Explosive Grenade would deal 1d6 piercing damage in a 5 foot cone, another 1d6 piercing damage in a 10 foot cone, another 1d6 piercing damage in a 15 foot cone, 1d4 piercing damage in a 20 foot cone, and another 1d4 piercing damage in a 25 foot cone.
  • Smoke: This modification cannot be added until level 6. A grenade with this modification creates a cloud of smoke that functions like the spell fog cloud, except that the cloud is only a 15ft radius. This modification can be placed multiple times. If it is, or it is being placed on a Smoke grenade, the range of the smoke is just increased by 5ft.
  • Flash-Bang: This modification cannot be placed on a Flash-Bang Grenade. A grenade with this modification makes all foes within 10 feet Deafened. All foes within 15 feet are also Dazed, and all foes within 25 feet are Dazzled. All foes make 3 DC (30 −distance from grenade) + quality Fortitude saves to resist each effect.

Smoke Grenade (Ps): At level 6, a Grenadíer may begin summoning smoke grenades. A smoke grenade deal no damage, but creates a cloud of smoke that functions like the spell fog cloud

High Explosive Grenade (Ps): At level 7, a Grenadíer may begin summoning High Explosive (HE) grenades. A HE grenade deals an additional 1d4 damage to all foes within 20 feet. The DC for half damage is 15 + quality.

Missile (Ps): At level 7, a Grenadíer may convert any of his grenades into missiles by reducing the grenades quality by 1. A missile gains an additional 20 feet of range, and gain a +5 to the check to see if it hits the designated square. If a missile passes through an null psionics field, it immediately detonates upon entry.

LoCi Bomb (Ps): At level 9, a Grenadíer may begin summoning LoCi grenades. A LoCi grenade deals 1 die level less than normal, but it moves everyone in the area directly away from the grenade until they leave the area of effect. All of these people take 1d4 damage for every 5 feet they are moved. If they cannot be moved, they take damage equal to the amount they would have taken if they had. The DC for half damage is 15 + quality.

Seeker Missile (Ps): At level 10, a Grenadíer may convert any of his grenades into seeker missiles by reducing the grenades quality by 2. These missiles will go track a target that it is told to hit. it cannot miss its designated square. In addition, it can target a person that the Grenadíer cannot see, but is aware of. This could mean concealment, being around a corner, etc., as long as the Grenadíer knows they are there. If a missile passes through an null psionics field, it immediately detonates upon entry.

Improved Modified Grenades (Ps): At level 10, a Grenadíer may begin summoning heavily modified grenades. A grenade can now have up to three modifications on it. A grenade requires a starting quality of 17 to have three modifications. In addition, a regular or sonic grenade may be modified into a cluster bomb or a HAMR grenade. A grenade requires a starting quality of 18 to have one of these modifications, and cannot have any other modifications.

  • Cluster Bomb: A grenade with this modification, instead of exploding itself, releases four mini grenades that fire up to 15ft out in four different directions designated when thrown. A regular mini grenade deals 1d6 piercing damage to everyone within 10 feet and another 1d6 piercing damage to everyone within 5 feet. A sonic mini grenade deals 1d4 sonic damage to everyone within 10 feet and another 1d4 sonic damage to everyone within 5 feet. This modification reduces the grenades quality by 6
  • HAMR Grenade: This modification may only be placed on a Missile. A grenade with this modification sends its blasts in a line facing one direction, designated when thrown. The line deals 1d6 piercing or 1d4 sonic to everyone within 10ft, 15ft, 20ft, 25ft, 30ft, 35ft, 40ft, 45ft, and 50ft. This modification reduces the grenade's quality by 8.

Campaign Information[edit]

Playing a Grenadíer[edit]

Combat: Typically close enough to combat to hit with grenades. Most Grenadíers keep a large array of grenades. Some of the most common types of utility grenades are listed here:

  • Maximized Burst (Max Burst): HE grenade with three IC upgrades.
  • Crowd Control (CC): Smoke Grenade with Flash-Bang upgrade and two smoke upgrades
  • Directional LoCi (Loki D): Forward burst shaped LoCi grenade with two IC upgrades
  • HAMR: Normal HAMR grenade

A Max Burst is used for hitting large areas for lower damage. It is most effective when the Grenadíer throws a large number in the same area. A CC is usually thrown first, and makes it very hard for your targets to fight. A Loki D is used to push people backward; throw it in front of someone, he and everyone behind him get moved back 30 ft. HAMR's are used for dealing tons of damage to a single target (and everyone behind him).

Advancement: A Grenadíer can come from some basic class, such as the fighter, with a feat. The most common option is the Reapers. If the psionics are important to you for combat, focus in control, not damage. Otherwise, utility is the primary use for psionics as weak as ten levels in the Reaper will give you. Weapons are not needed, because the grenades are your primary form of damage. However, it can be valuable to carry some form of melee weapon as a backup. Featwise, it isn't really important what you take, but you will want to take feats that improve your defensive abilities, as well as mobility feats, so you can get out of the burst of your own grenades.

Resources: There are no real set organizations, but a large number of armies have a specialized group of Grenadíers. They specialize in area control, throwing their grenades in strategic patterns to spread massive amounts of damage over a large area. Sometimes a pair of Grenadíers will work together, but it isn't especially common.



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