The Alchemist

Hit Point Rate: 5

Class Skills: Appraise, Bluff, Concentration, Craft, Heal, Investigation, Knowledge (Arcane), Knowledge (Religion), Knowledge (Nature), Perception, Profession, Sleight of Hand, Survival, Use Magic Device

Skill Points: 4 + Int per level

Level BAB Fort Will Ref Class Features
1 0 0 0 0 Prepare elixirs, Professional Alchemist, Lesser Archetype Power
2 +1 +1 +1 +1 Potion Master, Lesser Racial Power
3 +2 +2 +2 +2 Moderate Archetype Power
4 +3 +3 +3 +3 Perfect Diet, Moderate Racial Power
5 +4 +4 +4 +4 Profound Knowledge
6 +5 +5 +5 +5 Ultimate Mixture, Greater Archetype Power, Greater Racial Power

Class Features

Proficiencies: Alchemists are proficient with all simple weapons, alchemical weapons and poisons. They are also proficient with light armor, but not with shields.

Prepare elixirs: The Alchemist may create extracts which behave similar to spells in potion form. The spell list is equal to the pathfinder alchemist extract list. You may only learn formulae that depend on class features, if you have them.

An alchemist can create only a certain number of extracts of each level per day, given in the table below. They receive bonus elixir usages for high intelligence as a wizard receives bonus spell slots. A alchemist has a book of his formulae like a wizard has a spell book. An alchemist that receives a bonus to caster level, applies that bonus to elixirs he creates and potions he brews. He may also use metamagic for potions and alchemical items.

The elixirs can be used like potions or oils but they only stay potent for 1 day thereafter they lose their magical powers. The Alchemist prepares elixirs as a wizard its spells. After sleeping he requires one minute to mix each elixir. Unlike the wizard, an alchemist may let some of his slots unfilled and prepare them by quickly mixing the elixir during the day.

Unlike normal potions and oils, elixirs can be brewed with spells that have range personal. In such cases only the Alchemist receives the bonus for drinking it.

elixirs per day
Level123
1st 4--
2nd 5--
3rd 63-
4th 64-
5th 653
6th 664

Professional Alchemist: You receive the Professional Alchemist feat.

Potion Master: You receive the Brew Potion feat and you do not pay additional money for giving the potion a higher than basic caster level. Furthermore, your elixirs, potions and oils use the rules for magical combat, e.g., you add your intelligence modifier to the amount of damage healed by a cure light wounds potion. You can also improve potions that you found in that way by preparing them for one minute.

Perfect Diet: As a standard action, an alchemist may remove one of his prepared elixirs to fill one active spell that has a non permanent and non instantaneous duration and effects him or a willing target within touch range into the vial. The level of the effect may not be higher than the level of the removed elixirs and it has to be a proper spell, e.g. no spell-like or psi ability. An alchemist may use unused slots instead of prepared potions. The spell effect ends immediately and can be reactivated by using the vial as any other elixir. The duration of the vial is equal to the residual duration of the spell effect.

An alchemist may use this technique even for negative spell effects.

Spell with range personal can like other elixirs only be used by the alchemist himself.

Profound Knowledge: An alchemist receives a +2 bonus to all craft, use magic device, and knowledge checks and may take a 10 instead of the actual roll, after rolling them, except on a natural one.

Ultimate Mixture: Once per day, the alchemist may make use of one of the following abilities:

Leftover Brewing: You may create and if you want drink one elixir from up to the 3rd level as a swift action.

Concentrate: You may create a potion that consists of a first, second and third level elixir.

Feats: Combat Studies

Archetypes

Grenadier

Grenadiers are proficient with martial weapons and medium armor. They receive athletics and riding as a class skill. The HPR of Grenadiers is 7 and they have good base attack bonus.

Lesser Archetype Power: A Grenadier can use bombs from the pathfinder alchemist with two changes: A Grenadier may prepare bombs instead of elixirs, their damage is equal to one die per level of the elixir slot + one die per two class levels and the intelligence bonus to damage does not stack with the professional alchemist bonus. You require both hands to prepare bombs and may perform a full-attack as with other ranged weapons. However, you still do not receive damage bonuses you receive for normal ranged attacks, only those granted to splash weapons.

Moderate Archetype Power: The Grenadier receives a discovery from the pathfinder alchemist that has to be one that improves bombs. Furthermore, the Grenadier may learn more bomb discoveries with the extra discovery feat.

A Grenadier receives the weapon specialization and may learn fighter only feats.

Greater Archetype Power: A Grenadier can stock up his daily uses of bombs by repreparing them for 10 minutes.

The Grenadier receives +2 to attack rolls with martial weapons and splash weapons.

Feats: Ability Specialization, Epic Ability Specialization, Epic Bombs

Mad Scientist

Bonus Spells:

All knowledge skills are class skills of the Mad Scientist.

Lesser Archetype Power: You receive an eidolon as a pathfinder summoner of your class level.

Additionally, the Mad scientist may also prepare spells like a wizard, a spell prepared in this way occupies two elixier slots.

Moderate Archetype Power: You and your eidolon may benefit from your Mutagen and Cognatogen without suffering the penalties and from range personal elixirs.

The Mad Scientist may use the Mutagen without bad side effects.

Greater Archetype Power: When you are confused, you may act normally and perform whatever the effect of the confusion is.

Furthermore, the Profound Knowledge ability from the Alchemist class works for all checks involved of performing incantations and rituals.

Feats: None.

Monster Hunter

Monster Lore: Monster Lore is a knowledge check to identify creatures.

  • Base DC: Typically set by 10+CR. This result identifies the creature, and reveals all creature type (and most subtype) traits. If I think this DC is too high, then I typically set a DC either 5 or 10 lower which identifies the creature type (and hence some of its traits) without revealing exactly what the creature is or any subtype traits.
  • Base DC +5: This will reveal the most obvious things about a creature, typically its main threat, be that its physical attacks or a trademark special attack it is well known for. This result also reveals what languages the creature usually speaks (unless it is a particularly talkative or untalkative creature).
  • Base DC +10: This result reveals further detailed information such as spell-like abilities the creature might possess, or further information about physical attack forms beyond its primary attack method detailed previously. Special defenses or vulnerabilities are also typically listed here.
  • Base DC +15: This result reveals specialist knowledge about the creature. This might include unique or rarely used abilities, or information regarding the creature's culture, morals, loves and hates - information unlikely to be known unless the knowledge checker has studied the creature.

Lesser Archetype Power: You receive the track feat and may track moving at full speed without penalty. Furthermore, you receive a +4 on Monster Lore and track checks.

You as a monster hunter may prepare against a specific creature kind, e.g., Bugbears or Red Dragons, referred as game that takes 10 minutes and at the end you must succeed an appropriate Monster Lore (Base DC +10) check. If you succeed you receive the favored enemy class feature of a pathfinder ranger of your level. You may learn feats that improve the favored enemy class feature to improve this feature. You may be never prepared for more than your class level monster kinds at the same time, but you can switch one for another. After failing a check in monster lore you first have to gather further information before retrying.

Moderate Archetype Power: When you succeed a saving throw versus your game you do not suffer partial effects and gain half your favored enemy bonus on saving throws and AC versus your game.

Greater Archetype Power: When you pierce damage reduction of your game by using a weapon made of the right material and having the proper alignment enchantment you deal bonus precision damage equal to the opponents conditional damage reduction.

The favored enemy bonus is shared against the allies of the game.

Feats: None.