Grenadier
The Grenadier combines the powers of alchemy with the precision of ranged weaponry. Brewing his own arsenal to provide supporting splash effects or devastating area effect attacks.
Ability Score Increase:
Level 1: +1 Perception +1 Intellect Level 4: +1 Strength +1 Perception +1 Intellect Level 7: +1 Strength +2 Perception +2 Intellect Level 10: +2 Strength +3 Perception +3 Intellect +2 ForesightClass Level Abilities
Level 1
Active Abilities
Conditional Abilities
Passive Abilities
Explosive Precision: When throwing an object with the Blast trait, all affected targets get a -25 to their save. Grenade Training: Gain a +7 to Throwing, a +6 to Throwing Light, and a +3 to Improvised Throwing. Fire in the Hole!: When throwing an object with the Blast trait, ignore cover for the purposes of hitting a target. This does not allow the Grenadier to target a creature that it cannot normally target due to full cover. Potions 101: Grenadiers are often familiar with safer methods of potion brewing. When a Grenadier fails to brew a potion, there is a chance the concoction still retains partial efficacy. They may immediately attempt a second check at half the original difficulty; on a success, the potion takes effect at a reduced potency (e.g., a 2d8 healing potion becomes 1d10). If the potion has no lesser version, it instead gains a minor side effect in addition to its intended effects. Predictable Unpredictable Trajectory: When throwing an object with the Unpredictable Trajectory trait, do not reduce the range by 50%. Quick Refresh: When the Grenadier draws consumable items from a bag, bandolier, or other container they are carrying, it is treated as a free action rather than a minor action. Ranged Training: When this ability is first obtained gain +10 Ranged. For each additional instance of Ranged Training gained, receive an additional +10 Ranged.Level 2
Active Abilities
Conditional Abilities
Passive Abilities
Grenade Training II: Gain a +7 to Throwing, a +6 to Throwing Light, and a +3 to Improvised Throwing. Ranged Training: When this ability is first obtained gain +10 Ranged. For each additional instance of Ranged Training gained, receive an additional +10 Ranged.Level 3
Active Abilities
Conditional Abilities
Passive Abilities
Explosive Precision II: When throwing an object with the Blast trait, all adjacent creatures take normal damage instead of graze. Increase the difficulty class of the save by one category. Ranged Training: When this ability is first obtained gain +10 Ranged. For each additional instance of Ranged Training gained, receive an additional +10 Ranged.Level 4
Active Abilities
Conditional Abilities
Passive Abilities
Grenade Training III: Gain a +7 to Throwing, a +6 to Throwing Light, and a +3 to Improvised Throwing. Ranged Training: When this ability is first obtained gain +10 Ranged. For each additional instance of Ranged Training gained, receive an additional +10 Ranged.Level 5
Active Abilities
Conditional Abilities
Passive Abilities
Explosive Precision III: When throwing an object with the Blast trait, all adjacent creatures to the target are treated as if they are in the center of the explosion. Increase the difficulty class of the save by two categories instead of one. Ranged Training: When this ability is first obtained gain +10 Ranged. For each additional instance of Ranged Training gained, receive an additional +10 Ranged.Level 6
Active Abilities
Conditional Abilities
Passive Abilities
Grenade Training IV: Gain a +7 to Throwing, a +6 to Throwing Light, and a +3 to Improvised Throwing. Ranged Training: When this ability is first obtained gain +10 Ranged. For each additional instance of Ranged Training gained, receive an additional +10 Ranged.Level 7
Active Abilities
Conditional Abilities
Passive Abilities
Explosive Precision IV: When throwing an object with the Blast trait, all affected targets get an additional -50 to their save. Increase the difficulty class of the save by three categories instead of two. Ranged Training: When this ability is first obtained gain +10 Ranged. For each additional instance of Ranged Training gained, receive an additional +10 Ranged.Level 8
Active Abilities
Conditional Abilities
Passive Abilities
Grenade Training V: Gain a +7 to Throwing, a +6 to Throwing Light, and a +3 to Improvised Throwing. Ranged Training: When this ability is first obtained gain +10 Ranged. For each additional instance of Ranged Training gained, receive an additional +10 Ranged.Level 9
Active Abilities
Conditional Abilities
Passive Abilities
Ranged Training: When this ability is first obtained gain +10 Ranged. For each additional instance of Ranged Training gained, receive an additional +10 Ranged.Level 10
Active Abilities
Conditional Abilities
Passive Abilities
Explosive Precision V: When throwing an object with the Blast trait, creatures in the center of the explosion cannot choose to save. This does not apply to creatures considered in the center by Explosive Precision III. Increase the difficulty class of the save by five categories instead of three. Grenade Training VI: Gain a +7 to Throwing, a +6 to Throwing Light, and a +3 to Improvised Throwing. Ranged Training: When this ability is first obtained gain +10 Ranged. For each additional instance of Ranged Training gained, receive an additional +10 Ranged.
Class Currency Modifier: 1.7