Vivisectionist 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.
"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."
- Base Class: Alchemist
- High saves: Fortitude and Reflex.
- Class skills: Trickery, Knowledge (Arcana), Knowledge (World), Perception, Use Magic Device.
- Proficient with all simple weapons and bombs. Also proficient with light armor, but not shields.
- Alignment: Any.
- Hit Die: d8.
- Skill Ranks per Level: 4 + Int modifier.
|Level 1||Throw Anything, Alchemist Proficiencies, mutagen, Sneak Attack 1d6|
|Level 2||Medical Discovery|
|Level 3||Sneak Attack 2d6|
|Level 4||Medical Discovery|
|Level 5||Sneak Attack 3d6|
|Level 6||Medical Discovery|
|Level 7||Sneak Attack 4d6|
|Level 8||Medical Discovery|
|Level 9||Sneak Attack 5d6|
|Level 10||Medical Discovery, Advanced Talents|
|Level 11||Sneak Attack 6d6|
|Level 12||Medical Discovery|
|Level 13||Sneak Attack 7d6|
|Level 14||persistent mutagen, Medical Discovery|
|Level 15||Sneak Attack 8d6|
|Level 16||Medical Discovery|
|Level 17||Sneak Attack 9d6|
|Level 18||Medical Discovery, Medical Discovery|
|Level 19||Sneak Attack 10d6|
|Level 20||Grand Discovery|
Vivisectionists are proficient with all simple weapons and bombs. They are also proficient with light armor, but not with shields.
At 1st level, a vivisectionist gains the sneak attack ability as a rogue of the same level. If a character already has sneak attack from another class, the levels from the classes that grant sneak attack stack to determine the effective rogue level for the sneak attack’s extra damage dice (so an alchemist 1/rogue 1 has a +1d6 sneak attack like a 2nd-level rogue, an alchemist 2/rogue 1 has a +2d6 sneak attack like a 3rd-level rogue, and so on).
At 1st level, an Vivisectionist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An Vivisectionist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an Vivisectionist’s possession becomes inert until an Vivisectionist picks it up again.
When an Vivisectionist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It’s a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the Vivisectionist 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 Vivisectionist level. In addition, while the mutagen is in effect, the Vivisectionist 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.
A non-Vivisectionist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the Vivisectionist’s level + the Vivisectionist’s Intelligence modifier) or become nauseated for 1 hour—a non-Vivisectionist can never gain the benefit of a mutagen, but an Vivisectionist can gain the effects of another Vivisectionist’s mutagen if he drinks it. (Although if the other Vivisectionist creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an Vivisectionist drinks a mutagen, the effects of any previous mutagen immediately end.
Poison Resistance (Ex)
At 2nd level, an Vivisectionist 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 Vivisectionist becomes completely immune to poison.
Persistent Mutagen (Su)
At 14th level, the effects of a mutagen last for 1 hour per level.
Grand Discovery (Su)
At 20th level, the Vivisectionist 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 Vivisectionists, the promise of one of these grand discoveries is the primary goal of their experiments and hard work.
At 2nd level, and then again every 2 levels thereafter (up to 18th level), a Vivisectionist makes an incredible medical discovery. The DC of any saving throw called for by a discovery is equal to 10 + 1/2 the Vivisectionist's level + the Vivisectionist's Intelligence modifier.
At 10th level, the character chose one of the advanced rogue talents.
Medical Discovery in Pathfinder: Wrath of the Righteous
|Cognatogen||The alchemist gains the ability to create a cognatogen, a mutagen-like mixture that heightens one mental ability score at the expense of a physical ability score. If the cognatogen enhances his Intelligence, it applies a penalty to his Strength. If it enhances his Wisdom, it applies a penalty to his Dexterity. If it enhances his Charisma, it applies a penalty to his Constitution. Otherwise, this ability works just like the mutagen ability (including the natural armor bonus). Anytime the alchemist would prepare a mutagen, he may instead prepare a cognatogen. All limitations of mutagens apply to cognatogens as if they were the same substance—an alchemist can only maintain one mutagen or cognatogen at a time, a cognatogen that is not in an alchemist’s possession becomes inert, drinking a cognatogen makes a non-alchemist sick, and so on. When the effect of the cognatogen ends, the alchemist takes 2 points of ability damage to the ability score penalized by the cognatogen. The infuse mutagen discovery and the persistent mutagen class ability apply to cognatogens.|
|Combat Trick||Gains a bonus combat feat.|
|Enhance Potion||Any potion an alchemist drinks to function at a caster level equal to his class level.|
|Extend Potion||Any potion an alchemist drinks that does not have an instantaneous duration to function at twice its normal duration. This does not apply to extracts.|
|Fast Stealth||This ability allows a rogue to move at full speed using the Stealth skill without penalty.|
|Feral Mutagen||Whenever the alchemist imbibes a mutagen, he gains two claw attacks and a bite attack. These are primary attacks and are made using the alchemist’s full base attack bonus. The claw attacks deal 1d6 points of damage (1d4 if the alchemist is Small) and the bite attack deals 1d8 points of damage (1d6 if the alchemist is Small). While the mutagen is in effect, the alchemist gains a +2 competence bonus on Intimidate skill checks.|
|Focusing Attack - Confused||When the rogue has the selected condition and hits a creature with a melee attack that deals sneak attack damage, the rogue no longer has that condition.|
|Focusing Attack - Shaken||When the rogue has the selected condition and hits a creature with a melee attack that deals sneak attack damage, the rogue no longer has that condition.|
|Focusing Attack - Sickened||When the rogue has the selected condition and hits a creature with a melee attack that deals sneak attack damage, the rogue no longer has that condition.|
|Infusion||When the alchemist creates an extract, he can infuse it with an extra bit of his own magical power. The extract created now persists even after the alchemist sets it down. As long as the extract exists, it continues to occupy one of the alchemist’s daily extract slots. An infused extract can be imbibed by a non-alchemist to gain its effects.|
|Iron Guts||A rogue with this talent has a cast-iron stomach or has trained herself to withstand poisons, especially ingested ones. She gains a +1 bonus on all saves against ingested poisons as well as a +4 bonus on saves against all spells and effects that cause the rogue to be nauseated or sickened.|
|Preserve Organs||The alchemist learns how to preserve and protect his vital organs, reducing the chance of a mortal wound. When a critical hit or sneak attack is scored on the alchemist, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.|
|Slow Reactions||Opponents damaged by the rogue’s sneak attack can’t make attacks of opportunity for 1 round.|
|Spontaneous Healing||The alchemist gains the ability to heal from wounds rapidly. As a free action once per round, he can heal 5 hit points as if he had the fast healing ability. He can heal 5 hit points per day in this manner for every 2 alchemist levels he possesses. If the alchemist falls unconscious because of hit point damage and he still has healing available from this ability, the ability activates automatically each round until he is conscious again or the ability is depleted for the day.|
|Weakening Wound||When making a sneak attack against a creature that has damage reduction, the character's attack reduces that damage reduction for two rounds by an amount equal to the character's level. This penalty to damage reduction does not stack.|
|Confounding Blades||When a rogue with this talent hits a creature with a melee weapon that deals sneak attack damage, her target cannot make attacks of opportunity for 1d4+1 rounds.|
|Crippling Strike||A rogue with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage.|
|Dispelling Attack||Opponents that are dealt sneak attack damage by a rogue with this ability are affected by a targeted dispel magic, targeting the lowest-level spell effect active on the target. The caster level for this ability is equal to the rogue’s level.|
|Feral Wings||Under the effects of feral mutagen the alchemist gains bat-like wings that give him a +3 dodge bonus to AC against melee attacks and immunity to the effects of difficult terrain.|
|Grand Cognatogen||The alchemist’s cognatogen now grants a +6 natural armor bonus, a +8 alchemical bonus to one mental ability score (Intelligence, Wisdom, or Charisma), a +6 alchemical bonus to a second mental ability score, and a +4 alchemical bonus to a third mental ability score. The alchemist takes a –2 penalty to his Strength, Dexterity, and Constitution as long as the cognatogen persists, and takes 2 points of ability damage to each physical ability score when the cognatogen ends.|
|Grand Mutagen||The alchemist’s mutagen now grants a +6 natural armor bonus, a +8 alchemical bonus to one ability score (Strength, Dexterity, or Constitution), a +6 alchemical bonus to a second physical ability score, and a +4 alchemical bonus to a third physical ability score. The alchemist takes a –2 penalty to his Intelligence, Wisdom, and Charisma as long as the mutagen persists.|
|Greater Cognatogen||The alchemist’s cognatogen now grants a +4 natural armor bonus, a +6 alchemical bonus to one mental ability score (Intelligence, Wisdom, or Charisma), and a +4 alchemical bonus to a second mental ability score. The alchemist takes a –2 penalty on both associated physical ability scores as long as the mutagen persists, and takes 2 points of ability damage to both associated physical ability scores when the cognatogen ends.|
|Greater Mutagen||The alchemist’s mutagen now grants a +4 natural armor bonus, a +6 alchemical bonus to one physical ability score (Strength, Dexterity, or Constitution), and a +4 alchemical bonus to a second physical ability score. The alchemist takes a –2 penalty on both associated mental ability scores as long as the mutagen persists.|
|Mummification||The alchemist has mastered preserving flesh and applied this knowledge to his own body, turning himself into an undead-like creature. The alchemist’s type does not change, but he becomes immune to cold, nonlethal damage, paralysis, and sleep.|
|Nauseating Flesh||The alchemist’s body is suffused with poison. Any creature that bites, engulfs, or swallows the alchemist must make a Fortitude saving throw or be nauseated for 1d4 rounds.|
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