Chemist Pharma

Chemist and drug cook.

The Chemist Pharma is the person who makes the stims that keep the Legion awake for 72-hour patrols and the antidotes that keep the xeno-biologists alive long enough to catalogue what killed them. In the Nine's corporatocracy, combat pharmaceuticals are a multi-billion-rek industry: every squad carries stims, every medic carries stabilizers, and every black-ops team carries things that do not appear on any manifest. The Chemist Pharma operates at the intersection of medicine, chemistry, and weaponization. The Chemist runs a bench, a centrifuge and a list of people who cannot ask a licensed clinic for what they need. The Kadiss grid tracks pharmaceutical purchases, precursor chemical acquisitions, and lab access logs; a Chemist Pharma who wants to stay under the radar buys through shell companies and keeps their lab off-grid. They operate on the Fold chassis (d6 HD, half BAB, Fort/Ref poor, Will good) because the corp values their mind, not their body. No armour. Their protection is the combat stim in their pocket and the neurotoxin on their injector. Prime requisites: INT.

Rules Reference

FieldValue
Armor AllowanceNone
Bab Tierhalf
Base Skill Points4
Hdd6
Hd Sides6
Max Level20
Primary AbilitiesINT
Prime RequisitesINT
Save Tiers / Fortitudepoor
Save Tiers / Reflexpoor
Save Tiers / Willgood
Weapon AllowancePistol, Knife, Injector (delivers chemical compounds, 1 damage on hit plus compound effect)

Notes

Archetype Niche: The Chemist Pharma is the party's chemical arsenal. Compound Synthesis produces combat stims, cognitive enhancers, stabilizers, and area-denial tools on demand. Toxin Analysis identifies and neutralizes poisons before they kill. Aerosol Delivery turns single-target compounds into area-effect weapons and buffs -- a cloud of combat stim that buffs the whole party, or a cloud of neurotoxin that drops an enemy squad. The Chemist's niche is chemical warfare and enhancement: they make the party stronger and the enemy weaker through chemistry.

Multiclass Notes: Chemist Pharmas can multiclass with Sawbones and Xenobiologist archetypes. Non-humans use simultaneous multiclassing rules.

Level Table

Lab Tech

FieldValue
bab0
fortitude0
level1
reflex0
skillPoints16
titleLab Tech
will2
xp0

Pharmacist

FieldValue
bab1
fortitude0
level2
reflex0
skillPoints4
titlePharmacist
will3
xp2500

Chemist

FieldValue
bab1
fortitude1
level3
reflex1
skillPoints4
titleChemist
will3
xp5000

Senior Chemist

FieldValue
bab2
fortitude1
level4
reflex1
skillPoints4
titleSenior Chemist
will4
xp10000

Master Chemist

FieldValue
bab2
fortitude1
level5
reflex1
skillPoints4
titleMaster Chemist
will4
xp20000

Grand Chemist

FieldValue
bab3
fortitude2
level6
reflex2
skillPoints4
titleGrand Chemist
will5
xp40000

Pharma Master

FieldValue
bab3
fortitude2
level7
reflex2
skillPoints4
titlePharma Master
will5
xp70000

Grand Pharma Master

FieldValue
bab4
fortitude2
level8
reflex2
skillPoints4
titleGrand Pharma Master
will6
xp110000

Compound Architect

FieldValue
bab4
fortitude3
level9
reflex3
skillPoints4
titleCompound Architect
will6
xp160000

High Architect

FieldValue
bab5
fortitude3
level10
reflex3
skillPoints4
titleHigh Architect
will7
xp220000

Toxin Lord

FieldValue
bab5
fortitude3
level11
reflex3
skillPoints4
titleToxin Lord
will7
xp290000

High Toxin Lord

FieldValue
bab6
fortitude4
level12
reflex4
skillPoints4
titleHigh Toxin Lord
will8
xp360000

Flesh-Chemist

FieldValue
bab6
fortitude4
level13
reflex4
skillPoints4
titleFlesh-Chemist
will8
xp430000

High Flesh-Chemist

FieldValue
bab7
fortitude4
level14
reflex4
skillPoints4
titleHigh Flesh-Chemist
will9
xp500000

The Formula

FieldValue
bab7
fortitude5
level15
reflex5
skillPoints4
titleThe Formula
will9
xp570000

High Formula

FieldValue
bab8
fortitude5
level16
reflex5
skillPoints4
titleHigh Formula
will10
xp640000

Alchemist Prime

FieldValue
bab8
fortitude5
level17
reflex5
skillPoints4
titleAlchemist Prime
will10
xp710000

High Alchemist Prime

FieldValue
bab9
fortitude6
level18
reflex6
skillPoints4
titleHigh Alchemist Prime
will11
xp780000

The Universal Solvent

FieldValue
bab9
fortitude6
level19
reflex6
skillPoints4
titleThe Universal Solvent
will11
xp850000

Supreme Chemist Pharma

FieldValue
bab10
fortitude6
level20
reflex6
skillPoints4
titleSupreme Chemist Pharma
will12
xp920000

Special Abilities

Compound Synthesis

FieldValue
level1
nameCompound Synthesis

description: The Chemist Pharma gains Medicine, Xenology, and Demolitions (chemical only) as class skills with a +3 competence bonus. With access to a chemistry kit and 1 hour of work, the Chemist can synthesize chemical compounds. The Chemist can carry active doses equal to INT modifier + half level. Compounds: Combat Stim (+2 STR and CON for 10 minutes, then Fatigued for 1 hour -- the crash is the price), Clarity (+4 to Perception and Will saves for 1 hour, then -2 INT for 1 hour -- the mind sharpens then dulls), Stabilizer (stabilize dying target at range 30 ft, standard action), Adhesive Foam (create 10-ft square of difficult terrain or seal a door/breach, DC 20 STR to break), or Flash Powder (15-ft cone, blinded 1 round, Reflex DC 15 negates). At level 6: advanced compounds unlocked. At level 12: experimental compounds. At level 18: master compounds. The crash penalties are deliberate: every compound borrowed from the body's future, and the Chemist knows exactly how much.

Toxin Analysis

FieldValue
level3
nameToxin Analysis

description: The Chemist can identify any poison, toxin, drug, or chemical compound by analysing a sample (1 minute with chemistry kit). The Chemist learns: chemical composition, effects (including delayed or hidden effects), origin (natural, synthetic, Fold-tainted), and a counter-agent recipe. The Chemist gains +4 to saves against poisons and can administer an antidote to an ally as a move action. At level 8, the Chemist can neutralize a poison in a creature's system with a Medicine check (DC = 15 + poison DC). At level 14, the Chemist becomes immune to all conventional poisons and toxins -- the body has been exposed to everything; the immune system has been trained past the point where molecular warfare is a surprise.

Aerosol Delivery

FieldValue
level5
nameAerosol Delivery

description: The Chemist can aerosolize any synthesized compound into a 15-foot radius cloud (or 30-foot cone). The cloud persists for 1d4 rounds in still air (1 round in wind). Creatures in the cloud are affected as if injected with the compound (saves apply as normal). Friendly compounds (Stims, Clarity, Stabilizer) are delivered to allies automatically. Hostile compounds (toxins, Flash Powder, advanced irritants) require enemies to save. At level 11, the radius expands to 30 feet (or 60-foot cone). At level 17, the Chemist can mix two compounds into a single aerosol delivery -- a cloud of combat stim that buffs the squad while dumping neurotoxin on the hostiles in the same breath. Environmental conditions matter: wind dissipates the cloud in one round, and sealed respirators negate the effect entirely. The Chemist fights the weather as much as the enemy.