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Volatile Pugilist (Alchemist/Brawler)

Some alchemists enjoy the fight to be close and personal. They only spend the absolute necessary amount of time in the lab, and in turn, become superb brawlers instead. The volatile pugilist employs alchemical oils that greatly advance his unarmed capabilities and allow him to create additional effects with his fists. (Original Concept by Noro)

Primary Class: Alchemist.
Secondary Class: Brawler.
Alignment: Any.
Hit Dice: d10.

Bonus Skills and Ranks: The volatile pugilist may select three brawler skills to add to his class skills in addition to the normal alchemist class skills. The volatile pugilist gains a number of ranks at each level equal to 4 + Int modifier.

Weapon and Armor Proficiency: The volatile pugilist is proficient with all simple weapons, plus the handaxe, short sword, and weapons from the close fighter weapon group. He is also proficient with light armor, but not with shields.

Alchemical Fist (Su): Volatile pugilists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create oils that they can apply to their hands, in addition to mutagens and extracts. These oils grant special effects to unarmed attacks and can only be used by the volatile pugilist himself. A volatile pugilist can use a number of doses of oil each day equal to his class level + his Intelligence modifier. Oils are unstable, and if not used in the round they are created, they degrade and become inert. Once a dose of oil is applied to the hands, its magic automatically activates and remains until all the latent alchemical energy of the oil has been expended.

At 1st level, a volatile pugilist’s alchemical fist deals a total of 1d6 points of fire damage, plus an additional 1d6 of fire damage at 4th level and every three levels, to a maximum of 7d6 at 19th level. An alchemical fist attack deals 1d6 fire damage for each successful unarmed attack, up to a number of successful strikes equal to the number of damage dice granted by the ability. For example, at 10th level, the alchemical fist ability can deal a total of 4d6 damage. He can make up to four successful unarmed attacks, each dealing 1d6 points of fire damage, before his oil is expended. The volatile pugilist can apply only one oil to his hands at any given time.

Alternatively, whenever a volatile pugilist makes a successful unarmed attack against a single target, he can end his alchemical fist ability as an immediate action. This releases the latent alchemical energy in his fists in a single explosion that deals damage like an alchemist’s bomb (including splash damage). The explosion deals damage to the target equal to the volatile pugilist’s remaining alchemical fist damage, but deals no damage to the volatile pugilist. For example, a 10th level volatile pugilist could make two successful unarmed strikes, with each dealing 1d6 points of fire damage to the target. On his next successful unarmed attack, he can choose to release the remaining 2d6 points of fire damage as a bomb effect against his target.

A volatile pugilist’s alchemical fist ability can also be altered through bomb discoveries (see Discoveries below). This ability and unarmed strike replace bomb.

Martial Mutagen (Su): At 1st level, a volatile pugilist discovers how to create a mutagen that he can imbibe in order to heighten his combat knowledge and prowess in battle. It takes 1 hour to brew a dose of martial mutagen, and once brewed, it remains potent until used. A volatile pugilist can only maintain one dose of martial mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in a volatile pugilist's possession becomes inert until a volatile pugilist picks it up again.

When a volatile pugilist imbibes a martial mutagen, he gains greater understanding of combat techniques. It’s a standard action to drink a martial mutagen. Upon being imbibed, the mutagen allows the volatile pugilist to take a move action to gain the benefit of a combat feat he doesn't possess. This effect lasts for 1 minute. The volatile pugilist must meet all the feat's prerequisites. He may use this ability a number of times per day equal to 3 + 1/2 his volatile pugilist level (minimum 1).

The volatile pugilist can use this ability again before the duration expires in order to replace the previous combat feat with another choice.

If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feat's daily limit.

At 6th level, a volatile pugilist can use this ability to gain the benefit of two combat feats at the same time. She may select one feat as a swift action or two feats as a move action. She may use one of these feats to meet a prerequisite of the second feat; doing so means that she cannot replace a feat currently fulfilling another's prerequisite without also replacing those feats that require it. Each individual feat selected counts toward her daily uses of this ability.

A non-volatile pugilist who drinks a martial mutagen must make a Fortitude save (DC 10 + 1/2 the volatile pugilist’s level + the volatile pugilist’s Intelligence modifier) or become nauseated for 1 hour—a non- volatile pugilist can never gain the benefit of a martial mutagen, but an alchemist or volatile pugilist can gain the effects of another volatile pugilist's mutagen if he drinks it. (Although if the other volatile pugilist creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a martial mutagen do not stack. Whenever a volatile pugilist drinks a martial mutagen, the effects of any previous mutagen immediately end. This ability replaces mutagen.

Unarmed Strike (Ex): At 1st level, a volatile pugilist gains the brawler’s unarmed strike ability and gains Improved Unarmed Strike. He also deals unarmed damage as shown on Table: Volatile pugilist.

Discoveries: A volatile pugilist can choose from the following bomb discoveries and add their effects to his alchemist fist ability: acid bomb, anarchic bomb, axiomatic bomb, blinding bomb*, concussive bomb, confusion bomb*, dispelling bomb, explosive bomb*, force bomb, frost bomb, grease bomb*, holy bomb, inferno bomb*, madness bomb*, plague bomb*, poison bomb*, profane bomb, shock bomb, smoke bomb*, sticky bomb*, stink bomb*, sunlight bomb*. Discoveries marked with an asterisk (*) only take effect when an alchemical fist is detonated. A volatile pugilist’s alchemist fists count as the bomb class feature for the purpose of qualifying for feats and discoveries.

In addition, a volatile pugilist can choose one of the following feats as a bonus feat in place of a discovery: Adder’s Strike, Belier’s Bite, Deflect Arrows, Elemental Fist, Greater Grapple, Improved Grapple, Perfect Strike, Pinning Knockout, Pinpoint Poisoner, Punishing Strike, Snatch Arrows, Stunning Fist. He must qualify for these feats as normal.


NEW DISCOVERIES
The following new discoveries are restricted to the Volatile Pugilist multiclass archetype.

Greater Unarmed Strike (Ex)
The volatile pugilist can unleash a tremendous blow that knocks your opponents to the ground.
Prerequisites: Volatile pugilist 16, unarmed strike class feature.
Benefits: When making an unarmed attack as a standard action, the volatile pugilist can choose to make an awesome blow maneuver. He gains the brawler’s awesome blow ability.

Immediate Emollient (Su)
The volatile pugilist can use two different oils as part of his alchemical fist attacks.
Prerequisites: Volatile pugilist 16.
Benefits: The volatile pugilist can use his martial mutagen to gain the benefit of one combat feat as an immediate action or three combat feats as a swift action. Each individual feat selected counts toward his daily uses of his martial mutagen.

Penetrating Oil (Su)
The volatile pugilist’s oil penetrate an opponent’s armor.
Prerequisites: Volatile pugilist 6, alchemical fist class feature.
Benefits: When the volatile pugilist makes an alchemical fist attack, the oil seeps into his opponent’s armor. The effects of the volatile pugilist’s oil are persistent and continue to damage creatures for 1 round after the initial damage. Creatures that take a direct hit from the penetrating oil take the minimum damage 1 round later (1 + the volatile pugilist’s Intelligence modifier). If the volatile pugilist detonates his alchemical fist, the creature takes splash damage 1 round later. If a bomb discovery has an effect that would normally occur 1 round later, it instead occurs 2 rounds later.

Second Emollient (Su)
The volatile pugilist can use two different oils as part of his alchemical fist attacks.
Prerequisites: Volatile pugilist 8.
Benefits: The volatile pugilist can expend two uses of his alchemical fist to apply two different types of oil simultaneously, one to each of his hands. When making an unarmed attack, he chooses which hand and oil to use. The effects of each oil is depleted separately as normal and can each be used to create a detonation effect.

Swift Emollient (Su)
The volatile pugilist’s can use two different oils as part of his alchemical fist attacks.
Prerequisites: Volatile pugilist 10.
Benefits: The volatile pugilist can use his martial mutagen to gain the benefit of three combat feats at the same time. He may select one feat as a free action, two feats as a swift action, or three feats as a move action. He may use one of the feats to meet a prerequisite of the second and third feats, and use the second feat to meet a prerequisite of the third feat. Each individual feat selected counts toward his daily uses of his martial mutagen.


NEW GRAND DISCOVERIES
The following new discoveries are restricted to the Volatile Pugilist multiclass archetype.

Grand Unarmed Strike (Ex)
You can repeatedly unleash tremendous blows that knock your opponents to the ground
Prerequisites: Volatile pugilist 20, greater unarmed strike discovery.
Benefits: When making an awesome blow maneuver as an attack. He gains the brawler’s improved awesome blow ability.


Table: Volatile Pugilist
Class
Base
Fort
Ref
Will

Unarmed
Spells per Day
Level
Attack Bonus
Save
Save
Save
Special
Damage
1st
2nd
3rd
4th
1
+1
+2
+2
+0
Alchemical fist 1d6, alchemy, brew potion, martial mutagen, unarmed strike
1d6




2
+2
+3
+3
+0
Discovery, poison resistance +2, poison use
1d6




3
+3
+3
+3
+1
Swift alchemy
1d6




4
+4
+4
+4
+1
Alchemical fist 2d6, discovery
1d6
0



5
+5
+4
+4
+1
Poison resistance +4
1d8
1



6
+6/+1
+5
+5
+2
Discovery, swift poisoning
1d8
1



7
+7/+2
+5
+5
+2
Alchemical fist 3d6
1d8
1
0


8
+8/+3
+6
+6
+2
Poison resistance +6
1d8
1
1


9
+9/+4
+6
+6
+3

1d8
2
1


10
+10/+5
+7
+7
+3
Alchemical fist 4d6, discovery, poison immunity
1d10
2
1
0

11
+11/+6/+1
+7
+7
+3

1d10
2
1
1

12
+12/+7/+2
+8
+8
+4
Discovery
1d10
2
2
1

13
+13/+8/+3
+8
+8
+4
Alchemical fist 5d6
1d10
3
2
1
0
14
+14/+9/+4
+9
+9
+4
Discovery, persistent mutagen
1d10
3
2
1
1
15
+15/+10/+5
+9
+9
+5

2d6
3
2
2
1
16
+16/+11/+6/+1
+10
+10
+5
Alchemical fist 6d6, discovery
2d6
3
3
2
1
17
+17/+12/+7/+2
+10
+10
+5

2d6
4
3
2
1
18
+18/+13/+8/+3
+11
+11
+6
Discovery, instant alchemy
2d6
4
3
2
2
19
+19/+14/+9/+4
+11
+11
+6
Alchemical fist 7d6
2d6
4
3
3
2
20
+20/+15/+10/+5
+12
+12
+6
Grand discovery
2d8
4
4
3
3