"Grenadiers train to exercise their talents in the thick of battle, even when not under the influence of their mutagens. They learn methods of combining weapons attacks with their alchemical magic, and sacrifice skill wtih poisons in order to become more adept at using alchemical bombs or using alchemical items in conjunction with their martial skills. As an unusual side effect of their skill at handling bombs and alchemical items with increased speed, grenadiers master the ability to drink potions, elixirs, and mutagens quickly and safely, without exposing themselves to peril while doing so. "
- Alchemist Proficiencies- Proficient with all simple weapons and bombs. Also proficient with light armor, but not shields.
- Throw Anything - You receive a +1 circumstances bonus on attack rolls made with thrown splash weapons.
- Martial Weapons Proficiency - Doesn't have the following proficiencies: Hand axe, Kukri, Light Hammer, Ligh Pick, Short Sword, Spiked Light Shield Bash, Starknife, Light Shield Bash, Battle Axe, Flail, Heavy Pick, Longsword, Rapier, Scimitar, Spiked Heavy Shield Bash, Warhammer, Heavy Shield Bash, Long Bow, Short Bow, Earth Breaker, Falchion, Glaive, Greataxe, Greatsword.
Base Attack Bonus
|Level 1||0||+2||+2||+0||bomb 1d6, mutagen, Throw Anything, Alchemist Proficiencies, Martial Weapon Proficiencies|
|Level 2||+1||+3||+3||+0||Discovery, Precise Bomb, Alchemical Weapon|
|Level 3||+2||+3||+3||+1||Bomb 2d6|
|Level 5||+3||+4||+4||+1||Bomb 3d6, Poison Resistance|
|Level 6||+4||+5||+5||+2||Discovery, Directed Blast|
|Level 7||+5||+5||+5||+2||Bomb 4d6|
|Level 8||+6/+1||+6||+6||+2||Discovery, Poison Resistance|
|Level 9||+6/+1||+6||+6||+3||Bomb 5d6|
|Level 10||+7/+2||+7||+7||+3||Discovery, Staggering Blast|
|Level 11||+8/+3||+7||+7||+3||Bomb 6d6|
|Level 13||+9/+4||+8||+8||+4||Bomb 7d6|
|Level 14||+10/+5||+9||+9||+4||Discovery, persistent mutagen|
|Level 15||+11/+6/+1||+9||+9||+5||Bomb 8d6|
|Level 17||+12/+7/+2||+10||+10||+5||Bomb 9d6|
|Level 19||+14/+9/+4||+11||+11||+6||Bomb 10d6|
|Level 20||+15/+10/+5||+12||+12||+6||Grand Discovery, Discovery, Discovery|
At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It's a standard action to drink a mutagen. Upon being imbibed, the mutagens causes the alchemist to grow bulkier and more bestial, granting him +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a -2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.
At 14th level, the effects of a mutagen last for 1 hour per level.
In addition to magical extracts, alchemists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies. An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier.
Thrown bombs have a range of 30 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using such feats such as Point-Blank-Shot and Weapon Focus. On a direct hit, an alchemist's bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist's Intelligence modifier. The damage of an alchemist's bomb increases by 1d6 points of every odd-numbered alchemist level. Splash damage from an alchemist bomb is always equal to the bomb's minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of the fire damage.)Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier.
When the alchemist throws a bomb, it doesn't affect allies.
At 6th level, a grenadier can detonate a bomb so that it splashes in a 30-foot come rather than affecting a radius. The cone starts at the alchemist and extends away from her in the direction in the direction she chooses. Each creature within the cone take damage as an if it had suffered a direct hit from the alchemist's bomb but succeeding at a Reflex save (DC + 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier) halves the damage.
At 2nd level, an alchemist gains a +2 bonus on all saving throw against poison. This bonus increases to +4 at 5th level, and then again to +6 at 8th level. At 10th level, an alchemist becomes completely immune to poison.
At 10th level, a grenadier's bombs become particularly overwhelming when they explode. Whenever a grenadier scores a successful critical hit with a bomb, the creature directly struck by that bomb is staggered for 1d4+1 rounds. A successful Fortitude save (DC equals the bomb's Reflex save DC to avoid splash damage) reduces the duration to 1 round.
At 2nd level, a grenadier can infuse a weapon or piece of ammunition with a single harmful alchemical liquid or powder, such as an acid flask or alchemist's fire. This action consumes the alchemical item, but transfers its effects to the weapon in question. The alchemical item takes full effect on the next creature struck by the weapon, but does not splash, spread, affect additional targets or benefit from any other effects that specifically affect splash weapons. Any extra damage added is not doubled on a critical hit. The alchemical treatment causes no harm to the weapon treated and wears off 1 minute after being applied if no blow struck. Infusing a new alchemical liquid or powder previously applied with this ability. At 6th level, a grenadier can use her alchemical weapon ability as a swift action. At 15th level, this ability becomes a free action.
At 2nd level, and then again every 2 levels thereafter (up to 18th level), an alchemist makes an incredible alchemical discovery. Unless otherwise noted, an alchemist cannot select an individual discovery more than once. Some discoveries can only be made if the alchemist has met certain prerequisites first, such as uncovering other discoveries. Discoveries that modify bombs that are marked with an asterisk (*) do not stack. Only one such discovery can be applied to an individual bomb. The DC of any saving throw called for by a discovery is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier.
|Acid Bomb||When the alchemist creates a bomb, he can choose to have it inflict acid damage. Creatures that take a direct hit from an acid bomb take an additional 1d6 points of acid damage 1 round later.|
|Choking Bomb||Instead of dealing damage this bomb exposes creatures around it to choking gas. Everyone around target must succeed on a Fortitude save or become Nauseated for 1 round per 1d6 damage that alchemist bombs usually inflict. Targets that were Nauseated by this bomb can attempt another save each round.|
|Cognatogen||The alchemist gains the ability to create a cognatogen, a mutagen-like mixture that heightens one mental ability score at the expense of a physical ability score. If the cognatogen enhances his Intelligence, it applies a penalty to his Strength. If it enhances his Wisdom, it applies a penalty to his Dexterity. If it enhances his Charisma, it applies a penalty to his Constitution. Otherwise, this ability works just like the mutagen ability (including the natural armor bonus). Anytime the alchemist would prepare a mutagen, he may instead prepare a cognatogen. All limitations of mutagens apply to cognatogens as if they were the same substance—an alchemist can only maintain one mutagen or cognatogen at a time, a cognatogen that is not in an alchemist’s possession becomes inert, drinking a cognatogen makes a non-alchemist sick, and so on. When the effect of the cognatogen ends, the alchemist takes 2 points of ability damage to the ability score penalized by the cognatogen. The infuse mutagen discovery and the persistent mutagen class ability apply to cognatogens.|
|Force Bomb||When the alchemist creates a bomb, he can choose to have it inflict force damage. Force bombs deal 1d4 points of force damage, plus 1d4 points of force damage for every odd-numbered level, instead of 1d6. Creatures that take a direct hit from a force bomb are knocked prone unless they succeed on a Reflex save.|
|Infusion||Infusion discovery allows an alchemist to use his extracts not only on himself but on other people as well. With this discovery, all alchemist extracts will behave exactly like spells with same names when considering targets and range.|
|Precise bomb||When the alchemist throws a bomb, he doesn't affect allies.|
|Weapon Focus (Bomb)||
You gain a +1 bonus on all attack rolls you make using Bombs.
Grand Discovery (Su)
At 20th level, the alchemist makes a grand discovery. He immediately learns two normal discoveries, but also learns a grand discovery, representing a truly astounding alchemical breakthrough of significant import. For many alchemists, the promise of one of these grand discoveries is the primary goal of their experiments and hard work.
Grenadier Tips & Builds