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Bombardier (Prestige Class) Requirements Profile: A peculiar blend of trapsmith, alchemist and engineer, the Bombardier is a master artificer of pyrotechnical devices and chemical agents. When gunpowder was accidentally discovered by a group of alchemist magi, it was regarded as a scientific curiosity, suitable only for entertaining impressionable youngsters with its flash-bang properties. It wasn't until years later that the usefulness of this substance was harnessed, first by Dwarven engineers and gunsmiths, and later by those who would become the Bombardiers. Besides being capable of crafting gunpowder weapons such as flintlock pistols, motars and grenades, the Bombardiers are also experts in all matters of acids, corrosives and poisonous chemicals. Their services are in great demand within the various kingdoms, especially in matters related to warfare and technological advancement. Many Bombardiers also provide their expertise in planning and executing spectacular pyrotechnical demonstrations for festivals and special occassions. Naturally, there is a bit of rivalry between the Bombardiers and their alchemist-mage counterparts; with one group extolling the virtues of science over the inaccuracies of magic. Adventures: Bombardiers are invaluable to adventuring parties, both as a trapsmith and as a means of non-magical weapons support. The specially constructed bombs, rockets and explosive brews that they concoct give them a decided edge over their enemies. Bombardiers are usually hired by wealthier expeditions, as their skills and equipment do not come cheaply, but novice Bombardiers (called hurlers) often use an adventuring opportunity to hone their skills "in the field." Characteristics: Bombardiers carry with them a wide assortment of chemical agents and materials needed to craft simple explosive devices, from hand grenades to self-propelled missles. As the creation of such devices is time-consume, a Bombardier will often construct a number of them (all with their own unique properties and effects) and carry them with him in a pack of some sort. Alignment: Most Bombardiers are Lawful Neutral, Neutral Good or Neutral as their profession requires a stable mindset and its mercenary applications demand a balanced view of the world. Bombardiers may not be Chaotic as this implies a lack of discipline - Chaotic characters who work around dangerous chemicals and explosives don't tend to last a long time… Religion: St. Cuthbert is the patron god of the Bombardier's School. Of course, to Gnome trapsmiths, Garl Glittergold is particularly revered. Background: The scarcity of qualified Bombardiers and their mercenary natures cause them to travel quite extensively. Often, they will travel in "teams" of two individuals (usually a Master and a younger hurler out for experience) and might join up with a caravan or expedition for security and companionship. Bombardiers are most often found on the fields of battle, where their demolitions skills are especially prized. Races: Gnomes and Halflings comprise the majority of the Bombardier's Schools. Both races are dexterous and inquisitive and their small size is an asset for working within the tunnels and bunkers of the battlefield. Dwarves and a small number of humans are also found in the School although Dwarves more commonly travel down the Engineering path. Half-Orcs are considered too oafish and clumsy and the Elven peoples too delicate to withstand the rigors of chemical weapons training. Other Classes: Bombardiers share much in common with Tinkers, Engineers and Artillerists and also get along well with Warriors and Clerics (whom they often deal with during time of war). Like Tinkers, the Bombardiers are rivals of the Wizardly classes and the two factions of Science and Magic are often at odds, usually competing for the same clientele. Hit Die: d6 Class
Skills: Alchemy,
Craft (Weaponsmith), Disable Device, Heal, Knowledge
(Slimes, oozes and puddings), Knowledge (Engineering),
Profession (Engineer), Use Magic Device. Weapon Proficiencies: A Bombardier is proficient with all simple weapons, crossbows and martial weapons. Master Bombardiers may also carry flintlock pistols and other gunpowder weaponry. Bombardiers may wear any kind of armor and may also carry shields. The Bombardier's Class
Features
Basic Training I: The novice hurler is put through his initial training, designed to increase his stamina. +3 hit points. Weapons Training I: Beginning at 1st level, the Bombarider is trained in basic operation of the Gnomish Hurlant. Bomb Squad: The Bombardier is trained to defuse and dispose off explosive devices. This equates to a +2 competence bonus to the Disarm Device, Search and Spot skills when a nearby trap or device has alchemical or pyrotechnic properties (explosives, gases, corrosives, fire, electricity, etc.). Basic Training II: As part of training, the hurler must be able to quickly move from place to place, despite being weighed down by a pack full of equipment. As long as the hurler is not engaged in combat and is carrying his gear stowed away in a pack, he can carry a medium load with no penalty. With a heavy load, he suffers a penalty as if a normal person were carrying a medium load. Weapons Training II: The Bombardier is given the Gunnery feat as a bonus feat. Favored Enemy (oozes): Due to their intense study of the habits and physiology of puddings, slimes and the like, Bombardier gain this ranger special ability at 3rd level. The favored enemy bonus increases by +1 at levels 8 and 10. Advanced Training: The Bombardier undergoes a series of carefully-monitored "encounter situations," designed to test his endurance and quick-thinking in times of duress. +1 Constitution. Weapons Training III: The Master Bombardier is taught the care and use of personal blackpowder weapons, such as flintlocks pistols and blunderbusses. Deadeye: If you miss an attack with a grenadelike weapon, you only roll 1d4 to see how many feet away from the target the grenade lands. Also, after rolling 1d8 to determine the grenade's deviation, you may alter the deviation by 1 or 2. That is, if you rolled a 1 for the grenade's deviation, you can have the grenade land at 7, 8, 1, 2, or 3. Missle Commander: When the Bombardier is within 5' of another missle unit (archer, crossbowman, musketeer, etc.), the Bombardier can direct their attacks as a move-equivalent action, giving each unit a +2 morale bonus. If the Bombardier or the unit moves outside the 5' radius, the morale bonus is lost. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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