hello all. I incorrectly posted this in another section earlier and was trying to remedy it by placing it here in the home brew section.
my friends and I are doing a old west style campaign using the d20 modern rules. there is no magic in this particular universe so i have chosen an explosives user to make up for this hole in our group. i figure dynamite and hand grenades are just about as good as a fireball . i looked through all the books and was somewhat disappointed in their lack of explosives based classes and feats so i decided to make a class of my own. he is based on the d20 future advanced class engineer. tell me what you think of him
Explosives expert prestige class
(sorry about the table copying poorly)
Class level BaB Fort Reflex Will
1st +0 +1 +1 +0
2nd +1 +2 +2 +0
3rd +2 +2 +2 +1
4th +3 +2 +2 +1
5th +3 +3 +3 +1
6th +4 +3 +3 +2
7th +5 +4 +4 +2
8th +6 +4 +4 +2
9th +6 +4 +4 +3
10th +7 +5 +5 +3
Defense Reputation
+0 +0
+1 +1
+1 +1
+1 +1
+2 +2
+2 +2
+2 +2
+3 +3
+3 +3
+3 +3
Special
+1 explosives kit, trade expert
Quick craft, quick light
Bonus feat, quick timer
+2 explosives kit, reconfigure explosive,
Quick craft, bounce control
Bonus feat, sabotage
+3 explosives kit, explosives expert
Evasion, explosives upgrade
Bonus feat
Explosives master
+1 explosives kit: starting at level 1 the explosives expert may construct a +1 explosives kit. this kit combines everything needed to create explosives into one package, normally you would need a chemical kit and a mechanical kit. the kit can only be used to make explosives and detonators (timers, fuses, trip wires). making an explosives kit requires both a chemical kit and a mechanical kit and takes 1 hour, the chemical and mechanical kits are used up in this process. the explosives kit weighs 20 pounds and provides a +1 on all craft chemical(explosives) and demolitions checks
trade expert: starting at level 1 the explosives expert is adept in his trade. he gains a +2 on all demolitions and craft chemical(explosive) checks
quick craft: starting at level 2 the explosives expert can craft explosives in half the time it usually takes. starting at level 5 the explosives expert can craft explosives in one quarter of the time it usually takes. explosives may never be crafted as a free action.
quick light: starting at level 2 the explosives expert can light fuses as a free action
bonus feat: pick one bonus feat every 3 levels from the following list; builder, cautious, gearhead, mastercrafter, salvage, surface vehicle operation, vehicle expert
quick timer: starting at level 3 the explosives expert may adjust a fuse to any length or set a timer as a free action
+2 explosives kit: starting at level 4, same as +1 explosives kit except the kit now provides a +2 on all demolitions and craft chemical(explosives) checks.
reconfigure explosive: starting at level 4 as a standard action the explosives expert may attempt to alter the effects of an explosive. the craft chemical check is a DC 20. the reconfigured explosive confers a -1 to attack but gains one of the following properties
-larger blast radius: the blast radius increases by 5 feet
-compressed explosion: the explosive deals double damage but only effects one square
-concealment: the explosive grants a +2 bonus to slight of hand checks made to conceal it
-aerodynamic: the range increment increases by 10ft
no explosive my be reconfigured more than once. quick craft does not apply to reconfigure explosives.
sabotage: starting at level 6 the explosives expert can make a full round action to sabotage a mechanical or electrical device so that it operates poorly. the explosives expert must make a DC 20 disable device check to accomplish the downgrade. noticing the explosives expert's handiwork requires a search check
(DC = explosives expert's disable device check). fixing the sabotaged item requires a successful repair check.
-sabotage device: the explosives expert may make a full round action
to reconfigure a device with mechanical or electrical components so
that anyone that uses it suffers a penalty equal to the explosive
expert's class level on skill checks made to use the device
-sabotage weapon: the explosives expert may make a full round action
to sabotage a weapon so that it misfires or breaks the next time it
is used. a sabotaged weapon may not be used until it is repaired
bounce control: starting at level 5 when throwing an explosive at a target square the explosives expert may re roll the d4 for determining which corner the explosive lands in once per 1 point his attack roll is over 10.
+3 explosives kit: starting at level 7, same as +1 explosives kit but now the kit provides a +3 on all demolitions and craft chemical(explosives) checks
explosives expert: starting at level 7 the explosives expert no longer takes damage from failing a craft chemical(explosives) check. the ingredients are still wasted however.
evasion: starting at level 8 the explosives expert benefits from the evasion feat
explosives upgrade: starting at level 8 the explosives expert can upgrade an explosive. this requires 1 hour and a successful craft chemical(explosives) check with a DC dependant on the upgrade.
-explosion also dazes for 1 round (DC 25)
-explosion also knocks target prone (DC 30)
-explosion also leaves target chaken for 1d4 rounds (DC 35)
-explosion also stuns target for 1d4 rounds (DC 40)
explosives master: starting at level 10 the explosives expert is now an explosives master. he may make craft explosives checks in threatened squares without provoking attacks of opportunity. in addition he now deal on extra die of damage with every explosive weapon he uses.
i need to know if you guys think he is balanced and if maybe i should move some of his specials around to different levels. im looking forward to hearing your advice.
cheers
my friends and I are doing a old west style campaign using the d20 modern rules. there is no magic in this particular universe so i have chosen an explosives user to make up for this hole in our group. i figure dynamite and hand grenades are just about as good as a fireball . i looked through all the books and was somewhat disappointed in their lack of explosives based classes and feats so i decided to make a class of my own. he is based on the d20 future advanced class engineer. tell me what you think of him
Explosives expert prestige class
(sorry about the table copying poorly)
Class level BaB Fort Reflex Will
1st +0 +1 +1 +0
2nd +1 +2 +2 +0
3rd +2 +2 +2 +1
4th +3 +2 +2 +1
5th +3 +3 +3 +1
6th +4 +3 +3 +2
7th +5 +4 +4 +2
8th +6 +4 +4 +2
9th +6 +4 +4 +3
10th +7 +5 +5 +3
Defense Reputation
+0 +0
+1 +1
+1 +1
+1 +1
+2 +2
+2 +2
+2 +2
+3 +3
+3 +3
+3 +3
Special
+1 explosives kit, trade expert
Quick craft, quick light
Bonus feat, quick timer
+2 explosives kit, reconfigure explosive,
Quick craft, bounce control
Bonus feat, sabotage
+3 explosives kit, explosives expert
Evasion, explosives upgrade
Bonus feat
Explosives master
+1 explosives kit: starting at level 1 the explosives expert may construct a +1 explosives kit. this kit combines everything needed to create explosives into one package, normally you would need a chemical kit and a mechanical kit. the kit can only be used to make explosives and detonators (timers, fuses, trip wires). making an explosives kit requires both a chemical kit and a mechanical kit and takes 1 hour, the chemical and mechanical kits are used up in this process. the explosives kit weighs 20 pounds and provides a +1 on all craft chemical(explosives) and demolitions checks
trade expert: starting at level 1 the explosives expert is adept in his trade. he gains a +2 on all demolitions and craft chemical(explosive) checks
quick craft: starting at level 2 the explosives expert can craft explosives in half the time it usually takes. starting at level 5 the explosives expert can craft explosives in one quarter of the time it usually takes. explosives may never be crafted as a free action.
quick light: starting at level 2 the explosives expert can light fuses as a free action
bonus feat: pick one bonus feat every 3 levels from the following list; builder, cautious, gearhead, mastercrafter, salvage, surface vehicle operation, vehicle expert
quick timer: starting at level 3 the explosives expert may adjust a fuse to any length or set a timer as a free action
+2 explosives kit: starting at level 4, same as +1 explosives kit except the kit now provides a +2 on all demolitions and craft chemical(explosives) checks.
reconfigure explosive: starting at level 4 as a standard action the explosives expert may attempt to alter the effects of an explosive. the craft chemical check is a DC 20. the reconfigured explosive confers a -1 to attack but gains one of the following properties
-larger blast radius: the blast radius increases by 5 feet
-compressed explosion: the explosive deals double damage but only effects one square
-concealment: the explosive grants a +2 bonus to slight of hand checks made to conceal it
-aerodynamic: the range increment increases by 10ft
no explosive my be reconfigured more than once. quick craft does not apply to reconfigure explosives.
sabotage: starting at level 6 the explosives expert can make a full round action to sabotage a mechanical or electrical device so that it operates poorly. the explosives expert must make a DC 20 disable device check to accomplish the downgrade. noticing the explosives expert's handiwork requires a search check
(DC = explosives expert's disable device check). fixing the sabotaged item requires a successful repair check.
-sabotage device: the explosives expert may make a full round action
to reconfigure a device with mechanical or electrical components so
that anyone that uses it suffers a penalty equal to the explosive
expert's class level on skill checks made to use the device
-sabotage weapon: the explosives expert may make a full round action
to sabotage a weapon so that it misfires or breaks the next time it
is used. a sabotaged weapon may not be used until it is repaired
bounce control: starting at level 5 when throwing an explosive at a target square the explosives expert may re roll the d4 for determining which corner the explosive lands in once per 1 point his attack roll is over 10.
+3 explosives kit: starting at level 7, same as +1 explosives kit but now the kit provides a +3 on all demolitions and craft chemical(explosives) checks
explosives expert: starting at level 7 the explosives expert no longer takes damage from failing a craft chemical(explosives) check. the ingredients are still wasted however.
evasion: starting at level 8 the explosives expert benefits from the evasion feat
explosives upgrade: starting at level 8 the explosives expert can upgrade an explosive. this requires 1 hour and a successful craft chemical(explosives) check with a DC dependant on the upgrade.
-explosion also dazes for 1 round (DC 25)
-explosion also knocks target prone (DC 30)
-explosion also leaves target chaken for 1d4 rounds (DC 35)
-explosion also stuns target for 1d4 rounds (DC 40)
explosives master: starting at level 10 the explosives expert is now an explosives master. he may make craft explosives checks in threatened squares without provoking attacks of opportunity. in addition he now deal on extra die of damage with every explosive weapon he uses.
i need to know if you guys think he is balanced and if maybe i should move some of his specials around to different levels. im looking forward to hearing your advice.
cheers