Alchemist Guide

Probably the weakest class at lvl 1. One of the strongest down the line.

## Role:

\*\*\*\*Damage\*\*\*\*\*: Their spell list can put out some hurt, 5 stars for Evocation school

\*\*\*Debuff: ok debuffs, nothing exceptional

\*\*\*Support: nice support, some schools might up this to blue

\*\*\*Utility: plenty of skills and some good spells

\*Tank: just don’t

Ability Scores

Pump that Int and the rest is icing on the cake

\*Power: No need. None of your buff spells are good enough to make you suited for melee.

\*\*\*Finesse: Nice for ranged touch attacks and Initiative. Can be good for tinker and craft if you’re into that.

\*\*\*Grace: AC and initiative are good, but if you’d rather get a suit of medium armor and just turtle up there’s no problem with that.

\*\*\*\*Vitality: You need it to live. D4 isn’t going to do it for you.

\*Stature: No need. Less gives you AC and no penalty to hit. If you get grappled you’re gonna die anyway.

\*\*\*\*\*Intellect: This is your forte. Get as brainy as you can for those spells, skills, alchemy checks and some school abilities.

\*\*\*\*Acumen: Your #2 priority. DCs are nice

\*\*Resolve: Being afraid is ok if you’re a chemistry nerd. Not top priority

\*\*Ego: Not many uses, grab Resistor(E) if you’re afraid of failing those resistances

\*Charm\*\*\*\*: Almost always useless, Enchantment alchemists will want to pump this up to #3

## Basics

\*D4 hit die: Not great, you’ll need to get some Vitality to survive.

\*\*\*1 + I Skill Points. Despite getting the lowest possible amount, your Intellect should be high enough to get all the skills you need

\*\*Class skills: Not too many options, there’s a good chance you’ll spend some skill points on non-class skills.

\*\*\*Resistances: Nice, F, G, and V will save you a lot of trouble. I and A are alright, but mental saves are a little lacking.

\*\*Proficiencies: At least you can wear some armor. At higher levels, if you don’t plan on making attacks, use a shield too and just eat the penalties. You’ll need to grab some kind of weapon for low levels for reasons we’ll get into

\*\*CB: Not good, but you don’t really need it for much. Stay off the frontlines

\*\*\*\*MB: What dreams are made of. Standard fullcaster progression for slinging that sweet magic.

**Features**

\*\*Spellcasting\*\*\*\*: Spellcasting starts out pretty rough for alchemists. Grab a crossbow for those first few fights. Preparing only 2 or 3 spells at first level will not last you through many encounters, but your spell list is nice, and you’ll have access to a good number of useful spells. These spells tend to be generally useful enough to be useful with prepared casting. As you level, more spell slots gives tons more options that can last through multiple encounters and become a casting powerhouse

\*\*\*Potions Study: A bonus feat is nice, and the bonus to alchemy checks will make sure even with no points in it you know what you’re doing. If you plan on making lots of potions be sure to snag \*\*\*Efficient Construction

\*\*\*\*Alchemical School: Transformative. This is what makes an alchemist more than just your average spell machine. Choice depends a lot on party role and campaign direction.

\*\*\*Abjuration: Nice defensive school for supportive casters, keep yourself safe.

\*\*\*\*Defensive Practice: A nice way to shore up your resistances, and very good protection against your alchemical rivals

\*\*\*Protective Spell: Make your buffs buffier. In a support role, this can save your front line fighters from taking an attack and they still get the bonus spell you used, or even better, use this on yourself to make sure you can make that d4 hit die last. Not the most powerful effect, and only applying to one attack can be limiting.

\*\*Energy Redirection: Somewhat situational, there are other ways to achieve a similar effect, but the visuals are badass and that’s what it’s all about right? With some help from a friendly caster, it’s possible to amplify the effects of spells like shocking grasp, but that is even more situational and even more badass.

\*\*\*Divination: Cheeky school for those who like to mess with their GM

\*\*\*Foresighted: Useful if your GM’s the type to try to ambush regularly, and nice to know you’ll be able to get some spells off in that first round when it matters.

\*\*Insightful Spell: Your skill monkey will thank you, or yourself for those hard craft checks, this has potential uses in combat for feinting, acrobatics, or something but less appropriate there.

\*\*\*Foreseen Fate: Legal retcons and cheesy antics make this very useful for the crafty. Save yourself a high level save or die, or switch up to a more destructive spell if they did poorly against a lower level ability. Social situations can be potentially salvaged by using a non-hostile spell if the attempted spell wouldn’t have worked out. Potential GM annoyance if you're good with it.

\*\*Enchantment\*\*\*\*: Lots of potential without the raw power of other schools

\*\*\*Snake Oil: Maybe useful in some campaigns?

\*\*\*\*Charming Spells: Incredible for stealthy casters or underhanded diplomacy. In combat, it has some use but not nearly as much.

\*Silver-Tongued\*\*\*\*: If you have the ability score to spare, throw it on Charm and raise those DCs to the heavens. For a lot of alchemists, Vitality, Grace, Finesse, Resolve, and Ego are more important, but if you want to be a charmer this can be really strong.

\*\*\*\*Evocation: You know what it is bitch.

\*\*Fortification: It’s nice. But this isn’t why you’re here

\*\*\*\*\*Powerful Spells: Hell yeah. Slap this on a mortar and blow them to pieces. You don’t have full-round casting yet so who cares about needing a full-round action.

\*\*\*\*Amplify Arcana: Eats through your spell slots incredibly quickly, but lets you dish out massive hurt. Somewhat redundant with Powerful Spells, but still nice when you want to cast other spells in a full round casting or just a standard action.

\*\*\*Illusion: Mess around being undetected

\*\*\*Masked: Some campaigns will find this more useful than others, but it can come in handy

\*\*\*\*Trickly Spells: Unlike other schools, this affects the caster regardless of target, making the caster less supportive, but allows them to take offensive actions while obscuring themselves. At high levels, the miss chance can shield them from ⅞ attacks outright, and nearly negates any chance of criticals.

\*\*Hidden Alchemy: This can be helpful in some situations, and lets the caster cast freely in a number of situations they couldn’t normally. Doesn’t nearly have the power of other high level abilities.

\*\*\*Naturalism: Somewhat niche, but strong and strange effects

\*\*\*Scientific Spells: This has many strange uses, including no opprotunity attacks and ability to skirt around a lot of abilities that specify spells. Make sure to read those differences carefully to catch your GM off guard.

\*\*\*True Naturalism: If your GM is a jerk that likes using antimagic fields then they’ll probably find another way to screw with you. Bonus against magic effects is nearly universal at higher levels.

\*\*\*\*Deconstructive: Ok we get it you hate magic, and every caster that crosses your path will hate you.

\*\*\*Store Spell: Pass out buffs and heals ahead of time without need to worry, make those brats worry about their own action economy.

\*\*Substitute: Ok I guess, not enough uses to really praise but half cost is half cost.

\*\*\*\*Internal Components: You want spontaneous Alchemical casting? You will pay with your blood! The damage is low enough to be worth it every time you need it and can be seriously clutch.

\*\*\*\*\*Alchemical Mind: MORE SPONTANEOUS CASTING! This is why you had to suffer at those low levels, so you can do whatever the hell you want when you hit these levels. With a high I mod you’ll be in good shape even when caught off guard.

Species

\*\*\*\*Human: +2 to int and either acumen or vitality is sweet, switch Quick Learners to Rugged since you already have enough skill points with high Int.

\*\*\*Dwarf: None of their bonuses are particularly helpful, but nothing detracting from what you need, and they are pretty sturdy, Grab Low profile and Thick Skinned.

\*\*\*\*Elf: The ability bonuses are terrific, but the -2V is painful. Magically Trained is too good to pass up though, take elf if you have a solid party that can protect your tiny squishy body

\*\*Halfling:Not many incredibly helpful abilities, but a high AC can go a long way, and their other nifty features will come in handy.

\*\*\*\*\*Gnome: Great ability scores, great traits, plenty of fantastic alternates, no way to go wrong here

\*\*\*\*\*Half-elf: For an alchemist a half-elf is the best of both humans and elves. Possible +4 int or +2 with another bonus is great, and Magical Inclination comes without the -2 V attached.

\*\*\*Half-Orc: Brutish half-orcs will be survivable, but the other traits don’t help you a lot. Their battle traits are more offensive compared to the dwarf’s defensive traits

\*\*\*\*Goblin: Good bonuses all around, the best choice that doesn't have an Int boost. Certainly viable for a sneaky mage playstyle.

##### Easy Build:

Species: Half Elf, +2 to Acumen, Skill Focus(Alchemy)

Ability Scores:  I > A > V > F > G > S > R > E > C > P

Feats:

Tough, Improved Initiative, Resistor, Armor Focus, Spell Focus Focus, Spell Focus Focus Focus, Combat Casting, Ray Focus, Spell Specialization, Improved Spell Specialization.

Traits: Reactionary, Armor Expert, Practiced, Rugged, Techie, Retreat

Alchemical School: Abjuration, apply the resistance bonus to mental resistances

Equipment: use a light crossbow and a Chain Shirt

Playstyle: Stay away from danger whenever possible. In combat at low levels, use a spell only when you’re certain it will have an effect, otherwise use your crossbow. Prepare a wide variety of spells whenever you can. At higher levels you can rely on spells more, and prepare more specifically for encounters