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Morbalus
2013-01-19, 05:28 PM
This is a mostly NPC prestige class I made some time ago for a players cohort. I was just hoping for some peer review and to be told weather it was PC suitable? As a note in my campaign you don’t need to be a caster to do Craft (alchemy).

The whole class was inspired by qwertyu63’s ‘the craftsman’ and two of its class abilities are directly from that class. Thank you for letting me post this.

1

“Everything is a weapon...or can be made to serve as one”

Every adventure has used alchemist fire at some point, but some people choose to take the simple alchemical formula further. Combat Alchemists are more than crafters of basic equipment; they are skilled artisans who can create useful tools, cunning traps and powerful grenades that can even rival magic. Moreover they can wild their weapons with terrifying efficiency.

Entry requirements:
Skills Craft (alchemy): 8 ranks
Feats: Skill focus (Craft: Alchemy) and Grenadier.

NAME OF CLASS
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+2|
+2|
+0| Alchemical Preparation, Grenade familiarity

2nd|
+0|
+3|
+3|
+0| Swift Craftsman, Far throw

3rd|
+1|
+3|
+3|
+1| Combat Alchemy, Hard Throw

4th|
+1|
+4|
+4|
+1| Alchemical Resistance, Grater Grenade familiarity

5th|
+1|
+4|
+4|
+1| Sling suitability, Master Alchemist [/table]

Hit dice: D6.

Skills per-level: 6+ intelligence modifier.

The Combat Alchemist class skills (and the key ability for each skill) are: Appraise (Int), Craft (Int), Decipher Script (Int), Disable Device (Int), Hide (Dex), Knowledge (Arcarna) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis) and Use Magic Device (Cha).

Alchemical Preparation (Ex)
Starting at 1st level the Combat Alchemist adds his class level to his Craft (Alchemy) skill check as a circumstance bonus that replaces the one from a standard alchemical kit.

Grenade Familiarity (Ex)
At 1st level the Combat Alchemist has become familiar at targeting with grenades and gains Weapon Focus (Grenade) as a bonus feat.

Swift Craftsman (Ex)
At 2nd, the Combat Alchemist gains the ability to craft alchemical items faster than normal. Whenever he spends a day crafting, a successful Craft (Alchemy) check result multiplied by the DC gives the progress in SP (instead of CP), likewise a week's crafting is now measured in GP (not SP). In addition, you can craft by the hour. Whenever you spend a hour crafting, a successful check result multiplied by the DC gives you progress in CP.

Far throw (Ex)
At 2nd level with practice the Combat Alchemist has learned how to fling his grenades further than normal. All grenades thrown by the Combat alchemist are treated as having a range increment of 20 feet.

Combat Alchemy (Ex)
At 3rd level the Combat alchemist has learned how to create non-magical versions of certain spells of 3rd level or lower in either grenade or potion form. Doing this requires a DC 20 + (Spell Level * 5) Craft (Alchemy) check, and is crafted like any other non-magical crafting. The caster level of the potion is equal to the Combat Alchemist level. (A full list of spells is in the poiler below)

Hard Throw (Ex)
At 3rd level the Combat Alchemist has become so used to grenade weapons that he can lob them with extreme force without loss of accuracy and so gains his strength bonus (if any) as basic damage to any grenade aimed at a creature. Additionally, if the Combat Alchemist chooses, he may make the splash damage from a grenade continue in a straight line one square further than usual.

Alchemical Resistance (Ex)
The Combat alchemist has been exposed to many different alchemical substances and a verity of accidents in his building. Through regular exposure the Combat Alchemist has gained resistance to Acid and Fire 5.

Greater Grenade Familiarity (Ex)
The Combat Alchemist has become more familiar at targeting with grenades and gains the Greater Weapon Focus (Grenade) as a bonus feat.

Sling Suitability (Ex)
At 5th level the Combat Alchemist has learned how to make any grenades suitable to be thrown from a sling. However as the grenades are significantly larger than sling bullets they take a -2 on attack rolls.

Master Alchemist (Ex)
The Combat Alchemist is now a master of his craft, the bonus from Alchemical preparation improves by 2 as does his effective caster level for the Combat Alchemy ability.

Combat alchemy: grenades (full list in spoiler)
Notes:
Cone spells: For all grenades made to mimic spells with the cone range descriptor, the cone is measured from the point the grenade lands and travels in the direction thrown. If the Grenade misses, the cone travels in which ever direction the grenade drifted toward.

Level 0:
Acid Splash
Effect: One missile of acid
Saving Throw: None
A grenade filled with a very small blob of acid that if it strikes the target deals 1d3 points of acid damage.

Flare
Effect: Burst of light
Saving Throw: Fortitude negates
Creates a sudden burst of phosphorescent light which dazzles a creature for 1 minute unless it makes a successful Fortitude save. Sightless creatures, as well as creatures already dazzled, are not affected by flare.

Daze
Target: One humanoid creature of 4 HD or less
Duration: 1 round
Saving Throw: Will negates
Noxious fumes cloud the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. Humanoids of 5 or more HD are not affected. A dazed subject is not stunned, so attackers get no special advantage against it.


Level 1: (10)
Burning Hands
Area: 15ft Cone-shaped burst
Saving Throw: Reflex half
Pressurised alchemists fire sends a cone of searing flame to explode from the grenade. Any creature in the area of the flames takes 1d4 points of fire damage per caster level (maximum 5d4). Flammable materials such as: cloth, paper, parchment, and thin wood burn if the flames touch them. A character can extinguish burning items as a full-round action.

Grease
Area: 10-ft. square
Duration: 1 round/level
Saving Throw: See text
The grenade busts open covering a solid surface with a layer of slippery grease, forcing any creature in the area where the grenade lands to make a successful Reflex save or fall. This save is repeated on your turn each round that the creature remains within the area. A creature can walk within or through the area of grease at half normal speed with a DC 10 Balance check. Failure means it can’t move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Balance skill for details). The DM should adjust saving throws by circumstance. For example, a creature charging down an incline that is suddenly greased has little chance to avoid the effect, but its ability to exit the affected area is almost assured (whether it wants to or not).


Obscuring Mist
Conjuration (Creation).
Effect: Cloud spreads in 20-ft. radius, 20 ft. high
Duration: 1 min./level
Saving Throw: None
A dark misty vapour arises from the grenade. It is stationary once created and obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell’s area. A wall of fire burns away the fog in the area into which it deals damage. Does not function underwater

Orb of Acid, Lesser
Effect: One orb of acid
Target: a single creature hit
Saving Throw: None
The grenade is filled with an orb of acid about 2 inches in diameter, dealing 1d8 points of acid damage. For every two caster levels beyond 1st, your orb deals an additional 1d8 points of damage: 2d8 at 3rd level, 3d8 at 5th level, 4d8 at 7th level, and the maximum of 5d8 at 9th level or higher.

Orb of Cold, Lesser
Effect: One orb of cold
Target: a single creature hit
A grenade with volatile chemicals that becomes extremely cold on contact with air. Functions like lesser orb of acid, except that it deals cold damage.

Orb of Electricity, Lesser
Effect: One orb of electricity
Target: a single creature hit
The grenade is filled with rare stones that spark with yellow electricity when agitated. Functions like lesser orb of acid, except that it deals electricity damage.

Orb of Fire, Lesser
Effect: One orb of fire
Target: a single creature hit
A grenade of concentrated alchemists fire, too volatile to be used in larger doses. Functions like lesser orb of acid, except it deals fire damage.

Orb of Sound, Lesser
Effect: One orb of sonic energy
Target: a single creature hit
A rare stone sits in this grenade, which absorbs all gas within the bottle creating an absolute vacuum, when broken the inrush of air creates a localised deafening bang. Functions like lesser orb of acid, except it deals 1d6 points of sonic damage, plus an additional 1d6 points of damage per two caster levels beyond 1st: 2d6 at 3rd level, 3d6 at 5th level, 4d6 at 7th level, and the maximum of 5d6 at 9th level or higher.

Sleep
Area: One or more living creatures within a 10-ft.-radius burst
Duration: 1 min./level
Saving Throw: Will negates
A weak air born chloroform causes slumber to come upon 4 Hit Dice of creatures. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the grenade’s point of origin are affected first. Hit Dice that are not sufficient to affect a creature are wasted. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action). Sleep does not target unconscious creatures, constructs, or undead creatures.


Level 2: (14)
Confusion, Lesser
Target: One living creature
Duration: 1 round
Saving Throw: Will negates ([compulsion] mind effecting)
Noxious fumes and light narcotics cause a single creature to become confused for 1 round. See confusion, below, to determine the exact effect on the subject.

Darkness
Area: 20ft burst radius
Duration: 10 min./level (D)
Saving Throw: None
Synthesized powders draw light towards them causing shadowy illumination out to a 20-foot radius, all creatures in the area gain concealment (20% miss chance). Even creatures that can normally see in such conditions (such as with darkvision or lowlight vision) have the miss chance in an area shrouded in magical darkness. Normal lights (torches, candles, lanterns, and so forth) are incapable of brightening the area, as are light spells of lower level (such as light or dancing lights). Higher level light spells (such as daylight) are not affected by darkness

Flammable grease
Area: 10-ft. square
Duration: 1 round/level
Saving Throw: See text
This slippery substance has been blended with special batch of alchemist’s fire and functions like grease, above, except that liquid is also highly flammable. If any fire damage is dealt with in the area of the bursts into flame. This effect deals 4d6 points of damage to anyone in the area (or holding the subject), but also ends the grenades duration. A successful Reflex save halves this damage.

Fog Cloud
Effect: Fog spreads in 20-ft. radius, 20 ft. high
Duration: 10 min./level
Saving Throw: None
A thick bank of fog arises from the grenade and billows out from the point of impact. The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target). A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round. Does not function underwater.

Glitterdust
Area: Creatures and objects within 10-ft.- radius spread
Duration: 1 round/level
Saving Throw: Will negates (blinding only)
Reactive fluid is separated from a catalyst of a glittery substance that causes an explosion when broken. A cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded and visibly outlining invisible things for the duration. All within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades. Any creature covered by the dust takes a –40 penalty on Hide checks.


Ice Blast
Area: 30ft Cone-shaped burst
Saving Throw: Fortitude negates
Freezing chemicals are under high presser in its grenade, when the bottle is broken it spits forth a cloud of ice crystals that extends outward in a cone. Creatures in the area are covered with a thin layer of ice that deals 1d6 points of damage per two caster levels (maximum 10d6). In addition, creatures are affected by a temporary frostbite condition, making them fatigued for 1 minute. A successful Fortitude save negates both the damage and the frostbite effect.

Melf’s Acid Arrow
Effect: One arrow of acid
Duration: 1 round + 1 round per three levels
Saving Throw: None
A particularly caustic blob of acid is held in this grenade dealing 2d4 points of acid damage with no splash damage to the target. For every three caster levels (to a maximum of 18th), the acid, unless somehow neutralized, lasts for another round, dealing another 2d4 points of damage in that round.

Shatter
Evocation [Sonic]
Area or Target: 5-ft.-radius spread
Saving Throw: Will negates (object);
Similar to orb of sound, lesser, a gas absorbing stone sits in this grade the gas encased in the bottle is somewhat different and so creates a loud, ringing noise that breaks brittle, nonmagical objects. Shatter destroys nonmagical objects of crystal, glass, ceramic, or porcelain, such as vials, bottles, flasks, jugs, windows, mirrors, and so forth. All such objects within a 5-foot radius of the point of origin are smashed into dozens of pieces. Objects weighing more than 1 pound per your level are not affected, but all other objects of the appropriate composition are shattered.

Sound Burst
Area: 10-ft.-radius spread
Saving Throw: Fortitude partial
Similar to orb of sound, lesser, but the stone is far larger causing a blast in the area with a tremendous cacophony. Every creature in the area takes 1d8 points of sonic damage and must succeed on a Fortitude save to avoid being stunned for 1 round. Creatures that cannot hear are not stunned but are still damaged.

Web
Effect: Webs in a 20-ft.-radius spread
Duration: 10 min./level (D)
Saving Throw: Reflex negates; see text
This grenade has thick sticky glue like substance that becomes very had on contact with air, similar to a tangle foot bag. These strands trap those caught in them. The strands are similar to spider webs but far larger and tougher. These masses must be anchored to two or more solid and diametrically opposed points—floor and ceiling, opposite walls, or the like—or else the web collapses upon itself and disappears. Creatures caught within a web become entangled among the gluey fibers. Attacking a creature in a web won’t cause you to become entangled. Anyone in the effect’s area when the spell is cast 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 DC 20 Strength check or a DC 25 Escape Artist check. 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 (see Cover, page 150). The strands of a web spell are flammable. A magic flaming sword can slash them away as easily as a hand brushes away cobwebs. Any fire—a torch, burning oil, a flaming sword, and so forth—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.

Level 3: (8)
Acid blast
Area: 20ft radius spread
Save: reflex half
An enormous orb of caustic acid held under pressure explodes form the grenade. All creatures in the area take 1d4 +1d4 per caster level (maximum 10d4) points of acid damage. Additionally For every three caster levels (to a maximum of 18th), the acid, unless somehow neutralized, lasts for another round, dealing 1 damage per caster level (maximum 10) points of damage in that round.

Caustic Smoke
Effect: Acidic fog spreads in a 20-ft. radius, 20 ft. high
Duration: 5 rounds
Saving Throw: Fortitude partial
Thick acrid smoke billows form the broken grenade, similar in effect to a fog cloud. In addition to obscuring sight, the cloud deals ld6 points of acid damage per round to all creatures within. Furthermore, its acrid fumes burn the eyes, imposing a - 5 penalty on all attack rolls and Search and Spot checks unless a creature succeeds on a Fortitude save (repeated each round the creature is within the cloud). These penalties last as long as the subject remains within the cloud, plus an additional 2 rounds thereafter. If a creature within the cloud takes acid damage from any other effect, it must succeed on a Fortitude save (using this spell's save DC) or be blinded for 1 round.

Confusion
Targets: All creatures in a 15-ft. Radius burst
Duration: 1 round/level
Saving Throw: Will negates ([compulsion] mind effecting)
A vicious combination of fumes and powerful narcotics drift from the grenade causing the targets to become confused, making them unable to independently determine what they will do. Roll on the following table at the beginning of each subject’s turn each round to see what the subject does in that round.

d% Behavior
01–10 Attack caster with melee or ranged weapons (or close with caster if attack is not possible).
11–20 Act normally.
21–50 Do nothing but babble incoherently.
51–70 Flee away from caster at top possible speed.
71–100 Attack nearest creature (for this purpose, a familiar counts as part of the subject’s self).

A confused character who can’t carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused character. Any confused character who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes. Note that a confused character will not make attacks of opportunity against any creature that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked).

Fireball
Area: 20-ft.-radius spread
Saving Throw: Reflex half
Alchemist’s fire taken to the extreme, being combined with far-flame oil and a propellant explodes into a torrent of flame that detonates with a low roar and deals 1d6 points of fire damage per caster level (maximum 10d6) to every creature within the area. Unattended objects also take this damage. The explosion creates almost no pressure. The fireball sets fire to combustibles and damages objects in the area. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze. If the damage caused to an interposing barrier shatters or breaks through it, the fireball may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other effect does

Lightning Bolt
Area: 120-ft. line
Saving Throw: Reflex half
Rocks and metals thought to be gathered form fallen commits crack together and cause a tremendous release of powerful electrical energy that deals 1d6 points of electricity damage per caster level (maximum 10d6) to each creature within its area. The bolt begins at point of impact. The lightning bolt sets fire to combustibles and damages objects in its path. It can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze. If the damage caused to an interposing barrier shatters or breaks through it, the bolt may continue beyond the barrier if the range permits; otherwise, it stops at the barrier just as any other effect does.

Resonating Bolt
Area: 60-ft. line
Saving Throw: Reflex half
Similar to orb of sound, lesser but the stone is larger and the back of the grenade is powerfully reinforced sending the bust in a line dealing 1d4 points of sonic damage per caster level (maximum 10d4) to each creature within its area. In addition, a resonating bolt deals full damage to objects and can easily shatter or break interposing barriers. If the bolt destroys a barrier, it can continue beyond it if its range permits; otherwise, it stops.

Steam Breath
Area: 30ft Cone
Duration: Instantaneous
Saving Throw: Reflex half
Unstable chemicals mix when exposed to air and sends s a jet of of superheated steam that extends outward as a cone of scalding mist. Creatures within the cone take 1d6 points of fire damage per caster level (maximum 10d6). The steam clouds dissipate instantly after the damage is dealt.

Stinking Cloud
Effect: Cloud spreads in 20-ft. radius, 20 ft. high
Duration: 1 round/level
Saving Throw: Fortitude negates; see text
Green mist that clings to objects expels form this pure black grenade. Stinking cloud creates a bank of fog like that created by fog cloud, except that the vapours are nauseating. Living creatures in the cloud become nauseated. This condition lasts as long as the creature is in the cloud and for 1d4+1 rounds after it leaves. (Roll separately for each nauseated character.) Any creature that succeeds on its save but remains in the cloud must continue to save each round on your turn.

Combat alchemy: potions.
Notes:
Cure potions: unlike magical healing this is based entirely form drugs, herbs and other mundane substances and so is not capable of damaging undead or having any effect on creatures that have not metabolism.
Oils: Oils function in all ways like regular magical Oils except that the effect can be applied to any object, unless the effects description says otherwise.
Level 0
Cure Minor Wounds
Week herbs and drugs help relive the target of some minor discomfort. This functions like cure light wounds, except that it cures only 1 point of damage.

Resistance
Duration: 1 minute
A combination of mild narcotics and pain relief helps protect the subjects mind and body, granting it a +1 resistance bonus on saves.

Purify Food and Drink (oil)
Target: 1 cu. ft./level of contaminated food and water
This spell makes spoiled, rotten, poisonous, or otherwise contaminated food and water pure and suitable for eating and drinking. This spell does not prevent subsequent natural decay or spoilage. Unholy water and similar food and drink of significance is spoiled by purify food and drink, but the spell has no effect on creatures of any type nor upon magic potions.
Note: Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.

Virtue
Duration: 1 min.
You imbue the subject with minor steroids and painkillers that helps shrug of small injuries the subject gains 1 temporary hit point.

Level 1
Cure Light Wounds
Mild herbs and drugs help relive the target of pain and promote healing times, cures 1d8 points of damage +1 point per caster level (maximum +5).

Endure Elements
Duration: 24 hours
Less a single potion and more a collection of creams and herbs that can be used in various combinations to make existing in climes more comfortable. A creature protected by endure elements suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between –50 and 140 degrees Fahrenheit without having to make Fortitude saves (as described in the Dungeon Master’s Guide). The creature’s equipment is likewise protected. Endure elements doesn’t provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.

Magic Stone (oil)
Targets: Up to three pebbles
Duration: 30 minutes or until discharged
The oil calcifies almost instantly on contact with stone, making it incredibly hard and strong,, usable on up to three pebbles, which can be no larger than sling bullets, so that they strike with great force when thrown or slung. If hurled, they have a range increment of 20 feet. If slung, treat them as sling bullets (range increment 50 feet). The spell gives them a +1 enhancement bonus on attack and damage rolls. The user of the stones makes a normal ranged attack. Each stone that hits deals 1d6+1 points of damage (including the spell’s enhancement bonus), or 2d6+2 points against undead.

Remove Fear
Duration: 10 minutes; see text
Strong alcohol treated carefully and mixed with narcotics instils courage in the subject, granting it a +4 morale bonus against fear effects for 10 minutes. If the subject is under the influence of a fear effect when receiving the spell, that effect is suppressed for the duration of the spell.
Remove fear counters and dispels cause fear.

Level 2
Bear’s Endurance
Duration: 1 min./level
Powerful, short acting, pain killers make the creature far more durable. The affected creature gains greater vitality and stamina. The spell grants the subject a +4 enhancement bonus to Constitution, which adds the usual benefits to hit points, Fortitude saves, Constitution checks, and so forth. Hit points gained by a temporary increase in Constitution score are not temporary hit points. They go away when the subject’s Constitution drops back to normal. They are not lost first as temporary hit points are (see page 146).

Bull’s Strength
Duration: 1 min./level
Powerful steroids cause the creature to become stronger. The spell grants a +4 enhancement bonus to Strength, adding the usual benefits to melee attack rolls, melee damage rolls, and other uses of the Strength modifier.

Cat’s Grace
Duration: 1 min./level
Incenses and muscle relaxants make the character both supernaturally aware and very flexible making the creature become more graceful, agile, and coordinated. The spell grants a +4 enhancement bonus to Dexterity, adding the usual benefits to AC, Reflex saves, and other uses of the Dexterity modifier.

Cure Moderate Wounds
Powerful herbs and drugs help relive the target of significant pain and promote healing times. This functions like cure light wounds, except that it cures 2d8 points of damage +1 point per caster level (maximum +10).

False Life
Duration: 1 hour/level or until discharged; see text
You imbue the subject with steroids and powerful pain killers that helps shrug of damage, granting temporary hit points equal to 1d10 +1 per caster level (maximum +10).

Level 3
Cure Serious Wounds
Extremely powerful herbs and drugs help relive the target of tremendous pain and radically improve healing times this spell functions like cure light wounds, except that it cures 3d8 points of damage +1 point per caster level (maximum +15).

Gentle Repose (oil)
Duration: One day/level
Simple fast acting embalming fluids preserve the remains of a dead creature so that they do not decay. Doing so effectively extends the time limit on raising that creature from the dead (see raise dead). Days spent under the influence of this spell don’t count against the time limit. Additionally, this spell makes transporting a fallen comrade more pleasant. The spell also works on severed body parts and the like.

Haste
Transmutation
Duration: 1 round/level
Alchemists call it the red eye formula as that is a minour side effect of the potion, but commonly its called ‘amphetamines’. While under the effect the creatures move and act more quickly than normal. This extra speed has several effects. When making a full attack action, a hasted creature may make one extra attack with any weapon he is holding. The attack is made using the creature’s full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a weapon of speed, nor does it actually grant an extra action, so you can’t use it to cast a second spell or otherwise take an extra action in the round.) A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. All of the hasted creature’s modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject’s normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature’s jumping distance as normal for increased speed.

Rage
Duration: round/level
Drugs cause adrenalin to cause threw the creature granting them a +2 morale bonus to Strength and Constitution, a +1 morale bonus on Will saves, and a –2 penalty to AC. The effect is otherwise identical with a barbarian’s rage (see page 25), except that the subjects aren’t fatigued at the end of the rage.

Keen Edge (oil)
Targets: One weapon or fifty projectiles, all of which must be in contact with each other at the time of casting
Duration: 10 min./level
A special acid that only works on metals, it burns the blades edge making it extremely sharp for a limited period. This makes a weapon magically keen, improving its ability to deal telling blows. This transmutation doubles the threat range of the weapon. A threat range of 20 becomes 19–20, a threat range of 19–20 becomes 17–20, and a threat range of 18– 20 becomes 15–20. If used on arrows or crossbow bolts, the keen edge on a particular projectile ends after one use, whether or not the missile strikes its intended target. (Treat shuriken as arrows, rather than as thrown weapons, for the purpose of this spell.) Multiple effects that increase a weapon’s threat range (such as the keen edge spell and the Improved Critical feat) don’t stack. You can’t use this oil on a natural weapon, such as a claw.

qwertyu63
2013-01-20, 09:27 AM
Inside the spoiler, I've broken your post down area by area. But if you'd like a summary:
The class itself seems great. However, your spelling and formatting needs work.

You want more? Well:

This is a mostly NPC prestige class I made some time ago for a players cohort. I was just hoping for some pear review and to be told weather it was PC suitable? As a note in my campin you dont need to be a spell caster to do craft (alchemy).

The whole class was inspired by qwertyu63’s ‘the craftsman’ and two of its class abilitys are directly from that class. Thank you for letting me post this.

Alright, let's give this a once over shall we?


“Everything is a weapon...or can be made to serve as one”

Every adventure has used alchemist fire at some point, but some people choose to take the simple alchemical formula further. Combat Alchemists are more than crafters of basic equipment; they are skilled artisans who can create useful tools, cunning traps and powerful grenades that can even rival magic. Moreover they can wild their weapons with terrifying efficiency.

Entry requirements:
Craft (alchemy): 8 ranks, skill focus (alchemy) and grenadier.

NAME OF CLASS
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+2|
+2|
+x| Alchemical Preparation, Grenade familiarity

2nd|
+1|
+3|
+3|
+0| Swift Craftsman, Far throw

3rd|
+2|
+3|
+3|
+0| Combat Alchemy, Hard Throw

4th|
+3|
+4|
+4|
+1| Alchemical Resistance, Grater Grenade familiarity

5th|
+3|
+4|
+4|
+1| Sling suitability, Master Alchemist [/table]

Hit dice: D6.

Skills per-level: 6+ intelligence modifier.

The Combat Alchemist class skills (and the key ability for each skill) are: Appraise (Int), Craft (Int), Decipher Script (Int), Disable Device (Int), Hide (Dex), Knowledge (Arcarna) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis) and Use Magic Device (Cha).

Alright. Looks alright, but some editing is in order to bring it up to standard. The entry requirements should read:

Skills:Craft (alchemy): 8 ranks
Feats: Skill Focus (Craft: Alchemy) and Grenadier.

Your will save progression is screwed up, double check that.


Alchemical Preparation (Ex)
Starting at 1st level the Combat Alchemist adds his class level to his Craft (alchemy) skill check as a circumstance bonus that replaces the one from a standard alchemical kit.

This is alright, but as a word of advice, bold the name of each class feature. Makes it much easier to read over.


Grenade familiarity (Ex)
The Combat alchemist has become familiar at targeting with grenades and is treated as having the weapon focus feet with all grenades.

3 things:
1: Capitalize the words in the name. You need "Grenade Familiarity (Ex)"
2: Why not just give them the feat? The phrasing "is treated as having" is odd.
3: Either way, "weapon focus feet" needs to become "Weapon Focus feat".


Swift Craftsman (Ex)
At 2nd, the Combat Alchemist gains the ability to craft alchemical items faster than normal. Whenever he spends a day crafting, a successful Craft (alchemy) check result multiplied by the DC gives the progress in SP (instead of CP), likewise a week's crafting is now measured in GP (not SP). In addition, you can craft by the hour. Whenever you spend a hour crafting, a successful check result multiplied by the DC gives you progress in CP.

No issues here.


Far throw (Ex)
With practice the Combat Alchemist has learned how to fling his grenades further than normal. All grenades thrown by the Combat alchemist are treated as having a range increment of 20 feet.

Capitalize as I said before. Also, look at the start of Swift Craftsman. See that "At 2nd,"? You need that here, and on all the other features.


Combat Alchemy (Ex)
At 3rd level the Combat alchemist has learned how to create non-magical versions of certain spells of 3rd level or lower in either grenade or potion form. Doing this requires a DC 20 + (Spell Level * 5) Craft (Alchemy) check, and is crafted like any other non-magical crafting. The caster level of the potion is equal to the Combat Alchemist level.

Add a note here, saying where to find the list of spells.


Hard Throw (Ex)
The Alchemist has become so used to grenade weapons that he can lob them with extreme force without loss of accuracy and so gains his strength bonus (if any) as basic damage to any grenade aimed at a creature. Additionally, if the Combat Alchemist chooses, he may make the splash damage from a grenade continue in a straight line one square further than usual.

This sounds like a really good feature for the second part. No issues here.


Alchemical Resistance (Ex)
The Combat alchemist has been exposed to many different alchemical substances and a verity of accidents in his building. Threw regular exposure the Combat Alchemist has gained resistance to Acid and Fire 5.

Wrong "Threw". You mean "Through". Good feature, but most player would have resistance to Fire by 9th level, which is the minimum to get this. So I don't know how much this will do.


Grater Grenade familiarity (Ex)
The Combat alchemist has become more familiar at targeting with grenades and is treated as having the greater weapon focus feet with all grenades.

See my comments about Grenade Familiarity. But I have a new one. Greater, not Grater.


Sling suitability (Ex)
At 5th level the Combat Alchemist has learned how to make any grenades suitable to be thrown from a sling. However as the grenades are significantly larger than sling bullets they take a -2 on attack rolls.

Capitalize. Good otherwise.


Master Alchemist (Ex)
The Combat Alchemist is now a master of his craft, the bonus form Alchemical preparation improves by 2 as dose his effective caster level for the Combat Alchemy ability.

I'll just fix this one.
"...the bonus from Alchemical preparation improves by 2 as does his effective..."


Combat alchemy: grenades (list is in the spoiler)
Notes:
Cone spells: For all grenades made to mimic spells with the cone rage descriptor, the cone is measured form the point the grenade lands and travels in the direction thrown. If the Grande misses, the cone travels in which ever direction the grenade drifted toward.

I've removed the spoiler from my quote as there was a ton of text in it. Editing your text for spelling:
"...cone range descriptor, the cone is measured from the point the grenade lands and travels in the direction thrown. If the Grenade misses..."

Morbalus
2013-01-20, 10:57 AM
Thanks for that qwertyu63, I’ll keep your suggestions in mind in future and edit my post. I’m afraid I’m pretty dyspraxic, it’s like dyslexic but has some other infesting side effects, so i find formatting quite hard. I’ll try and keep my work up to standard.

But the class seems ok yeah?

qwertyu63
2013-01-20, 11:33 AM
Thanks for that qwertyu63, I’ll keep your suggestions in mind in future and edit my post. I’m afraid I’m pretty dyspraxic, it’s like dyslexic but has some other infesting side effects, so i find formatting quite hard. I’ll try and keep my work up to standard.

But the class seems ok yeah?

It looks much better now.

As for the class itself, I think it looks very good. I'd play it.