Battle Chemist (3.5e Class)

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NOTE: DO NOT TRY TO DO ANY OF THIS, AT HOME OR NOT.

Battle Chemist[edit]

While the rest of the world attempts to master the art of magic, the battle chemist attempts to master the science of chemistry. By mixing mundane, stable chemicals, he creates volatile explosives and performance affecting drugs.

Making a Battle Chemist[edit]

Battle Chemists make excellent crowd control in the beginning, able to make many explosives in the time a wizard prepares only a few weak spells. They also have decent fighting skills. However, they are limited by their money and time as they gain more powerful mixtures, and may have to prepare ahead of time.

Abilities: Intelligence is the most vital ability by far, allowing better mixtures all around while expediting the creation process. Dexterity is helpful for thrown and launched mixtures, while Constitution allows a little more durability as you get up close and personal to attack your enemies.

Races: Because of the battle chemist's reliance on intelligence, any natural intellect is very helpful when becoming a chemist. In addition, halflings may find their boosted dexterity and small size a bonus when their physical strength matters little.

Alignment: Any.

Starting Gold: 6d4×10 gp ( gp).

Starting Age: Complex.

Table: The Battle Chemist

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +0 +2 +0 Mixture 1, Technique 1, Chemist's Lab +1
2nd +1 +0 +3 +0 -
3rd +2 +1 +3 +1 Mixture 2
4th +3 +1 +4 +1 Technique 2, Chemist's Lab +2
5th +3 +1 +4 +1 -
6th +4 +2 +5 +2 Mixture 3
7th +5 +2 +5 +2 Chemist's Lab +3
8th +6 +2 +6 +2 Technique 3
9th +6 +3 +6 +3 Mixture 4
10th +7 +3 +7 +3 Chemist's Lab +4
11th +8 +3 +7 +3 -
12th +9 +4 +8 +4 Mixture 5, Technique 4
13th +9 +4 +8 +4 Chemist's Lab +5
14th +10 +4 +9 +4 -
15th +11 +5 +9 +5 Mixture 6
16th +12 +5 +10 +5 Technique 5
17th +12 +5 +10 +5 Chemist's Lab +6
18th +13 +6 +11 +6 Mixture 7
19th +14 +6 +11 +6 -
20th +15 +6 +12 +6 Chemist's Lab +7, Technique 6

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills but Arcana and Religon, taken individually) (Int), Profession (Wis).

Class Features[edit]

Battle Chemists use a variety of chemical mixtures to destroy enemies and boost allies. All of the following are class features of the Battle Chemist.

Weapon and Armor Proficiency: A Battle Chemist is proficient in all simple weapons, Hand Crossbows, Light Armor and Shields.

Chemical Mixture (Ex): A chemist can create dangerous or beneficial mixtures, utilizing these in battle to maximum effect. Each day, after sleeping for at least 8 hours, you can produce 8 mixtures of the highest level possible, 16 of the highest level -1, 32 of highest level -2, and so on. For example, a 7th level Battle Chemist can produce eight 3rd level mixtures. Alternatively, he could produce four 3rd level mixtures, four 2nd level mixtures, and eight 1st level mixtures. You start with 3 mixtures, then gain an additional mixture at each odd level after 1st. At 3rd, 6th, 9th, 12th, 15th, and 18th level, your maximum mixture level increases by 1. Prepared mixtures remain active for 24 hours, then become unusable. Save DCs equal 10 + half Battle Chemist level + Int.

(Explanation to be worked in - you create mixtures at any level above their minimum, and their effects and daily usage limits are based on the level you create them at. So you can create a level 6 Tin-Base bomb, and it costs the same as a level 6 Gunpowder bomb.)

Terms: Level = Level at which mixture is prepared Explosive range = Range of explosion based on delivery method. Can be reduced to a minimum of half range if desired.

Minimum Level 1

Tin-Base bomb: By mixing tin and a strong base, you create an explosion of gas and boiling liquid. Deals 1d6 fire damage per level, with an explosive range of 10 feet per level, and sets those damaged on fire (Ref halves damage and avoids setting on fire).

Grease-chlorine bomb: By mixing oil commonly used to grease axles and chemical purifier, you create an explosion of fire and dangerous gases. Deals 1d6 fire damage per level, with an explosive range of 1d6 feet per level (Reflex half). In addition, the explosive area is filled with an inhaled poison, dealing 1d4/1d4 Constitution damage, lingering for 1 round per level.

Caffeine: A quick injection or swig of this drug allows an ally to wake up instantly. The target cannot sleep for 1 hour, but gains a bonus to dexterity equal to the level +2, and cannot be exhausted or fatigued. These effects last 10 minutes per level.

Alcohol: A swig or injection of this drug allows you to intoxicate enemies or give allies extra strength. The target must sleep for an extra hour within 12 hours, and takes a penalty to dexterity and mental statistics (Fort negates) equal to the level +2, then gains a bonus to strength and constitution equal to level +2. You may reduce a bonus or penalty to 2 if desired. These effects last 1 hour per level. Alternatively, you can use this alcohol as an impromptu explosive, as Tin-Base bomb.

Chemical Bandage: By spreading this salve over afflicted area, you can seal wounds and encourage healing in allies. Does not require a delivery method, and has halved effects if used in one. Considered a drug. Gives each target Fast Healing (3 per level) for ten rounds + 1 per level.

Skingrowth Salve: This sticky salve encourages cell growth over the area of application, giving it a thick layer of callus-like skin. Grants a Natural Armor bonus equal to 2+level and lowers base land speed as if the subject was wearing one higher level of armor (None to Light, Light to Medium, Medium to Heavy) (Fort negates). These effects last for 1 hour per level. Doesn't require a delivery method, half AC bonus if a delivery method is used.

Mind Lens: This drug instantly makes subjects feel incredibly focused. For each level of the mixture, grants a +1 bonus to attack rolls, reflex saves, armor class and skill checks for 1 minute/level.

Insulation Jelly: Any body part covered by this salve instantly becomes much more resistant to most elemental attacks. Grants resistance 5/level to Acid, Cold, Fire, and Sonic for 1 minute/level. Doesn't require a delivery method and has halved effects if used in one.

Smoke Bomb: When activated, this gas creates choking smoke in all directions. The cloud spreads in an explosive range of 20 feet per level in all directions and lasts for 1 round per level. All sight, even darkvision, is ineffective in or through the cloud. All within the cloud take –4 penalties to Strength and Dexterity (Fortitude negates). These effects last for 1d4+1 rounds after the cloud dissipates or after the creature leaves the area of the cloud.

Web: When in contact with oxygen, this fluid suddenly solidifies into an extremely sticky substance that can easily bind enemies. Anyone in an explosive range of 10 feet must make a Reflex save. If this save succeeds, the creature is entangled, but not prevented from moving, though moving is more difficult than normal for being entangled (see below). If the save fails, the creature is entangled and can’t move from its space, but can break loose by spending 1 round and making a Strength check with difficulty equal to the save DC or an Escape Artist check with a DC of 5 more. Once loose (either by making the initial Reflex save or a later Strength check or Escape Artist check), a creature remains entangled, but may move through the web very slowly. Each round devoted to moving allows the creature to make a new Strength check or Escape Artist check. The creature moves 5 feet for each full 5 points by which the check result exceeds 10. If you have at least 5 feet of web between you and an opponent, it provides cover. If you have at least 20 feet of web between you, it provides total cover. The web is flammable. A magic flaming sword can slash them away as easily as a hand brushes away cobwebs. Any fire can set the webs alight and burn away 5 square feet in 1 round. All creatures within flaming webs take 2d4 points of fire damage from the flames. Alternatively, it can be applied to hands and feet to allow clinging to nearly any surface. This gives you a climb speed of 10 feet + 5 feet per level.

Instant Adhesive: Can be used for the following purposes: As Sovereign Glue (but immune to Universal Solvent and sets instantly), as a Mending spell, or to automatically stabilize a dying character. If used as Sovereign Glue, you have also create a salve that can dissolve the glue. Does not use a delivery device.

Blinding Glitter: This specially prepared glitter shines brightly when exposed to oxygen, blinding and outlining everything within the area (save negates blindness). In addition, all in the area take -40 to hide checks. This can be used without a delivery device, affecting one adjacent enemy, but otherwise has an explosive range of 5 feet.

Stunning Burst: This concussive explosive is intended to leave enemies momentarily stunned. Any caught in an explosive range of 10 feet per level is stunned for 1 round (fort negates).

Mirage Salve: This salve causes light to warp around the applied area, causing it to blur. This gives you 20% concealment for 1 minute per level.

Blinding Venom: This vile green drug causes blindness when injected (fort negates). If applied without a needle, the blindness only lasts one hour and the victims gain +4 to the save.

Fearful Mist: This hallucinogenic gas causes great fear in any who inhale it. Those within the area must make a will save or be Panicked. Even on a successful save, victims are Shaken.

Enhanced Acid: This powerful liquid is more potent than normal alchemist's acid, and is most effective injected as a drug. Upon injection, it deals 2d4 acid damage for one round + one round per level. Alternatively, it can be used in an explosive delivery method, with an explosive range of 5 feet per level, dealing just 2d4 acid damage.

Minimum Level 2

Flash Bomb: When activated, this explosive releases a burst of extremely bright light. All creatures within an explosive range of 30 feet per level are blinded for 1 round per level and must succeed in a Fort save or be stunned for 1 round. All creatures within twice that range must succeed in an identical save or be blinded for 1 round.

Adrenalin: This drug gives the target a powerful boost to their physical capabilities. The target is immune to subdual damage and gains a bonus to dexterity and strength equal to level +4, and is no longer exhausted or fatigued. However, they take a penalty to mental statistics equal to the bonus to dexterity and strength. Bonuses and penalties may be reduced to 4. These affects last 1 minute per level. Minimum level 2.

Liquid Grindstone: This remarkable mixture of acid, adamantine alloy and adhesive dissolves away at dull blades, then coats them with a razor-sharp layer of the durable alloy. This gives any piercing or slashing weapon an enhancement bonus equal to 1+level/2 for 1 minute per level. If injected, the targets take 1d6 acid damage per level, and if used on natural weapons or multiple weapons, all weapons gain half the normal enhancement bonus.

Sleeping Gas: This gas of various sinister chemicals can knock out a horse with half a milligram dose. Treat as an inhaled poison, spread within the range of the explosion, with unconsciousness/unconsciousness as an effect.

Nauseating Vapors: This gas is used to create clouds of nauseating vapor, creating an effect identical to Stinking Cloud lasting two rounds per level, with explosive range of 5 feet.

Numbing Gas: This gas numbs the victim's senses and muscles, making them move sluggishly. This is identical to Slow, with an explosive range of 5 feet.

Immobilizing Sedative: This drug, when injected, causes the victim or patient to relax all muscles for a short period of time. This causes paralysis for 1d4+1 round per level (fort negates). If applied without a needle, it only lasts 1 round and the victims gain +4 to the save.

Minimum Level 3

Dust Bomb: By finely powdering coal, creating a high density cloud of it, then lighting it on fire, you can create a moderate sized explosive. This explosion deals 2d6 damage per level, and anyone within explosive range 5 is knocked to the edge of that range, taking damage as if they fell however far they moved. Can only be used in sprayers, pressure bombs and admixtures. Has an explosive range of 10 feet per level.

Minimum Level 4

Ironthorn Salve: By adding Ironthorn Sap to Skingrowth Salve, you create a mixture that makes your skin as hard as iron. Grants 4+level AC and grants DR (3+level)/-. Doesn't require a delivery method, half effect if a delivery method is used.

Opiates: A powerful depressant allows you to give an ally practical immunity to pain. As Alcohol (consumed) with doubled bonuses and penalties.

Regenerative Salve: A more powerful flesh-regenrating salve capable of restoring limbs. Does not require a delivery method. Considered a drug. Gives an ally Regeneration (3 per level) for 10 round plus one round per level. During this time, the ally may reattach limbs instantly, and any missing limbs regrow after 3d6 minutes. Multiple uses of the salve may be used to fully regrow limbs.

Instant Evolution: A powerful injected drug that causes you to quickly transform into a more primal beast. After use, you undergo a painful transformation for 5 rounds, stunning you while your hair grows into thick fur, your skin hardens into hide and you grow much, much larger. You gain +1 Natural Armor, +2 strength and constitution, as well as two secondary claws dealing 1d8 damage and a primary bite attack dealing 2d6 damage, and -2 to all mental statistics. For every level above 4th this drug is made at, all of your natural weapons gain a size category of damage.

Minimum Level 5

Gunpowder: By mixing ammonium nitrate, salt and sugar you essentially create gunpowder. As Dust Bomb, but can be used in any delivery method, deals 3d6 damage per level, has a knockback explosive range of 10 feet, and has an explosive range of 20 feet.

Dioxygen Flouride: By heating flourine and oxygen to over 700 degrees Celsius, you create a gas so volatile it can burn dry ice. Deals 1d6 fire damage per level per round to those exposed, burning for one round per level, and poisons them for 1d6 Con/1d6 Con. Has an explosive range of 4d6 feet per level.

Minimum Level 6

Amphetamines: A powerful stimulant. The target is immune to subdual damage and gains a bonus to dexterity and strength equal to level +6, and is no longer exhausted or fatigued. However, they take a penalty to mental statistics equal to the bonus to dexterity and strength. Bonuses and penalties may be reduced to 4. These affects last 1 minute per level, though a residual -2 to all mental statistics lasts for 1 hour per level. Minimum level 2.

Minimum Level 7

Instant Healing: Am absurdly fast acting flesh regenerating salve. Does not require a delivery method. Considered a drug. Instantly heals an ally for 10 per level and regenerates limbs, then grants regeneration 20 until 20 hit points per level are regenerated. Minimum level 7.

Adamantine Salve: By infusing Ironthorn Salve with adamantine, your skin becomes nigh-impenetrable. Has three times the bonus of skingrowth salve (and thus you are automatically treated as wearing heavy armor). Doesn't require a delivery method, as Skingrowth Salve if a delivery method is used. Minimum Level 7

Hydrogen Flouride: By mixing Dioxygen Flouride with Hydrogen Sulfide, you create an even more volatile gas that dissolves flesh on contact. As Dioxygen Flouride but increase Con damage to 2d6/2d6 and add 1d6 acid damage per level. Minimum level 7. Requires pre-existing Dioxygen Flouride of the same level (and thus essentially costs two slots).

Chemist's Lab(Ex): A chemist has a lab that allows him to make mixtures faster than if he was working on the move. This lab has a starting bonus of +1, and gains another point of bonus every three levels. This bonus can be allocated once per day per bonus, and each point halves the money or time taken to make a mixture. For example, Hydrogen Flouride at level 7 costs 1280 gold and takes 128 hours (about 5.3 days) to make. However, by applying 2 of the bonus to gold and 5 to time taken, you reduce gold to 320 gold and 4 hours.

Techniques: These are applied onto mixtures. They can either be admixtures, or additional chemicals added to mixtures to improve them, or delivery methods, ways to get the chemicals to where they need to be. You learn two techniques at first level, and gain an additional technique on every fourth level starting at level 4. The maximum technique level equals techniques known -1. Techniques are prepared in the same way as mixtures, and an equal number can be prepared each day (using a separate counter). For example, an 8th level Battle Chemist could prepare four 3rd level techniques, four 2nd level techniques, and eight 1st level techniques, as well as any mixtures. Prepared techniques remain available for 24 hours, then become inactive.

Some techniques work especially well or only with certain mixtures. General categories are salves (which do not require a delivery method), explosives, gases, and drugs.

Bottled Chemicals: The most basic way to deliver a damaging mixture, simply mixing and throwing. This delivery method takes a move action to activate, and is then treated as a thrown weapon. After being mixed, the bottle takes 1d4-2 rounds to activate (-1 round means it explodes in your hand, while 0 rounds means it detonates on impact). Explodes in a circle with radius 5 feet/level + explosive range. Can hold any gas or explosive up to its level, up to level 3. This mixture can be created in-combat, taking only a full round action to prepare, and does not count towards your daily limit.

Pressure Bomb: This bomb pressurizes the chemicals in a metal grenade-like container before releasing them in an explosion of shrapnel. Takes 1 move action to pressurize, and is then treated as a grenade-like weapon. Gaseous mixtures do not take a move action to pressurize. Hits all in a circle with radius 10 feet per level + explosive range, dealing 1d6 piercing and slashing damage per level in addition to any mixture effects. Can hold any gas or explosive of up to its level +1.

Needle: A simple needle for injecting drugs. Treat as Tiny punching dagger with enhancement bonus equal to the needle's level. To inject, make a melee attack. If you beat the target's armor class, you inject the target. If you beat the target's touch armor class, you make an opposed check (Str mod + needle level vrs Enemy armor bonus + natural armor). On a success, you inject the target. Can hold any drug of up to its level +2. This mixture can be created in-combat, taking only a full round action to prepare, and does not count towards your daily limit.

Oil Admixture: By mixing extremely flammable oil into a bomb, you can increase the damage dealt. Multiply pre-existing fire damage dice by 1.5. Can be mixed into any explosive of it's level. 1 SP, 1 round.

Sprayer: This device pressurizes the chemicals then lets them out in a cone-shaped spray, hitting all within. As a standard action, it sprays all in an 10 foot/level + explosive range cone (reflex DC (1.5 x Sprayer Level + 1.5 x Cylinder Level + 10) to dodge). The machine is reusable, but needs to be loaded (as a hand crossbow) and then requires a move action to pressurize. If the mixture used is a gas, it doesn't need time to pressurize. Can hold any explosive or gas of up to its level. Minimum level 2.

Drugged Weapon: You can apply a drug to any weapon, halving it's effects. Takes one round to apply. Minimum level 2. This mixture can be created in-combat, taking only a full round action to prepare, and does not count towards your daily limit.

Drug Admixture: You can mix any two drugs together, allowing faster injection. This lowers both drug's levels by 1. Can be applied to any drug up to your maximum level -1. Minimum level 3.

Arrow: By creating a pressure-sensitive mixer in an arrowtip, you can cause a mixture to activate to explode upon hitting someone with the arrow. This halves the mixture's effects and has an area of effect equal to half explosive range, lowering save DC by 4 for those caught in the area, but allows you to attach it to any arrow. Wherever the arrow hits, it activates the mixture instead of dealing damage. Can hold any gas or explosive up to its level. Minimum level 3.

Poison Admixture: You can mix poison with any drug. This lowers the drug's level by one and the poison DC by 4, but applies the poison's effect along with the drug's effect. Minimum level 2.

Explosive Admixture: You can mix explosives as with drug admixture, increasing the explosive range to the higher of the two and adding the damage. This lowers the level of both explosives by 1. Can be used with any damaging mixture of your maximum level -1. Minimum level 4.

Needle Gun: Essentially a needle shooting crossbow. Allows you to shoot any needle with a range increment of 40 feet. Treat as a hand crossbow with an enhancement bonus equal to it's level. Each prepared use of this delivery method allows you to fire ten needles. Minimum level 5.

Grenade Launcher: A pressurized launcher for pressure bombs. Allows you to shoot Pressure Bombs with a range increment of 60 feet, which deals an additional 1d6 per level of bludgeoning damage to anyone hit by the shot. Also allows you to shoot any needle with a range increment of 40 feet, dealing an additional 1d4 per level of piercing damage. Treat as a heavy crossbow with an enhancement bonus equal to it's level. Requires loading as a crossbow and then a move action to pressurize. Each prepared use of this delivery method allows you to fire ten times. Minimum level 6.

Ultimate Admixture: You can mix three of any kind of mixture to form a single, ridiculous mixture. Mixing drugs and damaging mixtures causes any hit by the damaging mixtures to gain effects from the drug as if it was level 1. All mixtures must be at least level 7. 1 hour.

Needler: Throws a giant disk into the air, which promptly targets your enemies then perforates them with dozens of needles. Treat the disk as a thrown weapon with range increment 10 feet. Can store up to 10 needles per level. Targets a specified area within 10 feet per level which can have a 5 foot square per 10 needles stored. The specified areas are then attacked with specified amounts of needles (at least 10). Instead of an attack roll, this allows a reflex save of DC equal to (17+Int+Needles/10) with target's armor class - 10 as a bonus to the save. For every 5 points below the save DC they are, increase the effects by one level, and if they make the save, they completely avoid the attack.

For example, one level 1 needle causes level 1 effects, two level 1 needles cause level 2 effects, and four level 1 needles cause level 3 effects. If an 18th level fighter with AC 32 and +8 to reflex has 150 level 1 needles fired at her by a Battle Chemist with +5 to int, she must make a DC 47 reflex save with +30 to the save. If she succeeds, nothing happens. If she gets 42, she takes the effects of a level 2 needle. If she gets 30, she takes the effects of a level 5 needle.

Minimum level 7.

Rocket Revolver: Fires multiple chemical-filled pressure-launched rockets, which find their targets and activate. The launcher takes two hands to hold or load. Holds up to 16 rounds, and can be fired as a ranged weapon. Each rocket has a range increment of 100 feet. On impact, the rocket hits all within a radius of 5 feet per level, and deals 1d6 bludeoning damage per level of the round to the person hit. Minimum level 8 (Launcher), minimum level 4 (round). 6 hour, 100 GP (Launcher). 1 minute, 1 GP (round).

Epic Battle Chemists[edit]

Table: The Epic Battle Chemist

Hit Die: d8

Level Special
21st Mixture 8
22nd Chemist's Lab +8
23rd Bonus Feat
24th Mixture 9, Technique 7
25th Chemist's Lab +9
26th Bonus Feat
27th Mixture 10
28th Technique 8, Chemist's Lab +10
29th Bonus Feat
30th Mixture 11

<-number of skill points-> + Int modifier skill points per level.

Chemical Mixture: You continue gaining maximum mixture levels and learning more mixtures, as in pre-epic levels.

Chemist's Lab: Your chemist's lab continues to gain total bonus, as in pre-epic levels.

Technique: You continue learning more techniques, as in pre-epic levels.

Bonus Feats: The epic Battle Chemist gains a bonus feat (selected from the list of epic Battle Chemist bonus feats) every 3 levels starting at 22nd.

Epic Battle Chemist Bonus Feat List: Storm of Throws, Perfect Two-Weapon Fighting, Improved Manyshot, Great Intelligence, Great Dexterity, Swarm of Arrows, Combat Archery, Instant Reload, Epic Weapon Focus, Epic Weapon Specialization.

Alternatively, the Epic Battle Chemist can increase any one of it's class abilities by one.

Human Battle Chemist Starting Package[edit]

Weapons: 10 needles (Tiny Punching Daggers), Light Crossbow (50 bolts).

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Levels Ability Armor
Check
Penalty
Concentration 4 Int
Profession (Chemist) 4 Int

<-copy and paste the rows as necessary.->

Feat: Rapid Reload.

Bonus Feats: Mercantile Background.

Gear: Studded Leather Armor, Heavy Wooden Shield, 10 level 1 pressure bombs (level 1 Grease-Chlorine), 5 level 1 needles (level 1 Alcohol).

Gold: 9 GP.

Campaign Information[edit]

Playing a Battle Chemist[edit]

Religion: Unlike almost all denizens of the prime material plane, many chemists do not worship a god. They see magic and faith as lesser to chemistry, and as such do not pay tribute to those aspects of the world. However, those that do worship and utilize magic often choose gods of intelligence to be their patrons.

Other Classes: Battle chemists are often held at an arms length if at all. Their "science" is very unusual and so they are often cast out or treated poorly. However, some find sympathetic parties who they often cling to like glue, as that is the only way they will gain power and knowledge. While they might portray confidence and pride, they often will do anything to stay in good standing with their teammates at low levels. Casters often shun Battle Chemists, whereas parties without casters welcome them as extra crowd control and damage. When battle chemists gain power, they often slowly gain confidence and act more boldly. Battle chemists also occasionally irritate party members with their time constraints for buying new chemicals. However, many avoid this by simply getting what they can and moving on, utilizing their shop's weekly orders, or simply not joining their allies in festivities and rest.

Combat: Battle chemists are generally healers and damagers, taking the role of a caster without actually using magic. They often require lots of support early on, though they deal excellent damage. Later on, they gain more independence as their mixtures become stronger.

Advancement: Most battle chemists are single-classed. However, some multiclass to martial or utility classes in order to better use their mixtures. Battle chemists can multiclass into Fighter for throwing feats, into Ranger for more effective ranged fighting, or into a casting class for utility spells.

Battle Chemists in the World[edit]

"So that's where I left the bomb..."
—Collin the Chemist, Human Battle Chemist, after flattening a sector of Hilltown

Battle chemists are often shunned or seen as a little insane by other members of society. Sometimes, they cause disaster (as shown above), sometimes, they help people with their healing salves, sometimes, they slay powerful opponents, good or bad, sometimes they just go insane. However, the key part of all of this is that they use science, not magic, to do so. Most battle chemists pride themselves in getting by without magic, and the few that use magic often make a point to have it be a only moderately significant addition to their skills.

Daily Life: Most non-adventuring battle chemists simply run stores, sometimes hiding away in fortresses, sometimes selling to the public. They painstakingly prepare each mixture for sale, dreaming of expanding their store, of becoming something great. Sometimes they do - almost always through adventure. Adventuring battle chemists spend a lot of their downtime in the city preparing and buying chemicals for their next adventure. They still have shops, but let their workers keep them up. Then once they retire, they usually use their newfound wealth to spread the word about science.

Notables: - Colin the Chemist, Human 12th level Battle Chemist known for his potentially dangerous antics and powerful mixtures. Notable me

- Xaris, Cat Hengeyokai 18th level Battle Chemist, who has been to the infernal planes and back, surviving only with his various mixtures. Also Vice-Chairman of ICO.

- Natasha, Human 16th level Battle Chemist, Chairman of ICO (see organizations). Considered remarkably cool-headed among battle chemists.

- Garok, Dwarf 7th level Battle Chemist, both commended and shunned for his use of explosives for faster mining. Embassador to the Dwarves.

Organizations: Some of the more shunned battle chemists have formed the International Chemists' Organization (ICO), dedicated to helping poor chemists gain some recognition and power before letting them go off on their own. It is lead by a Chairman and a Vice Chairman, four of which are nominated by popular request. The nominees are then evaluated by the pre-existing Chairman and Vice Chairman, and the new leaders are decided. The Chairman also nominates a council of eight, which are voted in whenever a councilman retires or dies by the rest of the council. All decisions are made by the Chairman, then accepted by the Council (which always includes the Vice Chairman). If the Chairman is absent or dies, the Vice Chairman takes over. If both die or are absent at the same time, councilmen move up in order of seniority. There is also are also fifty officers, which are essentially messengers and ambassadors. The decisions and policies made by the Chairman are upheld by officers. These are usually distributions of welfare, war decisions and restrictions on certain behaviors.

In addition, about every 4 years, the International Chemists' Expo (ICE), funded by ICO, allows chemists to share their formulas, mixtures, findings and other such discoveries. For DM and player character's purposes, this an opportunity to introduce any formulas you think should exist, which can be bought at the cost of experience and gold (something like minimum cost x100, but EXP instead of time (in rounds).)

NPC Reactions: NPC's often treat chemists with wonder, apprehension or even disgust. Members of the church often shun their "science", and will bar them from churches and faith-related services. Arcane casters will treat them as inferiors. The general populace may shun them or want to learn more. However, when anyone needs their services, they almost always become groveling whelps.

Battle Chemist Lore[edit]

Characters with levels in Knowledge (Nature) or Craft (Alchemy) can research battle chemists to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (Nature), Craft (Alchemy)
DC Result
5 Battle chemists are people who deal with mixing certain materials to get extraordinary mixtures - much like alchemy but without anything arcane at all.
10 These mixtures usually activate when two materials come into contact with each other.
15 Advanced mixtures often require much more expensive, refined materials and more tools and time to make. If the creation is interrupted, the entire mixture may go off early, lose power or do something unintended.
20 Mixtures are work because of fundamental laws of the world, telling tiny particles of a material what to do. Very interesting things might happen if you changed these somehow...

<-pluralized class name-> in the Game[edit]

<-How characters of this class fit in the game (PC and NPC) and what roles they play.->

Adaptation: <-Possible variant conceptions of this class.->.

Sample Encounter: <-DM placement for NPCs of this class.->.

EL 14: Colin the Chemist is an infamous chemist, known for his random explosions and human testing. While overall, he has improved lived and stayed away from the big cities, he recently has been seen

Colin the Chemist

Colin the Chemist

CR 12

Battle Chemist 12
CG Medium humanoid (human)
Init/Senses +4/Listen +0, Spot +0
Languages Common
AC 19, touch 14, flat-footed 15
hp 12d8+24(78) (12 HD)
Fort/Ref/Will +9/+11/+11
Speed 30 ft. (6 squares)
Melee Needle Level 5 +13 Melee (1d2+7)
Ranged Needle Gun Level 4 +19 ranged (1d2+8)or Sprayer Level 4 (see Sprayer)
Base Atk/Grp +9/+9
Special Actions Sprayer1, Pressure Bomb, Regenerative Salve
Abilities Str 10, Dex 18, Con 14, Int 22, Wis 10, Cha 10
Feats Hand Crossbow Focus, Crossbow Sniper, Point Blank Shot, Rapid Shot, Flyby Attack, Mercantile Background
Skills None that matter in combat.
Advancement by character class (Battle Chemist)
Possessions 1000 gp, 5 Level 5 Regenerative Salves, 5 Level 5 Needles (Adrenalin Level 5, reduced penalty), 5 level 5 Needles (Opiates Level 5, reduced bonus),20 Needles level 5 (Caffeine Level 4), 40 Needles level 5 (Alcohol level 5), 3 level 5 Pressure Bombs (Dust Bomb/Dioxygen Flouride Admixture Level 5/5), 40 Sprayer canisters level 5(Dust Bomb Level 5), 2 Sprayer canisters level 5 (Dioxygen Flouride), +1 Levitating Heavy Shield, +1 Defending Shield Spikes, 3 Potions of Magic Weapon +5, +1 Shadow Chain Shirt, +1 Defending Armor Spikes, +1 Defending Gauntlet, Cloak of Resistance +4, Winged Boots, Belt of Battle, Headband of Intellect +4, Gloves of Dexterity +2, Command Rune (see Fortifications), Scroll of Dimension Door, Tower Shield

Combat[edit]

Fortifications Colin stays within his inner sanctum within a trapped, manned fortress. While he is a chemist, he accepts the arcane as a useful tool, and as such utilizes it within his fortress. His laboratory is warded against teleportation (treat as SR 30), and his fortress has several choke points between the entrance and his inner sanctum which sound a silent alarm if an unauthorized being enters. His inner sanctum is a 100 foot radius circle with only one entrance, with a 50 foot radius circular wall, reaching to the 20 foot ceiling, surrounding his laboratory, raised or lowered with the command rune tattooed onto his wrist. The ground outside the laboratory is covered in jagged rock, halving speed.

Negotiations

Combat Colin first tries to seal the entrance with Dioxygen Flouride pressure bombs, throwing one then keeping the adventurers back with dust bomb sprays. If they go in anyway, he tries to spray them while they are concentrated, then tries to identify the casters of the group, pumping them full of alcohol and caffeine (and opiates for tough ones) as to ruin their casting abilities. He then traps the ranged units outside the ring and tries to pick off any fighters one at a time with bombs. If enemies come into melee range he sprays them with Dust Bomb. Upon reaching three-quarters health, he prioritizes stopping casters. Upon reaching half health, he applies his potions of Magic Weapon to his armor to avoid damage and tries to spray and shoot from the ceiling. Upon reaching one-quarter health, he attempts to close himself off, cutting off as many people as he can and trying to get rid of those in the section he remains in (if he goes into the doorway, he puts up his tower shield), and then call for help.

Victory If Colin is defeated, his laboratory contains valuable materials that can be broken down for 1000 GP. Using his chemicals requires either levels in Chemist or an exotic weapon proficiency feat for each delivery method. If a player decides to take levels in Chemist, they can use his laboratory, chemicals and delivery methods at full bonus.



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