Chemist

Your Best Course Of Action

MechanicApothic

“You will take this, slip it into his evening tea, and walk away. Conscience cleansed.”

~ Yiri, Malowari Chemist

How woeful it must be to be so beholden to science and technology, yet know nothing of its fact or function. Apothicine is the infinite spark that illuminates the darkest darkness. Technology is that which carries humanity beyond its limits and through the unknown. The Chemist knows that without these sciences, humans would be little more than the dirt on which they stand.

In hybridizing of the Mechanic and Apothic Base Classes, the Chemist wields science and technology with peerless efficiency, developing unique methods to deliver poisons and operating life-saving machines. The trademark of a Chemist is their ability to deploy deadly Gas Traps that produce their poisonous Toxin as an inhalable aerosol. In addition, the Chemist can trigger curative agents using specialized devices, spread toxic gas clouds, and maintain critical supply lines in the field.

Historically Speaking

The study and practice of Chemistry became a prime focus of many Axian Corporations during the rise of commerce to match the market demands for medicines, drugs, and countless other products. One such Company, AcImp, consolidated an incredible swath of the intellectual labor market under the ledger of the Academy Imperica. In addition to the factories and agencies operated by the research firm, the company operates a college to cultivate the brightest minds of Axis, intending to reap the rewards of their incubation. Members of the Academy that seek a tenured position endure life-threatening experiments, indentured servitude to the highest bidder, or fates far worse. But those enrolled within received the best education Bling could buy, becoming true masters of science, able to forge new creations from the raw reaping of Salt.

The Modern Chemist

The Chemists established by AcImp were often rejected, sold off, or broke ties with the firm to pursue their interests. Nevertheless, the world saw infinite utility in their skills, with many scientists turning their hard-earned talents into comfortable living. Inevitably, chemistry schools began to dot the world's smallest towns and remote reaches. Companies routinely recruit modern Chemists, in need of their talents as skilled surgeons, field medics, or pharmaceutical experts. A Chemist would flourish in a career as an inventor, biologist, or technician. However, unscrupulous Chemists can inflict widespread destruction using deadly concoctions and twisted machines.

Class Features

The Chemist’s Class Features focus on crafting distributive devices, operating the medically equipped Zephyr Drone, and manifesting helpful supplies. The Chemist’s Class Features benefits from having high Charm, Skill, and Will Attributes.

Vitals

Hit Points Per Rank: +7

Action Points Per Rank: +6

Equipment Training

Weapons: Compound Lance, Launcher, Light Melee, Lumen Driver, Matrix Controller, Omni Kit, Sidearm, Thrown

Armor: Cloth Armor, Light Armor, Energy Shield, Light Shield

Elements: Biotic, Cryonic, Electric, Pyrotic

Class Abilities

At Chemist Rank One (1), a Character receives the following pair of Class Abilities:

Innate Class Abilities: Apothicine/Engineering

They gain a bonus to Class Ability Checks equivalent to half (½) of their Chemist Rank. An additional Class Ability from the following list is chosen at Chemist Ranks Three (3), Five (5), and Seven (7):

Selected Class Abilities: Culture, Deception, Intimidation, Investigation, Nature, Tact

Chemist Ranks

When distributing a Class Rank, remember that a Character’s Hybrid Class Rank cannot exceed both of a Character’s Base Class Ranks.

Chemists see the most benefit from investing in a high Charm Attribute, allowing them to assume the role of the Company face, enhancing Class Features such as Drone Model: Zephyr, providing a bonus to their Healing Modifier, and increasing their Culture, Deception, Intimidation, and Tact Ability Checks. Chemist players can also benefit from a high Will Attribute, enhancing Class Features such as Hypo Cuff, Force Armor, Effect Duration, Initiative, and any Apothicine, Investigation, Nature, or Perception Ability Checks. Chemist players can benefit from investing in a high Focus Attribute, improving their Class Features such as Expanded Neocortex, enhancing Cast Attacks, increasing their Total Action Points and available Action Slots, and benefiting any Arcana, Electronics, or Engineering Ability Checks.

Rank-by-Rank Attributes/Features

Rank One (1). Charm (+2), Power (+1), Will (+1)—Hypo Cuff, Gas Trap

Rank Two (2). Pick (+1), Grit (+1)

Rank Three (3). Skill (+1), Charm (+1)—Drone Model: Zephyr

Rank Four (4). Pick (+1), Focus (+1)

Rank Five (5). Skill (+1), Will (+1), Charm (+1)—Gas Leak

Rank Six (6). Pick (+1), Grit (+1)

Rank Seven (7). Skill (+1), Charm (+1)—Innervation

Rank Eight (8). Pick (+1), Focus (+1)

Rank Nine (9). Power (+1), Will (+1)

Rank Ten (10). Charm (+2), Skill (+1), Grit (+1), Will (+1)—Supply Drop

Hypo Cuff

Beginning at Chemist Rank One (1), A Hypo Cuff can be attached to any biological creature with a Rapid Action. At the time of its attachment, the Chemist may choose an Apothic or Compound Lance Heroics and expend the corresponding amount of Action Points to load the effect into the Hypo Cuff. Then, as a Reaction, the Chemist can instantly trigger a Hypo Cuff to apply the loaded Heroics to the attached being, destroying the Hypo Cuff after use.

Hypo Cuff Manufacturing

Prerequisite: Chemist

Action Type: Ritual (1 hour)

As a Ritual at an Apothical Laboratory during Downtime, the Chemist spends one (1) hour crafting a Hypo Cuff. The Chemist can maintain a maximum number of Hypo Cuffs equivalent to half (½) of their Will Attribute at once.

Gas Trap

Beginning at Chemist Rank One (1), the Chemist can spend a Standard Action to load a single Dose of their Toxin in a Tiny-sized Gas Trap and deploy it at their feet. As a Rapid Action or Reaction, the Chemist can trigger a Gas Trap within their Effective Matrix Range to deploy a persistent cloud of Toxic Gas that doses all beings who inhale it with the Chemist’s Toxin and obscures vision within a Radius equivalent to half (½) of the Chemist’s Will Attribute. The Chemist is immune to the effects of their toxic gas. The Gas persists for the Chemist’s Effect Duration in Rounds, after which it disperses into harmless vapor. Actors unable to escape the Radius of the Gas Trap suffer an additional dose of Toxin each Round.

Drone Model: Zephyr

Beginning at Chemist Rank Three (3), the Chemist gains access to the Small-sized Zephyr Drone Model. In addition to the other effects of Drone Control, when the Zephyr Drone assists an ally, they are rendered Immune to any Inhalation Effects. The Zephyr additionally functions as a Compound Lance for the Chemist, facilitating Cast Attacks and Compound Lance Heroics against any target within their Effective Matrix Range. Additionally, the Chemist can use the Zephyr Drone to perform Apothicine Ability Checks to provide care to any target within their Effective Matrix Range.

Gas Leak

Beginning at Chemist Rank Five (5), in response to suffering Hit Point Damage, the Chemist can release an immediate toxic gas cloud from Gas Trap, centered on themselves as a Reaction. Additionally, the Zephyr Drone can place a Gas Trap anywhere within the Chemist’s Effective Matrix Range.

Innervation

Once at Chemist Rank Seven (7), the Chemist recovers Hit Points equivalent to their Will Attribute at the end of each Round while standing in the toxic gas cloud of their Gas Trap or Gas Leak.

Innervation Recovery

Chemist’s Will Attribute + Healing Modifier = Hit Points Recovered

Supply Drop

As a Master Chemist, at Chemist Rank Ten (10), the Chemist gains access to the following Ritual:

Manifest Supply Drop

Prerequisite: Chemist

Action Type: Ritual (1 hour)

Once per Long Rest as a Ritual during Downtime, the Chemist can spend one (1) hour calling down a small shipment of crucial supplies to help their team. Within the hour, a Supply Drop manifests where the Chemist designates, unloading a number of Life and Energy Hypos, Quikfix and Quikvolts, and Medikits equivalent to half (½) of the Chemist’s Charm Attribute. In addition, the Supply Drop includes a box of various Munitions, including Primed Casings, Repeater Magazines, Shell Boxes, Ordnances, and Volatile Concoctions.

Chemist Perks

Perpetuating Cuff

Prerequisite: Hypo Cuff

Expending a Hypo Cuff no longer wastes the device, leaving it empty for a new Heroic Action to be loaded. Reloading a spent Cuff is a Rapid Action.

Quick Canister

Prerequisite: Gas Trap

You can deploy a Gas Trap as a Move Action, down from a Standard Action.

Recovery Drone

Prerequisite: Drone Model: Zephyr

Whenever a Comrade that your Zephyr Drone assists restores Hit Points from any source that is not you, apply your Healing Modifier to the total Hit Points restored.

Sympathy Leak

Prerequisite: Gas Leak

Whenever you trigger Gas Leak while your Zephyr Drone is assisting an Ally, a second Gas Cloud will release on the Drone's Location. The secondary Gas Cloud does not require or expend a dose of Toxin.

Toxic Inoculation

Prerequisite: Innervation

You can administer a dose of your Toxin to a Creature to grant it immunization against your Toxic Gas Clouds, granting immunity to your Toxin for your Effect Duration in Hours.

Overstock

Prerequisite: Supply Drop

Increase your Supply Drop's item count to your Full Charm Attribute.

Chemist Heroics

Medicinal Cuff

Prerequisite: Chemist(Rank 1) 

AP Cost: 10

Action Type: Hypo Cuff

During your Hypo Cuff Batch Creation, you can Craft any number of Medicinal Cuffs instead. You can trigger a Medicinal Cuff to restore Hit Points to your Target as if healed by your Triage Class Feature. 

Chemical Thrower

Prerequisite: Chemist(Rank 2) 

AP Cost: 20

Action Type: Ranged Weapon Attack

Range: Weapon Range

As a Standard Action, you can attempt a Ranged Weapon Attack against a Target within Weapon Range by using your Gas Trap as a Projectile in a Launcher or Thrown Weapon Attack. In addition to your normal Weapon Damage, your Attack will deploy a Gas Trap in your Targeted Space in place of Splash Damage. You can trigger your Gas Trap as detailed in your Gas Trap Class Feature. 

Chemtrail

Prerequisite: Chemist(Rank 3) 

AP Cost: 30

Action Type: Drone Command

Range: Matrix Range(Line)

Effect Duration: Rounds

As a Standard Action, you can utilize your Matrix Controller to Command your Zephyr Drone to deploy Toxic Gas from your Gas Trap Class Feature in a straight line up to your Effective Matrix Range that persists for the Effect Duration.  

Aerosense

Prerequisite: Chemist(Rank 4) 

AP Cost: 40

Action Type: Full Action

Effect Duration: Minutes

As a Full Action, you can dose yourself with an injection of Aerosense that grants you a variant of the Vibralocate Enhancement for the Effect Duration. During the Effect, while in direct contact with your Toxic Gas, you can extend your perception to the perimeter of your Gas Cloud, allowing you to perceive any Creatures, Objects, or Devices within your Gas Clouds, and preventing the smoke from obscuring your vision. 

Cloud Expansion

Prerequisite: Chemist(Rank 5) 

AP Cost: 50

Action Type: Move Action

Range: Half(½) Will Attribute

As a Move Action, while in direct contact, you can expand an Active Gas Cloud by a number of Spaces equal to Half(½) of your Will Attribute. As a Rapid Action, you can perform an additional Cloud Expansion. 

Valve Pressure

Prerequisite: Chemist(Rank 6) 

AP Cost: 60

Action Type: Gas Leak

Range: Adjacent/Half(½) Will Attribute

As part of your Gas Leak Class Feature, when triggered by a Melee Weapon Attack, you release a powerful stream of compressed Gas that inflicts 1D10 Biotic Damage for every Point of your Charm Attribute to your Attacker. You Attacker is also knocked back a number of Paces equal to Half(½) of your Will Attribute. Your Attacker can attempt a Physical Save against your Force Impact to cut any Damage in Half(½) and Negate the Forced Movement Effect. 

Sludge Activator

Prerequisite: Chemist(Rank 7) 

AP Cost: 70

Action Type: Full Action

Range: Adjacent

As a Full Action, you can attempt a Force Impact to apply a Sludge Activator to an Adjacent Toxic Gas Cloud, causing the Gas to quickly congeal into a sticky toxic sludge, inflicting 1D10 Biotic Damage and a Stack of the Poison Injury for every Point of your Charm Attribute to any Targets currently within the Radius of your Gas Cloud. Affected Target can attempt a Physical Save against your Force Impact to cut any Damage in Half(½) and Negate the Injury. Your Toxic Cloud is converted into the Slick Difficult Terrain. Creatures that attempt to move through your Sludge must try an Acrobatics Ability Check against your Force Impact to avoid falling Prone and suffering your Sludge’s Poison Injury. 

Smokestep

Prerequisite: Chemist(Rank 8) 

AP Cost: 80

Action Type: Move Action

As a Move Action, while moving up to your Speed, you disperse into smoke if you cross the Threshold into a Smoke, Gas, or other Vapor. Without a reduction in your Speed, you can exit any different Threshold where the Smoke ends as a Teleportation. This Teleportation provokes an Attack of Opportunity at both the departure and arrival of movement. 

Pestilence 

Prerequisite: Chemist(Rank 9) 

AP Cost: 90

Action Type: Full Action

Effect Duration: Rounds

As a Full Action, you begin seeping out a constant cloud of Toxic Gas from your location for the Effect Duration. At the start of your Turn, if you are not currently in a Toxic Gas Cloud, you will spawn a Gas Cloud in the Space where you stand. If you are now standing in a Toxic Gas Cloud, the Radius of the Cloud will increase by One(1). 

Tactical Drop

Prerequisite: Chemist(Rank 10) 

AP Cost: 100

Action Type: Supply Drop

Range: Matrix Range

As a part of your Supply Drop Class Feature, you can call your Supply Drop as a tactical strike during Combat. First, as a Full Action, you can designate a point of Impact at any point within your Effective Matrix Range. Then, at the start of your next Turn, the Supply Drop will manifest with a devastating crash that inflicts 3D6 Crush Damage for every Point of your Charm Attribute to any Targets within a Radius equal to Half(½) of your Will Attribute. After the impact, the contents of the Supply Drop are retrievable as usual.