Alchemist
Whether secreted away in a smoky basement laboratory or gleefully experimenting in a well-respected school of magic, the alchemist is often regarded as being just as unstable, unpredictable, and dangerous as the concoctions they brew. While some creators of alchemical items content themselves with sedentary lives as merchants, providing tindertwigs and smokesticks, the true alchemist answers a deeper calling. Rather than cast magic like a spellcaster, the alchemist captures their own magic potential within liquids and extracts they create, infusing their chemicals with virulent power to grant them impressive skill with poisons, explosives, and all manner of self-transformative magic.
The alchemist’s reputation is not softened by their exuberance (some would say dangerous recklessness) in perfecting their magical extracts and potion-like creations, infusing these substances with magic siphoned from their aura and using their own body as experimental stock. Nor is it mollified by the alchemist’s almost gleeful passion for building explosive bombs and discovering strange new poisons and methods for their use. These traits, while making them a liability and risk for most civilized organizations and institutions of higher learning, seem to fit quite well with most adventuring groups.
Alignment
Any.Hit Dice
1d6Proficiencies
- Armor: Light armor, no shields.
- Weapons: All Simple Weapons and bombs.
- Class Skills: Appraise (Int), Craft (any) (Int), Disable Device (Dex), Fly (Dex), Heal (Wis), Knowledge (arcana) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Sleight of Hand (Dex), Spellcraft (Int), Survival (Wis), and Use Magic Device (Cha).
- Skill Points Per Level: 4 + Intelligence modifier.
Class Features
All of the following are features of the Alchemist class.Alchemy (Su)
When using Craft (alchemy) to create an alchemical item, an alchemist gains a Competence Bonus equal to their class level on the Craft (alchemy) check. In addition, an alchemist can use Craft (alchemy) to identify potions as if using Detect Magic. They must hold the potion for 1 round to make such a check. Alchemists are not only masters of creating mundane alchemical substances such as alchemist’s fire and smokesticks, but also of fashioning magical potion-like extracts in which they can store spell effects. In effect, an alchemist prepares their spells by mixing ingredients into a number of extracts, and then “casts” their spells by drinking the extract. When an alchemist creates an extract or bomb, they infuse the concoction with a tiny fraction of their own magical power—this enables the creation of powerful effects, but also binds the effects to the creator. An alchemist can create three special types of magical items—extracts, bombs, and mutagens. Bombs are explosive splash weapons, and mutagens are transformative elixirs that the alchemist drinks to enhance their physical abilities—both of these are detailed in their own sections below.Extracts
Extracts are the most varied of the three. In many ways, they behave like spells in potion form, and as such their effects can be dispelled by effects like Dispel Magic using the alchemist’s level as the Caster Level. Unlike potions, though, extracts can have powerful effects and duplicate spells that a potion normally could not. An alchemist can create only a certain number of extracts of each level per day. Their base daily allotment of extracts is given on Table: Alchemist. In addition, they receive bonus extracts per day if they have a high Intelligence score, in the same way a Wizard receives bonus spells per day. When an alchemist mixes an extract, they infuse the chemicals and reagents in the extract with magic siphoned from their own magical aura. An extract immediately becomes inert if it leaves the alchemist’s possession, reactivating as soon as it returns to their keeping—an alchemist cannot normally pass out their extracts for allies to use, though some discoveries alter this behavior. An extract, once created, remains potent for 1 day before becoming inert, so an alchemist must re-prepare their extracts every day. Mixing an extract takes 1 minute of work—most alchemists prepare many extracts at the start of the day or just before going on an adventure, but it’s not uncommon for an alchemist to keep some (or even all) of their daily extract slots open so that they can prepare extracts in the field as needed. An extract is “cast” by drinking it, as if imbibing a potion (usually a Move Action to retrieve and drink, or a Swift Action to drink if in hand; see Manipulate an Item for more details) —the effects of an extract exactly duplicate the spell upon which its formula is based, save that the spell always affects only the drinking alchemist. The alchemist uses their level as the Caster Level to determine any effect based on Caster Level.Formulae Lists
Although the alchemist doesn’t actually cast spells, they determine what spell-equivalent extracts they can create from the Alchemist Formulae List. An alchemist can utilize spell-trigger items if the spell appears on the Alchemist Formulae List or Alchemist Extended Formulae List, but not spell-completion items (unless they use Use Magic Device to do so). Creating extracts consumes raw materials, but the cost of these materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements (alchemist extracts that duplicate divine spells never have a divine focus requirement). An alchemist can prepare an extract of any formula they know. To learn or use an extract, an alchemist must have an Intelligence score equal to at least 10 + the extract’s level. The Difficulty Class for a saving throw against an alchemist’s extract is 10 + the extract level + the alchemist’s Intelligence modifier.Formula Books
An alchemist may know any number of formulae. They store their formulae in a special tome called a formula book (following the same rules as Spellbooks). They must refer to this book whenever they prepare an extract but not when they consume it. An alchemist begins play with two 1st level formulae of their choice, plus a number of additional formulae equal to their Intelligence modifier. At each new alchemist level, they gain one new formula of any level that they can create. An alchemist can also add formulae to their book just like a Wizard adds spells to their spellbook, using the same costs and time requirements (see Learning New Spells). An alchemist can study a Wizard’s spellbook to learn any formula that is equivalent to a spell the spellbook contains. A Wizard, however, cannot learn spells from a formula book. An alchemist does not need to decipher arcane writings before copying them.
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