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 Foresight  

Class Level Abilities

Level 1

Active Abilities
Conditional Abilities
Passive Abilities
Explosive Precision: When throwing an object that explodes, all affected creatures 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 that explodes, 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.   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 gained, for each instance of Ranged Training you already have, gain 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 gained, for each instance of Ranged Training you already have, gain an additional +10 Ranged.  

Level 3

Active Abilities
Conditional Abilities
Passive Abilities
Explosive Precision II: When throwing an object that explodes, all affected creatures take at minimum the effect halved.   Ranged Training: When this ability is gained, for each instance of Ranged Training you already have, gain 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 gained, for each instance of Ranged Training you already have, gain an additional +10 Ranged.

Level 5

Active Abilities
Conditional Abilities
Passive Abilities
Explosive Precision III: When throwing an object that explodes, all adjacent creatures to the target are treated as if they are in the center of the explosion.   Ranged Training: When this ability is gained, for each instance of Ranged Training you already have, gain 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 gained, for each instance of Ranged Training you already have, gain an additional +10 Ranged.

Level 7

Active Abilities
Conditional Abilities
Passive Abilities
Explosive Precision IV: When throwing an object that explodes, double the difficulty class of the target's save.   Ranged Training: When this ability is gained, for each instance of Ranged Training you already have, gain 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 gained, for each instance of Ranged Training you already have, gain an additional +10 Ranged.

Level 9

Active Abilities
Conditional Abilities
Passive Abilities
  Ranged Training: When this ability is gained, for each instance of Ranged Training you already have, gain an additional +10 Ranged.

Level 10

Active Abilities
Conditional Abilities
Passive Abilities
Explosive Precision V: When throwing an object that explodes, 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.   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 gained, for each instance of Ranged Training you already have, gain an additional +10 Ranged.
Class Currency Modifier: 1.7