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
Field
Value
Armor Allowance
None
Bab Tier
half
Base Skill Points
4
Hd
d6
Hd Sides
6
Max Level
20
Primary Abilities
INT
Prime Requisites
INT
Save Tiers / Fortitude
poor
Save Tiers / Reflex
poor
Save Tiers / Will
good
Weapon Allowance
Pistol, 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
Field
Value
bab
0
fortitude
0
level
1
reflex
0
skillPoints
16
title
Lab Tech
will
2
xp
0
Pharmacist
Field
Value
bab
1
fortitude
0
level
2
reflex
0
skillPoints
4
title
Pharmacist
will
3
xp
2500
Chemist
Field
Value
bab
1
fortitude
1
level
3
reflex
1
skillPoints
4
title
Chemist
will
3
xp
5000
Senior Chemist
Field
Value
bab
2
fortitude
1
level
4
reflex
1
skillPoints
4
title
Senior Chemist
will
4
xp
10000
Master Chemist
Field
Value
bab
2
fortitude
1
level
5
reflex
1
skillPoints
4
title
Master Chemist
will
4
xp
20000
Grand Chemist
Field
Value
bab
3
fortitude
2
level
6
reflex
2
skillPoints
4
title
Grand Chemist
will
5
xp
40000
Pharma Master
Field
Value
bab
3
fortitude
2
level
7
reflex
2
skillPoints
4
title
Pharma Master
will
5
xp
70000
Grand Pharma Master
Field
Value
bab
4
fortitude
2
level
8
reflex
2
skillPoints
4
title
Grand Pharma Master
will
6
xp
110000
Compound Architect
Field
Value
bab
4
fortitude
3
level
9
reflex
3
skillPoints
4
title
Compound Architect
will
6
xp
160000
High Architect
Field
Value
bab
5
fortitude
3
level
10
reflex
3
skillPoints
4
title
High Architect
will
7
xp
220000
Toxin Lord
Field
Value
bab
5
fortitude
3
level
11
reflex
3
skillPoints
4
title
Toxin Lord
will
7
xp
290000
High Toxin Lord
Field
Value
bab
6
fortitude
4
level
12
reflex
4
skillPoints
4
title
High Toxin Lord
will
8
xp
360000
Flesh-Chemist
Field
Value
bab
6
fortitude
4
level
13
reflex
4
skillPoints
4
title
Flesh-Chemist
will
8
xp
430000
High Flesh-Chemist
Field
Value
bab
7
fortitude
4
level
14
reflex
4
skillPoints
4
title
High Flesh-Chemist
will
9
xp
500000
The Formula
Field
Value
bab
7
fortitude
5
level
15
reflex
5
skillPoints
4
title
The Formula
will
9
xp
570000
High Formula
Field
Value
bab
8
fortitude
5
level
16
reflex
5
skillPoints
4
title
High Formula
will
10
xp
640000
Alchemist Prime
Field
Value
bab
8
fortitude
5
level
17
reflex
5
skillPoints
4
title
Alchemist Prime
will
10
xp
710000
High Alchemist Prime
Field
Value
bab
9
fortitude
6
level
18
reflex
6
skillPoints
4
title
High Alchemist Prime
will
11
xp
780000
The Universal Solvent
Field
Value
bab
9
fortitude
6
level
19
reflex
6
skillPoints
4
title
The Universal Solvent
will
11
xp
850000
Supreme Chemist Pharma
Field
Value
bab
10
fortitude
6
level
20
reflex
6
skillPoints
4
title
Supreme Chemist Pharma
will
12
xp
920000
Special Abilities
Compound Synthesis
Field
Value
level
1
name
Compound 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
Field
Value
level
3
name
Toxin 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
Field
Value
level
5
name
Aerosol 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.