Underground Chemist is a sub-class in Pathfinder: Wrath of the Righteous. Underground Chemist excel in stealth and provide with trap detection and pickling abilities. They are also agile providing with good evasion and better roll saves.
"Students of arcane magic, legerdemain, and stealth, Underground Chemists are a rare breed of adventurer most commonly found seeking lost and valuable arcane writings in the ruins of fallen empires."
Underground Chemist Information
- Base Class: Rogue
- High Save: Reflex
- Low Save: Fortitude
- Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow.
- Alignment: Any
- Hit Die: +5
- Skill Ranks per Level: 3.
Underground Chemist Progression
Base Attack Bonus
|Level 1||0||0||+2||0||Sneak Attack, Trapfinding, Rogue Proficiencies, Brew Potions|
|Level 2||+1||0||+3||0||Rogue Talent, Chemical Weapons|
|Level 3||+2||+1||+3||+1||Danger Sense, Finesse Training, Sneak Attack|
|Level 4||+3||+1||+4||+1||Delilitating Injury, Uncanny Dodge, Precise Splash Weapons|
|Level 5||+3||+1||+4||+1||Sneak Attack|
|Level 6||+4||+2||+5||+2||Danger Sense, Rogue Talent|
|Level 7||+5||+2||+5||+2||Sneak Attack|
|Level 8||+6/+1||+2||+6||+2||Improved Uncanny Dodge, Rogue Talent|
|Level 9||+6/+1||+3||+6||+3||Danger Sense, Sneak Attack|
|Level 10||+7/+2||+3||+7||+3||Advanced Talent, Discovery|
|Level 11||+8/+3||+3||+7||+3||Finesse Training, Sneak Attack|
|Level 12||+9/+4||+4||+8||+4||Rogue Talent, Danger Sense|
|Level 13||+9/+4||+4||+8||+4||Sneak Attack|
|Level 14||+10/+5||+4||+9||+4||Rogue Talent|
|Level 15||+11/+6/+1||+5||+9||+5||Sneak Attack, Danger Sense|
|Level 16||+12/+7/+2||+5||+10||+5||Rogue Talent|
|Level 17||+12/+7/+2||+5||+10||+5||Sneak Attack|
|Level 18||+13/+8/+3||+6||+11||+6||Rogue Talent, Danger Sense|
|Level 19||+14/+9/+4||+6||+11||+6||Sneak Attack, Finesse Training|
|Level 20||+15/+10/+5||+6||+12||+6||Master Strike, Rogue Talent|
Underground Chemist Abilities
Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortsword, and shortbow. They are proficient with light armor, but not with shields.
If a character can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.The character's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), Or when the character flanks her target. This extra damage is I d6 and increases by Id6 at later levels. This additional damage is precision damage and is not multiplied on a critical hit. The character must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot.
Upon reaching 20th level, a rogue becomes incredibly deadly when dealing sneak attack damage. Each time the rogue deals sneak attack damage, she can slay the target. The target receives a Fortitude save to negate the death effect. The DC of this save is equal to 10 + 1/2 the rogue's level + the rogue's Dexterity modifier. Once a creature has been the target of a master strike, regardless of whether or not the save is made, that creature is immune to that rogue's master strike for 24 hours.
With a light weapon, elven curve blade, estoc, or rapier made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls.
As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.
A rogue adds 1/2 her level on Perception checks.
At 3rd level, a rogue gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level).
Allows you to brew potions of spells up to level 3 during camping.
At 2nd level, an underground chemist is able to retrieve an alchemical item as if drawing a weapon. She adds her Intelligence modifier to damage dealt with splash weapons, including any splash damage. She also gains the Throw Anything feat as a bonus feat.
The character can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A character with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her. If a character already has uncanny dodge from a different class, she automatically gains improved uncanny dodge instead.
The character can no longer be flanked. This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.
At 10th level, an underground chemist can select One Of the following alchemist discoveries in place Of a rogue talent: enhance potion, extend potion, mummification, nauseating flesh, preserve organs or spontaneous healing. She uses her rogue level as her alchemist level for determining the effects of her discoveries and whether she is able to select one. This ability alters advanced talents.
After 10th level, a character can choose one of the advanced rogue talents in place of a rogue talent.
At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue alent or Other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt. Bewildered: The target becomes bewildered, taking a —2 penalty to AC. The target takes an additional —2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by -2 (to a total maximum of -8). Disoriented: The target takes a —2 penalty on attack rolls. In addition, the target takes an additional -2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by -2 (to a total maximum of -8). Hampered: All of the target's speeds are reduced by half (to a minimum of 5 feet). These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.
At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at I Ith level and a third at 19th level.
At 4th level, an underground chemist can deal sneak attack damage with splash weapons. This ability replaces the rogue talent gained at 4th level.
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