Alchemist (Legendary)

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 they brew. 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 their own magic potential within liquids and extracts he creates, infusing their chemicals with virulent power to grant themselves impressive skill with poisons, explosives, constructs, and all manner of self-transformative magic.

**Role**: The alchemist’s reputation is not softened by their exuberance (some would say dangerous recklessness) in perfecting their magical extracts and potion-like creations, infusing these substances with magic siphoned from their aura and using their 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 them a liability and risk for most civilized organizations and institutions of higher learning, seem to fit quite well with most adventuring groups.

**Legendary Class**: While the legendary alchemist shares some similarities with its base class, the largest changes to the class are its ability to specialize in unique alchemical disciplines, giving the class a unique focus from the start. The result is a class that feels far more thematically cohesive as well as mechanically focused, allowing for players to more easily embrace their concepts from the start. With unique and rebalanced discoveries, archetypes, and abilities, the legendary alchemist has a very unique niche in adventuring groups, allowing it to shine in any party.

**Alignment**: Any.

**Hit Die**: d8.

**Starting Wealth**: 5d6 x 10 gp (average 175 gp). In addition, each character begins play with an outfit worth 10 gp or less.

**Class Skills:** The alchemist’s class skills are Appraise (Int), Craft (any) (Int), Disable Device (Dex), Fly (Dex), Heal (Wis), Knowledge (arcana) (Int), Knowledge (engineering) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex) Survival(Wis), Use Magic Device (Cha).

**Skill Ranks per Level**: 4 + Int modifier.

### **Class Features**

The following are class features of the alchemist.

### **Weapon and Armor Proficiencies**

Alchemists are proficient with all simple weapons, crossbows, and weapons with ‘alchemical’ in their name. They are also proficient with light armor and bucklers.

### **Alchemy (Su)**

When using Craft (alchemy) to create an alchemical item, an alchemist gains a competence bonus equal to their class level on the Craft (alchemy) check. In addition, an alchemist can use Craft (alchemy) to identify potions as if using *detect magic*. They must hold the potion for 1 round to make such a check. In addition, whenever an alchemist uses an alchemical item as a weapon or otherwise, its DC is increased to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier (unless it would normally be higher). An alchemist can draw alchemical items (such as alchemist’s fire) as a part of making an attack with them, rather than requiring a move action to do so.

An alchemist can spend 1 point of quintessence as a swift action to cause an alchemical item to deal an additional die of damage (an alchemist fire would deal 2d6 damage, while bottled lightning would deal 2d8 damage), this effect lasts until the end of the alchemist’s next turn. At 5th level and every five levels afterwards, whenever the alchemist spends quintessence for this ability, they increase the damage by an additional damage die, up to a maximum of five additional damage dice at 20th level.

### **Extracts (Su)**

Alchemists are not only masters of creating mundane alchemical substances such as alchemist’s fire and smokesticks, but also of fashioning magical potion-like extracts in which they can store spell effects. In effect, an alchemist prepares their spells by mixing ingredients into a number of extracts, and then “casts” their spells by drinking the extract. In many ways, extracts behave like spells in potion form, and as such their effects can be dispelled by effects like *detect magic* using the alchemist’s level as the caster level. Unlike potions, though, extracts can have powerful effects and duplicate spells that a potion normally could not.

An alchemist can create only a certain number of extracts of each level per day. Their base daily allotment of extracts is given on **Table 1-1: Alchemist**. In addition, they receive bonus extracts per day if they have a high Intelligence score, in the same way a wizard receives bonus spells per day. When an alchemist mixes an extract, they infuse the chemicals and reagents in the extract with magic siphoned from their own magical aura. An extract, once created, remains potent for 1 day before becoming inert, so an alchemist must re-prepare their extracts every day. In addition, an extract can be used by any creature who possesses it. Mixing an extract takes 1 minute of work—most alchemists prepare many extracts at the start of the day or just before going on an adventure, but it’s not uncommon for an alchemist to keep some (or even all) of their daily extract slots open so that they can prepare extracts in the field as needed.

Although the alchemist doesn’t actually cast spells, they do have a formulae list (additional alchemist formulae can be found here) that determines what extracts they can create. An alchemist can utilize spell-trigger items if the spell appears on their formulae list, but not spell-completion items (unless they use Use Magic Device to do so). An extract is “cast” by drinking it, as if imbibing a potion—the effects of an extract exactly duplicate the spell upon which its formula is based, save that the spell always affects only the creature who drinks the extract even if it would normally be able to target multiple creatures (although alchemists with the inhaled extracts discovery can affect multiple people with their extracts, regardless of if it would normally only target a single creature). The alchemist uses their level as the caster level to determine any effect based on caster level. Creating extracts consumes raw materials, but the cost of these materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements (alchemist extracts that duplicate divine spells never have a divine focus requirement). An alchemist can prepare an extract of any formula they know.

To learn or use an extract, an alchemist must have an Intelligence score equal to at least 10 + the extract’s level. The Difficulty Class for a saving throw against an alchemist’s extract is 10 + the extract level + the alchemist’s Intelligence modifier. An alchemist may know any number of formulae. They store their formulae in a special tome called a formula book. They must refer to this book whenever they prepare an extract but not when they consume it. An alchemist begins play with two 1st level formulae of their choice, plus a number of additional formulae equal to their Intelligence modifier. At each new alchemist level, they gain one new formula of any level that they can create. An alchemist can also add formulae to their book just like a wizard adds spells to their spellbook, using the same costs and time requirements. An alchemist can study a wizard’s spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An alchemist does not need to decipher arcane writings before copying them. An alchemist is treated as a spellcaster for the purpose of taking item creation feats, using their class level as their caster level. They are not treated as knowing any spells for the purpose of prerequisites of magic item creation.

### **Quintessence (Su)**

While the majority of the alchemist’s research is based upon science, to truly tap into the unknown, the alchemist needs to put a part of themselves into their research in the form of quintessence. The alchemist uses this mystic resource as a catalyst to bridge the gap between the supernatural and science, allowing them to create something more powerful than the sum of its parts. An alchemist possesses an amount of quintessence equal to their Intelligence modifier; at 2nd level and every three levels afterwards, they gain an additional point of quintessence. Some class features and discoveries will require the alchemist to spend a listed amount of quintessence. An alchemist’s quintessence pool refreshes each day, typically after they get a restful night’s sleep.

### **Alchemical Discipline (Su)**

At 1st level, an alchemist must focus on a particular path of alchemy, devoting their time and resources towards mastering it. Each discipline possesses its own unique abilities and discoveries, allowing for the alchemist to expand upon their abilities in interesting and unique ways.

(Alchemical Disciplines can be found here)

### **Bomb (Su)**

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 create a single bomb per round. 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. Once created, a catalyst vial remains usable by the alchemist for years.

Drawing the components of, creating, and throwing a bomb can be done as an attack action (if being used with *Spheres of Might*, it is instead treated as a special attack action) that does not provoke an attack of opportunity (although making a ranged attack provokes an attack of opportunity as normal). Thrown bombs have a range of 30 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. An alchemist is automatically proficient with all bombs they create. On a direct hit, an alchemist’s bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist’s Intelligence modifier (the alchemist’s Intelligence modifier is only applied once to the bomb’s damage). 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’s 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 + their Intelligence modifier. Due to the alchemist’s bond with their bombs, they are always aware if a creature within 60 feet of themselves has failed a saving throw against their bombs.

Alchemists can learn new types of bombs as [substance] or [shape] discoveries (see the Discovery ability) as they level up. An alchemist must spend an amount of quintessence listed in each bomb’s description (if any) to apply a discovery to their bomb. An alchemist’s bomb, like an extract, becomes inert if used or carried by anyone else.

### **Throw Anything (Ex)**

All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds their Intelligence modifier to damage done with splash weapons (this does not effect bombs, as they already add the alchemist’s Intelligence modifier to damage), including the splash damage if any.

### **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.

### **Alchemical Weapon (Ex)**

At 2nd level, an alchemist can infuse a weapon or piece of ammunition with a single harmful alchemical liquid or powder, such as alchemist’s fire or sneezing powder, as a move action.

This action consumes the alchemical item but transfers its effect to the weapon in question. The alchemical item takes full effect on the next creature struck by the weapon, but does not splash, spread, affect additional targets, or benefit from any other effects that specifically affect splash weapons, nor does it gain the additional damage from Throw Anything.

Any extra damage added is not doubled on a critical hit. The alchemical treatment causes no harm to the weapon treated and wears off 1 minute after being applied if no blow is struck. Infusing a new alchemical item also removes the effect of any alchemical liquid or powder previously applied with this ability. At 6th level, a alchemist can use their alchemical weapon ability as a swift action. At 15th level, this ability becomes a free action.

### **Discoveries (Ex)**

At 2nd level, and then every two levels thereafter (up to 18th level), an alchemist makes an incredible alchemical discovery. Unless otherwise noted, an alchemist cannot select an individual discovery more than once. Some discoveries can only be made if the alchemist has met certain prerequisites first, such as uncovering other discoveries. The DC of any saving throw called for by a discovery is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier.

(Alchemist Discoveries can be found here)

### **Alchemical Fusion (Ex)**

At 3rd level, a alchemist can combine two alchemical splash weapons (holy water and unholy water are treated as alchemical splash weapons for the purpose of this ability) into a single flask; doing so takes 1 minute. When thrown as a splash weapon, the mixture has the effects of both component substances and creatures are affected as if hit by both. The mixture becomes inert after 24 hour unless the alchemist spends 1 minute to separate the materials into individual containers, and only liquids may be mixed with this ability. This ability does not work on potions, elixirs, extracts, or other such materials. Mixing a substance with a similar or identical substance (such as alchemist’s fire with alchemist’s fire) doubles that item’s effect and duration. A mixture cannot be combined with another mixture, including mixtures created with other items, such as a hybridization funnel. A mixture cannot be used with the alchemy ability to increase its damage or the alchemical weapon class feature.

### **Brew Potion (Ex)**

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

### **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 they can apply poison to a weapon as a move action.

### **Quintessence Surge (Su)**

At 4th level, the alchemist can spend 1 quintessence as a free action. If they do, they gain a +1 alchemical bonus on all attack rolls for 1 minute. At 8th level and every four levels afterwards, this alchemical bonus increases by 1 (to a maximum of +5 at 20th level).

### **Alchemical Study (Ex)**

At 5th level, an alchemist gains the skill unlock for Craft (alchemy).

### **Discipline Breakthrough (Ex)**

At 5th level and every six levels afterwards, a alchemist experiences an incredible breakthrough in the field of their discovery. An alchemist gains the listed benefit for their discipline.

### **Multi Bomb (Ex**)

At 7th level, whenever an alchemist creates a bomb, they can create two bombs, being able to attack with both as a part of their attack action. This second bomb takes a -5 penalty to its attack roll, is not treated as an attack action, and the alchemist cannot apply a substance discovery to this bomb.

### **Discipline Defense (Ex)**

At 9th level and again at 19th level, an alchemist gains a unique defensive ability based on their chosen discipline.

### **Empowered Bomb (Ex)**

At 11th level, if the alchemist spends 1 or more quintessence applying a discovery to a bomb, the damage die of the alchemist’s bombs increases to 1d8 until the end of their round.

### **Flurry Bomb (Ex)**

At 15th level, whenever an alchemist creates a bomb, they can create three bombs, being able to attack with all three as a part of their attack action. These extra bombs takes a -5 penalty to their attack roll, are not treated as an attack action, and the alchemist cannot apply a substance discovery to them bombs.

### **Instant Alchemy (Ex)**

At 18th level, an alchemist can create alchemical items with almost supernatural speed. They can create any alchemical item as a full-round action if they succeed at the Craft (alchemy) check and have the appropriate resources at hand to fund the creation.

### **Ultimate Bomb (Ex)**

At 19th level, an alchemist can spend 2 quintessence to create an ultimate bomb. An ultimate bomb deals three times the damage of a normal bomb and any saving throw the bomb may have associated with it increases by 2 (the ultimate bomb’s base damage is treated as 3d6+ three times the alchemist’s Intelligence score). The alchemist can also add a second [substance] discovery to it; if the two discoveries would deal different types of damage, this bomb deals both damage types. An ultimate bomb cannot be used with the flurry bomb class feature, but it can be used with multi bomb.

### **Grand Discovery (Su)**

At 20th level, the alchemist makes a grand discovery. They immediately learn two normal discoveries, but also learns a third discovery chosen from the list below, representing a truly astounding alchemical breakthrough of significant import. For many alchemists, the promise of one of these grand discoveries is the primary goal of their experiments and hard work.

## **Favored Class Options**

The following favored class bonuses are available to all characters, regardless of race:

* **Any**: +1/6 of a discovery.
* **Any**: +1/4 of a point of quintessence.
* **Any**: +1/4 to natural armor while under the effects of mutagen.
* **Any**: Add one extract formula from the alchemist’s list to the character’s formulae book.
* **Any**: +1/2 to bomb damage
* **Any**: +1/2 to acid, cold, electric, or fire resistance (this stacks with all other energy resistances)
* **Any**: +1 to Craft (alchemy) checks
* **Any**: +1 foot to range increments for bombs (this favored class bonus does nothing until selected 5 times, and increases the range for every successive 5 times it is selected)
* **Any**: +1/3 additional toxin created when spending quintessence to create toxins
* **Any**: Add 1 hit point to the character’s automaton or bound elemental. If the character replaces their automaton or bound elemental, the new one gains these bonus hit points.

## **Archetypes**

Alternate Class Features

Alienist

Archaic Philosopher

Beastborn Shifter

Black Powder Researcher

Chirurgeon

Esoterist

Gourmand

Martial Analyst

Promethean Disciple

Reanimator

Red-Headed Merchant

Ruin Elementalist

Subtle Alchemist

Teratogenic Beastmaster

Urban Adept

Void Demolitionist