Alchemical Rager


Alchemical rager is an archetype that can be applied to the Unchained Barbarian class.

Many barbarians draw strength from their martial prowess or connection to primal forces. Alchemical ragers on the other hand unlock their power from the tragic result of an alchemical accident that splits their mind (and body) in two.

Lose:

Gain:


DUAL IDENTITY

At 1st level, an alchemical rager gains a Dual Identity. This functions identically to the Vigilante class feature of the same name except that their two identities are inseparably connected to whether they are raging or not. In their normal base form, they have an "alchemist" personality and while raging, they have a "barbarian" personality. Entering or exiting rage for any reason automatically shifts between identities, without the normal transition time. An alchemical rager also gains two lists of class skills and list of armor and weapon proficiency, one for each identity.

Alchemist Class skills: Appraise (Int), Craft (any) (Int), Disable Device (Dex), Fly (Dex), Heal (Wis), Knowledge (arcana) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Sleight of Hand (Dex), Spellcraft (Int), Survival (Wis), Use Magic Device (Cha).

Alchemist Proficiency: All simple weapons and light armor, but not with shields.

Barbarian Class skills: Acrobatics (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (nature) (Int), Perception (Wis), Ride (Dex), Survival (Wis), and Swim (Str).

Barbarian Proficiency: All simple and martial weapons, light armor, medium armor, and shields (except tower shields).



ALCHEMICAL MOVEMENT (Su)

While raging, an alchemical raging increases their base speed by 10 feet and gains the benefits of the Jump spell, using their barbarian level as their caster level.



ALCHEMICAL RAGE (Su)

This feature functions identically to a barbarian's rage except that it forces an identity switch from the alchemist identity to the primal identity and swaps the alchemical rager's base Strength and Intelligence scores in addition to providing all its other effects. For example, a 1st-level Human Barbarian (Alchemical Rager) with Str 7, Con 16, Dex 12, Int 18, Wis 12, Cha 10 would alter this to Str 18, Con 16, Dex 12, Int 7, Wis 12, Cha 10 while raging as well as adding the effects of rage. This temporarily reduces skill ranks, so they should track all skill ranks separately. While raging, an alchemical rager also looks significantly different than their base form with hulking muscles and other cosmetic modifications.



ALCHEMICAL TALENTS

At 1st level, an alchemical rager gains the Mutagen class feature as an alchemist. Unlike a normal mutagen, it cannot improve Dexterity and an alchemical rager automatically enters an alchemical rage when they imbibe it. If they have no rounds of rage left, the duration of their mutagen is shortened by the amount of rounds they are short. Unless noted otherwise, their effective alchemist level is equal to their alchemical rager level -3 (minimum 1) for all Alchemist features they acquire through this feature.

At 3rd level and 5th level, they gain Discoveries as an alchemist. They can forgo the discovery at 3rd or 5th level to gain the Bombs class feature with an effective alchemist level equal to their alchemist rager level -3 (minimum 1) and proficiency with the bombs or the Poison Use and Poison Resistance class feature as an alchemist equal to their alchemical rager level. They can forgo both their 3rd and 5th level discoveries to gain all these features.

Alchemical ragers can also forgo a rage power to gain an Alchemist discovery, Limited Alchemy, or any of the following Alchemist features: Brew Potion (requires Limited Alchemy), Throw Anything, Swift Alchemy, Swift Poisoning (requires Poison Use), Poison Immunity (requires Swift Poisoning), Persistent Mutagen, Instant Alchemy (requires Swift Alchemy and Swift Poisoning).

Limited Alchemy: This functions as the Alchemist's Alchemy class feature except your effective Alchemist level is equal to 1 and you have to take this multiple times to increase it to a maximum effective alchemist level equal to 2/3 your alchemical rager level. The exception is the bonus to Craft (Alchemy) checks which uses your full alchemical rager level. You can only use extracts in your alchemist form unless the extract only targets you.

An alchemical rager cannot use any of these alchemical abilities while raging except for Mutagen and any discoveries that specifically improve Mutagen.



UNSTOPPABLE

While raging, an alchemical rager gains damage reduction/adamantine equal to half their alchemical rager level and damage reduction/- equal to one third their alchemical rager level. Unlike other barbarians, an unstoppable hulk's rage power options are limited to the following: Rage Power options are restricted to the following: Beast Totem, Bestial Climber, Bestial Leaper, Bleeding Blow, Body Bludgeon, Clear Mind, Come and Get Me, Crippling Blow, Energy Resistance, Fearless Rage, Flesh Wound, Ground Breaker, Greater Ground Breaker, Hurling, Lesser Hurling, Greater Hurling, Greater Energy Resistance, Increased Damage Reduction, Internal Fortitude, Intimidating Glare, Knockback, Knockdown, Overbearing Advance, Powerful Blow, Raging Leaper, Raging Swimmer, Reckless Abandon, Regenerative Vigor, Renewed Vigor, Renewed Vitality, Roused Anger, Smasher, Sprint, Strength Surge, Swift Foot, Terrifying Howl and the new rage power options listed below.

Great Leap: (requires Raging Leaper)
While raging you gain Great Leap as a 6th level monk but use your barbarian level instead of your monk level to determine the bonus. In addition, as a swift action, you can expend 2 rounds of rage to grant you a +20 bonus to jump checks for 1 round.

Great Speed: (requires Swift Foot)
While raging your Swift Foot speed bonus increases to +10 feet when you charge or overrun. In addition, you can spend 2 rounds of rage to add an additional +20-foot increase to your base speed for 1 round (stacking with fast movement and swift foot).

Hulking Size (Su): (requires Barbarian 6)
When you enter a rage, you can choose to grow in size by 1 category as if by the Enlarge Person spell. If you do this, each round of rage you remain in hulking size consumes two rounds instead of one round of rage.

Greater Hulking Size (Su): (requires Hulking Size and Barbarian 12)
When you use Hulking Size, your Strength size bonus increases to +4 instead of +2.

Earthquake: (requires Greater Ground-breaker and Barbarian 16)
Once per day, while raging, you can use the Earthquake spell as a supernatural ability but your range is limited to your melee reach. Your effective caster level is equal to your barbarian level.

Powerful Build:
While raging, you are treated as one size larger for the purposes of carrying capacity and defending yourself from combat maneuvers. This doesn't stack with other effects that treat you as larger.

Greater Powerful Build: (requires Powerful Build and Barbarian 6)
While raging, you are treated as one size larger for the purposes of wielding weapons and dealing damage with weapons. This doesn't stack with other effects that treat you as larger.

Reactive Healing: (requires Regenerative Vigor, Renewed Vigor, Barbarian 6)
While raging, you have Fast Healing 1/5th barbarian level. This stacks with other rage powers. In addition, you can still begin raging and use Renewed Vigor, even while unconscious.