Fighter
Base Class: Fighter

A Grenadier. Master of explosives and usually found within the middle ranks of any party, using his explosives to bait and limit foes where they can go, change the ground to create holes and pits, or just use their grenades to simply blow things up.

Grenadier Pack

At 1st level, the Grenadier carries a small, padded pouch that carries all their explosives. The explosives inside cannot be triggered to explode from outside forces, including fire and powerful impacts. Inside the pouch as well are the materials needed to craft the grenades. Grenadiers without these materials can purchase them, and for the sake of value, the grenades are treated as Alchemical Thrown Weapons.

Tinker trouble

Proficiency with tinker tools 

Grenadier's Arsenal

A Grenadier is always ready for battle. At 1st level, 3rd Level, and every 3 levels after that, a Grenadier can pick between a number of grenades and explosives to use in combat. All grenades and explosives are reliant on the distance system, and is up to the DM to determine what is outside or inside the range, and where a grenade explodes on a non-successful roll. Also, all critical 1's instantly explode in the Grenadier's hand and deal the damage directly to them and their allies if they are inside the range. If an ally is inside the attack radius when an enemy is the target, they must make a Reflex save of 15 + Half Grendier's Level + Grenadier's Dex Mod for half damage. All secondary affects for the grenades use the same formula to avoid the effects, and are Reflex saves. Grenadiers carry 15 grenades into combat, and their supply is restored at the start of the next day, taking 1 hour to mix, fuse, and hull grenades they have. A Grenadier must list how many of what grenade he has in his satchel.

Fragmentation: A Basic Frag Grenade. With an explosive range of 25 ft and no throwing penalty, it's a prime grenade to start with. Deals 2d6 damage to all targets in the 25ft radius, and an extra 2d6 damage is the target is within 10ft of the explosion. If the target is outside 35ft, it deals 1d6 damage.

Sticky: Does as it says: Sticks to things! This grenades uses a super-sticky adhesive to stick to whatever it touches first. It deals 2d6 damage to whatever it's sticking to, even allies or the Grenadier. Everything in a 15 ft radius near the target deals 1d6 damage.

Flashbang: A Grenade that deals little damage, but it's primary use is for stun. It deals 1d6 sonic damage to all targets in a 30ft radius, and blinds and stuns everything in a 70ft radius for 1 turn. If line of sight with the Flashbang cannot be made, the target is only stunned.

Watt: Must be 3rd level to use. A Watt grenade is a specially made explosive that uses electric energy. It deals 2d6 shock damage to all targets in a 20ft radius, and 1d6 shock damage to all outside that range. If struck successfully, target must make a Fort save of 15 + Dex Mod, or will be stunned for one turn.

Incendiary: Must be 3rd level to use. An Incendiary grenade is filled with a special explosive that sets everything aflame. It deals 2d6 fire damage to all targets in a 25ft radius, and 1d6 fire damage to everything outside that range..

High Explosive: Must be 9th Level to use. High Explosive grenades are what they say: Bigger explosions. They deal 4d6 damage to all targets in a 35ft radius, and 2d6 to all targets outside that range.

Glue Bomb: Must be 9th Level to use. A Glue Bomb mixes the power of the Sticky Grenade and the Frag. Thrown into the air, it rains down glue onto the battlefield, gluing the targets in a 30ft radius to the ground for 2 turns.

 

Inferno: Must be 12th Level to use. An Inferno grenade is filled with an even more potent incendiary fluid. It deals 3d6 fire damage to all targets in a 30ft radius, and 1d6 damage outside that range. If struck, the targets take 1d4 burn damage each turn for 3 turns.

Chiller: Must be 12th Level to use. A Chiller Grenade is filled with a much more potent cryo fluid. It deals 3d6 cold damage to all targets in a 25ft radius, and 1d6 outside that range. If struck, targets are chilled for 2 turns and suffer a -2 to attack rolls.

Volt: Must be 12th Level to use. A Volt Grenade unleashes a more powerful blast of electricity. It deals 3d6 shock damage to all targets in a 35ft radius, and 1d4 damage to all targets outside that range. If struck, targets are stunned for 1 turn.

Impact: Must be 15th Level to use. Impact Grenade destroys even the toughest armor. It deals 6d6 damage in a 40ft radius, and 1d6 outside that range. An Impact grenade can ignore up to 4 points of enemy AC.

Buster: Must be 15th Level to use. Buster Grenades combine the powers of a Flashbang with the High Explosives. It deals 4d6 sonic damage to all targets in a 40ft radius, and 1d6 to all targets inside a 75ft radius. All targets inside that radius are blinded for 2 turns and stunned for 3. If line of sight cannot be made, they are not blinded.

Heavy Explosives: Must be 18th Level to use. Heavy Explosive grenades are extremely potent.....and deadly. Deals 10d6 damage to everything inside a 60ft radius.

Shatter: Must be 18th Level to use. Shatter Grenades ravage heavily armored targets. Ignoring the total AC of a chosen target at random, Shatter Grenades deal Xd6, X being half the chosen targets' AC, in a 45ft radius. If the attack is failed, then half the Grenadiers AC is used to make himself a bomb that hurts him and his allies.

Twin Pin Puller

Once at 15th level, a Grenadier can throw two grenades in one round of combat, and as many times a day equal to their Dex modifier a day.

Controlled Combustion

 At 16th level, a Grenadier's explosions deal only half their damage to his allies if the are caught in the blast.

Black Powder Enchancement

Once at 18th level, the Grenadier's grenades are charged with a more potent for of explosives. The Fragmentation, Stick, Flashbang, High Explosive, and Glue Bomb all do an additional d6 worth of damage.

Satchel Charge

Starting at 5th level, Grenadiers gain access to a powerful pouch of explosives that they can stick to walls, the floor, or ceiling. the explosion is enough to break apart what it's part of, and deals 2d6 damage in 15ft. The satchel can be used 3 times a day.

Deep Pockets

Once at 7th level, a Grenadier carries an additional 10 more grenades in combat, meaning he can carry 25 grenades total.