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Explosives Expert


Gnomes and goblins are both known for their research into explosive substances, even though such research usually proves fatal to the researcher. Still, some clever (and careful) individuals manage to glean important insights from their research, and gain the knowledge to craft powerful explosive devices. These incredibly gifted individuals are known as explosives experts.

Explosives experts tend to be confident, outgoing individuals, and are often motivated by a desire to prove that science and technology can match the destructive power of magic and psionics. Others, less concerned with elevating their profession to such lofty heights, simply enjoy possessing the relatively inexpensive means of leveling an entire city block. While gnomes tend to view explosives experts as one technological discipline among many, goblins view the crafting of explosives as the very pinnacle of science.

Regardless of their personal beliefs, explosives experts are specialists of great renown. During times of war, experts are typically sought by one or both sides of a conflict, as their destructive skills lend themselves well to the destruction of outposts, siege weapons, or entire castles.

Hit Dice: d6


Requirements

In order to qualify to become an Explosives Expert, a character must meet the following criteria.

Race: Gnome or Goblin.

Skills: Craft (Alchemy) 8 ranks, Craft (Blacksmithing or Metalworking) 8 ranks.

Feats: Skill Focus (Craft (Alchemy)).


Class Skills

The Explosives Expert’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Disable Device (Int), Knowledge (architecture and engineering) (Int), Listen (Wis), Profession (Wis), Search (Int), Spot (Wis), and Use Rope (Dex). See Chapter 4 of the Player’s Handbook for skill descriptions.

Skill Points at Each Level: 4 + Int modifier.


Class Level Base Attack Bonus Fort Save Ref Save Will Save Special
1 +0 +0 +2 +0 Produce Explosives
2 +1 +0 +3 +0 Extreme Caution
3 +2 +1 +3 +1 Enhance Explosives (4d6, 10 ft. radius)
4 +3 +1 +4 +1 Time Delay Explosives
5 +3 +1 +4 +1 Enhance Explosives (6d6, 15 ft. blast radius)
6 +4 +2 +5 +2 Craft Firearms
7 +5 +2 +5 +2 Enhance Explosives (8d6, 20 ft. blast radius)
8 +6 +2 +6 +2 Exotic Weapon Proficiency (Firearms)
9 +6 +3 +6 +3 Enhance Explosives (10d6, 25 ft. blast radius)
10 +7 +3 +7 +3 Explosives Master


Class Features:

All of the following are class features of the Explosives Expert prestige class.

Weapon and Armor Proficiency: Explosives experts gain no new weapon or armor proficiency.


Produce Explosives (Ex): An explosives expert is able to create a number of powerful explosives. Scoring a hit with an explosive requires a successful ranged touch attack aimed at a square. A successful hit with an explosive means that the weapon has hit the square it was aimed at, dealing damage to everyone within the blast radius. If the explosive misses, it still lands somewhere. Calculate the misdirection of the throw normally, then count 1 square away for every two range increments of the attack.

Explosive devices have a blast radius of 5 feet, and a range increment of 10 feet. Explosives weigh 1 pound each, and must be lit before they are thrown (the bomb does not activate until the end of the explosives expert’s turn). Lighting an explosive is a move action. The explosives expert may craft explosives using the Craft (alchemy) skill, as if they had a base price of 75 gp.

Bomb: This round gunpowder bomb deals 2d6 points of fire damage to every creature within the blast radius. Affected creatures are allowed a Reflex save for half damage (DC 10 + the explosives expert’s class level + his Intelligence modifier).

Flash Bomb: This round bomb emits a blinding flash of light after being lit. Creatures within the blast radius must attempt a Fortitude saving throw (DC 10 + the explosives expert’s class level + his Intelligence modifier) or be blinded for 1d4 +1 rounds.

Smoke Bomb: This cylindrical bomb emits a cloud of smoke (as a fog cloud spell) after being lit. A moderate wind (11+ mph) disperses the smoke in 4 rounds; a strong wind (21+ mph) disperses the smoke in 1 round.


Extreme Caution (Ex): Explosives experts are extremely cautious of fire, and sport a paranoia that seems very reasonable once one realizes that an expert is typically carrying enough explosives to level a small town in one blast. An explosives expert gains a +4 circumstance bonus to saving throws against fire-based spells or effects. In addition, if the expert catches on fire, he may attempt to extinguish the flames as a move action. Should the flames be extinguished before the end of his turn, any explosives he carries are protected from the flames, and do not detonate.


Enhance Explosives (Ex): As he advances, an explosives expert becomes able to enhance his explosives, creating bombs with greater destructive potential. When crafting an explosive, the expert may create a bomb that deals an amount of damage up to his damage cap for explosives (4d6 at 3rd level, 6d6 at 5th level, 8d6 at 7th level, and 10d6 at 9th level). In addition, each time he gains this ability, the blast radius of his explosives increases by 5 feet. This improved blast radius is the maximum blast radius his explosives may possess; he may craft explosives with smaller blast radiuses as he wishes.


Time Delay Explosives (Ex): An explosives expert of 4th level or higher is able to set time delay fuses on his explosives, delaying their activation by up to one minute per class level. Adding or removing a time delay fuse to or from an explosive is a standard action that provokes attacks of opportunity.


Craft Firearm (Ex): By 5th level, an explosives expert has gained such insight into the nature of gunpowder and explosives that he gains the ability to craft a number of firearms. Crafting a firearm requires one week of work and a Craft (blacksmithing) check (DC 25). The expert may craft bullets for his firearms in the same manner that he would create bullets for a sling (they are essentially the same thing). The expert may craft either a pistol or a rifle. A character requires the Exotic Weapon Proficiency (firearms) feat to use a firearm without incurring nonproficiency penalties. Each bullet must be loaded into the firearm alongside a small charge of explosives in order to fire. These smaller explosives may be crafted using the Craft (alchemy) skill, as if they had a base price of 10 gp per charge. Exposure to fire or extreme temperatures causes the charges to explode, dealing 1 damage per charge to all creatures within 5 feet. These smaller explosive charges may not be enhanced via the enhance explosives ability.

Pistol: A pistol requires 250 gp worth of base materials to create. Pistols deal 2d8 damage with each shot (or 2d6 for a Small pistol), have a range increment of 40 feet, and weigh 3 pounds each. A pistol is able to fire 6 rounds before needing to be reloaded (a full-round action that provokes attacks of opportunity).

Rifle: A rifle requires 500 gp worth of base materials to create. Rifles deal 2d10 damage with each shot (or 2d8 for a Small rifle), have a range increment of 80 feet, and weigh 8 pounds each. A rifle is able to fire 4 rounds before needing to be reloaded (a full-round action that provokes attacks of opportunity).


Exotic Weapon Proficiency (Firearms): At 7th level, the explosive expert’s constant training with his firearms grants his the Exotic Weapon Proficiency (firearms) feat as a bonus feat.


Explosives Master (Ex): An explosives master who has reached 10th level has become a legend among other experts. When placing an explosive to deal structural damage to an object or building, the expert’s explosive deals double damage to the structure. Creatures caught within the blast radius of the explosive suffer damage normally. In addition, the expert gains the Weapon Specialization (firearms) feat as a bonus feat.


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