Incense Synthesizer is a sub-class in Pathfinder: Wrath of the Righteous use alchemy to create explosive artifacts that can be used in battle and mutagen, a brew that can be used to enhance physical abilities.
"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 Informatio
- Base Class: Alchemist
- High saves: Fortitude and Reflex.
- Class skills: Trickery, Knowledge (Arcana), Knowledge (World), Perception, Use Magic Device.
- Proficient with all simple weapons, martial weapons and bombs. Also proficient with light armor, but not shields.
- Alignment: Any.
- Hit Die: d8.
- Skill Ranks per Level: 4 + Int modifier.
Incense Synthesizer Progression
Base Attack Bonus
|Level 1||0||+2||+2||+0||Throw Anything, Alchemist Proficiencies, bomb 1d6, Incense Fog|
|Level 2||+1||+3||+3||+0||Discovery, poison resistance +2|
|Level 3||+2||+3||+3||+1||Bomb 2d6|
|Level 5||+3||+4||+4||+1||Bomb 3d6, poison resistance +4|
|Level 7||+5||+5||+5||+2||Bomb 4d6|
|Level 8||+6/+1||+6||+6||+2||Discovery, poison resistance +6|
|Level 9||+6/+1||+6||+6||+3||Bomb 5d6|
|Level 10||+7/+2||+7||+7||+3||Discovery, poison immunity|
|Level 11||+8/+3||+7||+7||+3||Bomb 6d6|
|Level 13||+9/+4||+8||+8||+4||Bomb 7d6|
|Level 14||+10/+5||+9||+9||+4||Discovery, persistent mutagen|
|Level 15||+11/+6/+1||+9||+9||+5||Bomb 8d6|
|Level 17||+12/+7/+2||+10||+10||+5||Bomb 9d6|
|Level 19||+14/+9/+4||+11||+11||+6||Bomb 10d6|
|Level 20||+15/+10/+5||+12||+12||+6||Grand Discovery|
Incense Synthesizer Abilities
Allows you to brew potions of spells up to level 3 during camping.
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.
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.
At 10th level, an alchemist becomes completely immune to poison.
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.
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.
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.
Alchemists are proficient with all simple weapons and bombs. They are also proficient with light armor, but not with shields.
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.
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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