Alchemist

Whether secreted away in a smoky basement laboratory or gleefully experimenting in a well-respected school of magic, the alchemist is often regarded as being just as unstable, unpredictable, and dangerous as the concoctions he brews. While some creators of alchemical items content themselves with sedentary lives as merchants, providing tindertwigs and smokesticks, the true alchemist answers a deeper calling. Rather than cast magic like a spellcaster, the alchemist captures his own magic potential within liquids and extracts he creates, infusing his chemicals with virulent power to grant him impressive skill with poisons, explosives, and all manner of self-transformative magic.

**Role:** The alchemist’s reputation is not softened by his exuberance (some would say dangerous recklessness) in perfecting his magical extracts and potion-like creations, infusing these substances with magic siphoned from his aura and using his own body as experimental stock. Nor is it mollified by the alchemist’s almost gleeful passion for building explosive bombs and discovering strange new poisons and methods for their use. These traits, while making him a liability and risk for most civilized organizations and institutions of higher learning, seem to fit quite well with most adventuring groups.

**Hit Die:** d8

**Starting Wealth:** 3d6 x 10g

**Class Bonus:** Dex +2, Int +3

## Alchemy

The Alchemist is a Unique Spellcaster that uses Extracts. The Alchemist uses their Intelligence modifier for spellcasting.

The Alchemist Formulae list is found here.

The Alchemist, while unable to cast spells, are able to instead creating special potions called "Extracts" that create spell-like effects. The Extracts only work when held by the Alchemist, becoming inert when in the possession of another creature.

The Alchemist prepares his known formulae into Extracts at the start of each day. He can have a total of Extracts prepared of each tier equal to the number on the chart (above) + the bonus extracts per day listed here. These Extracts become inert after 1 day.

### Formulae Known

Every time the Alchemist unlocks a new tier, they learn 4 formulae from that tier. Every level after, they learn 2 formulae from each tier they know.

### Copying Formulae

The Alchemist is capable of learning new spells outside of leveling by studying other sources. The Alchemist can spend one hour studying a formula book, scroll, or spellbook to learn a spell. At the end of this hour, the Alchemist can roll a Spellcraft check (DC 15 + Spell's Tier) to add that spell to his formula book. The spell must be a spell from the Alchemist's formulae list and of a tier the Alchemist can cast. If they fail this check, they must wait one week before copying the spell again. Once copying a spell from a scroll, the spell disappears from the scroll. An Alchemist can copy from a Wizard's spellbook, but a Wizard cannot copy from an Alchemist's formula book.

## Abilities

### Class Proficiency

The Alchemist is proficient with Simple Weapons, Bombs, Thrown (Light Firearms), and Light Armor.

### Bomb (Su)

In addition to magical extracts, alchemists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies. An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier. Bombs are unstable, and if not used in the round they are created, they degrade and become inert—their method of creation prevents large volumes of explosive material from being created and stored. In order to create a bomb, the alchemist must use a small vial containing an ounce of liquid catalyst—the alchemist can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster’s component pouch. Most alchemists create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day—once created, a catalyst vial remains usable by the alchemist for years.

Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an alchemist’s bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist’s Intelligence modifier. The damage of an alchemist’s bomb increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from an alchemist bomb is always equal to the bomb’s minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier.

Alchemists can learn new types of bombs as discoveries (see the Discovery ability) as they level up. An alchemist’s bomb, like an extract, becomes inert if used or carried by anyone else.

### Mutagen (Su)

At 1st Level, the Alchemist can spend 1 hour to brew a Mutagen. They must drink the mutagen to activate it, otherwise, it stays in a bottle. They may use this mutagen to increase one of their Physical Stats at the cost of one of their Mental Stats. They can only have one mutagen brewed at a time, and only one mutagen in effect at a time. They gain +2 Natural Armor Bonus no matter what type of Mutagen they have, along with +4 alchemical bonus to the chosen physical stat and -2 to the corresponding mental stat. This Mutagen lasts for 10 min/Level.

A non-Alchemist that drinks the Mutagen may become nauseated (DC 15 Fort), but they cannot gain the effects. An Alchemist can drink another Alchemist's Mutagen, however. If they drink a new mutagen while one is active, the previous mutagen's effects end.

They can choose to gain +4 in Str and -2 in Int.

They can choose to gain +4 in Dex and -2 in Wis.

They can choose to gain +4 in Con and -2 in Cha.

### Throw Anything (Ex)

All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.

### Alchemical Study (Ex)

The Alchemist gets a bonus to Craft (Alchemy) checks equal to their class level when creating alchemical items. In addition, the Alchemist can use their Craft (Alchemy) skill to identify potions as if using Detect Magic. The Alchemist must hold the potion for at least 1 round to make such a check.

### Brew Potion (Ex)

At 1st level, alchemists receive Brew Potion as a bonus feat. An alchemist can brew potions or oils of any formulae he knows (up to 3rd level), using his alchemist level as his caster level. The spell must be one that can be made into a potion or oil. The alchemist does not need to meet the prerequisites for this feat.

### Discovery

At 2nd Level, and every 2 levels after, the Alchemist gains a new discovery. This discovery allows the Alchemist to create more powerful bombs or perform abilities that are normally reserved for magic.

The list of Discoveries that can be found are here.

### Poison Resistance (Ex)

At 2nd level, an alchemist gains a +2 bonus on all saving throws against poison. This bonus increases to +4 at 5th level, and then again to +6 at 8th level. At 10th level, an alchemist becomes completely immune to poison.

### Poison Use (Ex)

Alchemists are trained in the use of poison and starting at 2nd level, cannot accidentally poison themselves when applying poison to a weapon.

### Swift Alchemy (Ex)

At 3rd level, an alchemist can create alchemical items with astounding speed. It takes an alchemist half the normal amount of time to create alchemical items, and he can apply poison to a weapon as a move action.

### Swift Poisoning (Ex)

At 6th level, an alchemist can apply a dose of poison to a weapon as a swift action.

### Persistent Mutagen (Ex)

At 14th level, the effects of a mutagen last for 1 hour per level.

### Better Brew (Ex)

At 16th Level, the Alchemist can create a potion or oil for Tier 6 or lower spells.

### Capstone - Grand Discovery (Su)

At 20th Level, the Alchemist can choose one of the Grand Discoveries from the list here.