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Grenadier Paragon Class (PEACH)
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<blockquote data-quote="Grimgrin" data-source="post: 4537871" data-attributes="member: 78830"><p><span style="font-size: 18px"><strong>Grenadier</strong></span></p><p><em>My cannons can level any foe or fortress.</em></p><p> </p><p><strong>Prerequisites:</strong> Fighter Class</p><p>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. </p><p> </p><p><strong>Grenadier Path Features</strong></p><p><strong>Loose Cannon (11th Level)</strong>: You can use a "hand cannon" as two handed range weapon or melee weapon without the normal "innacuracy" penalty (-2 to attack).</p><p><strong>Powder Drill (11th Level)</strong>: You do the work of two men rather than one when loading a cannon.</p><p><strong>Bombastic (16th Level)</strong>: 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).</p><p> </p><p><strong>Grenadier Exploits</strong></p><p><span style="font-size: 12px">Cannonball Toss</span> Grenadier Attack 11</p><p><em>Your time spent tossing and catching a cannon balls has given you brawny arms. You can hurl objects at your enemies with massive force.</em></p><p>________________________</p><p><strong>Encounter * Martial </strong></p><p><strong>Standard Action Ranged</strong> weapon</p><p><strong>Requirements:</strong> Any thrown weapon</p><p><strong>Special</strong>: If you hurl an actual cannonball with this exploit you infict d12 damage with it up to a range of 10 squares (50ft).</p><p><strong>Target:</strong> One creature</p><p><strong>Attack:</strong> Strength vs. Reflex</p><p>________________________</p><p><strong>HIt:</strong> 2[W] + Strength Modifier plus knock your opponent prone.</p><p> </p><p><span style="font-size: 12px">Arcing Shot</span> Grenadier Utility 12</p><p><em>Instead of firing directly at the target, you point your weapon skywards and plot a parabolic path for your projectile.</em></p><p>________________________</p><p><strong>At Will * Martial</strong></p><p><strong>Move Action Ranged</strong></p><p><strong>Requirements</strong>: Must use a thrown weapon or cannon.</p><p><strong>Special: </strong>You are limited to basic ranged attacks.</p><p><strong>Target:</strong> One creature or target square</p><p>________________________</p><p><strong>Effect:</strong> Ignore any cover other than overhead between you and your target.</p><p> </p><p><span style="font-size: 12px">Direct Hit</span> Grenadier Attack 20</p><p><em>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.</em></p><p>________________________</p><p><strong>Daily * Martial</strong></p><p><strong>Standard Action </strong></p><p><strong>Requirements:</strong> Must be armed with a cannon</p><p><strong>Target:</strong> One creature</p><p><strong>Attack:</strong> Strength vs. AC</p><p>________________________</p><p><strong>Hit:</strong> 4[W] + Intelligence Modifier damage</p><p><strong>Effect:</strong> If you reduce the target to 0 or fewer hit points you can make a secondary attack.</p><p><strong>Secondary Target</strong>: All creatures adjacent to the primary target</p><p><strong>Secondary Attack</strong>: Intelligence vs. Reflex</p><p><strong>Secondary Hit</strong>: 1d6 + Intelligence Modifier damage from impact shrapnel.</p><p> </p><p> </p><p>NEW WEAPON</p><p><strong>Hand Cannon (4lb ball)</strong> 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).</p><p> </p><p>NEW FEAT</p><p><strong>Cannon Bearer</strong></p><p>Prerequisite: STR: 15+</p><p>Benefit: Rather than using your hand cannon as an improvised weapon it can be used as the equivalent of a "Maul" martial weapon.</p></blockquote><p></p>
[QUOTE="Grimgrin, post: 4537871, member: 78830"] [SIZE=5][B]Grenadier[/B][/SIZE] [I]My cannons can level any foe or fortress.[/I] [B]Prerequisites:[/B] 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. [B]Grenadier Path Features[/B] [B]Loose Cannon (11th Level)[/B]: You can use a "hand cannon" as two handed range weapon or melee weapon without the normal "innacuracy" penalty (-2 to attack). [B]Powder Drill (11th Level)[/B]: You do the work of two men rather than one when loading a cannon. [B]Bombastic (16th Level)[/B]: 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). [B]Grenadier Exploits[/B] [SIZE=3]Cannonball Toss[/SIZE] Grenadier Attack 11 [I]Your time spent tossing and catching a cannon balls has given you brawny arms. You can hurl objects at your enemies with massive force.[/I] ________________________ [B]Encounter * Martial [/B] [B]Standard Action Ranged[/B] weapon [B]Requirements:[/B] Any thrown weapon [B]Special[/B]: If you hurl an actual cannonball with this exploit you infict d12 damage with it up to a range of 10 squares (50ft). [B]Target:[/B] One creature [B]Attack:[/B] Strength vs. Reflex ________________________ [B]HIt:[/B] 2[W] + Strength Modifier plus knock your opponent prone. [SIZE=3]Arcing Shot[/SIZE] Grenadier Utility 12 [I]Instead of firing directly at the target, you point your weapon skywards and plot a parabolic path for your projectile.[/I] ________________________ [B]At Will * Martial[/B] [B]Move Action Ranged[/B] [B]Requirements[/B]: Must use a thrown weapon or cannon. [B]Special: [/B]You are limited to basic ranged attacks. [B]Target:[/B] One creature or target square ________________________ [B]Effect:[/B] Ignore any cover other than overhead between you and your target. [SIZE=3]Direct Hit[/SIZE] Grenadier Attack 20 [I]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.[/I] ________________________ [B]Daily * Martial[/B] [B]Standard Action [/B] [B]Requirements:[/B] Must be armed with a cannon [B]Target:[/B] One creature [B]Attack:[/B] Strength vs. AC ________________________ [B]Hit:[/B] 4[W] + Intelligence Modifier damage [B]Effect:[/B] If you reduce the target to 0 or fewer hit points you can make a secondary attack. [B]Secondary Target[/B]: All creatures adjacent to the primary target [B]Secondary Attack[/B]: Intelligence vs. Reflex [B]Secondary Hit[/B]: 1d6 + Intelligence Modifier damage from impact shrapnel. NEW WEAPON [B]Hand Cannon (4lb ball)[/B] 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 [B]Cannon Bearer[/B] 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. [/QUOTE]
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