Homebrew Class - Setting-Specific Alchemist


Homebrew and House Rules


I'm working on making a character class for my wife's character in our homebrew campaign. The setting is low-magic (a lot of spells are restricted, I'm preventing anything further than a one-level dip into magic classes, and races are entirely homebrewed (although I do have my own version of Catfolk with many of the same rules).

The class needs to be an alchemist in name, but not a Pathfinder alchemist-- no bombs, just potions, and even those potions should be limited. I've mostly got this aspect of the class nailed down (lifting a lot from the druid's alternate Nature Bond that allows her to create low-level potions)-- however, I'm having a lot of trouble figuring out the rest of the class features.

The character, and most alchemists like her by necessity, is part experimenter, part scholar, and part merchant. By necessity of the setting, she needs to be able to hold her own in a fight against other untrained enemies (it's a fairly wild/tribal setting), so I want to give her a mid-BAB progression, simple weapon proficiency, and light armor proficiency-- maybe non-tower shields, as well.

Any thoughts on how I can keep to the theme in her class features (or even thoughts about other parts of the class) while incorporating these elements?
-Makes potions (any potion that she has not made before is randomized), which in this low-magic setting are considered very powerful
-Uses simple weapons or natural attacks (claws and bite; natural attacks are very common in this setting)
-Tends toward diplomacy, trade, and investigation while relying on party to be the "muscle," if needed

Basically, I'm trying to make it interesting while keeping setting limitations in mind and also avoiding making a "useless" class.


You could use Profession (alchemy) instead of Craft, that might fit.

You could allow the alchemist to create more advanced non-magical alchemical items by allowing the DCs to use a 1/2 skill ranks + ability mod formula. Higher DC items should be more difficult to make though and probably cost more.

Maybe do a variant on the mutagen where it grants a +2 alchemical bonus to any single ability score. They will allow for the ability to provide a small buff to someone in the party.

If you want a durable character, grant a bonus on saves against poisons and all other alchemical items.

If you don't want spells/extracts, how about a point pool for whipping up remedies on the fly? Draughts to speed up healing, stop blood loss, get rid of illness/weariness, bolster the immune system, increase reactions, sharpen the senses, etc.

Sovereign Court

Just play the Chef class from the flavour handbook. You can reskin it to be a little more "serious" for your game, but the chef class would do everything that you are listing easily.


you could make her part herbalist from the Druid sub group. There is whole world of real chemistry and botany out there that would look like magic to the yokels of low level campaign. good luck!


Dizzydoo42 wrote:
you could make her part herbalist from the Druid sub group. There is whole world of real chemistry and botany out there that would look like magic to the yokels of low level campaign. good luck!

she could discovery "BOOZE". convenient for cash or credit and was one of the most civilizing influences known to mankind. They invented writing so they could remember their beer recipes.

you don't even have to worry about the tax man, %@** Revenuers!!!


Pathfinder Adventure Path, Lost Omens, Starfinder Adventure Path Subscriber

There's a Combat Alchemist that was for 3.5 set in the Iron Kingdoms. You can find some iteration of it on the web or No Quarter #20. It's different, not necessarily what you're looking for, but it might give you some more ideas.


Thanks for all the tips! I'll look into all of that c:

Grand Lodge

Pathfinder Rulebook Subscriber

How 'bout just making it an archetype called "Apothecary"?
Sounds like you wanna just swap out a handful of the alchemist's features and thus it might make the whole situation simpler to just make it an archetype.


Make "Apothecary" a profession. She could then use the alchemy/craft/skill, and feint/ brew potion to bolster the who thing, too. She could even take healing as a class skill.


Just a general thought: take inspiration from The Witcher perhaps? Alchemy is an important part of what makes a witcher what they are. Obviously the video game has completely different mechanics than DnD, but some general concepts can be transferred over and you can create your own stuff from that.

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