Steel Striker
Some psychochemists have developed special techniques and skills to protect themselves from mechanical foes and steel troopers, and engage with such creations directly.
Hard Hitter (Ex)
At 2nd level, a steel striker can make devastating attacks against objects and foes with breakable components. Damage dealt by the steel striker's attacks ignores an amount of an object’s or creature’s hardness (if any) equal to 1/2 his class level. This bonus also applies against a golem's or steel trooper's DR, if any.
This ability replaces the rage power gained at 2nd level.
Nimble Climber (Ex)
At 5th level, the steel striker is treated as having a climb speed equal to half his normal speed for the purposes of climbing on creatures larger than himself. He also gains a bonus equal to half his psychochemist level to CMD to resist being grappled by such foes, and to CMB and Escape Artist checks to escape grapples by larger foes.
This ability replaces fast movement.
Hide from Constructs (Su)
At 10th level, a steel striker can control his movement, breathing, body temperature, and other physiological signs to confuse the artificial visions of constructs and steel troopers. At will, the steel striker can make himself undetectable to constructs and steel troopers as if he were affected by a hide from undead spell that instead hides the subject from constructs and steel troopers. Intelligent constructs and steel trooper pilots receive a Will save (DC 10 + 1/2 psychochemist level + Con modifier) to see through this effect. The psychochemist must expend 1 round of chem frenzy for each round he uses this ability.
This ability replaces the psychocasting gained at 10th level.