There are those
who tame the magic of creation to work mighty spells. There are
those that hone their bodies to perform truly awesome feats of prowess.
There are those that call upon the power of the gods to make miracles
are simply blind to what the mind can do simply by applying the
principles of the natural world directly. Those that aren’t
blind in this way, who wish to use this knowledge to further their
adventuring career become chemical soldiers.
knowledge of alchemy, they wield it with unmatched precision and
creativity to further their goals in the world.
Expertise (11th level): You gain a +1 bonus to attack and
damage rolls with alchemical items or weapons treated with alchemical
items. Additionally, whenever you create an alchemical item, you
may create a second such item at half the regular price.
Up My Sleeve (11th level): When you spend an action point
to make an attack, you can make a second attack with an alchemical
item as a free action.
Master (16th level): Alchemical items you use that deal
damage are treated as if they have the high crit property. Additionally,
whenever you create an alchemical item, you may create a second
such item at no cost.
Soldier Attack 11
own special concoction; symptoms include itchy rash, phantom
pains, and agonizing death.
Standard Action - Close blast 3
Target: All creatures in blast.
Attack: Intelligence vs. Fortitude
Hit: 2d8 + Intelligence modifier damage and the target
is dazed (save ends). If the target fails it’s first save,
it is stunned (save ends).
Miss: Half damage and the target is not dazed.
Placed, Well Timed
Soldier Utility 12
you aim with your alchemical weapons is just as important
as which one you use
Minor Action - Personal
Effect: The next alchemical item you use deals an additional
1d6 damage (if it does damage), or grants an additional +2 bonus
to any of the following it grants a bonus to: (Skill checks,
defenses, attack rolls, or saving throws)
Soldier Attack 20
of your homebrewed specialties reacts violently with the target’s
• Science, Acid, Cold, Fire, Lighting, or Poison
Standard Action - Ranged 10
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 5d6 + Intelligence modifier of one of the following
types; acid, cold, fire, lightning or poison. The target is
knocked prone. If the target is reduced to 0 hit points or fewer,
it is killed and it’s body is reduced to a twisted, steaming