Alchemist

Alchemy blends magic and science to produce amazing, often explosive, effects. Adventurers who choose to specialize in this unique art are called Alchemists. To the chagrin of their companions, alchemists are usually surrounded by a whiff of chemicals and an acrid cloud of fumes. But their expert knowledge of their craft makes them invaluable members of any team.

Hit Die: d4, Skill Points: 2 + I

Class Skills: Alchemy, Investigation, Technology, Medicine, Device, Tinker, Craft, Profession.

Good Resistances: Finesse, Grace, Vitality, Intellect, Acumen

Proficiencies: Light Armors, Simple Weapons

Spellcasting:

Alchemists prepare alchemical spells from their alchemical recipe book, and must study this for 1 hour each long rest in order to prepare spells. They begin with a number of spells inscribed in their book equal to 1 + I mod. They add 3 spells to their spellbook each level. Additional alchemical spells may be added to their spellbook by copying them out of the spellbooks of other casters, or reverse engineering them from a stored magic item, such as a potion, which consumes the item. Recipe books are usually quite intricate, and covered in chemical symbols and formulae notes. Alchemists use Intellect to determine their Spell Focus and their additional spells per long rest, and the DC of an alchemist’s spells is 16 + MB used to cast + A.

Potion Study:

Alchemists gain Chymist as a bonus feat at 1st level. They gain a bonus equal to 1 + ¼ their level on Alchemy checks.

Alchemical School:

At 2nd level, alchemists select an Alchemical School to specialize in. They can select one of the following schools:

Abjuration

Defensive Practice - The alchemist gains a +2 bonus on resistances against spells. They can choose after each long rest whether this bonus applies to either physical resistances or mental resistances. This bonus increases by +1 at 6th level and every 3 levels thereafter. This bonus is doubled against alchemical spells. They may add up to two spells per spell level which grant a bonus to resistances, DD, DR, AC, or Tolerances to their recipe book from any spell list and cast them as alchemical spells.

Protective Spell - At 6th level, a number of times per long rest equal to the alchemist’s Intellect modifier, they can make a spell that targets only a single individual Protective; the target of this spell gains a deflection bonus to AC equal to the spell's level for one round. This lasts for 1d4+1 rounds at 16th level. This bonus does not stack with itself.

Energy Redirection - At 12th level, when the alchemist is subject to an effect that deals elemental damage, they may expend a spell slot to attempt to redirect that energy as a quick action. The alchemist must succeed a Spell Focus check, opposed by the DC of the effect targeting them; if no DC is given, use DC 30. If successful, they take no damage from the effect. The alchemist then redirects the effect away from themselves. The alchemist designates a 60 foot line in any direction, starting from the alchemist, and all creatures in that line are subject to the damage and any additional effects. Creatures in this area may make a Grace resistance to halve the damage and to negate any additional effects. The DC for this resistance is equal to 20 + A + the spell level expended by the alchemist to use this ability. The alchemist may attempt this twice per short rest, plus an additional use at 15th and 18th levels

Unparalleled Protection - At 18th level, targets of the alchemist’s Protective Spells gain SI equal to the spell’s DC.

Divination

Foresighted - The alchemist is immune to the surprised condition. They may add up to two curse or death spells per spell level to their recipe book from any spell list and cast them as alchemical spells.

Insightful Spell - At 6th level, a number of times per long rest equal to their Intellect modifier, the alchemist can give the target of one of their spells an bonus on their next 1dW roll within one round equal to the spell’s level.

Foreseen Fate - Once per short rest at 12th level, after the result of a creature’s resistance to one of the alchemist’s spells is revealed, the alchemist can decide that this was a fate they had foreseen and may choose a different path. They must select a different spell to use against the same target, using the same 1dW die result for the creature’s resistance, although the modifier to that resistance may change. Only the second spell slot is expended, and the targets take no effects from the original spell cast. The alchemist cannot use any other actions before casting this new spell. The alchemist gains an additional use per short rest at 15th level.

Infinite Futures - At 18th level, the alchemist gains an additional use of Forseen Fate. Additionally, the alchemist may choose to force the target to reroll their resistance instead of taking the same dice roll, and may choose to reuse the same spell. Once per target per long rest, the alchemist can double the bonus granted from Insightful Spells by expending two additional uses of Insightful Spells as no action.

Enchantment

Snake Oil - The alchemist’s spells, potions and material components pass for mere trinkets and basic supplies, unless identified with a successful Alchemy check with a DC of 20 + MB + C. The alchemist may use their bonus to Acumen resistances against charming and compulsion effects, and gains Deception and Diplomacy as class skills. They may add up to two language, charming, or compulsion spells per spell level to their recipe book from any spell list and cast them as alchemical spells.

Charming Spells - At 6th level, a number of times per long rest equal to their Intellect modifier, the alchemist can make a target of one of their spells unaware that they have been targeted by their spell, unless this spell deals damage to that target. On a failed resistance against the spell, the target is unaware they have been targeted despite any other signs that might alert them such as the spell’s components or other effects. At 16th level, and even on a successful resistance against the spell the target is not alerted to the spell by components of the spell or other effects other than damage.

Silver-Tongued - At 12th level, once per short rest, the alchemist can raise the DC of their next spell within the next round by their Charm modifier as a move action. This is a language effect. They may use this an additional time per short rest at 15th level.

Quick Wit - At 18th level, the alchemist gains an additional use of Silver Tongued. They may use Silver-Tongued as a free action once per short rest. They may expend two uses of Silver-Tongued to target a creature that would be immune to language effects.

Evocation

Fortification - The alchemist gains Tolerance against two types of elemental damage of their choice equal to 5 + their level. They gain immunity to one of these damage types at 18th level. They may add up to two spells which deal elemental damage per spell level to their recipe book from any spell list and cast them as alchemical spells.

Powerful Spells - At 6th level, a number of times per long rest equal to their Intellect modifier, the alchemist can cast spell as a full-round action instead of a standard action to increase the damage dealt by a spell that deals elemental damage by 50%. This increases to 100% of the spell’s damage at 15th level.

Amplify Arcana - At 12th level, once per short rest the alchemist can double the damage of one of their spells by spending 2 additional prepared spell slots of the same level. They can do this an additional time per short rest at 15th level, but only once per round. They cannot use Amplify Arcana on a spell already modified by Powerful Spells.

Unlimited Amplification - At 18th level, when using Amplify Arcana or Powerful Spells, if the combined HD of creatures slain by the spell exceeds 5x the spell’s level, the Alchemist gains an additional use of the ability.

Illusion

Masked Caster - The alchemist can cast Disguise SelfDRA1 as an SLA a number of times per long rest equal to their Intellect modifier. They can add their Intellect modifier to Disguise and Deception checks while under its effects, and add Deception and Disguise to their class skills. They may add up to two illusion or mind-affecting spells per spell level to their recipe book from any spell list and cast them as alchemical spells.

Concealing Spells - At 6th level, a number of times per long rest equal to their Intellect modifier, and no more than once per round, the energy expended by one of the alchemist’s spells obscures their location, giving one selected target miss chance equal to half the spell level used (min 1) for one round.

Hidden Alchemy - At 12th level, casting alchemical spells no longer provokes opportunity attacks due to their components, and noticing that the alchemist was the caster of any spell requires a Spot, Sense, or Insight check with a DC equal to the spell’s DC. The alchemist may expend a use of Concealing Spells as a quick action to force a target subject that successfully resisted one of their illusion or mind-affecting spells to reroll their resistance. If the target fails this second resistance, they regain the use of Hidden Alchemy.

False Reality - At 18th level, a creature under the effect of one of the alchemist’s illusion or mind affecting spells takes a -2 to resist the alchemist’s spells. This penalty may stack with itself to a maximum of -10.

Naturalism

Scientific Spells- Treat the alchemist’s spells and potions as having the properties of spell-like abilities, not spells; that is, they are not subject to effects that can target spells such as counterspell, Memory ThiefABR4, ReroutingABR7, and so forth. The alchemist otherwise still treats them as spells for their own purposes, such as using full turn casting, using MB to determine DC, applying metamagic feats and so on. They must still make concentration checks if injured or in difficult conditions. They may add one spell per spell level from any spell list which requires only material components to their recipe book  and cast them as alchemical spells. Using Silent Spell or Still Spell can allow a spell to meet this requirement, but the alchemist cannot cast the spell without using the necessary feats.

True Naturalism - At 6th level, the alchemist’s spells and potions are considered to be non-magic effects; which includes that they still function in void zones and cannot be dispelled. The alchemist gains a +2 morale bonus to resistances against magic effects. This increases by 1 at 10th level and every 4 levels thereafter.

Deconstructive - At 12th level, the alchemist adds Dispel MagicARC3 to their spellbook and may cast it as an alchemical spell. They may cast Dispel MagicARC3 spontaneously with prepared spell slots. When dispelling, they add their Acumen modifier to their spell focus checks. The alchemist’s spells bypass DR/magic.

Chemical Decomposition - At 18th level, a number of times per long rest equal to their Acumen modifier, the alchemist can choose to gain immunity to one magical effect for one round as no action.

Concoction:

Normally, a spell is created and its energy is expended instantly. At 4th level, alchemists gain the ability to create a special potion out of a spell with standard action. This concoction lasts for a number of hours equal to the alchemist’s MB. If it has not been used by the end of this time, it is lost.

Alchemical Replication:

At 8th level, alchemists can attempt to mimic the effects of non-alchemical magic by transcribing spells from stored magic items into their spellbook to be cast as alchemical spells, in a process that consumes the stored magic item. Transcribing a spell in this manner requires an Alchemy check with a DC of 20 plus four times the spell’s level. The alchemist may only transcribe up to two spells per spell level in this manner. Casting these spells successfully requires a skill check of the appropriate type (Aberrance:Aberrant, Arcana:Arcane, Nature:Halcyon, Religion:Divine, Occult:Eldritch, Perform:Dramaturgic) at the same DC -10 when the spell is cast. Spells cast in this manner always require material components.

Spell Substitution:

At 10th level alchemists can transform the materials they have at hand and can use any mundane materials for their spell components. This ability lets them halve the cost of any material components with a stated material cost.

Internal Components:

At 14th level alchemists are able to substitute their own life’s energy for their creations. They can cast any spell which they have prepared without expending a spell slot, even if they have already cast the spell or expended the spell slot by taking an amount of damage directly to their Health equal to twice the spell’s level. They may use this twice per long rest, and an additional time at 16th and 18th level. This damage may only be healed by resting.

Replication Mastery:

At 16th level, as a move action the alchemist can add half their level to a skill check made to cast a replicated non-alchemical spell. They may use this twice per long rest. The alchemist can attempt to replicate any spell they encounter, not just those found in stored magic items.

Alchemical Mind:

At 20th level alchemists can repurpose their prepared components. They can expend a prepared spell to cast any spell of the same level or lower from their spellbook, even if the spell is unprepared. They can repurpose a total number of spells per long rest equal to their Acumen modifier.