Grenadier

''' is an Archetype of the Alchemist class in '.

Description
Grenadiers train to exercise their talents in the thick of battle, even when not under the influence of their mutagens. They learn methods of combining weapon attacks with their alchemical magic, and sacrifice skill with poisons in order to become more adept at using alchemical bombs or using alchemical items in conjunction with their martial skills. As an unusual side effect of their skill at handling bombs and alchemical items with increased speed, grenadiers master the ability to drink potions, elixirs, and mutagens quickly and safely, without exposing themselves to peril while doing so.

Alchemist Proficiencies
Alchemists are proficient with all simple weapons and bombs. They are also proficient with light armor, but not with shields.

Precise Bomb
When the alchemist throws a bomb, it doesn't affect allies.

Directed Blast
At 6th level, a grenadier can detonate a bomb so that it splashes in a 30-foot cone rather than affecting a radius. The cone starts at the alchemist and extends away from her in the direction she chooses. Each creature within the cone takes damage as if it had suffered a direct hit from the alchemist's bomb, but succeeding at a Reflex save (DC = 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier) halves the damage.

Staggering Blast
At 10th level, a grenadier's bombs become particularly overwhelming when they explode. Whenever a grenadier scores a successful critical hit with a bomb, the creature directly struck by that bomb is staggered for 1d4+1 rounds. A successful Fortitude save (DC equals the bomb's Reflex save DC to avoid splash damage) reduces the duration to 1 round.

Martial Weapons Proficiency
You become proficient with all Martial Weapons.

Alchemical Weapon
At 2nd level, a grenadier can infuse a weapon or piece of ammunition with a single harmful alchemical liquid or powder, such as an acid flask or alchemist's fire. 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, affect additional targets, or benefit from any other effects that specifically affect splash weapons. Any extra damage added is not doubled on a critical hit. The alchemical treatment causes no harm to the weapon treated, and wears off 1 minute after being applied if no blow is struck. Infusing a new alchemical item also removes the effect of any alchemical liquid or powder previously applied with this ability. At 6th level, a grenadier can use her alchemical weapon ability as a swift action. At 15th level, this ability becomes a free action.

Bomb
In addition to magical extracts, alchemists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies. An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier.

Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an alchemist's bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist's Intelligence modifier. The damage of an alchemist's bomb increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from an alchemist bomb is always equal to the bomb's minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier.

Mutagen
At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality.

It's a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.

Throw Anything
You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons.

Discovery
At 2nd level, and then again, every 2 levels thereafter (up to 18th level), an alchemist makes an incredible alchemical discovery. Unless otherwise noted, an alchemist cannot select an individual discovery more than once. Some discoveries can only be made if the alchemist has met certain prerequisites first, such as uncovering other discoveries. Only one such discovery can be applied to an individual bomb. The DC of any saving throw called for by a discovery is equal to 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier.

Poison Resistance
At 5th level, a grenadier gains a +2 bonus on all saving throws against poison. This bonus increases to +4 at 8th.

Persistent Mutagen
At 14th level, the effects of a mutagen last for 1 hour per level.

Grand Discovery
At 20th level, the alchemist makes a grand discovery. For many alchemists, the promise of one of these grand discoveries is the primary goal of their experiments and hard work.