Alchemist

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Fortitude
High
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Will
Low
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Reflex
High
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Base Attack Bonus
Average
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HP per level
+5 (d8)
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Skill Points
+3
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Max level of Spells
6
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Caster ability
Intelligence
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Caster type
Memorizing Spells

Class Initial Features

Class Skills

Alchemist is a Class in Pathfinder: Wrath of the RighteousAlchemists employ a vast arsenal of handmade potions, extracts, elixirs, and even bombs. An Alchemist can learn spells like a Wizard and prepare them as extracts.

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

 

Alchemist Information

Stats

  • Alignment Requirement: Any
  • Hit Die: d8 (+5/level)
  • Skill Points per Level: 3
  • Level 1 Base Attack Bonus: +0

Skills

Difficulty

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Alchemist Features

 

Extracts (Spellcasting)

  • Alchemists prepare extracts drawn from the Alchemist spell list.
  • The Alchemist can scribe additional formulae into their formulae list using scrolls, much like a Wizard.
  • Extracts do not have a chance to fail when wearing armor.
  • Extracts do not work with metamagic feats.
  • Alchemist levels do not count as spellcasting levels for the purpose of multiclassing.

 

Alchemist Video Guide

 

 
 
 
 
 
 
 
 
 

 

 

Alchemist Archetypes

Grenadier

Grenadiers train to exercise their talents in the thick of battle, even when not under the influence of their mutagens. They learn methods of combining weapon attacks with their alchemical magic, and sacrifice skill with poisons in order to become more adept at using alchemical bombs or using alchemical items in conjunction with their martial skills. As an unusual side effect of their skill at handling bombs and alchemical items with increased speed, grenadiers master the ability to drink potions, elixirs, and mutagens quickly and safely, without exposing themselves to peril while doing so.

 

 

Bonus: Martial Weapons Proficiency, Free Precise Bomb Discovery, Alchemical Weapon, Directed Blast, Staggering Blast

Penalty: Delayed Poison Resistance, No Poison Immunity 

Vivisectionist

A vivisectionist studies bodies to better understand their function. Unlike a chirurgeon, a vivisectionist’s goals are not related to healing, but rather to experimentation and knowledge that most people would consider evil.

 

 

Bonus: Sneak Attack, Medical Discoveries, Advanced Rogue Talent


Penalty: No Bombs, No Discoveries (still get Grand Discovery)

Chirurgeon

An alchemist who studies anatomy and uses this knowledge to heal is a chirurgeon.

 

 

Bonus: Infused Curative, Skill Focus: Lore (Religion), Power Over Death


Penalty: No Poison Resistance/Immunity

 

Preservationist

A Preservationist is an alchemist who keeps preserved specimens in bottles, and releases them to aid him in his battles.

 

 

Bonus: Bottled Ally


Penalty: No Poison Resistance/Immunity, No Persistent Mutagen

Metamorph

A Metamorph eschews traditional alchemy, focusing on internal chemistry and the transfiguration of living forms.

 

 

Bonus: Stealth (Class Skill), Adaptive Physiology, Shapechanger


Penalty: No Bombs, No Throw Anything

Incense Synthesizer

Some alchemists focus their efforts on researching different kinds of incenses to aid them and their allies in battle against the forces of evil.

 

 

Bonus: Incense Fog, Incense (Alchemical Trick)


Penalty: No Mutagen/Persistent Mutagen, Fewer Bombs

 

Reanimator

A reanimator is an alchemist who has discovered how to infuse a corpse with a semblance of life.

 

 

Bonus: Corpse studying, Reanimation formulas


Penalty: Fewer Bombs

 

 

 

 

 

 

Alchemist Progression Table

 

Level

Base Attack Bonus

Fort

Ref

Will

Special

Extract Slots

1st

2nd

3rd

4th

5th

6th

Level 1  0 +2 +2 +0 Throw Anything, Alchemist Proficiencies, bomb 1d6, mutagen  1  - - - -  -
Level 2 +1 +3 +3 +0 Discovery, poison resistance +2  2  -  -  -  -  -
Level 3 +2 +3 +3 +1 Bomb 2d6  3  -  -  -  -  -
Level 4 +3 +4 +4 +1 Discovery  3  1  -  -  -  -
Level 5 +3 +4 +4 +1 Bomb 3d6, poison resistance +4  4  2  -  -  -  -
Level 6 +4 +5 +5 +2 Discovery  4  3  -  -  -  -
Level 7 +5 +5 +5 +2 Bomb 4d6  4  3  1  -  -  -
Level 8 +6/+1 +6 +6 +2 Discovery, poison resistance +6  4  4  2  -  -  -
Level 9 +6/+1 +6 +6 +3 Bomb 5d6  5  4  3  -  -  -
Level 10 +7/+2 +7 +7 +3 Discovery, poison immunity  5  4  3  1  -  -
Level 11 +8/+3 +7 +7 +3 Bomb 6d6  5  4  4  2  -  -
Level 12 +9/+4 +8 +8 +4 Discovery  5  5  4  3  -  -
Level 13 +9/+4 +8 +8 +4 Bomb 7d6  5  5  4  3  1  -
Level 14 +10/+5 +9 +9 +4 Discovery, persistent mutagen  5  5  4  4  2  -
Level 15 +11/+6/+1 +9 +9 +5 Bomb 8d6  5  5  5  4  3  -
Level 16 +12/+7/+2 +10 +10 +5 Discovery  5  5  5  4  3  1
Level 17 +12/+7/+2 +10 +10 +5 Bomb 9d6  5  5  5  4  4  2
Level 18 +13/+8/+3 +11 +11 +6 Discovery  5  5  5  5  4  3
Level 19 +14/+9/+4 +11 +11 +6 Bomb 10d6  5  5  5  5  5  4
Level 20 +15/+10/+5 +12 +12 +6 Grand Discovery  5  5  5  5  5  5

 

Alchemist Class Features/Abilities

 

Alchemist Features

 

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Alchemist Proficiencies

Alchemists are proficient with all simple weapons and bombs. They are also proficient with light armor, but not with shields.

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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. 
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. 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.

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Mutagen

At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality.
It's a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.

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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.

 

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Persistent Mutagen

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

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Grand Discovery

At 20th level, the alchemist makes a grand discovery. For many alchemists, the promise of one of these grand discoveries is the primary goal of their experiments and hard work.

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Discovery

At 2nd level, and then again, every 2 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. Only one such discovery can be applied to an individual bomb. 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.

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Poison Immunity

At 10th level, an alchemist becomes completely immune to poison.

 

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Throw Anything

All alchemist gain the Throw Anything feat as a bonus at 1st level. An alchemist adds his Intelligence modifier to damage done with splash weapons, including  the splash damage if any.

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Brew Potions

Allows you to brew potions of spells up to level 3 during camping.

 

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