Alignment: Any
Hit Die: d10
Class Skills[]
The Blackmetal Demolitionist's class skills (and the key ability for each skill) are: Acrobatics (Dex), Bluff (Cha), Craft (Int), Demolitions (Int), Disable Device (Int), Escape Artist (Dex), Intimidate (Cha), Knowledge (Engineering) (Int), Perception (Wis), Sleight of Hand (Dex), Stealth (Dex), and Survival (Wis)
Skill Ranks at Each Level: 8 + Int modifier.
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | ||||
---|---|---|---|---|---|---|---|---|---|
1st | +0 | +1 | +1 | +0 | demolitions, throw | ||||
2nd | +1 | +2 | +2 | +0 | tech training | ||||
3rd | +2 | +2 | +2 | +1 | tinkering | ||||
4th | +3 | +2 | +2 | +1 | craftsman | ||||
5th | +3 | +3 | +3 | +1 | quickfoot | ||||
6th | +4 | +3 | +3 | +2 | tinkering | ||||
7th | +5 | +4 | +4 | +2 | shiny bomb | ||||
8th | +6/+1 | +4 | +4 | +2 | heightened burst | ||||
9th | +6/+1 | +4 | +4 | +3 | tinkering | ||||
10th | +7/+2 | +5 | +5 | +3 | advanced demolitions | ||||
11th | +8/+3 | +5 | +5 | +3 | slow bomb | ||||
12th | +9/+4 | +6 | +6 | +4 | longshot, tinkering | ||||
13th | +9/+4 | +6 | +6 | +4 | chaos bomb | ||||
14th | +10/+5 | +6 | +6 | +4 | animated bomb | ||||
15th | +11/+6/+1 | +7 | +7 | +5 | tinkering | ||||
16th | +12/+7/+2 | +7 | +7 | +5 | bioterrorism | ||||
17th | +12/+7/+2 | +8 | +8 | +5 | widened burst | ||||
18th | +13/+8/+3 | +8 | +8 | +6 | tinkering | ||||
19th | +14/+9/+4 | +8 | +8 | +6 | battering bomb | ||||
20th | +15/+10/+5 | +9 | +9 | +6 |
master demolitions |
Class Features[]
Weapon and Armor Proficiency[]
A Blackmetal Demolitionist is proficient in all bombs, simple weapons, light armor, and shields. (but not tower shields)
Demolitions[]
A Blackmetal Demolitionist is a bomb specialist, Every day when they rest, they build twelve bombs that are placed in a satchel from which they can be dispensed as a free action. A dispensed bomb can then be thrown as a standard action or set up to detonate after a number of turns specified by the Blackmetal Demolitionist at his current location. A bomb set up to detonate explodes as if it were two size categories larger when calculating damage.
Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, a Blackmetal Demolitionist’s bomb inflicts 1d6 points of untyped damage + additional damage equal to his Intelligence modifier. The damage of bomb increases by 1d6 points at every odd-numbered Blackmetal Demolitionist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from a bomb is always equal to the bomb’s minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of untyped damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the blackmetal demolitionist’s level + the blackmetal demolitionists’s Intelligence modifier.
Also, the Blackmetal Demolitionist's skill in demolitions grants him a +4 bonus on all skill checks relating to bombs and similar traps.
Throw[]
A Blackmetal Demolitionist takes no penalties when throwing bombs, also, he is granted the Throw Anything feat as a bonus feat.
Tech Training[]
This character can use Techs.
Tinkering[]
At 3rd level the Blackmetal Demolitionist chooses one of the following bombs from the list, and whenever he would rest and create his daily alotment of bombs, he makes an additional six of the bomb chosen from this list. Once he has chosen to learn how to create one of the bombs from this list, his choice cannot be changed.
Fire Bomb: A fire bomb inflicts 1d6 additional fire damage when it explodes in addition to the normal bomb damage.
Freeze Bomb: A freeze bomb attempts to entangle any targets hit by it (Reflex Negates. DC=18) in addition to the normal bomb damage.
Flash Bomb: A flash bomb deals no damage, but instead attempts to daze all creatures struck by its explosion, fortitude negates (DC=18)
Shrapnel Bomb: A shrapnel bomb inflicts 1d4 bleeding damage to all creatures struck in addition to the bombs normal damage.
At 6th level, he may choose one of the following bombs on this list or on any previous list, and create an additional six of them whenever he rests and creates his daily alotment of bombs.
Stun Grenade: A stun grenade inflicts 1/2 of the normal damage of the bomb, but stuns them for 1d3 rounds, fortitude negates (DC=24); Also if he chose flash bombs at level 3 the DC of those is increased to 24 as well.
Mega Bomb: A megaton bomb inflicts 1.5x the normal damage of a bomb. Also, if the Blackmetal Demolitionist chose fire bombs at level 3 their additonal damage is increased to 2d6.
Blackshard Grenade: A blackshard grenade deals 1/2 of the normal damage of a bomb, but also inflicts 1d4 bleeding damage and the Tetanus disease. Also if the Blackmetal Demolitionist chose Shrapnel Bombs at level 3, their bleed damage is increased to 2d4.
White Dragon Grenade: A white dragon grenade deals 1/2 of the normal damage of a bomb but adds 1d6 cold damage for every other level of the Blackmetal Demolitionist after level 6. (6, 8, 10, etc.) Also. If the Blackmetal Demolitionist chose freeze bombs at level 3, the DC is increased to 24.
At 9th level, he may choose one of the following bombs on this list or on any previous list, and create an additional six of them whenever he rests and creates his daily alotment of bombs.
Tesla Grenade: A tesla grenade inflicts 1/2 of the normal damage of a bomb, but adds 1d8 electricity damage for every 3rd level the Blackmetal Demolitionist has after 9th. (9, 12, 15, 18).
EMP Mine: A Mine cannot be thrown but may be set on the square in which the Blackmetal Demolitonist is standing or any adjacent square. The EMP Mine deals no damage, but attempts to slay any construct struck by it's blast. The effect is triggered when any creature other than the Blackmetal Demolitionist steps into a square adjacent to the mine, instead of after a set number of rounds. Fort Negates (DC=24)
Ectoplasmic Bomb: An ectoplasmic bomb is treated as having ghost touch and inflicts full damage to incorpreal creatures whether they are undead or electronic.
Oil Bomb: An oil bomb explodes dealing normal damage and covers all creatures struck with it in oil. If they are not immune to fire they become vulnerable to it.
At 12th level, he may choose one of the following bombs on this list or on any previous list, and create an additional six of them whenever he rests and creates his daily alotment of bombs.
Lightning Grenade: A lightning grenade inflicts 1/2 of the normal damage of a bomb, however in addition to this damage it deals 1d4 additional electricity damage per level gained starting at 12th. (12, 13, 14, etc) Also any creature struck by this that can become paralyzed must make a fort save (DC=28) or become paralyzed for 1d4 rounds. If the Blackmetal Demolitionist chose Tesla Grenades at 9th level. Their damage is increased every other level after 9th instead of every third level.
EMP Bomb: Like an EMP Mine, but it can be thrown (DC=28). Also the DC of EMP mine is increased to 28 if the Blackmetal Demolitionist chose EMP Mines at level 9.
Wraithfire Bombs: These bombs count as disrupting weapons and deal 1d8 positive energy damage per 2 Blackmetal Demolitionist levels after 12. (12, 14, 16 etc) Also if at level 9 the Blackmetal Demolitionist chose Ectoplasmic Bombs, they now deal the same positive energy damage as the wraithfire bombs.
Black Bomb: The Black Bomb deals no damage but reduces the saving throws of any creature struck by 8. Also. If at level 9, the blackmetal demolitionist chose Oil Bombs. They can now make fire immune creatures take normal damage from fire-based attacks.
At 15th level, he may choose one of the following bombs on this list or on any previous list, and create an additional three of them whenever he rests and creates his daily alotment of bombs.
Curse Bomb: In addition to the normal bomb damage, this also forces all creatures struck to make a will save (DC=32) or become cursed as per the Bestow Curse spell. The effect of the curse is up to the Blackmetal Demolitionist.
Spell Bomb: In addition to the normal bomb damage. All creatures struck have their intelligence and charisma reduced by 1d8.
Dragon Grenade: Dragon Grenades inflict 1/2 of the normal damage of a bomb and then additional fire damage equal to twice the damage dealt by the bomb.
Chaos Mine: A Mine cannot be thrown but may be set on the square in which the Blackmetal Demolitonist is standing or any adjacent square. In addition to the damage dealt by a normal bomb. any creature struck by the explosion of a Chaos Mine, must make a will save (DC=32) or become confused permanently.
At 18th level, he may choose one of the following bombs on this list or on any previous list, and create an additional three of them whenever he rests and creates his daily alotment of bombs.
Death Bomb: In addition to the normal damage of a bomb. A creature struck with the impact of a death bomb must make a fortitude save (DC=36) or be slain. Even if they pass, they are stunned for 1 round. Also, if at level 15 the blackmetal demolitionist chose Curse Bombs. The DC of those is increased to 36.
Blight Bomb: In addition to the normal bomb damage, any creature struck by the blight bomb is inflicted with a random major spell blight. Also if at level 15, the blackmetal demolitionist chose Spell Bombs, they now have the additional effect of inflicting a random minor spell blight.
Nuke: A nuke is treated as four size categories larger when calculating it's bomb damage, when set to explode after a certain amount of rounds, it deals twice its normal damage, but takes a full-round action to set up. Also. If at level 15 the Blackmetal Demolitionist chose Dragon Grenades, people within the range of the splash damage of the dragon grenade are not allowed to make a reflex save to reduce the damage.
Dark Mine: A Mine cannot be thrown but may be set on the square in which the Blackmetal Demolitonist is standing or any adjacent square. Any creature struck with the impact of a Dark Mine must make a fortitude save (DC=36) or be Blinded, Deafened, Confused, Silenced, Poisoned (1d6 Dexterity), Poisoned (1d6 Constitution), Entangled and knocked prone. In addition the ill effects of this bomb have a lingering radiation that deals 1d6 cold damage per round a subject stands in it. This radiation dissipates after 8 rounds. Also, If you chose Chaos Mines at level 15, they are now Chaos Bombs and may be Thrown.
Craftsman[]
Starting at 4th level, a Blackmetal Demolitionist has mastered his craft, and gains a +4 bonus on all craft checks. Also, as a full-round action, he may create three normal bombs, or one special bomb from his tinkering choices. However he should only do this if he has ran out of bombs, as the bombs are hasily build without much attention to quality and are likely to explode in his hand (If he rolls a 1-5 on his attack roll.)
Quickfoot[]
Starting at 5th level, A Blackmetal Demolitionist has his base-land speed increased by 20 feet, and is granted a +4 bonus on all acrobatic checks.
Shiny Bomb[]
Starting at 7th level, the Blackmetal Demolitionist may alter one of his normal bombs to be a Shiny Bomb, he must configure the bomb before-hand as a swift action, but when thrown there is a 50% chance that any creature hit by the splash damage of the bomb becomes dazzled for 1d4 rounds.
Heightened Burst[]
Starting at 8th level, a Blackmetal Demolitionist's bomb's splash radius is treated as having the Heightened Spell Meta-Magic modifiers.
Advanced Demolitions[]
At 10th level, the Blackmetal Demolitionist now creates 18 normal bombs when he rests. Also for any skill checks made relating to bombs or similar traps are granted an additional +4 bonus.
Slow Bomb[]
Starting at 10th level, the Blackmetal Demolitionist may alter one of his normal bombs to be a Slow Bomb, he must configure the bomb before-hand as a swift action, but when thrown there is a 50% chance that any creature hit by the splash damage of the bomb becomes staggered.
Longshot[]
At 12th level, the bombs now have a thrown range of 40 feet.
Chaos Bomb[]
Starting at 13th level, the Blackmetal Demolitionist may alter one of his normal bombs to be a Chaos Bomb, he must configure the bomb before-hand as a swift action, but when thrown there is a 50% chance that any creature hit by the splash damage of the bomb becomes confused.
Animated Bomb[]
At 14th level, a Blackmetal Demolitionist may rig his bombs to walk as far as 30 feet instead of throwing them. This allows him to make ranged attacks through cover and around other obstacles. However longshot, Heightened Burst, and Widened Burst have no effect on bombs rigged this way.
Bioterrorism[]
At 16th level, a Blackmetal Demolitionist's normal bombs have an additional effect, The Blackmetal Demolitionist may choose between having his Bomb's Sicken Opponents, or cause them to be Shaken, He chooses which upon reaching 16th level and his choice cannot be changed. There is no save against these effects. These effects work regardless of whether or not the Blackmetal Demolitionist applied Shiny Bomb, Slow Bomb, Chaos Bomb or Battering Bomb.
Widened Burst[]
At 17th level, a Blackmetal Demolitionist's bomb's splash radius is treated as having the Widened Spell Meta-Magic modifiers.
Battering Bomb[]
At 19th level, the Blackmetal Demolitionist may alter one of his normal bombs to be a Battering Bomb, he must configure the bomb before-hand as a swift action, but when thrown there is a 50% chance that any creature hit by the splash damage of the bomb becomes has their AC reduced by the number of damage die the bomb has.
Master Demolitions[]
At 20th level the Blackmetal Demolitionist is immune to splash damage from his bombs. Also. He is granted an additional 3 bombs when he rests of each type of bomb he has available to him including the ones chosen through his tinkering ability. Also when dealing with bombs or related traps, his skill checks are increased by an additional +4.