Alchemist

Alchemist is one of the base classes available.

## Class Progression

### Bomb

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

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

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.

### 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.

### Poison Resistance

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.

### Persistent Mutagen

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

### Grand Discovery

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