Tyrael
2007-09-24, 10:58 AM
Kobold Demolitionist
Kobolds have always had an affinity for traps and tools, using every advantage and trick they can to gain the upper hand on opponents. The Kobold Demolitionist takes that one step farther, using rare and exotic explosives to lay traps, blow through walls, collapse ceilings on top of his enemies, and violently shape the environment to his whim.
Demolitionists have a keen fascination with fire and explosions, and although the mortality rate is high, those who pursue the Demolitionist's path tend to be slightly unhinged to begin with. Demolitionists can be of any alignment, though each Kobold's path into the class varies. Some work with the miners of their clan, using their bombs to shape the stone in controlled demolitions. Others are social outcasts whose alchemical experiments singed one too many passerby.
Most Kobold Demolitionists are Rogues, but Rangers and Bards have been known to enter the class. Fighters and Sorcerers are rare, and other classes are virtually unheard-of.
Requirements:
Race: Kobold
BAB: +4
Skills: Craft(Alchemy) 6 ranks, Disable Device 6 ranks
Feats: Point Blank Shot, Precise Shot
Class Skills:
The Kobold Demolitionist's class skills (and the key ability for each skill) are Balance(Dex), Climb(Str), Craft(Alchemy)(Int), Disable Device(Dex), Hide(Dex), Jump(Str), Profession(Miner)(Str), Search(Int), Sleight of Hand(Dex), Spot(Wis), Tumble(Dex), Use Magic Device(Cha), Open Lock(Int), Craft(Blacksmithing), Spellcraft(Int)
Skill Points at Each Level: 6+(Int bonus)
Hit Dice: d6
NAME OF CLASS
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+2|
+0|Grenadier, Mad Bomber(Napalm Grenades), Quick Draw
2nd|
+1|
+0|
+3|
+0|Rebound, Mad Bomber(Bombs), Cunning Alchemist +2
3rd|
+2|
+1|
+3|
+1|Leading Blast, Mad Bomber(Smoke Grenades)
4th|
+3|
+1|
+4|
+1|Clusterbomb, Mad Bomber(Knockout Grenades), Cunning Alchemist +4
5th|
+3|
+2|
+4|
+2|Safety Goggles, Mad Bomber(Flares)
6th|
+4|
+2|
+5|
+2|Timed Demolitions, Mad Bomber(C4), Cunning Alchemist +6
7th|
+5|
+3|
+5|
+3|Mad Bomber (Satchel Charges)
8th|
+6|
+3|
+6|
+3|Cunning Alchemist +8, Mad Bomber(Dynamite)
9th|
+6|
+4|
+6|
+x4|Master Alchemist, Mad Bomber(Fragmentation Grenades)
10th|
+7|
+5|
+7|
+5|Maximize Blast, Mad Bomber(Mortar, Bazooka), Cunning Alchemist +10[/table]
CLASS ABILITIES
The class abilities for the Kobold Demolitionist prestige class are as follows:
Armor and Weapon Proficiencies: The Kobold Demolitionist gains proficiency with all weapons granted from the Mad Bomber class ability. He gains no other weapon or armor proficiencies.
Grenadier(Ex): At 1st level, the Kobold Demolitionist adds his class level to damage with all thrown splash weapons. Additionally, his range with all thrown splash weapons increases to 40ft.
Quick Draw(Ex): At 1st level, the Kobold Demolitionist gains Quick Draw if he did not already have it. If he did, he gains Grenadier (PH II 79) instead.
Cunning Alchemist(Ex): The Kobold Demolitionist has mastered the secret of mixing explosives. At 1st level and every 2 levels thereafter, he gains +2 to Craft(Alchemy) checks. However, upon a Craft (Alchemy) check that fails by 10 or more, the mixture explodes, dealing 3d6 fire damage.
Rebound(Ex): At 2nd level, the Kobold Demolitionist may rebound thrown splash weapons off of walls and other objects to hit his target. As long as there is a surface to bounce the weapon off of, the Kobold Demolitionist does not have to attack in a straight line. His attack still may not exceed his normal range for thrown splash weapons. Range increments do not apply to this attack.
Mad Bomber(Ex): The Kobold Demolitionist has learned how to make new explosives the world has never seen. At 1st level, he is able to craft Napalm Grenades, and he learns new weapons every level (See table).
((I haven't actually formally statted these out, currently working with my DM to agree on reasonable crunch for these things. Our current campaign level is about Renaissance-era stuff, musket-type firearms, timed fuses, that sort of thing. For example, a "Bazooka" is more akin to a portable Chinese cannon (Mulan-style).))
Bob-ombs(magically animated? Clockwork? Tiny size? Wind it up, set it down, walks for 20ft. 2d6 fire)
C4(remotely detonated, 3d6 bludgeoning, ignores material hardness)
Smoke Grenades(Eversmoking bottle?)
Satchel Charges(timed or remotely detonated, 5d6 ??)
Napalm Grenade(20ft burst, 1d6/round)
Flare(light spell?)
Bazooka
Knockout Gas Grenade(sleep spell, Fort save?)
Mortar (indirect fire, lots of damage, rises 120ft into the air, each missed attack gives +2 to next attack, treated as a siege weapon)
Leading Blast (Ex): At 3rd level, a Kobold Demolitionist has learned how to predict a target's movement and intercept him with an explosive. If a Kobold Grenadier readies an action to attack a target when it moves, he gains +2 on the attack and damage rolls. Additionally, the target is dazed for 1d4 rounds (DC17 Will negates).
Clusterbomb (Ex): At 4th level, a Kobold Demolitionist has learned how to utilize multiple grenadelike weapons at once for maximized effect. As a full round action, he may make a special ranged touch attack against an opponent. He may choose up to two thrown splash weapons for this attack, then make a single roll. If this roll hits, all splash weapons are treated as hitting the target. However, if he misses, treat each splash weapon as separate for the purposes of determining where they land. At 7th level, the maximum amount of thrown splash weapons used in this attack increases to three. At 10th level, it increases to four.
Note: No more than 2 of the same kind of explosive may be used, due to inherent instabilities from packing so many combustible materials together.
Safety Goggles(Ex): At 5th level, the Kobold Demolitionist may work safely with volatile chemicals. He only takes half damage from an explosion resulting from a failed Craft(Alchemy) check. This damage may be reduced by half with a successful DC15 Reflex save.
Timed Demolitions(Ex): At 6th level, the Kobold Demolitionist learns how to adjust the fuses of his explosives. When using a timed explosive weapon (Blast Disks, Ditherbombs, Satchel Charges, etc) he may choose (in rounds) how long it takes to detonate (max 10 rounds, min same round).
Master Alchemist(Ex): At 9th level, the Kobold Demolitionist may take 10 on any Craft (Alchemy) check. Additionally, items created with Craft(Alchemy) only cost half of their normal cost in time, materials, and money.
Maximize Blast (Ex): At 10th level, a Kobold Demolitionist has the secret to maximizing the power of his explosives against an opponent. (INT bonus) times per day, he may activate it as a full round action, then attack as normal. If this attack hits, all damage rolls are treated as having rolled their highest roll.
Kobolds have always had an affinity for traps and tools, using every advantage and trick they can to gain the upper hand on opponents. The Kobold Demolitionist takes that one step farther, using rare and exotic explosives to lay traps, blow through walls, collapse ceilings on top of his enemies, and violently shape the environment to his whim.
Demolitionists have a keen fascination with fire and explosions, and although the mortality rate is high, those who pursue the Demolitionist's path tend to be slightly unhinged to begin with. Demolitionists can be of any alignment, though each Kobold's path into the class varies. Some work with the miners of their clan, using their bombs to shape the stone in controlled demolitions. Others are social outcasts whose alchemical experiments singed one too many passerby.
Most Kobold Demolitionists are Rogues, but Rangers and Bards have been known to enter the class. Fighters and Sorcerers are rare, and other classes are virtually unheard-of.
Requirements:
Race: Kobold
BAB: +4
Skills: Craft(Alchemy) 6 ranks, Disable Device 6 ranks
Feats: Point Blank Shot, Precise Shot
Class Skills:
The Kobold Demolitionist's class skills (and the key ability for each skill) are Balance(Dex), Climb(Str), Craft(Alchemy)(Int), Disable Device(Dex), Hide(Dex), Jump(Str), Profession(Miner)(Str), Search(Int), Sleight of Hand(Dex), Spot(Wis), Tumble(Dex), Use Magic Device(Cha), Open Lock(Int), Craft(Blacksmithing), Spellcraft(Int)
Skill Points at Each Level: 6+(Int bonus)
Hit Dice: d6
NAME OF CLASS
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+2|
+0|Grenadier, Mad Bomber(Napalm Grenades), Quick Draw
2nd|
+1|
+0|
+3|
+0|Rebound, Mad Bomber(Bombs), Cunning Alchemist +2
3rd|
+2|
+1|
+3|
+1|Leading Blast, Mad Bomber(Smoke Grenades)
4th|
+3|
+1|
+4|
+1|Clusterbomb, Mad Bomber(Knockout Grenades), Cunning Alchemist +4
5th|
+3|
+2|
+4|
+2|Safety Goggles, Mad Bomber(Flares)
6th|
+4|
+2|
+5|
+2|Timed Demolitions, Mad Bomber(C4), Cunning Alchemist +6
7th|
+5|
+3|
+5|
+3|Mad Bomber (Satchel Charges)
8th|
+6|
+3|
+6|
+3|Cunning Alchemist +8, Mad Bomber(Dynamite)
9th|
+6|
+4|
+6|
+x4|Master Alchemist, Mad Bomber(Fragmentation Grenades)
10th|
+7|
+5|
+7|
+5|Maximize Blast, Mad Bomber(Mortar, Bazooka), Cunning Alchemist +10[/table]
CLASS ABILITIES
The class abilities for the Kobold Demolitionist prestige class are as follows:
Armor and Weapon Proficiencies: The Kobold Demolitionist gains proficiency with all weapons granted from the Mad Bomber class ability. He gains no other weapon or armor proficiencies.
Grenadier(Ex): At 1st level, the Kobold Demolitionist adds his class level to damage with all thrown splash weapons. Additionally, his range with all thrown splash weapons increases to 40ft.
Quick Draw(Ex): At 1st level, the Kobold Demolitionist gains Quick Draw if he did not already have it. If he did, he gains Grenadier (PH II 79) instead.
Cunning Alchemist(Ex): The Kobold Demolitionist has mastered the secret of mixing explosives. At 1st level and every 2 levels thereafter, he gains +2 to Craft(Alchemy) checks. However, upon a Craft (Alchemy) check that fails by 10 or more, the mixture explodes, dealing 3d6 fire damage.
Rebound(Ex): At 2nd level, the Kobold Demolitionist may rebound thrown splash weapons off of walls and other objects to hit his target. As long as there is a surface to bounce the weapon off of, the Kobold Demolitionist does not have to attack in a straight line. His attack still may not exceed his normal range for thrown splash weapons. Range increments do not apply to this attack.
Mad Bomber(Ex): The Kobold Demolitionist has learned how to make new explosives the world has never seen. At 1st level, he is able to craft Napalm Grenades, and he learns new weapons every level (See table).
((I haven't actually formally statted these out, currently working with my DM to agree on reasonable crunch for these things. Our current campaign level is about Renaissance-era stuff, musket-type firearms, timed fuses, that sort of thing. For example, a "Bazooka" is more akin to a portable Chinese cannon (Mulan-style).))
Bob-ombs(magically animated? Clockwork? Tiny size? Wind it up, set it down, walks for 20ft. 2d6 fire)
C4(remotely detonated, 3d6 bludgeoning, ignores material hardness)
Smoke Grenades(Eversmoking bottle?)
Satchel Charges(timed or remotely detonated, 5d6 ??)
Napalm Grenade(20ft burst, 1d6/round)
Flare(light spell?)
Bazooka
Knockout Gas Grenade(sleep spell, Fort save?)
Mortar (indirect fire, lots of damage, rises 120ft into the air, each missed attack gives +2 to next attack, treated as a siege weapon)
Leading Blast (Ex): At 3rd level, a Kobold Demolitionist has learned how to predict a target's movement and intercept him with an explosive. If a Kobold Grenadier readies an action to attack a target when it moves, he gains +2 on the attack and damage rolls. Additionally, the target is dazed for 1d4 rounds (DC17 Will negates).
Clusterbomb (Ex): At 4th level, a Kobold Demolitionist has learned how to utilize multiple grenadelike weapons at once for maximized effect. As a full round action, he may make a special ranged touch attack against an opponent. He may choose up to two thrown splash weapons for this attack, then make a single roll. If this roll hits, all splash weapons are treated as hitting the target. However, if he misses, treat each splash weapon as separate for the purposes of determining where they land. At 7th level, the maximum amount of thrown splash weapons used in this attack increases to three. At 10th level, it increases to four.
Note: No more than 2 of the same kind of explosive may be used, due to inherent instabilities from packing so many combustible materials together.
Safety Goggles(Ex): At 5th level, the Kobold Demolitionist may work safely with volatile chemicals. He only takes half damage from an explosion resulting from a failed Craft(Alchemy) check. This damage may be reduced by half with a successful DC15 Reflex save.
Timed Demolitions(Ex): At 6th level, the Kobold Demolitionist learns how to adjust the fuses of his explosives. When using a timed explosive weapon (Blast Disks, Ditherbombs, Satchel Charges, etc) he may choose (in rounds) how long it takes to detonate (max 10 rounds, min same round).
Master Alchemist(Ex): At 9th level, the Kobold Demolitionist may take 10 on any Craft (Alchemy) check. Additionally, items created with Craft(Alchemy) only cost half of their normal cost in time, materials, and money.
Maximize Blast (Ex): At 10th level, a Kobold Demolitionist has the secret to maximizing the power of his explosives against an opponent. (INT bonus) times per day, he may activate it as a full round action, then attack as normal. If this attack hits, all damage rolls are treated as having rolled their highest roll.