Bombardier
About this class
Bombardiers may fill multiple roles in the party. From surprise blasts, to front line bombardment. As a bombardier, you cause chaos on the battlefield. Destabilizing the enemy and even a little friendly fire. A bombardier is a pack tactic’s worst nightmare.
Your bombs are your weapons and can be either primary or secondary of your choosing. Each dealing d12 phy or mag damage equal to your proficiency plus your finesse within very close range, with any added effects you should consult with the GM.
Explosives are versatile and can be thrown manually up to close range, or used as ammunition up to the range of the weapon.
Fuse:
An explosive of your choice is given a timer to detonate once the countdown reaches 0. Roll your duality dice, this will become the DC to defuse. On crit, only you can defuse.
Tier 1: Max fuse equal to d4
Tier 2: Max fuse equal to d6
Tier 3: Max fuse equal to d8
Tier 4: Max fuse equal to d10
Each roll with Hope decreases the countdown by 1. On crit, decrease the count by 2. When the count reaches 0, the explosive detonates dealing its respective damage within very close range.
Remote:
At tier 3, you unlock the ability to remotely detonate an explosive.
– Planting: Roll your duality dice, this will become the DC to find and/or defuse (roll once to find, again to defuse).
If rolled the lowest possible number (GM’s flat d20=1, player’s flat 2d12=3), then the explosive detonates.
Domains
Arcana
Bone
Starting stats
Hope feature
Class features
-
Practiced Expertise
During every rest, if you choose to engage in a downtime project involving explosives of any kind, this does not count as a downtime action.
During combat, mark a stress to use your turn to craft more explosive. You cannot take anymore actions until the GM spends a fear point or, if there are no fear points to spend, until two other party members use an action.
Class items
- Pyrotechnic tool kit
- 1 Minor health or stamina potion
- 1 belt of smoke bombs (effect is similar to mysterious mist) (1 belt = 5 bombs)
- 1 belt of normal explosives
- 1 belt of arcane explosives
Character questions
Background prompts
- Why are you so inclined to make explosives?
- Where did you learn your craft?
- Is there anything we should be concerned about?
Connection prompts
- What’s the greatest value the party sees in you?
- What’s something the party can never let you live down?
- How have your explosive eccentricities saved the party more than once?
Bombardier
Bombardiers may fill multiple roles in the party. From surprise blasts, to front line bombardment. As a bombardier, you cause chaos on the battlefield. Destabilizing the enemy and even a little friendly fire. A bombardier is a pack tactic’s worst nightmare.
Your bombs are your weapons and can be either primary or secondary of your choosing. Each dealing d12 phy or mag damage equal to your proficiency plus your finesse within very close range, with any added effects you should consult with the GM.
Explosives are versatile and can be thrown manually up to close range, or used as ammunition up to the range of the weapon.
Fuse:
An explosive of your choice is given a timer to detonate once the countdown reaches 0. Roll your duality dice, this will become the DC to defuse. On crit, only you can defuse.
Tier 1: Max fuse equal to d4
Tier 2: Max fuse equal to d6
Tier 3: Max fuse equal to d8
Tier 4: Max fuse equal to d10
Each roll with Hope decreases the countdown by 1. On crit, decrease the count by 2. When the count reaches 0, the explosive detonates dealing its respective damage within very close range.
Remote:
At tier 3, you unlock the ability to remotely detonate an explosive.
– Planting: Roll your duality dice, this will become the DC to find and/or defuse (roll once to find, again to defuse).
If rolled the lowest possible number (GM’s flat d20=1, player’s flat 2d12=3), then the explosive detonates.
Domains
Arcana + Bone
Starting Evasion
12
Starting Hit Points
5
Class Items
- • Pyrotechnic tool kit
- • 1 Minor health or stamina potion
- • 1 belt of smoke bombs (effect is similar to mysterious mist) (1 belt = 5 bombs)
- • 1 belt of normal explosives
- • 1 belt of arcane explosives
Bombardier’s Hope Feature
Collateral Blast : Spend 3 hope to convert one of your explosives into a concussive bomb that deals D20 equal to your proficiency, up to an instance of 1 plus your proficiency. The explosive bounces up to very close range between each explosion.
Class Features
Practiced Expertise
During every rest, if you choose to engage in a downtime project involving explosives of any kind, this does not count as a downtime action. During combat, mark a stress to use your turn to craft more explosive. You cannot take anymore actions until the GM spends a fear point or, if there are no fear points to spend, until two other party members use an action.
Bombardier Subclasses
No subclasses available.
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Background Questions
Answer any of the following, or create your own.
- • Why are you so inclined to make explosives?
- • Where did you learn your craft?
- • Is there anything we should be concerned about?
Connections
Ask one of the following, or improvise.
- • What’s the greatest value the party sees in you?
- • What’s something the party can never let you live down?
- • How have your explosive eccentricities saved the party more than once?
Discussion
Be thoughtful and kind.
Remember to be respectful. Comments are moderated and should add to the discussion.