Primary Class: Fighter.
Secondary Class: Alchemist.
Hit Dice: d10.
Bonus Skills and Ranks: The demolitionist may select three alchemist skills to add to his class skills in addition to the normal fighter class skills. The demolitionist gains a number of ranks at each level equal to 2 + Int modifier.
|Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Special|
|1st||+1||+2||+2||+0||Alchemy, bomb 1d6|
|2nd||+2||+3||+3||+0||Alchemical weapon, bonus feat|
|4th||+4||+4||+4||+1||Bomb 2d6, swift alchemy|
|5th||+5||+4||+4||+1||Explosives expert 1|
|9th||+9/+4||+6||+6||+3||Explosives expert 2|
|13th||+13/+8/+3||+8||+8||+4||Explosives expert 3|
|17th||+17/+12/+7/+2||+10||+10||+5||Explosives expert 4|
|20th||+20/+15/+10/+5||+12||+12||+6||Bomb 6d6, devastating barage|
The demolitionist is proficient with all simple and martial weapons, and with bombs. The demolitionist is also proficient with light armor, medium armor, and with shields (except tower shields).
A demolitionist gains the alchemist’s alchemy ability, except that he can only create mundane alchemical substances and bombs. This ability replaces heavy armor proficiency.
At 1st level, a demolitionist gains the alchemist’s bomb ability, except that his bombs deal 1d6 points of damage, plus an additional 1d6 points of damage at 4th level and every four levels thereafter, to a maximum of 6d6 at 20th level. This ability replaces bonus feats gained at 1st, 4th, 8th, 12th, 16th, and 20th level.
At 2nd level, a demolitionist can infuse a weapon or piece of ammunition with a single harmful alchemical liquid or powder, such as alchemist’s fire or sneezing powder, as a move action. This action consumes the alchemical item, but transfers its effect to the weapon in question. The alchemical item takes full effect on the next creature struck by the weapon, but does not splash, spread, or otherwise affect additional targets. Any extra damage added is treated like bonus dice of damage, and is not doubled on a critical hit. The alchemical treatment causes no harm to the weapon treated, and wears off 1 minute after application if no blow is struck. At 6th level, a demolitionist can use his alchemical weapon ability as a swift action. At 15th level, this ability becomes a free action.
Alternatively, at 4th level, a demolitionist can infuse a weapon or piece of ammunition with a single bomb in place of an alchemical liquid or powder, as a move action. Upon impact, the bomb also causes 1 point of damage per damage die of the bomb to the weapon. Infusing a weapon or piece of ammunition with a bomb can never be improved beyond a move action. This ability replaces bravery.
This is exactly like the fighter ability of the same name, except that the demolitionist can choose the Extra Discovery feat in addition to combat feats.
Starting at 3rd level, a demolitionist is adept at modifying and using his armor to stop fire-based attacks. A demolitionist is wearing armor gains half the armor’s bonus plus the armor’s enhancement bonus (if any) as a resistance bonus against any energy-based spell with a burst or spread effect (such as fireball) or splash weapon attack (including the demolitionist’s or other bomb class ability). This ability has no affect on fire-based spells or spell-like abilities with ray or wall effects, or supernatural abilities that make a touch attack. This ability replaces armor training 1.
At 4th level, a demolitionist gains the alchemist’s swift alchemy ability, but gains no benefit when applying poisons. This ability and instant alchemy replace armor mastery.
Starting at 5th level, a demolitionist can select either a bomb-related discovery or a combat feat that specifies his bomb (such as Weapon Specialization or Improved Critical). He must qualify for any discovery or combat feat he chooses. Every four levels thereafter (9th, 13th, and 17th), a demolitionist becomes further trained in his bombs, and can select an additional bomb discovery in place of a combat feat. This ability replaces weapon training.
At 7th level, a demolitionist can create mutagens that grant him resistance to energy attacks. When a demolitionist brews a mutagen, he selects one type of energy—either acid, cold, electricity, fire, or sonic. It’s a standard action to drink a mutagen. Upon being imbibed, the mutagen gains resistance 5 to that type of energy and a +4 alchemical bonus to saving throws against spells and effects of that energy type for 10 minutes per demolitionist level. If the demolitionist chooses the Greater Mutagen discovery, this increases to resistance 10 against one type of energy. If the demolitionist chooses the Grand Mutagen discovery, this increases to resistance 20 against one type of energy. This ability otherwise functions as the alchemist’s mutagen. This ability replaces armor training 2.
At 11th level, a demolitionist can use his bombs to destroy buildings and structures. Whenever a demolitionist uses a bomb against a building or structure, he rolls his bomb damage twice. If this attack results in a critical hit, both damage rolls are multiplied. Should the bomb deal more than 75% of the structure’s total hit points, the structure collapses in 1d4 rounds. This ability replaces armor training 3.
At 15th level, a demolitionist gains the alchemist’s persistent mutagen ability. This ability replaces armor training 4.
At 19th level, a demolitionist gains the alchemist’s instant alchemy ability, but gains no benefit when applying poisons.
At 20th level, can unleash a barrage of bombs once per day. The demolitionist can spend a full-round action to prepare a number of bombs for his barrage in advance equal to his base attack bonus. During his next turn, the demolitionist can throw all his prepared bombs into a 5-foot square that is in range as a full attack action. Any creature in that square is affected by each bomb as if it were a direct hit. Creatures within the splash radius of the 5-foot square are likewise affected by each bomb. This ability can be used in conjunction with the demolitions master ability. This ability replaces weapon mastery.