Base Attack Bonus
HP per level
Max level of Spells
Class Initial Features
An alchemist who studies anatomy and uses this knowledge to heal is a chirurgeon.
- Base class: Alchemist
- High saves: Fortitude and Reflex.
- Class skills: Trickery, Knowledge (Arcana), Knowledge (World), Perception, Use Magic Device, Lore (Nature).
- Proficient with all simple weapons and bombs. Also, proficient with light armor, but not shields.
- Alignment: Any.
- Hit Die: d8.
- Skill Ranks per Level: 3 + Int modifier.
|Level 1||Throw Anything, Alchemist Proficiencies, bomb 1d6, mutagen|
|Level 2||Discovery, Infused Curative|
|Level 3||Bomb 2d6|
|Level 5||Bomb 3d6, Skill Focus - Lore (Religion)|
|Level 7||Bomb 4d6|
|Level 9||Bomb 5d6|
|Level 10||Discovery, Power over Death|
|Level 11||Bomb 6d6|
|Level 13||Bomb 7d6|
|Level 14||Discovery, persistent mutagen|
|Level 15||Bomb 8d6|
|Level 17||Bomb 9d6|
|Level 19||Bomb 10d6|
|Level 20||Grand Discovery|
Alchemists are proficient with all simple weapons and bombs. They are also proficient with light armor, but not with shields.
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.
At 10th level, a chirurgeon adds breath of life to his formula book as a 4th-level extract. His infused curative ability applies to this extract.
Allows you to brew potions of spells up to level 3 during camping.
At 20th level, the Chirurgeon makes a grand discovery. He immediately learns two normal discoveries, but also learns a grand discovery, representing a truly astounding alchemical breakthrough of significant import. For many Chirurgeons, the promise of one of these grand discoveries is the primary goal of their experiments and hard work.
At 14th level, the effects of a mutagen last for 1 hour per level.
At 2nd level, a chirurgeon's extracts of remove disease, remove blindness, neutralize poison, and cure spells automatically act as infusions and can be used not only on himself but on other people as well.
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
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.
You get a +3 bonus on all checks involving Lore (Religion). If you have 10 or more ranks in Lore (Religion), this bonus increases to +6.
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.