It's Explosive! The Goblin Fusilier has arrived!

gamecat

Explorer
Goblin Fusilier

Camshaft walked into the Gilt Nightmare, a small dive in one of the worse corners of the city of Northlight. A few humans gave him a stare, a goblin with the audacity to enter on of their bars. Camshaft sat down at the bar and ordered a tall, stiff drink called a “Twitch”. A human walked up behind Camshaft, and tapped his shoulder brusquely. “I believe, little green man, you’re sitting on my stool.” Camshaft turned around, a small, garishly painted cylinder of thick paper in his left hand, tindertwig in his right. “Really? Here, let me help you find another.” Camshaft dragged the tindertwig down the shaft of the cylinder, lighting the oil-coated string at the base. Sparks flew out of the back of the cylinder, and it flew into the human’s chest, bowling him over and slamming him into the masonry wall, detonating in a shower of green sparks. A sizzling pool of acid lay wherever a green spark touched the ground. Camshaft finished his Twitch and walked over to the dazed, acid-burned man. “I call that one an “emerald meteor”. Camshaft left the bar with a smile on his green face.

Goblins are known throughout Neer for a fascination with machinery, particularly the dangerous kind. The Automat Tribe, especially, has mastered use of smokepowder. The Automat Goblins that receive highest honor are the ones that create and use fireworks. Even the warriors of the Automat use fireworks. They carry the name “Fusilier” with pride.

Requirements: To qualify to become a Goblin Fusilier, a character must fulfill all the following criteria.

Race: Goblin
Alchemy: 8 ranks.
Feats: Skill Focus (Alchemy)

Class Skills:
Alchemy (Int), Appraise (Int) Craft (Int), Disable Device (Int), Knowledge (Architecture and Engineering) (Int), Open Lock (Dex), Profession (Wis).
See the Player’s Handbook, Chapter Four: Skills, for skill descriptions.

Skills at each level: 4 + Int Modifier.

Hit Die:
d6

Weapon and Armor Proficency: A Goblin Fusilier is proficient with all simple weapons and light armor.

Craft Fireworks: Every night, the Fusilier works to create all manner of explosive devices detailed later. During the day, he subconsciously scrounges for parts that could make fireworks. The sum of these collections allow him to make the fireworks listed under “Fireworks per night”. The Fusilier may also spend coin to make additional fireworks. He may only spend gold make fireworks that he could make using scrounged material.

Combat Pyrotechnics: The signature of the Fusilier is fighting with his fireworks as weapons. A Fusilier treats rockets as ranged weapons and bombs as grenadelike weapons, with all rules pertaining to ranged weapons or grenade like weapons also applying to his explosives.

Tindertwig Expertise (Ex): Fusiliers are practiced at lighting things afire with tindertwigs, to the point where lighting an object with a tindertwig is a free action that does not attract an attack of opportunity.

Quick-Draw: Whether performing a fireworks show or in the heat of combat, a fusilier quickly becomes an expert at rummaging through his gear to find just the perfect explosive. At 2nd level, a Goblin Fusilier gains Quick Draw as a bonus feat.

Evasion (Ex): Living a life around smokepowder leads one to be jumpy and quick to dive for cover. A 3rd level Goblin Fusilier has the Evasion class ability as a rogue. If the Fusilier had Evasion previously, he instead gains Improved Evasion.

Time Fuse: A 5th level Goblin Fusilier can delay the blast of his fireworks. When lighting a fuse, he can opt to have up to a 5 round delay on the ignition of the explosive. In the case of a rocket, he can light the fuse, and leave the rocket pointed wherever it needs to go, and it will streak off in that direction, making an attack roll (at a -2 penalty) against the first target or cover it intercepts. If it misses, continue to plot the flight of the rocket until it explodes or is out of range.


Fire Resistance (Su): Playing with fire inevitably gets one burned. Starting at 6th level, a Goblin Fusilier has fire resistance equal to twice his levels in Goblin Fusilier.

Missile Fins: At 7th level, a Goblin Fusilier learns how to place hinged fins on his rockets. Calibrating the fins takes a move-equivalent action. A rocket with its fins so calibrated has a +2 circumstance bonus on attacks.

Cluster Bomb: A 8th level Goblin Fusilier learns the ability to pack a bomb with, well, more bombs. A cluster bomb contains up to 4 charges of a single bomb. Each of the submunitions fly out 5 to 20 ft. (1d4 * 5 ft.) in an “X” pattern around where the first bomb detonated. The four submunition charges must be of a lower level than the cluster bomb. The fireworks contained in a multi-rocket come entirely out of the fusilier’s fireworks per night


Multi-rocket: A 9th level Fusilier can pack the warhead of a rocket with second-stage release rockets. A multi-rocket flies as far as a normal rocket, and missile fins apply as well. A multi-rocket contains 4 submunitions that fly out in an “X” formation. Each submunition streaks off its own direction, making an attack roll (at a -2 penalty) against the first target or cover it intercepts. If it misses, continue to plot the flight of the rocket until it explodes or is out of range. Each submunition must be lower level than the primary warhead. The fireworks contained in a multi-rocket come entirely out of the fusilier’s fireworks per night

Grand Finale: A 10th level Goblin Fusilier can craft “The Big One”. A grand finale rocket is a massive, unwieldy missile with a huge warhead. It is a multi-rocket with 4 cluster bombs for submunitions, and then each of those cluster bombs has a multi-rocket for a submunition contained therein. The fireworks contained in a grand finale rocket come entirely out of the fusilier’s fireworks per night. For example, in preparation for the invasion of Ratchet by the forces of the Dengor Mage Guild of Axis, Camshaft constructs a grand finale rocket. He picks a Mine of Serpents rocket as the first stage rocket. He selects Emerald cascades as the second stage, with Ruby Meteors as the third stage, and finishing off with Bottle Rockets. In constructing this, he has used one third level firework, four second level fireworks, sixteen first-level fireworks, and thirty-two 0th-level fireworks (either using unused fireworks from previous days or paying the extra gp).

The table's too hard to type out, but the fusilier has rogue base attack bonus, good reflex saves, and a list of fireworks per day. Attached is the .doc of the class, complete with the class table, listings of different kinds of fireworks as well as an "In your game" sidebar.
 

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