Chemist/Raging Hulk

*These chemists have found a way to mutate their forms into a raging hulking beast, eschewing the knowledge of bombs and alchemical items for raw ferocity and anger.*

The raging hulk is an archetype of the chemist class.

## **Weapon and Armor Proficiency**

A raging hulk is proficient with simple weapons, but he’s not proficient with any type of armor or shield.

This replaces the chemist’s weapon and armor proficiencies.

## **Limit Breaks (Su)**

At 1st level, the raging hulk receives the Limit Breaks (Hulk Smash and You Wouldn’t Like Me When I’m Angry).

*Hulk Smash (Su):* This Limit Break allows the raging hulk to slam his fists into the ground, causing an earthquake. Enemies within 30 feet of the raging hulk take 2d6 points of earth damage + an additional 2d6 points of earth damage per four chemist levels after 1st and are knocked prone unless a Reflex save is made (DC 10 + half of the chemist’s level + his Strength modifier) to reduce the damage by half and negate being knocked prone. In addition, the area around the raging hulk within 30 feet is considered difficult terrain.

*You Wouldn’t Like Me When I’m Angry (Su):* This Limit Break allows the raging hulk to gain the temporary effects of an enhanced mutagen. For a duration of 1 round + 1 round per four chemist levels after 1st, the raging hulk gains the effects of a mutagen without any penalties. In addition, during this Limit Break, the raging hulk can rage without spending any rounds of rage. If a raging hulk is already under the effects of a mutagen, the penalties are negated for the duration of this Limit Break. This limit break requires only a swift action.

These abilities replace the chemist’s standard Limit Breaks.

## **Chemical Prowess**

A raging hulk’s hit dice increases from d8 to d10. Additionally, while under the effects of a mutagen, a raging hulk’s base attack bonus increases by one step (from 3/4 BAB to Full BAB).

This ability replaces alchemy.

## **Mutagen (Su)**

At 1st level, a raging hulk discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. A raging hulk can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. A mutagen that is not in a raging hulk’s possession becomes inert until a raging hulk picks it up again. A raging hulk's mutagen can be used to enter an Alchemical Rage (See below) or in the following way (The raging hulk chooses which effect to use at the time of consumption.)..

When a raging hulk brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It’s a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the raging hulk to grow bulkier and more bestial, granting him a +4 alchemical bonus to the selected ability score for 10 minutes per chemist level. In addition, while the mutagen is in effect, the raging hulk 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.

If the raging hulk enters a rage or frenzy while a mutagen is active, the benefits of a mutagen are suppressed.

A non-raging hulk who drinks a mutagen must make a Fortitude save (DC 10 + half of the chemist’s level + the raging hulk’s Intelligence modifier) or become nauseated for 1 hour—a non-raging hulk can never gain the benefit of a mutagen, but a raging hulk can gain the effects of another raging hulk’s mutagen if he drinks it. (Although if the other raging hulk creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a mutagen do not stack. Whenever a raging hulk drinks a mutagen, the effects of any previous mutagen immediately end.

At 5th level, when the raging hulk creates a mutagen, he can infuse it with an extra bit of his own power. This inflicts 2 points of Intelligence damage to the raging hulk, but the mutagen created persists on its own and is not rendered inert if the raging hulk creates another mutagen. This allows a raging hulk to create different types of mutagens and keep them handy for emergencies. This does not allow a raging hulk to gain the effects of multiple mutagens—only the most recently imbibed mutagen has any effect.

This ability replaces throw anything.

## **Alchemical Rage (Ex)**

Instead of gaining a bonus to a single ability score, a raging hulk can consume a mutagen to enter a rage. He must enter this rage within 10 minutes per chemist level of consuming the mutagen. The raging hulk can still benefit from abilities that require him to be under the effects of a mutagen/in his mutagenic form while using alchemical rage. (Including chemical prowess. Abilities that rely on him being in his mutagenic form are active even if he is not currently raging.)

At 1st level, a raging hulk can rage for a number of rounds per day equal to 4 + his Constitution modifier. For each level after 1st he possesses, the raging hulk can rage for 2 additional rounds per day. Temporary increases to Constitution, such as that gained from *dwarf’s endurance*, do not increase the total number of rounds that a raging hulk can rage per day. A raging hulk can enter a rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours need not be consecutive.

While in a rage, a raging hulk gains the benefits of his rage form, gains a +2 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls and Will saving throws. He also gains a +2 natural armour bonus to his armour class and 2 temporary hit points per Hit Die. These temporary hit points are lost first when a character takes damage, disappear when the rage ends, and are not replenished if the raging hulk enters a rage again within 1 minute of his previous rage. While in a rage, a raging hulk cannot use any Charisma-, Dexterity-, or Intelligence-based skill (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration (such as spellcasting). A raging hulk can end his rage as a free action and is fatigued for 1 minute after a rage ends. This fatigue cannot be reduced or mitigated in any way and applies even to normally fatigue-immune characters, but can be cured as normal. A raging hulk can’t enter a new rage while fatigued or exhausted but can otherwise enter a rage multiple times per day. If a raging hulk falls unconscious, his rage immediately ends. Alchemical rage does not stack with rage or defensive stance.

This ability replaces bombs.

## **Unbridled Rage (Ex)**

At 1st level, while under the effects of a mutagen, a raging hulk can use the Improved Unarmed Strike feat. A raging hulk fights unarmed ferociously, crushing those who stand in his way. A raging hulk’s attacks are wild, often using fists and kicks interchangeably. This means that a raging hulk may even make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a raging hulk striking unarmed. A raging hulk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes. A raging hulk’s unarmed strikes always deal lethal bludgeoning damage. A raging hulk’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. A raging hulk also deals more damage with his unarmed strikes than a normal person would, as shown on the table below.

### Table: Small, Medium, or Large Raging Hulk Unarmed Damage

This ability replaces craft alchemical item, swift alchemy, anesthetic, item lore, improved quaff potion, quaff potion mastery, and instant alchemy.

## **Brutality (Ex)**

At 2nd level, a raging hulk’s taste for violence leads him to strike more powerful blows with his fists easily mastered by his bestial mind. A raging hulk in his mutagenic form deals +2 damage when attacking with unarmed strikes and natural attacks. This bonus increases by +2 for every four chemist levels after 2nd.

This ability replaces throw alchemical item.

## **Raging Discovery (Ex or Su)**

Starting at 2nd level and every two levels thereafter, a raging hulk may select a rage power from the berserker’s rage powers list using his chemist level as his raging hulk level to satisfy prerequisites or a discovery listed below.

*Burly (Ex):* In his mutagenic form, the raging hulk’s heavy physical frame gives him an alchemical bonus on Strength checks, Constitution checks, and Strength-based skill checks as well as a bonus to CMB and CMD. The bonus is equal to half the raging hulk’s chemist level.

*Elemental Mutagen (Su):* The raging hulk chooses an element (earth, fire, ice, lightning, water, or wind). Whenever the raging hulk imbibes a mutagen, he gains resistance 5 to the associated elemental type and a +2 competence bonus on an associated skill check. This resistance increases by 5 and the competence bonus by 2 for each of the following discoveries the raging hulk possesses: grand mutagen and greater mutagen. The elements and their associated skills are earth (Climb), fire (Acrobatics), ice (Stealth), lightning (Escape Artist), water (Swim), and wind (Fly). A raging hulk can select this discovery up to four times, but must choose a different element each time. A raging hulk can gain the benefits of only one elemental mutagen at a time, selected when he imbibes the mutagen.

*Extended Mutagen (Ex):* The duration of the raging hulk’s mutation is doubled.

*Feral Mutagen (Su):* Whenever the raging hulk imbibes a mutagen, he gains a bite attack. This is a primary attack and is made using the raging hulk’s full base attack bonus. The bite attack deals 1d8 points of damage (2d6 if the raging hulk is large or 1d6 if the raging hulk is Small). While the mutagen is in effect, the raging hulk gains a +2 competence bonus on Intimidate skill checks.

*Furious Mutagen (Ex):* The damage dice for the feral mutagen’s bite attack increases by one die step. **Prerequisites:** Chemist 8, feral mutagen discovery

*Grand Mutagen (Su):* The raging hulk’s mutagen now grants a +8 alchemical bonus to one ability score (Strength, Dexterity, or Constitution), a +6 alchemical bonus to a second physical ability score, and a +4 alchemical bonus to a third physical ability score. The raging hulk takes a –2 penalty to his Intelligence, Wisdom, and Charisma as long as the mutagen persists. **Prerequisites:** Chemist 16, greater mutagen discovery

*Greater Mutagen (Su):* The raging hulk’s mutagen now grants a +6 alchemical bonus to one physical ability score (Strength, Dexterity, or Constitution), and a +4 alchemical bonus to a second physical ability score. The raging hulk takes a –2 penalty on both associated mental ability scores as long as the mutagen persists. **Prerequisite:** Chemist 12

*Night Vision (Ex):* The raging hulk gains darkvision 60 feet and low-light vision in his mutagenic form.

*Nimble (Ex):* The raging hulk’s lithe physical frame gives him an alchemical bonus on all Dexterity checks, Dexterity skill checks, and CMD, and a natural armor bonus to his Armor Class. The bonus is equal to half the raging hulk’s chemist level.

*Purging Mutagen (Su):* The raging hulk’s mutagen combines ipecac and other purgative components. A non-raging hulk who consumes the mutagen is nauseated for only 1 round, during which time his body rapidly metabolizes or expels all extant toxins, granting him an immediate second saving throw against each ongoing disease and poison currently affecting him. Each successful save counts as two consecutive successful saving throws for the purpose of curing the affliction. Any failed saving throws do not result in additional damage or other effects. A non-raging hulk who consumes a second purging mutagen in a 24-hour period is instead nauseated for 1 hour. When a raging hulk drinks the mutagen, he can choose whether or not to also be affected by this discovery in addition to the mutagen’s other effects.

*Restoring Change (Su):* When the raging hulk consumes a mutagen or his mutagen wears off, he heals a number of hit points equal to 1d8 + his chemist level.

*Scent (Ex):* The raging hulk gains the scent ability in his mutagenic form.

*True Mutagen (Su):* The raging hulk’s mutagen now grants a +8 alchemical bonus to Strength, Dexterity, and Constitution. The raging hulk takes a –4 penalty to his Intelligence, Wisdom, and Charisma as long as the mutagen persists. **Prerequisites:** Chemist 20, greater mutagen discovery, grand mutagen discovery

These abilities replace the chemist’s discoveries.

## **Ferocity (Ex)**

At 4th level and above, while in an alchemical rage, a raging hulk is such a tenacious combatant that he continues to fight without penalty even while disabled or dying, ignoring the staggered condition.

This ability replaces alchemical mixture.

## **Deathless Alchemical Rage (Ex)**

At 9th level and higher, a raging hulk can scorn death and unconsciousness while in an alchemical rage. As long as his rage continues, even if he would be rendered unconscious from nonlethal damage or reduced to a number of negative hit points equal to his constitution modifier, he continues to fight normally until his rage ends. At that point, the effects of his wounds apply normally if they have not been healed. This ability does not prevent death from massive damage or from spell effects.

This ability replaces mix.

## **Greater Alchemical Rage (Ex)**

Starting at 11th level, when a raging hulk enters an alchemical rage, he gains a +4 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls and Will saving throws. He also gains a +4 natural armour bonus to his armour class and 4 temporary hit points per Hit Die.

This ability replaces auto-potion.

## **Enlarge Mutagen (Su)**

At 15th level, whenever a raging hulk imbibes a mutagen, he may have the mutagen also increase his size by 1 category, gaining size bonuses and penalties of the appropriate type, but all penalties of the mutagen are doubled for the duration.

This ability replaces defensive bombing.

## **Tireless Alchemical Rage (Ex)**

At 17th level and higher, a raging hulk no longer becomes fatigued at the end of his alchemical rage.

This ability replaces alchemical diffusion.

## **Mighty Alchemical Rage (Ex)**

At 20th level, when a raging hulk enters rage, he gains a +6 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls and Will saving throws. He also gains a +6 natural armour bonus to his armour class and 6 temporary hit points per Hit Die.

This ability replaces grand discovery.