Psychochemist
Psychochemists use alchemy to create stimulants and drugs to bolster their effectiveness, especially in combat, but also in their daily activities. Less versed in the alchemical arts than true alchemists, psychochemists rely on their intuition to craft concoctions that would be deadly to creatures of lesser resilience.
Role: Psychochemists bolster themselves alchemically to become powerful killing machines, capable of tearing down those unfortunate enough to get in their way.
Alignment: Any non-lawful.
Starting HP: 10
HP Roll: d4+3
Starting Wealth: 4d6 × 10 sy (average 140 sy.) In addition, each character begins play with an outfit worth 20 sy or less.
Class Skills
The psychochemist's class skills are Appraise (Int), Craft (Int), Disguise (Cha), Heal (Wis), Knowledge (all, Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Use Magic Device (Cha).
Skill Ranks per Level: 4 + Int modifier.
Primary Attributes: Str, Con
A psychochemist, seen here in the cameraman's last moments.
Class Features
The following are the class features of the psychochemist.
Weapon and Armor Proficiency
Psychochemists are proficient in all melee weapons and simple ranged weapons, as well as light and medium armor.
Quick Drinker (Ex)
Psychochemists have a number of reservoirs affixed to their bodies, equal to their Con modifier. Each of these reservoirs can be loaded with a potion as a standard action that provokes attacks of opportunity. However, using a loaded potion is a move action, and does not provoke attacks of opportunity. A potion used in this way can only target the psychochemist. Potions remain loaded in the reservoir until removed as a full-round action. Only one potion per round may be consumed in this way.
Brew Potion (Ex)
At 1st level, psychochemists receive Brew Potion as a bonus feat. A psychochemist can brew potions of any formulae he knows (up to 5th level), using his psychochemist level as his caster level. The formula must be one that can be made into a potion. The psychochemist does not need to meet the prerequisites for this feat. The created potion is extraordinary, but not magical, in nature.
As part of this ability, the psychochemist learns two formulae, drawn from the alchemist formula list. He learns an additional formula at each psychochemist level thereafter.These formulae are stored in the psychochemist's memory and need not be written in a formula book. However, the psychochemist cannot normally learn a formula in any other way. The maximum level of formula that may be learned corresponds to the Max Formula Level column.
Chem Frenzy (Ex)
A psychochemist can inject himself with a dangerous mix of stimulants, granting him additional combat prowess. Starting at 1st level, a psychochemist can frenzy for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can frenzy for 2 additional rounds. Temporary increases to Constitution, such as those gained from spells like bear’s endurance, do not increase the total number of rounds that a psychochemist can frenzy per day. A psychochemist can enter a chem frenzy as a swift action. The total number of rounds of frenzy per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.
While in frenzy, a psychochemist gains a +2 alchemical bonus to melee damage rolls, a +2 alchemical bonus on Will saves, 5 temporary HP, and immunity to emotion-based effects. In addition, he takes a –2 penalty to Armor Class. While in frenzy, a psychochemist cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Use Magic Device) or any ability that requires patience or concentration, except for psychochemist abilities that specifically are usable during a frenzy. The bonuses to damage and Will saves increase by 1 at 5th level and every 5 levels thereafter, and the number of temporary HP gained increases by 5.
A psychochemist can end his frenzy as a free action and is sickened after frenzy for a number of rounds equal to 2 times the number of rounds spent in the frenzy. A psychochemist cannot enter a new frenzy while sickened or nauseated but can otherwise enter frenzy multiple times during a single encounter or combat. If a psychochemist falls unconscious, his frenzy immediately ends.
A psychochemist can instead attempt to inject the stimulants into another creature. The psychochemist makes a melee touch attack against an adjacent creature. If successful, the creature is injected with the stimulant cocktail, and must make a Fortitude save against poison (DC 10+1/2 psychochemist level+ Con mod) or become sickened for 1d4 rounds.This use consumes 2 rounds of frenzy, and can be performed while frenzying.
Poison Resistance (Ex)
Psychochemists gain a +2 bonus to Fortitude saves against poison. This bonus increases by 1 for every 4 levels beyond first (5th, 9th, etc). This bonus also applies to saves against addiction.
Rage Power (Ex)
As a psychochemist gains levels, he learns to use his frenzy in new ways. Starting at 2nd level, a psychochemist gains a rage power, drawn from the Barbarian list. He gains another rage power for every two levels of psychochemist attained after 2nd level. A psychochemist gains the benefits of rage powers only while in a frenzy, and some of these powers require the psychochemist to take an action first. Unless otherwise noted, a psychochemist cannot select an individual power more than once.
Any psychochemist who meets the powers’ prerequisites can select and use rage powers, except for totem rage powers. A psychochemist cannot learn totem rage powers.
A complete list of rage powers can be found here: Rage Powers
Psychocasting (Sp)
At second level, the cocktail of poisons in a psychochemist's bloodstream can react to create minor, nearly magical effects. The psychochemist can cast a formula from his Brew Potion list as a spell-like ability once per day at 2nd level, and one additional time per day every two levels thereafter. This ability can be used while in a chem frenzy. This is innate magic and is not dependent on the power of a Goddess, although it is subject to anti-magic fields and counterspells. The saving throw, if any, for a spell cast in this manner is equal to (10+Spell Level+Wis mod).
The psychochemist may cast no more than two spell-like abilities of the same level per day in this way.
Bonus Feat (Ex)
At 3rd level, and every 4 levels thereafter, the psychochemist gains a bonus feat. This feat must be selected from the list of Combat Feats, Item Creation feats, or Tinker bonus feats. The psychochemist must meet all prerequisites of these feats. The psychochemist counts his psychochemist level as fighter level for the purpose of qualifying for bonus combat feats, and his psychochemist level as his caster level for item creation feats.
Fast Movement (Ex)
At 5th level, a psychochemist's land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the psychochemist's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the psychochemist's land speed.
Speed Drinker (Ex)
At 9th level, three times per day, a psychochemist may consume a potion loaded into his Quick Drinking apparatus as a swift action, rather than a move action. This does not allow the psychochemist to exceed the once-per-round limitation of the apparatus.
Damage Reduction (Ex)
At 17th level, a psychochemist gains DR/Lawful equal to one-fourth his psychochemist level (round down). While in a frenzy, this damage reduction is doubled.
Psychochemical Discovery (Ex)
At 20th level, the psychochemist makes a remarkable discovery. Choose from the following:
Iron Hide: The psychochemist's damage reduction increases by 5. This amount is not doubled while in a frenzy.
Steel Soul: The psychochemist gains a +6 insight bonus to all Will saves.
Adamant Body: The psychochemist increases his maximum HP by 50.
Brazen Intuition: The psychochemist gains 5 alchemist formulae known of any level (1-6), for use with his Brew Potion and Psychocasting abilities.
Golden Conduction: The psychochemist gains Resist Energy 15/fire, cold, acid, and electric. Alternatively, he may gain immunity to one of these energy types.
Aluminium Lightness: The psychochemist gains Improved Evasion, as a Shugenja, and is always counted as carrying a light load as long as he is below his max load.
Archetypes
A psychochemist may choose to take an archetype from the list below. These archetypes replace or modify various psychochemist abilities, allowing you to focus the character into a unique discipline.