Path of the Grenadier

The Path of the Grenadier gives you more bang for your buck.

**Requirements:** Brought the Boom (Gunner), Base Course Set

**Path Completion Bonus**: +1 Dexterity and all Grenades you attack with deal +1d6 damage

## Core Abilities

**Blasting Reserves**

**Cost**: 400 XP

**Expedited** **for:** Finesse, Craft

**Activation**: Passive

For every ability purchased in the Path of the Grenadier, increase your Blasting Powder maximum by 1.

**Refined Grenade Crafting**

**Cost**: 400 XP

**Expedited** **for:** Finesse, Craft

**Activation**: Passive

You may spend X Blasting Powder to acquire any standard Grenade worth up to X \* 10sp as a Free Action as if you had brought it with you.

**Extra Powder**

**Cost**: 400 XP

**Expedited** **for:** Science, Craft

**Activation**: 2 Actions

You place some of your extra powder on the ground and ignite it. At the start of your next turn, this pile explodes as a Frag Grenade or Massive Frag Grenade, your choice. This ability can be used WIS times per Rest at no cost to your Blasting Powder reserves.

**Grenade Launcher**

**Cost**: 400 XP

**Expedited for**: Finesse, Craft

**Activation**: Passive

You have a Grenade Launcher to aim your Grenades. The Grenade Launcher is considered a two-handed weapon. Grenades you launch with it use your Dexterity + Technology as the weapon attribute and gain +TEK meters Range.

**Launcher Extension Tube**

**Prerequisite**: **Grenade Launcher**

**Cost**: 500 XP

**Expedited for**: Finesse, Craft

**Activation**: Passive

Grenades you launch with the **Grenade Launcher** have doubled Range.

**Precision Launcher**

**Prerequisite**: **Launcher Extension Tube**

**Cost**: 600 XP

**Expedited for**: Finesse, Craft

**Activation**: Passive

*It comes with a scope! ... Don't ask why a grenade launcher needs a scope.*

Grenades you launch with the **Grenade Launcher** gain 10 \* PER Accuracy and an additional Range of 3 \* DEX meters.

**Coolant Gel Grenade**

**Cost**: 400 XP

**Expedited for**: Finesse, Craft

**Activation**: Respite, 2 Blasting Powder

You craft a Coolant Gel Grenade. When used, this Grenade gums up technology and absorbs heat. It has a Blast Radius of 1 meter. Affected technology is disabled until a tinker can fix it. Against automatons, this deals 6d6 damage and an equal amount of Blast Damage.

**Pyrotechnic Grenade**

**Cost**: 400 XP

**Expedited for**: Finesse, Craft

**Activation**: Respite, 1 Blasting Powder

You craft a Pyrotechnic Grenade. This Grenade creates loud noise and fireworks shooting high into the air. Any creature within 30 meters who is concentrating to maintain a spell or effect must succeed a DL 15 Strength check to continue concentrating.

**O.R.A.M.**

**Cost**: 400 XP

**Expedited for**: Finesse, Craft

**Activation**: Respite, 5 Blasting Powder

*This grenade is named after the famous last words of anyone unfortunate enough to be caught in it.*

You craft an O.R.A.M. --- this special Grenade has a Blast Radius of 6 meters and deals 6d6+2X damage and half of that to everything in its Blast Radius.

**Grenade Expertise**

**Cost**: 400 XP

**Expedited for**: Finesse, Craft

**Activation**: Passive

Your exposure to grenades has trained you to minimize their impact on you. Gain 6 Armor versus Grenades and +3 to checks made to resist the effects of any Grenades that would affect you.

**Keep an Eye Out**

**Prerequisite**: **Grenade Expertise**

**Cost**: 500 XP

**Expedited for**: Finesse

**Activation**: Passive

When a Grenade targets you, make a Dexterity check a Free Reaction. If your result times 5 meets or exceeds the Accuracy of the Grenade, you catch it and can immediately throw it at a target hex of your choosing.

**Craft Grenades**

**Prerequisite**: Tinker's Training (Tinker)

**Cost**: 400 XP

**Expedited for**: Craft

**Activation**: Passive

During a Rest, you may craft any standard Grenade. Each Grenade has a DC of 1 per 10sp cost, rounded up. These Grenades cannot be sold and expire if not used by the next Rest.

**Well As Far As Me Goes**

**Cost**: 400 XP

**Expedited for**: Finesse, Craft

**Activation**: Passive

Gain +6 to checks made to explode a structure, defuse a bomb, or understand how an explosive works.

**Virtues of the Grenadier**

*This ability is not required for the Path Completion Bonus.*

**Cost**: 400 XP

**Expedited for**: Finesse, Craft

**Activation**: Passive

Much like your weapons of choice, you have a short fuse. Gain Legendary Roleplaying and +2 to any relevant checks whenever you act aggressively toward an ally, express irrational anger, or hastily take explosive action.