War Chemist (Warpriest/Alchemist)
While warpriests rely upon the divine energies granted to them by their gods, the war chemist employs both divine might and alchemical knowledge to defeat his opponents. A war chemist can quickly create alchemical substances in the heat of battle, blast his enemies at close range with his bombs, or cast spells to bolster himself and his allies. However, his most potent ability is creating alchemical blanches that enhance his weapons and armor. In a pinch, the war chemist can also create extracts from his spells for personal use or passed to his allies for use at a later time. (Original Concept by Elghinn Lightbringer)
Primary Class: Warpriest.
Secondary Class: Alchemist.
Hit Dice: d8.
Bonus Skills and Ranks: The inspired exalt may select three investigator skills to add to his class skills in addition to the normal warpriest class skills. The inspired exalt gains a number of ranks at each level equal to 6 + Int modifier.
Weapon and Armor Proficiency: The inspired exalt is proficient with all simple and martial weapons, all alchemical weapons, plus the favored weapon of his deity. He is also proficient withal types of armor (heavy, light, and medium) and with shields (except tower shields). If the inspired exalt worships a deity with unarmed strike as its favored weapon, the inspired exalt gains Improved Unarmed Strike as a bonus feat.
Spellcasting: A war chemist casts divine spells drawn from the cleric spell list and the alchemist formulae list. If a spell appears on both the warpriest spell list and alchemist formulae list, the war chemist uses the lower of the two spell levels listed for the spell. A war chemist otherwise learns, prepares, and casts spells as a warpriest of his war chemist level. He also gains bonus spells for a high Wisdom.
Essences (Ex): At 1st level, a war alchemist can prepare a number of essences or basic alchemical substances each day, as noted in the 0-level spell column on Table: War Chemist.
Essences are mundane alchemical substances that are quickly created through divine magic. Like an alchemist’s extracts, when a war chemist creates an essence, he infuses the chemicals and reagents in the essence with magic siphoned from his own divine aura. An essence immediately becomes inert if it leaves the war chemist's possession, reactivating as soon as it returns to his keeping—a war chemist cannot normally pass out his essences for allies to use (but see the “infusion” discovery below). An essence, once created, remains potent for 1 day before becoming inert, so a war chemist must re-prepare his essences every day. Mixing an essence takes 1 minutes of work—most war chemists prepare many essences at the start of the day or just before going on an adventure, but it's not uncommon for a war chemist to keep some (or even all) of his daily essence slots open so that he can prepare essences in the field as needed. Each prepared essence yields one dose of his chosen alchemical substance.
At 1st level, a war mage can create the following initial substances at 1st level: acid, alchemist’s fire, fireworks (fire cracker), fireworks (jumping jenny), fireworks (paper candle), fireworks (star candle), holy water, holy weapon balm, keros oil, pellet grenade (iron).