Post by Iron Bonny Shades on Dec 5, 2003 19:58:48 GMT -5
Nitro-man
“Look boy, you should know better then to sneak up on a guy carrying dynamite.”
“Not like I didn’t hear ya from miles away. I’m just saying that unless you want to be part of the Epitath’s big book of booms, you don’t sneak up on a man like me.”
“I’ve been doing this for over 20 years now. Me an’ Bessie were up in Deadwood. We were one of them lucky ones who found some of that thar ghost rock and struck it rich.”
“I never get tired of blowin’ things up. Watching the rock shake and then tear itself apart makes it feels like you’ve got a bit of the power of the almighty.”
“Brings a tear to my eye just thinking about it.”
If there is one thing these boys know how to do, its how to blow things to hell. These fellers have have a glint in the eyes an' an itchy plunger finger. This makes them trouble with a capital T, but you'd be surprised how often one of these wackos if found plying his trade throughout the west. There's a big demand for their services from the mines and from the railroads that gives these master demonlitionists a chance to make some big bucks.
Most are from back east, or around the City of Gloom. However, a surprising number of these wackos are Chinese. Must be all that fireworks they've been playing with for the last thousand years I reckon'. Mina's crew on the Black River loves to hire these folks as well, but prefers the term "Demolitionist."
You'd think the Manitous would love these crazy men, but they don't. You see, the Manitous want to introduce fear into the world, bit by bit. By playing up the things that go bump in the night, they are able to feed on fear and get a stronger foothold on the world. While the nitro-men are a force of destruction, because they are so straightforward in their approach of blowing things up and have a tendency to be such a danger to those around them, people get used to the big explosion over time, reducing fear. Plus many a Manitou abomination has met their end through 30 or 40 pounds of TNT due to the reckless actions of these men obsessed with big bangs.
Nope, I reckon they don't like them at all.
Hit Dice: d8
Requirements
Alignment: Any
Skills: Profession (mining or railroad) 5 ranks or higher, Demolitions 8 or higher
Feats: Iron Will (you have to be strong willed to be crazy enough to play with nitro on a regular basis).
Special: Must have survived an explosion that could have killed him.
Class Skills
The key skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Demolition (Int), Disable Device (Int), Drivin' (Land vehicles), Hide (Dex), Innuendo (Cha), Intimidate (Cha), Intuit Direction (Wis), Jump (Str), Knowledge (Chemistry)(Int), Knowledge (Engineering)(Int), Knowledge (Local)(Int), Knowledge (Mathematics)(Int), Listen (Wis), Profession (mining or railroad) (Wis), Ride (Dex), Ridicule (Int), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), Tinkering (Dex), Use Rope (Dex) See Chapter 4 skills in the Player's Handbook or chapter 3 in Deadlands d20 for skill descriptions.
Weapon and Armor Proficiency: no additional weapons or armor proficiencies beyond previous classes.
Skill Points at Each Level: 4 + Int modifier.
Bigger bang for your buck I: Explosions done by the nitro man are much more potent then normal. Any explosion created by a nitro man does an additional 1D6 damage. This 1D6 can also be used to reduce an explosions' damage (if ya really wanna, ya yellow bellied coward).
Bigger bang for your buck II: As above, but adds/subtracts 2D6 to damage
Bigger bang for your buck III: As above, but adds/subtracts 3D6 to damage
Mad Bomber: The Nitro-man gets an additional +3 to intimidate when explosives are involved, mainly because you know he might just use it.
Makin' the TNT Dance: The Nitro-man has an almost supernatural control over the power of the explosion. He can add and/or subtract his level to the BR (depending on his mood).
That was a close one I: All reflex saves made against explosives, are considered to have done no damage against a nitro-man. Sure his clothes might be blown to hell and he looks like a freshly squeezed cow pattie, but he ain't dead neither. In a nutshell, it is the same as Evasion.
That was a close one II: Even if reflex save is failed, still only takes half damage from the explosive. In a nutshell, it is the same as Improved Evasion.
That's Just him Again: If the Nitro-man has made 2 or more explosions in the area, roll against his demolition score one more time. If it beats a skill roll vs 20 plus 2 times the fear level, the explosions have desensitized the people in the area, and the fear level drops by one level. If it fails, no further change occurs. If the Nitro-man rolls a 1, fear levels actually goes up by one, and he will most likely be brought in as a menace to society.
I Meant to do that: The nitro man learns to shape an explosion just the way he likes it. If the Nitro-man makes a demolition roll vs 25, he can shape the explosion as he sees fit. However, the area of effect is not changed, merely altered. This is often used to increase the spread of an explosion to avoid collateral damage. Common shapes include making the explosion oval, long and thing, or even star pattern. The shape don't matter as long as the area of affect doesn't change. Additionally, it can be used in conjunction with Makin' the TNT Dance".
Blowing things to hell: When the Nitro-man really gets the urge to make a really big kaboom, he can make every stick of dynamite is tallied separately instead of merely adding 1d6 per additional stick. This requires three times the normal preparation and can only be done once per day. It also is not cumulative with "Bigger Bang for your Buck."
Rattled in the Brains: All that use of explosions has a real affect on the nitro-man's sanity. To put it mildly, they be nuts, and usually get worse as time progresses. For every 1 rolled on the demolitions, roll once on the dementia table.
Special Equipment:
Clickerswitch: This ingenious invention is credited to the famed miner and gunslinger Samuel "Sparky" Smith, of Deadwood who later setup a ghost rock powered "Laundromat" in Salt Lake City. It is a blasting cap attached to a series a springs, a slide lever and a metal handle. It can be set to go off from one to four rounds later with a standard action. Furthermore, because it is detonated through striking the blasting cap, rather then lighting a fuse, it is harder to stop and not affected by bad weather. The use of a clickerswitch is a partial action and will provoke an attack of opportunity. Costs: $10 per Clickerswitch (patented by Smith and Strong Enterprises). Can be created for $5 and a successful tinkering roll (15 or higher), if a sucessful prototype is studied, or can be created "from scratch" by a mad scientist (slight improvement on existing tech: 15 or higher).
“Look boy, you should know better then to sneak up on a guy carrying dynamite.”
“Not like I didn’t hear ya from miles away. I’m just saying that unless you want to be part of the Epitath’s big book of booms, you don’t sneak up on a man like me.”
“I’ve been doing this for over 20 years now. Me an’ Bessie were up in Deadwood. We were one of them lucky ones who found some of that thar ghost rock and struck it rich.”
“I never get tired of blowin’ things up. Watching the rock shake and then tear itself apart makes it feels like you’ve got a bit of the power of the almighty.”
“Brings a tear to my eye just thinking about it.”
If there is one thing these boys know how to do, its how to blow things to hell. These fellers have have a glint in the eyes an' an itchy plunger finger. This makes them trouble with a capital T, but you'd be surprised how often one of these wackos if found plying his trade throughout the west. There's a big demand for their services from the mines and from the railroads that gives these master demonlitionists a chance to make some big bucks.
Most are from back east, or around the City of Gloom. However, a surprising number of these wackos are Chinese. Must be all that fireworks they've been playing with for the last thousand years I reckon'. Mina's crew on the Black River loves to hire these folks as well, but prefers the term "Demolitionist."
You'd think the Manitous would love these crazy men, but they don't. You see, the Manitous want to introduce fear into the world, bit by bit. By playing up the things that go bump in the night, they are able to feed on fear and get a stronger foothold on the world. While the nitro-men are a force of destruction, because they are so straightforward in their approach of blowing things up and have a tendency to be such a danger to those around them, people get used to the big explosion over time, reducing fear. Plus many a Manitou abomination has met their end through 30 or 40 pounds of TNT due to the reckless actions of these men obsessed with big bangs.
Nope, I reckon they don't like them at all.
Level BAB Fort Ref Will Special
1 +0 +0 +2 +0 Bigger Bang for your Buck I
2 +1 +0 +3 +0 That was a close one I
3 +2 +1 +3 +1 Bigger Bang for your Buck II
4 +3 +1 +4 +1 Mad Bomber
5 +3 +1 +4 +1 Makin' the TNT Dance
6 +4 +2 +5 +2 Bigger Bang for your Buck III
7 +5 +2 +5 +2 That's Just him again
8 +6/+1 +3 +6 +3 I Meant to do that
9 +6/+1 +3 +6 +3 That was a close one II
10 +7/+2 +4 +7 +4 Blowin' things to hell!!!
Hit Dice: d8
Requirements
Alignment: Any
Skills: Profession (mining or railroad) 5 ranks or higher, Demolitions 8 or higher
Feats: Iron Will (you have to be strong willed to be crazy enough to play with nitro on a regular basis).
Special: Must have survived an explosion that could have killed him.
Class Skills
The key skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Demolition (Int), Disable Device (Int), Drivin' (Land vehicles), Hide (Dex), Innuendo (Cha), Intimidate (Cha), Intuit Direction (Wis), Jump (Str), Knowledge (Chemistry)(Int), Knowledge (Engineering)(Int), Knowledge (Local)(Int), Knowledge (Mathematics)(Int), Listen (Wis), Profession (mining or railroad) (Wis), Ride (Dex), Ridicule (Int), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), Tinkering (Dex), Use Rope (Dex) See Chapter 4 skills in the Player's Handbook or chapter 3 in Deadlands d20 for skill descriptions.
Weapon and Armor Proficiency: no additional weapons or armor proficiencies beyond previous classes.
Skill Points at Each Level: 4 + Int modifier.
Bigger bang for your buck I: Explosions done by the nitro man are much more potent then normal. Any explosion created by a nitro man does an additional 1D6 damage. This 1D6 can also be used to reduce an explosions' damage (if ya really wanna, ya yellow bellied coward).
Bigger bang for your buck II: As above, but adds/subtracts 2D6 to damage
Bigger bang for your buck III: As above, but adds/subtracts 3D6 to damage
Mad Bomber: The Nitro-man gets an additional +3 to intimidate when explosives are involved, mainly because you know he might just use it.
Makin' the TNT Dance: The Nitro-man has an almost supernatural control over the power of the explosion. He can add and/or subtract his level to the BR (depending on his mood).
That was a close one I: All reflex saves made against explosives, are considered to have done no damage against a nitro-man. Sure his clothes might be blown to hell and he looks like a freshly squeezed cow pattie, but he ain't dead neither. In a nutshell, it is the same as Evasion.
That was a close one II: Even if reflex save is failed, still only takes half damage from the explosive. In a nutshell, it is the same as Improved Evasion.
That's Just him Again: If the Nitro-man has made 2 or more explosions in the area, roll against his demolition score one more time. If it beats a skill roll vs 20 plus 2 times the fear level, the explosions have desensitized the people in the area, and the fear level drops by one level. If it fails, no further change occurs. If the Nitro-man rolls a 1, fear levels actually goes up by one, and he will most likely be brought in as a menace to society.
I Meant to do that: The nitro man learns to shape an explosion just the way he likes it. If the Nitro-man makes a demolition roll vs 25, he can shape the explosion as he sees fit. However, the area of effect is not changed, merely altered. This is often used to increase the spread of an explosion to avoid collateral damage. Common shapes include making the explosion oval, long and thing, or even star pattern. The shape don't matter as long as the area of affect doesn't change. Additionally, it can be used in conjunction with Makin' the TNT Dance".
Blowing things to hell: When the Nitro-man really gets the urge to make a really big kaboom, he can make every stick of dynamite is tallied separately instead of merely adding 1d6 per additional stick. This requires three times the normal preparation and can only be done once per day. It also is not cumulative with "Bigger Bang for your Buck."
Rattled in the Brains: All that use of explosions has a real affect on the nitro-man's sanity. To put it mildly, they be nuts, and usually get worse as time progresses. For every 1 rolled on the demolitions, roll once on the dementia table.
Special Equipment:
Clickerswitch: This ingenious invention is credited to the famed miner and gunslinger Samuel "Sparky" Smith, of Deadwood who later setup a ghost rock powered "Laundromat" in Salt Lake City. It is a blasting cap attached to a series a springs, a slide lever and a metal handle. It can be set to go off from one to four rounds later with a standard action. Furthermore, because it is detonated through striking the blasting cap, rather then lighting a fuse, it is harder to stop and not affected by bad weather. The use of a clickerswitch is a partial action and will provoke an attack of opportunity. Costs: $10 per Clickerswitch (patented by Smith and Strong Enterprises). Can be created for $5 and a successful tinkering roll (15 or higher), if a sucessful prototype is studied, or can be created "from scratch" by a mad scientist (slight improvement on existing tech: 15 or higher).