Alternate Class Features (Legendary Alchemist)

Alternate class features are small, modular archetypes. They swap out a single class feature (or a few related class features) for new abilities. By affecting only small parts of the class at a time, a player is able to build the legendary alchemist that best fits their ideas. With these alternate class features, the legendary alchemist is more flexible than ever before. If an archetype or alternate class replaces one of the below class features, the replacement class feature may not be exchanged for an alternate class feature. Mix and match these alternate class features to build your perfect legendary alchemist!

## **WEAPON AND ARMOR PROFICIENCIES**

The following options can be taken in place of the legendary alchemist’s normal weapon and armor proficiencies:

**Weapon and Armor Proficiencies Alchemists** are proficient with all simple weapons, bows, and weapons with ‘alchemical’ in their name. They are also proficient with light armor and bucklers.

**Weapon and Armor Proficiencies** Alchemists are proficient with all simple and martial weapons. They are also proficient with light armor, medium armor, bucklers, and light shields.

**Weapon and Armor Proficiencies** Alchemists are proficient with all simple weapons, crossbows, and weapons with ‘alchemical’ in their name. They are not proficient in any armor or shields. In addition, they gain the following class feature:

**AC Bonus (Ex)** When unarmored and unencumbered, the alchemist adds their Intelligence bonus (if any) to their AC and their CMD. In addition, an alchemist gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four alchemist levels thereafter, up to a maximum of +5 at 20th level. These bonuses to AC apply even against touch attacks or when the alchemist is flat-footed. They lose these bonuses when they are immobilized or helpless, when they wear any armor, when they carry a shield, or when they carry a medium or heavy load.

## **THROW ANYTHING**

These alternative class features can be taken in place of throw anything.

**Polymath (Ex)**: The legendary alchemist gains 2 additional skill points per level.

**Healer (Ex)**: When the legendary alchemist restores a creature’s hit points with an alchemist extract, alchemist spell, or alchemical item, they add their Intelligence modifier to the hit points restored. This does not apply to effects that grant fast healing.

**Weapon Focus (Ex)** The legendary alchemist gains the Weapon Focus feat, even if they do not meet the prerequisites. In addition, they are treated as fighters of half their class level for the purpose of selecting feats which require levels in the fighter class.

## **POISON RESISTANCE**

These alternative class features can be taken in place of poison resistance.

**Mithridatic Healer (Ex)**: Starting at 2nd level, whenever the legendary alchemist succeeds on a saving throw against poison (but not their own toxins, if they have the toxicologist alchemical discipline), they heal 2 hit points. This increases to 4 hit points at 5th level and 6 hit points at 8th level. At 10th level, whenever the legendary alchemist succeeds on a saving throw against poison they also heal one point of ability damage to an ability score of their choice.

**Evasion (Ex)**: After frequently finding themselves at the at epicenter of an explosion, the legendary alchemist has learned to dodge them and gains evasion as a monk. At 10th level the legendary alchemist gains improved evasion as a monk.

**Toughness (Ex)** At 2nd level, the legendary alchemist gains the Toughness feat.

## **ALCHEMICAL WEAPON**

These alternative class features can be taken in place of alchemical weapon.

**Alchemical Weapon Transformation (Ex)** At 3rd level, a legendary alchemist can spend 1 minute to transform an alchemist fire into a melee weapon of their choice which is sized for them. This weapon only deals fire damage equal to the weapon’s normal damage, but does not gain the alchemist’s Strength modifier to damage, instead gaining the legendary alchemist’s Intelligence modifier to damage (minimum 1). After a number of minutes equal to the legendary alchemist’s Intelligence modifier, this weapon melts into inert alchemical slime.

**Firebreather (Ex)**: At 3rd level, the legendary alchemist can ingest a dose of a single splash weapon as a move action. Once within a number of rounds equal to their Intelligence modifier (minimum 1), they may breathe it out in a 15-foot cone as a standard action that provokes attacks of opportunity.

All within the area are affected as if struck with the splash weapon. If a target succeeds on a Reflex saving throw (DC 10 + ½ the legendary alchemist’s level + their Intelligence modifer) they are instead affected as if by the splash damage (if any). The legendary alchemist may add their Intelligence modifier to the damage if they have the throw anything class feature.

**Vigilante Talent (Ex)** At 3rd level, the legendary alchemist can select a vigilante talent as though they were a vigilante of their class level (they do not have a vigilante specialization). Each time they gain a level, they can choose to change this talent.

## **ALCHEMICAL FUSION**

These alternative class features can be taken in place of alchemical fusion.

**Advanced Study (Ex)** At 3rd level and every level thereafter, the legendary alchemist adds 1 formula of every level they know free of cost (at 4th level, the legendary alchemist would add a 1st and 2nd level formulae to their formulae book).

**Magical Weapon (Su)** At 3rd level, the legendary alchemist can spend 1 point of quintessence as a free action to increase the enhancement bonus of any weapon they wield by +1 (to a maximum of +5) for a number of minutes equal to their Intelligence modifier.

**Potion Grenade (Su)**: At 3rd level, a alchemist can spend 1 point of quintessence to infuse explosives into a potion; doing so takes 1 minute. The alchemist may throw a potion prepared in such a manner as a splash weapon. Any target hit with the potion takes 1d6 piercing and slashing damage and is affected by the potion as if they had drunk it. This preparation lasts 24 hours, after which it reverts to a normal potion.