Grenade Zealot (Inquisitor/Alchemist)

A combination of the inquisitor’s guile and alchemist’s alchemical know-how, the grenade zealot wields bombs on behalf of her deity, in an attempt to spread the word and bring offenders to justice. Grenade zealots are unwavering fanatics, charged by their gods to perform a task, fulfill a destiny, or slay the enemies of the faith. By enabling her judgments, the grenade zealot can lob her bombs to destroy her opponents, disable them, or shake them to the very core. (Original Concept by Vero)

Primary Class: Inquisitor.

Secondary Class: Alchemist.

Alignment: Any.

Hit Dice: d8.

Bonus Skills and Ranks: The grenade zealot may select three alchemist skills to add to his class skills in addition to his normal inquisitor class skills. The grenade zealot gains a number of ranks at each level equal to 6 + Int modifier.

Weapon and Armor Proficiency: A grenade zealot is proficient with all simple weapons and bombs, plus the favored weapon of her deity. She is also proficient with light armor, medium armor, and shields (except tower shields).

Alchemy (Su): At 1st level, a grenade zealot gains the alchemist's alchemy class ability. However, she can only create mundane alchemy items and bombs. She cannot create extracts or mutagens. In addition, a grenade zealot gains a competence bonus equal to 1/2 her grenade zealot level on Craft (alchemy) checks when crafting these items. This ability replaces stern gaze.

Unshakable Faith (Ex): At 1st level, a grenade zealot gains the Throw Anything feat as a bonus feat. A grenade zealot adds her Wisdom modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature. This ability replaces monster lore.

Bombs (Su): At 1st level, a grenade zealot gains the alchemist’s bomb ability, except that a grenade zealot can use a number of bombs each day equal to her grenade zealot level + her Wisdom modifier, and the save DC of her bombs is equal to 10 + 1/2 the grenade zealot’s level + the grenade zealot’s Wisdom modifier. A grenade zealot’s bombs deal 1d6 points of damage at 1st level, and an additional 1d6 points of damage at 4th level and every three levels thereafter, to a maximum of 7d6 at 20th level. This ability replaces the inquisitor’s domain, greater bane, and third judgment.

Judgment (Su): This is exactly like the inquisitor ability of the same name, except that whenever a grenade zealot uses the destruction, justice, or smiting judgment, she also applies the bonuses to her bombs while they are in effect.

Discoveries: At 3rd level and every three levels thereafter, a grenade zealot gains one alchemist discovery. The grenade zealot may only select bomb discoveries, or the demolition charge, explosive missile, fire brand, and ranged baptism discovery. A grenade zealot counts as a goblin for any discovery with a racial prerequisite. A grenade zealot must otherwise meet the prerequisites for these discoveries as normal.

A grenade zealot may also choose from the following new discoveries restricted to the Grenade Zealot multiclass archetype, and have a save DC equal to 10 + 1/ the grenade zealot’s level + the grenade zealot’s Wisdom modifier.

Final Verdict (Su): A grenade zealot can sacrifice 2d6 points of bomb damage. The target must make a successful Will save or become staggered for 1 round per two levels of grenade zealot. The grenade zealot must be at least 6th level to select this discovery.

Stay of Execution (Su): A grenade zealot with this discovery deals nonlethal bomb damage to her target and all creatures adjacent to it. The target must also make a Fortitude save or be knocked prone. When using this discovery, a grenade zealot’s bomb does not deal splash damage.

Word of Accusation (Su): A grenade zealot can sacrifice 1d6 points of bomb damage. The target must make a successful Will save or become shaken for 1 round per level of grenade zealot.

Word of Condemnation (Su): A grenade zealot can sacrifice 2d6 points of bomb damage. The target must make a successful Will save or become frightened for 1 round per two levels of grenade zealot. The grenade zealot must be at least 6th level and have the word of accusation discovery.

Word of Damnation (Su): A grenade zealot can sacrifice 3d6 points of bomb damage. The target must make a successful Will save or become panicked for 1 round per three levels of grenade zealot. The grenade zealot must be at least 12th level and have the word of condemnation discovery.

In addition, a grenade zealot may also select the Extra Bombs feat in place of a discovery. This ability replaces teamwork feats.

Swift Alchemy (Ex): At 3rd level, a grenade zealot gains the alchemist’s swift alchemy ability. This ability replaces solo tactics.

True Judgment (Su): This ability also applies to a grenade zealot's bombs.

Table: Grenade Zealot