Philosopher

Mindful folk who turn to the natural, arcane, and divine only to ponder the why and how. The philosopher may bring the image of a hunched over old alchemist working away at a table of mystic chemicals trying to turn lead to gold or an old wise man shouting his beliefs to the crowd. But at the core of it a philosopher is very simple: Someone who solves the mysteries of the world, finding the fundamentals in the world around them and changing them to their heart's content. Because of this one's field widely changes how they present themselves and act. In many ways they're akin to wizards but instead of understanding just the arcane they strive to understand all things to twist them to their whims.

**Role:** At its core a philosopher is a master of transmutation and otherwise relies on their philosophy to supplement its set of tools. They make for generally hardy travelers though can be varied in abilities, any can be expected to be able to withstand the frontline and bolster themselves and allies alike.

**Alignment:** Any

**HD:** d8

**Starting Wealth:** 5d6x10 (Average 150 Gold)

**Class Skills:** Appraise, Climb, Craft, Disable Device, Fly, Intimidate, Knowledge (All), Profession, Sense Motive, Spellcraft, Swim, Use Magic Device

**Skill ranks per level:** 4 + Int modifier

### **Class Features:**

#### **Weapon and Armor Proficiencies:**

Philosophers are proficient in all simple weapons and light armor, as well as bucklers.

#### **Alchemy (Su)**

As the alchemist ability with the following exceptions:

Philosophers gain one additional extract slot at each spell level which must be used on a transmutation extract.

A philosopher also does not use the alchemist’s spell list, instead they treat all transmutation spells as on their spell list. If a spell is available at different levels for different classes the philosopher treats it as the lowest level. All extracts must be drunk as a potion unless the spell has a longer casting time than a standard action, in which case they use the normal casting time. If an ability allows you to drink a potion it works on philosopher extracts.

Extracts created by the Philosopher which he does not use only on himself always have a range of touch. If the extract may affect multiple creatures it still may be provided the alchemist touches the creature before the end of his turn, or if the spell allows multiple touch attacks over several rounds they may hold the charge as normal however the ‘charge’ is a physical item that must be held and is not used by otherwise touching items or using natural attacks. Injecting a target with an extract is a standard action and may be used with two weapon fighting.

With the infusion discovery he may instead throw extracts, as a splash weapon with a 30ft range increment, which then activate as normal for the spell with the landing point for the extract being somewhere within the spell’s area of effect. For spells which have an area of effect normally they may have the effect take place in their normal space but one square of it must be adjacent to the philosopher.

**Brew Potion (Ex)**

The Philosopher gains the Brew Potion feat as a bonus feat at 1st level and may brew potions with a maximum caster level of their own, increasing the price as normal. This means potions brewed by the philosopher may have higher caster levels than the minimum required to cast the spell. Extracts may be used in place of spells for the purpose of this feat.

#### **Mutagen (Su)**

Acts as the Alchemist’s mutagen, save that its ability score bonus and penalty are determined by the Philosopher’s philosophy and cannot be changed. If the bonus is a mental score this is instead treated as a Cognatogen. If it applies to both the philosopher may choose which to treat it as for additional discoveries that modify one or the other while brewing it. They may not take either the mutagen or Cognatogen discoveries.

At 5th, 10th, and 15th level your mutagen adopts an additional effect based on which philosophy you’ve chosen.

#### **Philosophy**

A philosophy is a personal school of thought which is typically associated with one school of magic in which the philosopher has applied themselves throughout their career. Each provides special abilities and may grant you additional extracts to your formulae list. Once you’ve chosen a philosophy you may never change it.

See Philosophies.

#### **Vials**

Vials represent insignificant extracts which can be produced in large amounts without affecting your proper extracts. Effectively level 0 extracts which you can use indefinitely, however vials can never be used by another creature (Become inert when activated by anyone other than the philosopher). They cannot benefit from abilities which apply to extracts.

#### **Lobber (Ex)**

At 2nd level the Philosopher gains the Throw Anything feat as a bonus feat. They may add their intelligence modifier to the damage any thrown objects, including if the object is a splash weapon. This bonus is not applied to their extracts, however it does apply to bombs.

#### **Discoveries (Su)**

At 3rd level you gain an Alchemist Discovery, treating your Philosopher level as your alchemist level. At 6th level and every three levels after you gain another discovery.

At 20th level you also gain a Grand Discovery.

#### **Swift Alchemy (Ex)**

At 4th level you gain Swift Alchemy as the alchemist ability.

#### **Formula Scrolls (Su)**

At 8th level your in depth knowledge of alchemy you’re able to approximate scrolls using alchemic formulae. This acts as the Scribe Scroll feat, however the scrolls created by this ability must have the Alchemy class ability and use Craft Alchemy to cast from the scroll in place of Spellcraft. You also do not need to use Read Magic to decipher a formula scroll, however you must be able to read the language it is in. Instead of a spell being cast the user gains a temporary extract that expires in one round if not used (Or beginning to be used for longer casting times).