BAB: +4, Fort: +4, Will: +4, Ref: +1, Init: +5
15 EAC / 18 KAC
Weapon Specialization (All)
Armored Advantage: +1 AC
Grenade Expert: Increase the thrown range of grenades by 6ft.
Melee:
Unarmed Strike: +6 to hit, 1 target. Hit: 7 (1d3+6) Bludgeoning Damage.
Switchblade: +5 to hit, 1 target. Hit: 8 (1d4+6) Slashing Damage.
Ranged:
Semi-Auto Pistol: +4 to hit, range 30ft, 1 target. Hit: 7 (1d6+4) Piercing Damage. Ammo: 18 rounds.
9 rounds can be stored inside the gun, but only 1 can be fired at a time.
Minelayer: same as grenade. Ammo: 14 rounds.
8 rounds can be stored inside the gun, but only 1 can be fired at a time.
Mine: Ammunition fired from this weapon lands at the target grid intersection intact, detonating only when a creature moves into an adjacent square, or automatically detonating after 1d6+1 rounds have passed.
Grenade:
Smoke Grenade: Reflex Save 11, 26ft. Explode: Smoke cloud 1 minute, 20ft; 5ft. Ammo: 2 (1d3+1)
Flash Grenade: Reflex Save 12, 26ft. Explode: Blinded 1d4 rounds; 5ft. Ammo: 3 (1d3+1)
Incendiary Grenade: Reflex Save 12, 26ft. Explode: 1d6 Flame Damage; 5ft. Ammo: 4 (1d4+2)
Frag Grenade: Reflex Save 13, 26ft. Explode: 2d6 Piercing; 15ft. Ammo: 5 (1d6+2)
Optional Weapons: (USCM Grenadier can have any of the following weapons)
Melee:
Hammer: +6 to hit, 1 target. Hit: 8 (1d6+6) Bludgeoning Damage.
Bodyguard: When an adjacent ally is attacked, USCM Grenadier can grant a +2 circumstance to its ally against that attack at a -2 penalty to their own until the beginning of their next turn.
Previous Versions
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7/23/2020 6:44:56 AM
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7/23/2020 6:56:42 AM
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Coming Soon
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