Sei sulla pagina 1di 3

Marchingegnere (Gimmicker)

Prime Attribute: Dexterity and Intelligence all 13+ (+5% experience bonus)
Hit Dice: 1d6/level (Gains 1 hp/level after 13th.)
Armor/Shield Permitted: Leather armor only, shield permitted.
Weapons Permitted: Crossbows, firearms, single handed weapons.
Race: Only dwarves may be Gimmickers.

Gimmickers skills
Gimmicker thieving skills
A Gimmicker thieving skills are Climb Walls, Delicate Tasks and Traps, Hear Sounds and Open Locks.
He has the same skill levels of a thief.

Gimmick Crafting
You can craft a gimmick in the wild and with a little preparation. See table to know the number of
contraptions that you can craft daily.

Gimmicks per day


Int 13 1
Int 14 2
Int 15 2
Int 16 3
Int 17 4
Int 18 4

You can make three classes of gimmicks: traps, locks and clockwork contraptions.

Traps: you can craft a trap with an action. A tra springs as soon as someone passes its space, and if he fails
a saving throws he suffers one of the followuing effects
- 1d6 damage +1/level
- Half movement until healed
- Fails its next saving throw
You can hide a trap in one minute.

Locks: you can craft a lock and place it on a door or other opening in a minute. Opening the lock requires an
Open locks check.

Contraptions: you can craft a clockwork contraption. A clockwork contraption can be anything (as far as the
DM allows it) but lasts only for 24 hours.

Grenade Crafting
Grenades can be crafted in the wild, provided the Gimmicker has enough time to do so. This can be done
over a short or long rest, provided the Sapper actually spends the time to build them.

Grenade: 5 minutes per grenade


Carrying Capacity: There is a limit to the amount of ordnance you can carry. At any given time, you may
only carry as many grenades as your intelligence score.
Grenades have the following weapon profile.

Grenade
Cost: -
Damage: (refer to specific entry)
Properties: Ammunition, thrown (range 20/60)

Starting at level 3 you learn to craft two different grenades from the list below. You learn to craft one
additional type of grenade at 6th, 11th, and 15th level.

Freeze Grenade
This grenade uses a flash-freezing agent to freeze enemies in place where they stand.
When this grenade impacts a target, it explodes dealing 1d10 cold damage. The target must make a saving
throw. On a failed roll, the target is restrained.
It can repeat the save at the end of each of its turns, ending the effect on a success. If the target takes fire
damage, the effect automatically ends.

Fragmentation Grenade
This grenade contains an explosive charge surrounded by sharp metal fragments.
The granade does not requires a to hit roll: it explodes in the target area, dealing 2d6 piercing and
bludgeoning damage in a 5 ft. radius around the target area, half that amount if a saving throw is
successful.

Flashbang
This grenade releases a brilliant flash of light and concussive blast that simultaneously deafens and blinds
those caught in it’s area of effect.
The granade does not requires a to hit roll. All creatures within a 10 ft radius around the target area must
make a saving throw. Creatures who fail the save are blinded and deafened until the start of the Sapper
next turn.

Incendiary Grenade
This grenade carries an incendiary payload that covers a target, setting it aflame.
When this grenade impacts a target, it explodes, dealing 1d12 fire damage and igniting the target. At the
start of each of its turns, that creature takes an additional 1d12 fire damage. It can use it’s action to
smother the flames, ending the effect. This grenade also ignites flammable objects that aren’t being worn
or carried.

Armor Piercing Grenade


This grenade utilizes a shaped charge to burst through heavy armor.
Attacks using this grenade have a +4 to hit bonus on creatures or objects with an AC of 16 or greater. When
this grenade impacts a target, it detonates, dealing 2d8 fire damage and reducing the AC of the target by
1d4.

Gas Grenade
This grenade releases a toxic cloud of gas when it detonates.
The granade does not requires a to hit roll: all creatures within 5 ft. radius of the target area must make a
saving throw. A creature that fails its save takes 1d12 poison damage and is poisoned. At the start of each
of its turns, it takes an additional 1d12 poison damage. At the end of each of its turns, it can repeat the
saving throw, ending the effect on a success. This grenade has no effect underwater or on creatures that do
not breathe.

Smoke Grenade
This grenade releases a cloud of thick, dark smoke that obscures movement.
The granade does not requires a to hit roll: it detonates, releasing dark smoke around the target area. This
grenade functions identically to the fog cloud spell, except that it only lasts for 1 minute.
Light Grenade
This grenade releases a bright light.
The granade does not requires a to hit roll: it explodes and functions identically to the light spell, except
that it only lasts for 1 minute.