The Demolitionist: An Expert/Specialist for 3.5E / LotFP / B/X-OSE Games
Man on horse with explosive device, f. 133v PUBLIC DOMAIN |
Today I’m adding yet another entry into my series on Experts and
Specialists and 3.5E / LotFP / B/X-OSE games. In Part
1, I wrote about the origins of these ideas coming from working on writing
a follow-up to the Quintessential
Aristocrat book that I wrote way
back in 2004, and how I never
finished writing the Quintessential Expert but still wanted to share
my work with the community. That post detailed two different experts/specialists,
the Alchemist Apprentice and the Blacksmith. For both of these, I
provided my original text and 3.5 edition rules, and also translated them into
playable classes for both Lamentations of the Flame Princess and B/X
style games, such as Old School Essentials.
In Part
2, I presented details on six more experts/specialists: Cartographer,
Doxy, Herbalist, Historian, Scribe, and Stone
Mason. In the case of these classes, I provided the 3.5 era rules but discussed
how they would most likely be better treated as 0-level classes for OSR type
games, as they work better as backgrounds rather than adventurers.
In this post, I’m presenting some ideas related to a new expert I
developed in my original manuscript, for a Demolitionist. As I was
working on writing the book, I was having a lot of trouble developing expert
character concepts that seemed like they would be fun to use as adventuring
classes. The original list of character concepts that the publisher provided
for me to write about were pretty much what you’d expect (blacksmiths, masons, etc.),
and I felt those types of character would most likely spend the majority of
their time crafting items rather than adventuring, so I started developing some
ideas that went beyond the more traditional view of experts. Having a character
concept that focused on gunpowder sounded fun and different. At the time I was
originally writing these, back in 2004, there hadn’t been a ton of work done on
integrating gunpowder weapons into fantasy games (Iron Kingdoms came out
in July of that year as I was working on the book, and that was really the only
major work with gunpowder that I remember coming out at the time). It was in
working on stuff like the sections on alchemy, gunpowder, and inventions (more
on that in a future post) that I had the most fun and was able to get my
creative juices flowing. Those sections also ended up being my downfall,
unfortunately, as I spent way too much time on researching and not enough time
writing, causing me to never fully finish my manuscript for publication.
As with my other expert concepts, you’ll find the general background (system
neutral) first, and then the 3.5 rules, LotFP rules, and lastly B/X-OSE rules,
so you can scroll to the section that interests you. For the 3.5 rules, I
incorporated some information from d20 Modern.
Here’s the Demolitionist. I welcome your comments and suggestions.
DEMOLITIONIST
While gunpowder is non-existent in most fantasy campaign worlds, in
other worlds, alchemists, scientists, and warriors have begun to discover the
potential benefits of weapons made from explosive black powder compounds. Gunpowder can eventually threaten to push
magic to the side or even completely overshadow it, but for now it is most
likely just as mysterious and complicated as wizardry in the mind of the
average commoner.
Although most people avoid getting too close to gunpowder due to its
unpredictable nature, the demolitionist instead embraces this new technology
and has begun to master its various uses.
Viewed by strangers and friends alike as probably just a little bit crazy,
this expert in explosives has knowledge of structures and architecture,
chemistry, alchemy, and siege engineering.
If he hopes to survive past his first poorly laid explosive device, he
had also better hope that he is a little bit lucky.
Adventuring: Most demolitionists
live a constant life of adventure and travel.
Explosives and gunpowder are still very new to the world. Many people have not yet come to accept gunpowder
as beneficial, and most think it is unnecessary and unwelcome. The expert who makes a living by blowing
things up is not likely to be very popular with the local constabulary and will
probably draw the animosity of any resident wizards as well. For this reason, demolitionists usually turn
to a life of travel, constantly moving from town to town, learning new
techniques and acquiring new materials with which to build new and better
explosives.
Role-Playing: The typical
demolitionist is probably just a little bit “off” in terms of his
personality. He may be boastful and
outgoing, relying on the power of his knowledge in explosives to keep him out
of trouble, or he may be quiet and introverted, using gunpowder weapons to
strike back at those people whom he feels have caused him suffering throughout
the years. Very rarely do socially well-adjusted
people take to the role of the demolitionist.
Gunpowder is just too volatile to be used on a regular basis by any
normal person.
3.5 Edition Version
Bonuses: The
demolitionist gains the Alchemical Familiarity feat for free at 1st level [originally
this referred to the reader to see the Feats chapter for details; I’ve provided
the feat below]. The demolitionist also
learns how to avoid the unpleasant side-effects when he fails to properly set
his explosives and they go off prematurely.
He gains a +2 bonus to his Reflex saves to avoid being damaged by
explosives. He has also built up a bit
of a tolerance to taking damage from explosives and gains a good Fortitude save
progression, the same as a fighter.
Penalties: The demolitionist,
while studious, does not have the willpower of other types of experts. His Will save progression is poor, similar to
that of a fighter. Additionally, most
people simply do not react well to people who make a living from using explosives. When his profession as a demolitionist is
known, he must take a -2 penalty to all Charisma-based skill checks (except for
Intimidate) he makes.
Skills: Concentration,
Craft (alchemy), Craft (explosives), Disable Device, Heal, Intimidate, Knowledge
(architecture & engineering), Listen, Profession (demolitionist), Spot
NEW SKILLS
Craft (INT)
New Use: Alchemy (trained only). Characters with ranks in
the Craft (alchemy) skill may create gunpowder for use in firearms, cannons,
and explosives. [In my original draft, I referred the reader to the Equipment
section for details on the costs for creating gunpowder. I’ll post these details
later on the blog with a link back.]
Creating gunpowder from scratch is dangerous, as there is always the
possibility that it will detonate during the crafting process. If the Craft (alchemy)
check fails by 5 or more, the gunpowder explodes as it is being made, dealing 4d6
damage [equivalent of a powder keg’s worth, which is what can be made with a
single Craft (alchemy) check.] to the crafter.
Otherwise, using the skill to create gunpowder is identical to the process
laid out in Core Rulebook I. The character must still pay 1/3 of the
item’s price in raw materials (a mixture of sulfur, saltpeter, charcoal, and
other special alchemical items) and make a Craft check representing one week’s
worth of work.
Special: Experts have access to the Alchemical Familiarity feat,
which allows them to buy ranks in Craft (alchemy) even though they do not have spellcasting
levels.
New Use: Explosives (trained only). This skill covers the
creation and basic use of explosive devices. A successful check indicates that
the character has created the desired explosive. As with crafting gunpowder,
building an explosive device can be very hazardous to one’s health. Failing the
Craft (explosives) check ruins the raw materials being used to create the
explosive device. Failing the check by 5 or more causes an explosion, as the
devices detonates as it is being made. The resulting explosion deals half of
the device’s intended damage to the builder and to anyone else in the device’s
blast radius.
Explosive devices do not include a fuse or detonator. Adding a fuse or
detonator and properly placing the explosive device requires a separate
Profession (demolitionist) check.
Special: A character cannot take 20 when using the Craft
(explosives) skills. A character without a demolitions kit takes a -4 penalty
on all Craft (explosives) checks. The gunpowder required for the explosive
device is made using the Craft (alchemy) skill (see above).
Synergy: If you have 5 or more ranks in Craft (alchemy), you get
a +2 synergy bonus on all Craft (explosives) checks to build an explosive
device. A character with 5 or more ranks in Craft (explosives) receives a +2
synergy bonus on Disable Device checks made to disable mechanical traps that
involve explosives.
Disable Device (INT, Trained Only)
Normal Use: You can jam, rig, or otherwise disarm traps.
New Use: Disarm Explosive Device. With a successful Disable
Device check, the character may disarm an explosive device that has been set to
go off. Only characters able to disable devices with DCs higher than 20 can
attempt to disarm an explosive device. The DC for this check is typically 10
unless the person who set the detonator chose a higher disarm DC; see the Profession
(demolitionist) skill for details. If the character fails the check, he has not
disarmed the explosive. If the character fails by more than 5, the explosive
goes off, causing its regular damage in its usual blast radius.
Profession (WIS)
New Use: Demolitionist. Demolitionists are professionals
who specialize in placing explosive devices in order to cause maximum damage.
Their area of expertise also extends to detonators and fuses for their devices.
Setting the Fuse: A skilled demolitionist knows how to estimate
the length of the fuse required for the job. Connecting a fuse to an explosive
device requires a Profession (demolitionist) check at DC 10 and is a full round
action. Failing this check indicates that the explosive fails to go off as
planned. Failure by 10 or more means the explosive goes off as the fuse is
being installed, causing half its regular damage to the demolitionist and anyone
else caught in the blast radius.
When setting the fuse, a character may voluntarily increase the Profession
(demolitionist) DC to create an explosive that is more difficult to disarm than
usual. The character may add any increment of 10 to the check. The result
becomes the new Profession (demolitionist) DC to set the fuse and also acts as
the DC that must be beat with a successful Disable Device check to disarm the
explosive.
Placing the Explosive: Carefully placing an explosive against a
fixed structure (a stationary, unattended inanimate object) can maximize the
damage dealt by exploiting vulnerabilities in the structure’s construction.
Placing an explosive in this manner takes at least one full minute. More complex
jobs require more time, as determined by the Games Master.
The Games Master makes the check on behalf of the player, hiding the result
so the character does not know how well he placed the device. On a result of 15
or higher, the explosive damage deals double damage to the structure against
which it is placed. On a result of 25 or higher, it deals triple damage to the
structure. In all cases, it deals normal damage to all other targets within the
burst radius.
Type of Explosive
|
Gunpowder
Cost in GP2
|
Craft DC
|
Reflex DC
(save for half damage)3 |
Time
|
Improvised (1d6/5 feet) 1
|
10 gp
|
10
|
10
|
1 round
|
Simple (2d6/5 feet)
|
40 gp
|
15
|
12
|
10 min.
|
Moderate (4d6/10 feet)
|
160 gp
|
20
|
12
|
1 hr.
|
Complex (6d6/15 feet)
|
320 gp
|
25
|
15
|
3 hr.
|
Powerful (8d6/20 feet)
|
640 gp
|
30
|
15
|
12 hr.
|
Devastating (10d6/25 feet)
|
1,280 gp
|
35
|
18
|
24 hr.
|
1 The figures
in parentheses are typical damage/burst radius for each type of explosive
2 Prices assume gunpowder is
relatively rare in the world; adjust prices up or down as needed
3 Damage may be either Bludgeoning,
Fire, or Piercing, depending on the type of explosive device created
FEAT: Alchemical Familiarity (General)
You were
exposed to the secrets of creating alchemical items, and retained that
knowledge even though you have not mastered the art of magic.
Pre-Requisites:
Intelligence 13+
Benefit:
You are able to use Craft (alchemy) to craft alchemical items, even if you have
no spellcaster levels.
Normal:
Only characters with spellcaster levels can use Craft (alchemy) to create the
alchemical items listed in Core Rulebook I.
Lamentations of the
Flame Princess Version
Use the Specialist class as a base. As with the Alchemist
Apprentice presented in Part 1, you’ll need to add a new Craft skill to the
game; I suggested using one from the blog Blood, Death,
Satan & Metal, as it was created specifically for LotFP. Using this
system, your demolitionist specialist would add “Craft” to his available skill options
and would then select Craft (alchemy) for making gunpowder, and Craft
(explosives) to cover the creation and basic use of explosive devices, such as
setting a fuse. As with the rules for Crafting per the post linked to above,
characters do not automatically have a 1 in 6 to make a successful craft skill
check; they would need to allot specialist skill points to the skill to be able
to make a check.
Other skills that make sense for the LotFP demolitionist include Architecture
and Tinkering.
When creating gunpowder using Craft (alchemy), building or placing
explosive using Craft (explosives), or attempting to disarm an explosive device
using Tinkering, the Referee may want to apply a rule that a roll of a 6 (or a
double 6, if the character has a “6 in 6” skill rank) results in an explosion
due to the volatile nature of primitive gunpowder and explosives. In this case,
the explosion causes full damage on an unsuccessful save or half damage on a
successful save. This explosive failure rule could also be applied to any
Alchemist Apprentice character who attempts to make gunpowder.
Explosive devices in an LotFP game might use either the Breath Weapon
or the Device Saving Throw category, at the discretion of the Referee. In any
case, a demolitionist character should receive a -1 bonus when making a saving
throw against such devices. To compensate, demolitionists receive a -1 penalty
to their Charisma score, as they find that many potential hirelings are skittish
working for someone so involved with dangerous explosives.
Explosive devices in a LotFP game could be categorized into different
sizes based on the amount of gunpowder needed to create them. A standard barrel
of gunpowder does 5d8 points of damage to everyone within 30’ if it explodes
(save versus Breath Weapon for half damage) and costs 150 sp. The Referee may
extrapolate from this for smaller or larger devices. The Referee determines how
long it takes to set the fuse for each type of device.
B/X Version
·
Requirements: None
|
·
Prime Requisite: INT
|
·
Hit Dice: d6
|
·
Maximum Level: 14
|
·
Armor: Leather, No Shields
|
·
Weapons: Any but Pole Arms or Staves
|
·
Languages: Alignment, Common
|
Demolitionist
Level Progression
|
||||||||
Saving Throws
|
||||||||
Level
|
XP
|
HD
|
THACO
|
Death/ Poison
|
Wands
|
Paralysis/ Petrify
|
Breath Attacks
|
Spells/ Rods/ Staves
|
1
|
1d6
|
19
|
12
|
13
|
14
|
15
|
16
|
|
2
|
1,240
|
2d6
|
19
|
12
|
13
|
14
|
15
|
16
|
3
|
2,480
|
3d6
|
19
|
12
|
13
|
14
|
15
|
16
|
4
|
4,960
|
4d6
|
19
|
10
|
11
|
12
|
13
|
14
|
5
|
9,920
|
5d6
|
17
|
10
|
11
|
12
|
13
|
14
|
6
|
19,840
|
6d6
|
17
|
10
|
11
|
12
|
13
|
14
|
7
|
39,860
|
7d6
|
17
|
8
|
9
|
10
|
10
|
12
|
8
|
77,500
|
8d6
|
17
|
8
|
9
|
10
|
10
|
12
|
9
|
155,000
|
9d6
|
14
|
8
|
9
|
10
|
10
|
12
|
10
|
232,500
|
9d6 +1*
|
14
|
6
|
7
|
8
|
8
|
10
|
11
|
310,000
|
9d6 +2*
|
14
|
6
|
7
|
8
|
8
|
10
|
12
|
387,500
|
9d6 +3*
|
14
|
6
|
7
|
8
|
8
|
10
|
13
|
465,000
|
9d6 +4*
|
12
|
4
|
5
|
6
|
5
|
8
|
14
|
542,500
|
9d6 +5*
|
12
|
4
|
5
|
6
|
5
|
8
|
*
Modifiers from CON no longer apply
|
Explosives Check Bonuses
|
Demolitionist Skills
Chance of Success
|
|
Level
|
Bonus to INT Check
|
Find or
Remove Traps
|
1
|
0
|
10
|
2
|
0
|
15
|
3
|
0
|
20
|
4
|
0
|
25
|
5
|
-1
|
30
|
6
|
-1
|
40
|
7
|
-1
|
50
|
8
|
-1
|
60
|
9
|
-2
|
70
|
10
|
-2
|
80
|
11
|
-2
|
90
|
12
|
-2
|
95
|
13
|
-3
|
97
|
14
|
-3
|
99
|
Class
Abilities:
·
Magic Items Allowed: Armor,
Weapons
·
Explosives: The demolitionist has the ability to create
gunpowder and explosive devices that utilize gunpowder, and to properly set the
explosive device with a fuse. A successful check will allow the character to
create one keg’s worth of gunpowder, which weighs 200 coins and causes 4d6
points of damage within a range of 30’ if it explodes. A keg of gunpowder costs
300 gp. [This cost assumes that gunpowder is very rare in the game world;
the Referee may adjust the cost up or down to suit his own game world.] Using
explosives requires an ability check against the demolitionist’ INT score (roll
a d20 and compare to INT; if the result is equal to or less than the
demolitionist’s INT score, the explosives check succeeds). Each different use
of explosives requires a separate check; creating an explosive device and
setting the fuse for it to explode at the proper time are two separate checks.
A result of 20 on an explosives check means the gunpowder or explosive device
has exploded accidentally, causing its full damage to anyone in the blast radius.
A successful save versus Breath Weapons will halve the amount of damage.
·
Explosives Resistance: A demolitionist’s
saving throw versus Breath Weapons is 1 lower than shown on the table above
when saving against explosive devices.
·
Find or Remove Traps: A demolitionist
may use this skill at the same rate of success as a thief, but its use includes
disarming explosive devices. If the demolitionist fails the roll to disarm an
explosive device, there is a 10% chance the device explodes and causes its
normal damage to the demolitionist and anyone within range.
Other:
·
Explosive Devices: The Referee
may create other types of explosive devices by extrapolating the size and
damage, using the information above regarding a standard gunpowder keg (4d6
damage; 200 coin weight; 30’ range; save versus Breath Weapon for half damage).
The majority of the cost for an explosive device is based on the amount of gunpowder
used.
Hanging: Combination of my home office and yesterday at my local pub while my daughter was at a ballet lesson (both times on my laptop)
Drinking: tap water
Listening: "B-Boy Theme" by Emapea, from the compilation "This Is How It Should Be Done, Vol. 3"
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