Chem Dog

Not all reapers call upon magic to aid in their hunts. Some lack the spark, while others choose not to use it. Chem dogs choose to instead put their faith in science, wielding an array of mundane tricks and tools in order to combat their foes.

Martial Soul: At 1st level, a chem dog does not gain the ability to cast spells like a normal reaper. Instead, as long as the chem dog does not have the casting class feature or advanced magical training feat from any source, the chem dog gains a spell point pool equal to their chem dog level + their practitioner modifier. These spell points can only be used for reaper class features.

If the chem dog also possesses the magekiller archetype, the chem dog may use these spell points for the counterspell feat and any feat which has counterspell as a prerequisite. If the chem dog later gains the casting class feature or advanced magical training feat, the chem dog loses this ability.

This ability replaces the casting and spell pool class features.

Combat Training: A chem dog may combine combat spheres and talents to create powerful martial techniques. Chem dogs are considered Adept combatants. When they gain their first level in the reaper class, chem dogs may choose either Charisma, Intelligence or Wisdom as their practitioner modifier.

This ability replaces blended training.

Flashbangs (Ex): At 2nd level, a chem dog gains the flashbangs class feature of the scholar class, treating their reaper level as their scholar level and using their practitioner modifier to calculate the DCs of their flashbangs instead of their Intelligence modifier.

Material Imposition: At 3rd level, a chem dog gains the material imposition class feature from the scholar class, treating their reaper level as their scholar level and using their practitioner modifier instead of their Intelligence modifier for any abilities granted by their material impositions. At 7th level and every 4 levels after, the chem dog gains a new material imposition.

This ability replaces prey casting bonus.

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