For novice adventurers, few things are as indispensable as grenadelike weapons. Alchemist's fire, holy water, acid, tanglefoot bags, these are all staples of the novice adventurer. Among the halflings, however, throwing weapons are a fine art, practiced from birth, and forsaking them would be like abandoning an old friend. Halfling Grenadiers are the undisputed masters of the grenadelike weapon, able to throw farther and hit harder than any other. Grenadiers are often found in the company of gnomish alchemists, who make better grenades than any other race. Hit Die: d8 Requirements: Race: Halfling Base Attack: +5 Feats: Weapon Focus: Grenadelike Weapons, Point Blank Shot, Far Shot Class Skills: Balance(Dex), Climb(Str), Craft(Int), Hide(Dex), Intimidate(Cha), Jump(Str), Listen(Wis), Move Silently(Dex), Profession(Wis), Spot(Wis), Swim(Str), Tumble(Dex). Skill Points at Each Level: 2 + Int modifier Class Base Fort Ref Will Level Attack Save Save Save Special 1 +1 +2 +2 +0 Improved Grenades 1, Improved Range Increment +5' 2 +2 +3 +3 +0 Indirect Fire 1, Combat Throwing 3 +3 +3 +3 +1 Improved Splash 4 +4 +4 +4 +1 Indirect Fire 2, Improved Range Increment +10' 5 +5 +4 +4 +1 Improved Grenades 2 6 +6 +5 +5 +2 Indirect Fire 3 7 +7 +5 +5 +2 Physics Mastery, Improved Range Increment +15' 8 +8 +6 +6 +2 Indirect Fire 4 9 +9 +6 +6 +3 Banked Shot, Improved Grenades 3 10 +10 +7 +7 +3 Indirect Fire 5, Improved Range Increment +20' Class Features: Weapon and Armor Proficiency: Halfling Grenadiers gain no weapon or armor proficiency. Indirect Fire: Grenadiers are the master of directing grenades in high arcs in order to hit targets that normal people cannot. For each level of this ability, the target's Cover is reduced by one step. Thus, an opponent using a Tower Shield (100% cover) being attacked by a level 3 Grenadier has his cover bonus from the shield reduced by two steps, to 3/4 cover. Indirect Fire does not apply when cover may not be reasonably circumvented, such as when a target is inside a closed building with no openings available through which the grenadier may hurl a grenade. Improved Range Increment: The Grenadier adds the figure to her range increment with grenadelike weapons. This bonus is added after figuring the range increment bonuses from other sources, such as Far Shot. Improved Splash: The Grenadier throws harder and gets more splatter out of her grenades. Any grenadelike weapon the Grenadier throws that possesses a splash radius has that splash radius increased by five feet. Improved Grenades: Grenadiers know how to get the most bang for their buck in grenades. For each level of this ability possessed, the Grenadier doubles the primary and splash damage of her grenadelike weapons. Remember that a doubled double is a triple, and this affects only the base damage of the grenade, not any extra bonuses from Weapon Specialization or Sneak Attack. If a grenadelike weapon does not do damage, instead increase the Save DC by +2 for each level of Improved Grenades possessed. If a grenadelike weapon does not do damage and does not allow a save, it cannot be affected by this ability. Combat Throwing: The Grenadier no longer triggers attacks of opportunity for throwing grenadelike weapons. Physics Mastery: At this level, the Grenadier has mastered the concept and application of the laws of physics. The Grenadier gains his Intelligence bonus as an additional bonus on attack rolls with grenadelike weapons. Banked Shot: At this level, the Grenadier gains the ability to bounce and/or roll shots around corners. There must be some solid surface available in order to bank a shot, such as a wall, a tree, or possibly a large rock. Banking a shot is a full round action for a single shot. The target is treated as flat footed for this attack.