Vivisectionist

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

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

 

Vivisectionist Information

 

Vivisectionist Progression

 

Level

Special

Level 1 Throw AnythingAlchemist Proficienciesmutagen, 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 mutagenMedical Discovery
Level 15 Sneak Attack 8d6
Level 16 Medical Discovery
Level 17 Sneak Attack 9d6
Level 18 Medical DiscoveryMedical Discovery
Level 19 Sneak Attack 10d6
Level 20 Grand Discovery

 

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Alchemist Proficiencies

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

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Sneak Attack

If a character can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The character's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the character flanks her target. This extra damage is 1d6 and increases by 1d6 at later levels. This additional damage is precision damage and is not multiplied on a critical hit.

The character must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot.

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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 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.

 

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Medical Discovery

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.

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Advanced Talents

At 10th level, a character can choose one of the advanced rogue talents in place of a rogue talent.

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Throw Anything (Alchemist)

All alchemists gain the Throw Anything feat as a bonus feat 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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Poison Immunity

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

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Brew Potions

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

 

 

 




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    • Anonymous

      This really does seem like the class to pick if you're planning a legend build and aren't sure what to pick for your other 20 levels. 10d6 (11d6 with the feat) sneak attack damage, a mutagen to massively boost your stats, tons of extra feats or rogue talents, and 15 extra BAB. Not to mention the infusions can be pretty handy.

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