Incense Synthesizer

Alchemist Archetype

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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

Incense Synthesizer is an Alchemist archetype in Pathfinder: Wrath of the Righteous.

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

 

Incense Synthesizer Information

 

Incense Synthesizer Progression

Level

Base Attack Bonus

Fort

Ref

Will

Special

Level 1  0 +2 +2 +0 Throw Anything (Alchemist)Alchemist Proficienciesbomb 1d6, Incense Fog
Level 2 +1  +3 +3 +0 Discoverypoison resistance +2
Level 3 +2  +3 +3 +1 Bomb 2d6
Level 4 +3  +4 +4 +1 Discovery
Level 5 +3 +4 +4 +1 Bomb 3d6, poison resistance +4
Level 6 +4 +5 +5 +2 Discovery
Level 7 +5 +5 +5 +2 Bomb 4d6
Level 8 +6/+1 +6 +6 +2 Discoverypoison resistance +6
Level 9 +6/+1 +6 +6 +3 Bomb 5d6
Level 10 +7/+2 +7 +7 +3 Discoverypoison immunity
Level 11 +8/+3 +7 +7 +3 Bomb 6d6
Level 12 +9/+4 +8 +8 +4 Discovery
Level 13 +9/+4 +8 +8 +4 Bomb 7d6
Level 14 +10/+5 +9 +9 +4 Discoverypersistent mutagen
Level 15 +11/+6/+1 +9 +9 +5 Bomb 8d6
Level 16 +12/+7/+2 +10 +10 +5 Discovery
Level 17 +12/+7/+2 +10 +10 +5 Bomb 9d6
Level 18  +13/+8/+3 +11 +11 +6 Discovery
Level 19 +14/+9/+4 +11 +11 +6 Bomb 10d6
Level 20 +15/+10/+5 +12 +12 +6 Grand Discovery

 

Incense Synthesizer Abilities

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Brew Potions

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

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Throw Anything (Alchemist)

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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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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Poison Immunity

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

 

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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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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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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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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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Incense

An Incense Synthesizer learns a number of alchemical tricks, called incenses, which grant ally powers or weaken foes. At 3rd level, an Incense Synthesizer learns one incense. At 6th, 9th, 12th, 15th, and 18th, the incense synthesizer learns new incense. An Incense Synthesizer cannot select an incense more than once unless noted otherwise.

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Incense Fog

A 1st-level incense synthesizer can use his ability to create incense fog in a 15 feet area around him to aid his allies (including himself), improving their combat abilities. An affected ally receives a +1 alchemical bonus on attack and weapon damage rolls.

 

 

 




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    • Anonymous

      This alchemist is very int based, with some dexterity.
      Note: When you add another ability to incense fog it erases the base 1/1 attack/damage roll bonus. I reported this to owlcat and they didn't change it so its probably intentional.

      Incense Fog abilities list: Copied from game.
      Increased Range - 30 feet around incense synthesizer. Note: base range is 15 feet.

      Sacred Incense - Any undead creatures and evil outsiders who enter area of incense fog must succeed at a fortitude save or become alchemically SICKENED for 1d4 rounds. The DC of the save is equal to 10 + half the alchemist's level + the alchemist's intelligence modify.

      Sacred Incense, Greater - Any undead creatures and evil outsiders who enter area of incense fog must succeed at a fortitude save or become alchemically sickened for 1d4 rounds. If the save succeeds, the opponent is only alchemically NAUSEATED for 1d4 rounds. if the save failed, then the opponent is alchemically sickened. The DC of this save is equal to half alchemist's level + the alchemist's intelligence modifier.

      Improved Incense - an affected ally receives additional +1 alchemical bonus on attack and weapon damage rolls. You can gain improved incease up to 2 times. Its effects stack. Note this gives at most +2 attack and weapon damage rolls.

      Thick Fog - an affected ally receives concealment (20% miss chance)

      Neutralizing Incense - An affected ally receives a +2 alchemical bonus on saving throws against poisons. You can gain Neutralizing INcese up to 3 times. Its effects stack.

      Rally incense - An affected ally receives a +2 alchemical bonus on saving throws against fear effects. YHou can gain rally incense up to 3 times. Its effects stack.

      Clarifying Incense - An affected ally receives a +2 alchemical bonus on saving throws against mind-affecting effects. You can gain Clarifying Inces up to 3 times. Its effects stack.

      Unsettling Fog - An affected enemy receives a -2 alchemical penalty on saving throws against mind-affecting effects. You can gain Unsettling fog up to 3 times. Its effects stack.

      Toxic Incense - An affected enemy receives a -2 alchemical penalty on saving throws against poisons. You can gain Toxic Incense up to 3 times. Its effects stack.

      • Anonymous

        Incense needs to be updated, how many times a day can it be used, how long does it last, Is it like bardic performance where you have to be within the radius to be affected or is it like a spell that when cast on a group they can disperse and retain the effects for a duration.

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