Chemical Soldier

Not everyone fights with spell or sword. Some fight with the fruits of their intellect.

 

None reflect this credo quite so literally as the chemical soldier. Armed with alchemical compounds composed of local ingredients in the correct proportions alongside specially prepared catalyzers, strike-anywhere matches, and a knack for mixing on the fly, the chemical soldier fights with the power of chemistry.

 

While skill at alchemy is the obvious unifying factor between them, every chemical soldier is vastly different from the next, owing in part to the fact that their gear is usually homemade from personal formulas with little in the way of standardization.

 

Their propensity to use grenade weapons means they need to take greater care when working with groups than most, but the plethora of helpful concoctions they can bring to the party and high degree of versatility in terms of damage types means they can still contribute handily.

The following feats are those provided to those on the path of the Chemical Soldier:

 

Chemical Soldier [Rogue, Chemical Soldier]

Benefit: You gain a +1 feat bonus to attack and damage rolls with Thrown weapons. And the alchemical globe and alchemical bomb abilities:

Alchemical Globe – Ranged Basic Strike – New Science, Alchemy

You throw a prepared globe of damaging alchemical fire, acid or frost. Make a ranged attack against one target as if with a Thrown weapon with a range increment of 2. On a hit, deal 1d6 + INT modifier + ½ level fire, caustic or cold damage

 

Alchemical Bomb – Standard Action – New Science, Alchemy

You throw an explosive bomb of alchemical fire, caustic or frost. Target a square within six squares. All creatures within the target square and all adjacent squares take 1d6 + INT modifier + ½ level fire, caustic or cold damage. A successful Reflex save (DC 10 + ½ level + INT modifier) reduces the damage by half.

 

At 9th level, the damage for both abilities increases to 2d6 + Int modifier + ½ level and you may choose to have the alchemical bomb ability effect creatures within the target square and creatures within 2 squares of the target square.

 

At 18th level, the damage of both abilities increases to 4d6 + Int modifier + ½ level.

Special: You must be carrying a portable alchemist’s lab to use abilities granted by this feat.

 

 

Sticky Globe [Rogue, Chemical Soldier]

Prerequisite: Chemical Soldier

Benefit: Whenever you deal damage to a target with your Alchemical Globe, you may choose for the target to suffer 1 ongoing damage of the same type for a number of rounds equal to your INT modifier. A successful Reflex saving throw (DC 10 + level +INT modifier) ends.

 

At 9th level, the ongoing damage increases to 3

 

At 18th level, the ongoing damage increases to 5

 

Special: You must be carrying a portable alchemist’s lab to use abilities granted by this feat.

 

 

Lingering Bomb [Rogue, Chemical Soldier]

Prerequisite: Chemical Soldier

Benefit: Once per encounter, when you use an Alchemical Bomb, you may choose to have the bomb also cause the effected area to become hazardous terrain. Any creature starting their turn in or entering this terrain takes 1 damage of the same type the Alchemical Bomb originally did.

 

At 9th level, the ongoing damage increases to 3

 

At 18th level, the ongoing damage increases to 5

 

 

Glue Pot [Rogue, Chemical Soldier]

Prerequisite: Chemical Soldier

Benefit: You gain the glue pot ability:

Glue Pot – Standard Action – Encounter – New Sciences, Alchemy

You throw a glue pot, coating an area with sticky goo. Target square within six squares. That square becomes hazardous terrain for a number of turns equal to 1 plus your INT modifier. Creatures attempting to leave that square during this duration must succeed in a Strength check (DC 10 + INT modifier) or be unable to do so until the start of their next turn.

 

At 9th level, you may use this ability twice per encounter.

At 18th level, you may choose to have this ability effect the target square and all adjacent squares.

Special: You must be carrying a portable alchemist’s lab to use abilities granted by this feat.

 

 

Flashbang [Rogue, Chemical Soldier]

Prerequisite: Chemical Soldier

Benefit: You gain the flashbang ability:

Flashbang – Standard Action – Encounter – New Sciences, Alchemy

You throw down a prepared cocktail that explodes in a blinding flash. Target one square within six squares. All creatures in that square and adjacent squares must succeed in a Fortitude saving throw (DC 10 + ½ level + INT modifier) or be blinded and deafened until the start of your next turn.

 

At 9th level, this ability effects the creatures in the target square and all creatures within 2 squares of the target.

 

Ar 18th level, creatures that fail the save are blinded and deafened (save ends).

Special: You must be carrying an alchemist’s satchel to use abilities granted by this feat.

 

 

Lubrication Ampule [Rogue, Chemical Soldier]

Prerequisite: Chemical Soldier

Benefit: You gain the lubrication ampule ability:

Lubrication Ampule – Standard Action – Encounter – New Science, Alchemy

You throw down a chemical lubricant that makes the ground slippery. Target one square within six squares. That square becomes hazardous terrain for a number of turns equal to 1 plus your INT modifier. Creatures attempting to leave that square during this duration must succeed in a Dexterity check (DC 10 + ½ level + INT modifier) or fall prone.

 

At 9th level, you may use this ability twice per encounter.

 

At 18th level, you may choose to have this ability effect the target square and all adjacent squares.

Special: You must be carrying an alchemist’s satchel to use abilities granted by this feat.

 

 

Chemist’s Tool Chest [Rouge, Chemicial Soldier]

Prerequisite: Chemical Soldier

Benefit: Choose two of the following tools. Once per short rest, you may produce one of those tools. Each tool may only be used once before being destroyed, but may be used by any character. You may produce a total number of such items in total per day equal to your INT modifier. Items created in this way become inert and useless in 24 hours.

  • Eyeshine: Applying eyeshine to one’s eyes is a full round action. Once applied, eyeshine grants the subject dark vision for 24 squares for one hour.

  • Climbing Epoxy: Applying climbing epoxy to one’s hands and feet is a full round action. Once applied, climbing epoxy grants a climb speed of three squares for one hour.

  • Adhesive Line: An adhesive line acts as a grappling hook, but the end is coated in a substance that adheres to anything it strikes with enough force. The line sets automatically with no check required and cannot be dislodged.

  • Damping Rubber: Applying damping rubber to one’s feet is a full round action. Once applied, damping rubber prevents all falling damage to the subject for one hour.

  • Wonder Glue: Bonding two objects together with wonder glue takes 10 rounds. Once bonded, the objects cannot be separated by any means other than the application of universal acid.

  • Universal Acid: Applying universal acid to a non-magical object or section of an object up to one square (whichever is smaller) in area takes 10 rounds. During each round of application, the acid deals caustic damage equal to its creator’s INT modifier to the object, ignoring hardness and the target permanently loses 1 point of hardness.

  • Liquid Camouflage: Applying liquid camouflage to one’s body is a full round action. Once applied, liquid camouflage grants a +5 equipment bonus to Stealth checks for up to one hour. If the subject moves more than one square, they lose this bonus until the start of their next turn.

  • Scent Mask: Applying scent mask is a full round action. Once applied, the subject cannot be detected by scent for up to one hour.

Special: You may take this feat multiple times. Each time you may choose two more tools you can make.

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