The Alchemist
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
Proficiencies: Alchemists are proficient with all simple weapons, alchemical weapons and poisons. They are also proficient with light armor, but not with shields.
| Level | BAB | Fort | Will | Ref | Class Features | Archetype Features | Racial & Background Features |
|---|---|---|---|---|---|---|---|
| 1 | 0 | 0 | 0 | 0 | Prepare elixirs, Professional Alchemist | Initial Archetype Power | Origin Feat, Racial Features |
| 2 | +1 | +1 | +1 | +1 | Potion Master | Lesser Archetype Power | Lesser Racial Power |
| 3 | +2 | +2 | +2 | +2 | Perfect Diet | - | - |
| 4 | +3 | +3 | +3 | +3 | Potion Metacrafter | Moderate Archetype Power | 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
Level 1
Racial Feature: Choose a Race and Subrace and receive all of their features, select your Origin feat.
Archetype Feature: Select your archetype and receive their basic features.
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.
Alchemists elixirs can be improved like spells, e.g., by metamagic feats. All elixirs are improved by general spell casting improvements. Those that are also on a divine spell list receive bonus from divine improvements and those that are on a arcane list from arcane improvements.
| elixirs per day | ||||
|---|---|---|---|---|
| Level | 1 | 2 | 3 | |
| 1st | 4 | - | - | |
| 2nd | 5 | - | - | |
| 3rd | 6 | 3 | - | |
| 4th | 6 | 4 | - | |
| 5th | 6 | 5 | 3 | |
| 6th | 6 | 6 | 4 | |
Professional Alchemist : You receive the Professional Alchemist feat. You may create temporary alchemical items using your elixir slots. You may only create those that can be created with a Craft Alchemy check. You may prepare a single item that costs up to 25 gp in a 1st level, 150 gp in 2nd level, and 375 gp in 3rd level slot. The temporary item loses its effect when you re-prepare your elixirs or after 24 hours.
Level 2
Racial Feature: Lesser Power available
Archetype Feature: Lesser Power available
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.
Level 3
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.
Only the alchemist can drink elixirs of range personal spells.
Level 4
Racial Feature: Moderate Power available
Archetype Feature: Moderate Power available
Potion Metacrafter : An alchemist may improve crafted potions and oils but not elixirs with 1 level of metamagic for free.
Level 5
Profound Knowledge : An alchemist receives a +2 rank 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.
Level 6
Archetype Feature: Greater Power available
Racial Feature: Greater Power available
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.
Specific advancement
Feats: Combat Studies
Archetypes
Archetypes
Initial Archetype Power (Level 1):
The Artificer is proficient with light and medium armors and shields.
The Artificer may prepare infusions as an d20 artificer using their elixir slots. Lesser Archetype Power (Level 2):
The Artificer receives trapfinding and may disable traps using the use magic device skill. Furthermore, the Artificer may use magic device with his intelligence modifier instead of charisma modifier and may always take 10.
Moderate Archetype Power (Level 4):
The Artificer may create magic items without knowing the appropriate spell. The Artificer receives all magic item creation feats. However, the artificer requires an use magic device score of 10+cl of the item / enchantment. Their caster level to create items counts as their class level +2.
The Artificer may use spell-activation items using their own elixir DC and may use Potion Master for spell-trigger and spell-activation item such as scrolls or staves. Greater Archetype Power (Level 6):
The Artificer may use two elixir slots to increase the duration of an infusion to as long as the elixir slot is not reallocated or dispelled.
The Artificer may use infusions on creatures that wear metal armor as if they were constructs (except repair damage / damage object, which directly affects the armor). Feats:
None.
Classes:
Alchemist
Initial Archetype Power (Level 1): 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 and receive a second iterative attack at level 3.
Lesser Archetype Power (Level 2):
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 (Level 4):
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 (Level 6):
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:
Epic Bombs
Classes:
Alchemist
Bonus Spells: Initial Archetype Power (Level 1):
All knowledge skills are class skills of the Mad Scientist.
Additionally, the Mad scientist may prepare spells like a wizard, a spell prepared in this way occupies two elixir slots. Lesser Archetype Power (Level 2):
You receive the eidolon and Life Link ability from a pathfinder unchained summoner of your class level. You do not gain other abilities of the summoner class. You may select magic and feat evolutions for your eidolon as the normal summoner. If you learn the signature minion feat, you may equip your eidolon as an ordinary minion.
Moderate Archetype Power (Level 4):
Your eidolon may benefit from all your range personal elixirs. You and your eidolon may ignore negative side effects from elixirs that also have a positive effect, such as mutagen and cognatogen.
To determine how often you can take the extra evolution feat, which evolution you may select and how often, you may substitute your level with your intelligence modifier. Greater Archetype Power (Level 6):
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:
Master Trainer
Classes:
Alchemist
The Monster hunter receives Monster Lore:
Monster Lore is a knowledge check to identify creatures.
Initial Archetype Power (Level 1):
You receive Monster Lore, the track feat and may track moving at full speed without penalty.
Lesser Archetype Power (Level 2):
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 (Level 4):
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 (Level 6):
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.
Classes:
Alchemist
Artificer
Progression Options
Grenadier
Progression Options
Mad Scientist
Progression Options
Monster Hunter
Progression Options