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Catalyst Grenadier (Alchemist/Magus)

This content was created by the MultiClass Productions fan group.
Catalyst grenadiers are specialized alchemists who forgo the ability to mutate themselves and imbibe beneficial concoctions and instead focus on pyrotechnics. A specialist in the incendiary and chemical nature of bombs, the catalyst grenadier employs an arsenal of ranged extracts that, when detonated, can change the course of battle in an instant. He may also combine these extracts with his bombs to unleash a volatile Armageddon upon his foes, blasting the area with potent and devastating explosives to completely decimate multiple foes simultaneously. (Original Concept by Tyrannical)

Primary Class: Alchemist.
Secondary Class: Magus.
Alignment: Any.
Hit Dice: d8.

Bonus Skills and Ranks: The catalyst grenadier selects three magus skills to add to his class skills in addition to the normal alchemist class skills. The catalyst grenadier gains a number of ranks at each level equal to 4 + Int modifier.

Table: Catalyst Grenadier
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialExtracts Per Day
1st+0+2+2+0Alchemical pool, bomb 1d6, flash gang, pyrotechnics, throw anything1
2nd+1+3+3+0Blast resistance +2, catalytic strike, discovery2
3rd+2+3+3+1Bomb 2d6, swift pyrotechnics3
5th+3+4+4+1Blast resistance +4, bomb 3d642
7th+5+5+5+2Bomb 4d6, quick grenadier431
8th+6/+1+6+6+2Blast resistance +6, discovery442
9th+6/+1+6+6+3Bomb 5d6, discovery543
10th+7/+2+7+7+3Deadly range (+5 ft.), discovery5431
11th+8/+3+7+7+3Bomb 6d65442
13th+9/+4+8+8+4Bomb 7d6, deadly range (+10 ft.)55431
14th+10/+5+9+9+4Discovery, evasive grenadier55442
15th+11/+6/+1+9+9+5Bomb 8d6, discovery55543
16th+12/+7/+2+10+10+5Deadly range (+15 ft.), discovery555431
17th+12/+7/+2+10+10+5Bomb 9d6555442
18th+13/+8/+3+11+11+6Discovery, instant pyrotechnics555543
19th+14/+9/+4+11+11+6Bomb 10d6, deadly range (+20 ft.)555554
20th+15/+10/+5+12+12+6Grand admixture555555

Weapon and Armor Proficiency

The catalyst grenadier is proficient with all simple weapons and all martial thrown weapons. He is also proficient with light and medium armor, but not with shields.

Alchemical Pool (Su)

At 1st level, the catalyst grenadier gains a reservoir of alchemical energy that he can draw upon to fuel his powers and enhance his weapon. This alchemical pool has a number of points equal to 1/2 his catalyst grenadier level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the catalyst grenadier prepares his extracts.

At 1st level, a catalyst grenadier can expend 1 point from his alchemical pool as a swift action to add 1d6 points of fire damage to his next melee attack (chosen when the point is spent) or a +1 alchemical bonus to his next bomb attack that round. For every 4 levels beyond 1st, the amount of fire damage dealt by this ability or the enhancement bonus increases by 1d6 or +1 (to a maximum of 5d6 or +5 at 17th level).

Whenever the catalyst grenadier gains a new discovery that changes his bomb’s energy damage, he adds that damage type to those he can add to his weapon (frost bomb for cold energy, shock bomb for electricity, and so on.). The choice is made when the alchemical pool point is spent.

If a catalyst grenadier gains energy damage or gets an alchemical bonus from another source, the bonuses on damage stack. A catalyst grenadier can only enhance one weapon or bomb in this way at one time. If he uses this ability again, the first use immediately ends.

In addition, a catalyst grenadier counts his alchemical pool as an arcane pool for the purpose of magus arcana that require an arcane pool point to use. The catalyst grenadier is also treated as having the fire brand discovery, even if he does not meet its requirements. This ability replaces mutagen.

Extracts (Su)

At 1st level, a catalyst grenadier can create extracts, though his focus is changed from that of normal alchemists. The catalyst grenadier’s primary focus is on extracts that affect his bombs and enhance his weapons. He also adds a number of formulae that duplicate spells with areas of effect. Unlike normal extracts, those with area effects are not imbibed to activate them, but are instead thrown like a splash weapon by making a ranged touch attack. Extracts that must be thrown are indicated by an asterisk (*) on the catalyst grenadier’s formulae list. This changes the alchemist’s extract ability.

Flash Bang (Ex)

At 1st level, the catalyst grenadier can take advantage of the flash and sound of a bomb to throw off an attacker's aim at close range. When he makes a direct attack against a foe within his bomb within its first range increment, he gains a +4 circumstance bonus to AC against that opponent until the beginning of his next turn. He can use this ability while wearing medium, light, or no armor, and while carrying no more than a light load. This ability replaces brew potion.

Pyrotechnics (Ex)

At 1st level, a catalyst grenadier learns how to craft pyrotechnics. This is exactly like the alchemist’s alchemy ability, except that the flameslinger may only create mundane alchemical substances from the oils and flammables categories, special equipment section, and alchemical weapons and weapon blanches.

Blast Resistance (Ex)

At 2nd level, a catalyst grenadier gains a +2 resistance bonus to saving throws made against fire damage (mundane or magical), as well as a +2 dodge bonus to Reflex saving throws to avoid splash weapons and area of effect spells that deal damage. This bonus increases to +4 at 5th level, and then again to +6 at 8th level. This ability replaces poison resistance.

Catalytic Strike (Su)

At 2nd level, whenever a catalyst grenadier prepares uses an extract of a spell with a range of “touch” or an “area of effect” from the catalyst grenadier formulae list, he can deliver the extract’s effect through any bomb he is wielding, as if it were a bomb admixture spell. Instead of the free ranged touch attack normally allowed to deliver the extract, a catalyst grenadier can make one free ranged attack with his bomb (at his highest base attack bonus) as part of activating this extract. If successful, this bomb attack deals its normal damage as well as the effects of the extract. If the extract deals energy damage, the bomb damage always of the same damage as the extract. If the extract has an area of effect, it is centered on the square in which the bomb was detonated. The extract’s effect only deals ×2 damage on a successful critical hit, while bomb damage is not multiplied on a critical hit. This ability replaces poison use.

Discovery (Su)

The catalyst grenadier can only select discoveries that affect bombs and extracts. He can also select the fire brand, rocket bomb, and scrap bomb discoveries even if he does not meeting the racial requirements.

Whenever the catalyst grenadier could choose as discovery, he can select one of the following feats instead: Charging Hurler, Close-Quarters Thrower, Deafening Explosion, Deceptive Exchange, Distance Thrower, Extra Bombs, Implant Bomb, Improved Charging Hurler, Remote Bomb, Ricochet Splash Weapon, Splash Volley, Splash Weapon Mastery. The catalyst grenadier must meet the requirements for these feats as normal.

In addition, at 4th level and every four levels thereafter (8th, 12th, and so on), a catalyst grenadier can select one of the following magus arcana in place of a discovery: accurate strike, arcane accuracy, arcane cloak, arcane edge, arcane redoubt, arcane redoubt (greater), bane blade, close range, critical strike, enduring blade, hasted assault, prescient attack, prescient defense, spell shield.

Swift Pyrotechnics (Ex)

At 3rd level, a catalyst grenadier can create alchemical weapons and volatile substances with astounding speed. It takes a catalyst grenadier half the normal amount of time to create alchemical substances and weapons, and can apply weapons blanches and similar substances as a move action. This ability replaces swift alchemy.

Quick Grenadier (Ex)

At 7th level, when a catalyst grenadier is hit with a ranged attack, he can throw a bomb, volatile alchemical substance, or an extract with an area of effect at his attacker as an immediate action. This ability replaces swift poisoning.

Deadly Range (Ex)

At 10th level, a catalyst grenadier increases the range of his bombs, splash weapons, thrown weapons, and extracts by 5 feet. This range increases by 5 feet for every 3 levels after 10th, up to a maximum of 20 feet at 19th level. This ability replaces poison immunity.

Grenade Combat (Ex)

At 14th level, a catalyst grenadier gains the magus’s spell combat ability, except that it applies to using his bombs instead of casting spells. This ability replaces persistent mutagen.

Instant Pyrotechnics (Ex)

At 18th level, a Catalyst Grenadier can create alchemical weapons and substances with almost supernatural speed. He can create any alchemical weapon or substance as a full-round action if he succeeds at the Craft (alchemy) check and has the appropriate resources at hand to fund the creation. This ability replaces instant alchemy.

Grand Admixtures (Su)

At 20th level, a catalyst grenadier gains access to an expanded extract list. He learns and places 12 spells from the wizard’s spell list into his formula book as alchemist extracts of their wizard level. He gains two of each of the following wizard spells not on the magus or alchemist spell lists: 1st-level, 2nd-level, 3rd-level, 4th-level, 5th-level, and 6th-level. These spells must have an area of effect (burst, cone, etc.). This ability replaces grand discovery.


Catalyst grenadiers gain access to the following formulae.

1st-Level Catalyst Grenadier Formulae—adhesive spittle, body capacitance, bomber’s eye, burning hands*, call weapon, chill touch, color spray*, corrosive touch, endure elements, expeditious retreat, flare burst*, frostbite, grease*, longshot, magic weapon, mirror strike, obscuring mist*, reinforce armaments, returning weapon, shock shield, shocking grasp, stone fist, targeted bomb admixture, true strike, unerring weapon, warding weapon.

2nd-Level Catalyst Grenadier Formulae—acid arrow, barkskin, bear’s endurance, bestow weapon proficiency, blood armor, brow gasher, bull’s strength, bullet shield, cat’s grace, defensive shock, effortless armor, elemental touch, empower holy water, flaming sphere*, fire breath, fog cloud*, frigid touch, glitterdust*, kinetic reverberation, protection from arrows, pyrotechnics*, reloading hands, shadow bomb admixture, shatter*, web*.

3rd-Level Catalyst Grenadier Formulae—aqueous orb*, battle trance, burst of speed, dispel magic*, elemental aura, fire trail, fireball*, flame arrow, haste*, keen edge, lightning lash bomb admixture, magic weapon (greater), protection from energy, rage, sleet storm*, stinking cloud*, versatile weapon, wind wall*.

4th-Level Catalyst Grenadier Formulae—ball lightning*, black tentacles*, detonate*, dragon’s breath, fire shield, firefall*, fluid form, forceful strike, freedom of movement, ice storm*, pellet blast*, scorching ash form, shout*, solid fog*, viper bomb admixture, wall of fire*, wall of ice*, wreath of blades*.

5th-Level Catalyst Grenadier Formulae—acid spray, cloudkill*, cone of cold*, fire snake*, geyser*, languid bomb admixture, wall of force*, wall of stone*.

6th-Level Catalyst Grenadier Formulae—acid fog*, caging bomb admixture, dispel magic (greater)*, flesh to stone*, freezing sphere*, sirocco*, stone to flesh*, transformation, true seeing, wall of iron*.