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Grenadier Paragon Class (PEACH)

Grimgrin

First Post
Grenadier
My cannons can level any foe or fortress.

Prerequisites: Fighter Class
The grenadier is practiced in the use of high explosives, cannons, and alchemical weaponry. Your great strength is an asset in carring heavy munition loads, firing hand cannons, and smashing enemies that get too close. Your class often pairs heavy weapons with heavy armor. You are often used to plow through enemy lines or storm fortified positions. Your secondary attribute is intelligence since firing cannons with accuracy and effectiveness requires a high degree of technical compatence.

Grenadier Path Features
Loose Cannon (11th Level): You can use a "hand cannon" as two handed range weapon or melee weapon without the normal "innacuracy" penalty (-2 to attack).
Powder Drill (11th Level): You do the work of two men rather than one when loading a cannon.
Bombastic (16th Level): Add your Strength Modifier as a bonus to increased the damage you inflict when using a hand cannon craddled in you beefy arms (minimum of +1 to damage).

Grenadier Exploits
Cannonball Toss Grenadier Attack 11
Your time spent tossing and catching a cannon balls has given you brawny arms. You can hurl objects at your enemies with massive force.
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Encounter * Martial
Standard Action Ranged weapon
Requirements: Any thrown weapon
Special: If you hurl an actual cannonball with this exploit you infict d12 damage with it up to a range of 10 squares (50ft).
Target: One creature
Attack: Strength vs. Reflex
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HIt: 2[W] + Strength Modifier plus knock your opponent prone.

Arcing Shot Grenadier Utility 12
Instead of firing directly at the target, you point your weapon skywards and plot a parabolic path for your projectile.
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At Will * Martial
Move Action Ranged
Requirements: Must use a thrown weapon or cannon.
Special: You are limited to basic ranged attacks.
Target: One creature or target square
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Effect: Ignore any cover other than overhead between you and your target.

Direct Hit Grenadier Attack 20
Using your massive muscle to help hold the cannon steady, you attempt to hit your target with a zero deflection shot and infict massive damage. Destroying the target will rain debris on the surrounding area.
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Daily * Martial
Standard Action
Requirements: Must be armed with a cannon
Target: One creature
Attack: Strength vs. AC
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Hit: 4[W] + Intelligence Modifier damage
Effect: If you reduce the target to 0 or fewer hit points you can make a secondary attack.
Secondary Target: All creatures adjacent to the primary target
Secondary Attack: Intelligence vs. Reflex
Secondary Hit: 1d6 + Intelligence Modifier damage from impact shrapnel.


NEW WEAPON
Hand Cannon (4lb ball) Martial, Prof: +3, Dam: 1d12, Range: 40/80, Cost: 150gp, W: 31lb, Group: Artillery, Properties: Armor Piercing (-3 to any armor bonus), Inaccurate (-2 on attack rolls), Load 2 Standard, Requires Cooling (Chance of bursting if fired for two continuous rounds or more).

NEW FEAT
Cannon Bearer
Prerequisite: STR: 15+
Benefit: Rather than using your hand cannon as an improvised weapon it can be used as the equivalent of a "Maul" martial weapon.
 
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Cannonball Variations: Artillery is classified by the size and type of ammunition. All firearms and cannons used it this campaign are smoothbore. Smoothbore cannons fire spherical ammunition which comes in five different types.
  • Solid Shot: This is a simply a heavy sphere of metal and is the default ammunition of smoothbore cannons. Cost: 5gp per 4 pounds
  • Shells: This is a hollowed out iron sphere filled with a bursting charge of black powder. Instead of striking a single target, the shell detonates in a burst. The shooter makes a single attack roll against all targets within the burst. The radius of the burst varies according to the size of the cannonball but the damage it inflicts is halved. 4lbs: burst 1, 8lbs: burst 2, 16lbs: burst 3, 32lbs: burst 4. Cost: 15gp per 4 pounds
  • Case Shot: This is a wooden shell filled with loose lead or iron balls in a layer of sulfur and coal tar. Case shot is intended to explode in the air and thus uses time fuses. The metal balls become shrapnel greatly increasing the kill radius. Properly timing the fuse requires an INT attribute check with a DC equal to one tenth the range the shell travels before it is supposed to explode. Poorly timed fuses explode too early or not at all generating an automatic miss. A case shot has the same radius as a shell but inflicts normal cannon damage to all its victims. Cost: 50gp per 4lbs.
  • Chain Shot: This is two halves of the same sphere chained together. It is generally used to foul rigging and ship masts. The chain shot affects the target and one adjacent target at the same time. Only one attack roll is made for both targets. Cost: 10gp per 4 pounds
  • Grape Shot: This is a mass of heavy metal balls in a cloth bag. Unlike the ammunition above this is a close blast weapon normally used against enemy infantry. Only one attack roll is made and applied to all targets. 4lbs: blast 3, 8lbs: blast 4, 16lbs: blast 5, 32lbs blast 6. Cost: 50gp per 4 pounds.
 
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