![](/WebObjects/Frameworks/Ajax.framework/WebServerResources/wait30.gif)
MBV_Chaps |
![Alchemist](http://cdn.paizo.com/image/avatar/PZO1117-Alchemist_500.jpeg)
Okay, this one's a doozy. This is the complete Alchemist Variant that my party has been playtesting. He seems quite well balanced, but might need an antimagic type bomb.
I've included a research journal to compliment their spontaneous spellcasting capabilities. It functions like a spellbook, except that they draw from it for their known formulae per day. That way, they are still able to produce extracts on the fly, or draw from the book (although that takes longer).
They also receive craft Homunculus, as well as brew potion. Brew potion advances into Brew Elixir, which allows them to produce potions that mimic 6th level spells. I have also modified their capstone ability, allowing them access to TWO Grand Discoveries, and ONE standard discovery. I've done this based upon capstones of some other classes, such as paladin and monk, which allow the characters to become outsiders at 10th level. This way, they are more on par with the other adventurers.
Also, standard discoveries are acquired every 3rd level, rather than 4th (giving them access to a total of 6, not including capstone).
At the bottom of the page, I have also included feats that we have been using for the purposes of the game. I hope you enjoy!
Table 5–1: Alchemist
BAB FORT REF WILL
1st
+0 +2 +2 +0
Alchemy, bomb 1d6, throw anything, Research Journal
2nd +1 +3 +3 +0
Mutagen, poison resistance +2, poison use
3rd +2 +3 +3 +1
Bomb 2d6, swift alchemy, Discovery
4th +3 +4 +4 +1
Craft Homunculus, Brew Potion
5th +3 +4 +4 +1
Bomb 3d6, poison resistance +4
6th +4 +5 +5 +2
Swift poisoning, Discovery
7th +5 +5 +5 +2
Bomb 4d6
8th +6/+1 +6 +6 +2
Poison resistance +6
9th +6/+1 +6 +6 +3
Bomb 5d6, Discovery
10th +7/+2 +7 +7 +3
Poison immunity
11th +8/+3 +7 +7 +3
Bomb 6d6
12th +9/+4 +8 +8 +4
Discovery
13th +9/+4 +8 +8 +4
Bomb 7d6
14th +10/+5 +9 +9 +4
Persistent Mutagen
15th +11/+6/+1 +9 +9 +5
Bomb 8d6, Discovery
16th +12/+7/+2 +10 +10 +5
Brew Elixir (Brew potions up to 6th level spells)
17th +12/+7/+2 +10 +10 +5
Bomb 9d6
18th +13/+8/+3 +11 +11 +6
Instant alchemy, Discovery
19th +14/+9/+4 +11 +11 +6
Bomb 10d6
20th +15/+10/+5 +12 +12 +6
Grand Discovery (2)
Weapon and Armor Proficiency: Alchemists are proficient with all simple weapons. They are also proficient with light armor, but not with shields.
Research Journal: All alchemists keep a research journal containing notes and formulae used for their extracts. An alchemist must study his research journal each day to memorize his extracts. Memorizing his extracts for the day requires 8 hours of rest and 1 hour of studying the research journal. The number of extracts that an alchemist can memorize is equal to their number of extracts known for their level. The alchemist can then draw from the extracts memorized for the day at any point to create an extract. The research journal also allows for the alchemist to refer to the book to prepare any extract that he has not memorized for the day. At any time an alchemist can also add formulae found in other alchemists’ research journals to his own (following the same rules as a wizard adding spells to his spellbook).
Alchemy (Su): Alchemists are not only masters of creating mundane alchemical substances such as alchemist’s fire and smokesticks, but also of fashioning magical potionlike extracts in which they can store spell effects. In effect, an alchemist prepares his spells by mixing ingredients into a number of extracts, and then “casts” his spells by drinking the extract. When an alchemist creates an extract or bomb, he infuses the concoction with a tiny fraction of his own magical power—this enables the creation of powerful effects, but also binds the effects to the creator. When using Craft (alchemy) to create an alchemical item, an alchemist gains a competence bonus equal to his class level to the Craft (alchemy) check. 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 his physical abilities—both of these are detailed in their own sections below. Extracts are the most varied of the three. In many ways, they behave like spells in potion form, and as such effects like dispel magic using the alchemist’s level as the caster level can dispel their effects. 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. His base daily allotment of extracts is given on Table 5–1. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day. When an alchemist mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately becomes inert if it leaves the alchemist’s possession, reactivating as soon as it returns to his keeping—an alchemist is able, however, to pass out his extracts for allies to use. They must be imbibed within 1 round per Alchemist level. The alchemist may choose to prepare an extract and allow it to take up a prepared slot and allow it to remain prepared until used. An extract, once created, remains potent for 1 day before becoming inert, so an alchemist must re-prepare his 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 his daily extract slots open so that he can prepare extracts in the field as needed. Although alchemists don’t actually cast spells, they do have a formulae list that determines what extracts they can create (see page 7). An alchemist can utilize spelltrigger items if the spell appears on his formulae list, but not spell-completion items (unless he uses Use Magic Device to do so). An extract is “cast” by drinking it, as if imbibing a potion—the effects of an extract exactly duplicate the spell upon which its formula is based. The alchemist uses his level as the caster level to determine any effect based on caster level. 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 consumed during the creation 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 in his research journal. 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. An alchemist’s selection of extract formulae is extremely limited. An alchemist begins play two 1st-level of his choice, chosen from the alchemist formulae list and stored in his research journal. At each new alchemist level, he gains one or more new formulae, as indicated on Table 5–2. (Unlike extracts per day, the number of formulae an alchemist knows is not affected by his Intelligence score—the numbers on table 5–2 are fixed.) These new formulae can be common spells chosen from the alchemist’s formulae list, or they can be unusual spells that the alchemist has gained some understanding of through study. Upon reaching 4th level, and at every even-numbered alchemist level after that (6th, 8th, and so on), an alchemist can choose to learn a new formula in place of one he already knows. In effect, the alchemist loses the old formula in exchange for the new one. The new formula’s level must be the same as that of the formula being exchanged. An alchemist may swap only a single formula at any given level, and must choose whether or not to swap the formula at the same time that he gains new formulae known for the level.
Bomb (Su): 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. Bombs are unstable, and if not used in the round they are created, they degrade and become inert—their method of creation prevents large volumes of explosive material from being created and stored. In order to create a bomb, the alchemist must use a small vial containing an ounce of liquid catalyst—the alchemist can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster’s component pouch. Most alchemists create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day—once created, a catalyst vial remains usable by the alchemist for years. Creating a bomb requires a move-equivalent action that provokes an attack of opportunity as the alchemist infuses the catalyst vial with magical energy. Detonating a bomb (typically by throwing the vial of volatile liquid) is a standard action that utilizes the “Throw Splash Weapon” special attack (see page 202 of the Pathfinder RPG Core Rulebook). On a direct hit, an alchemist’s bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist’s Intelligence modifier. The base damage of an alchemist’s bomb increases by 1d6 points at every odd-numbered alchemist level. 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). Alchemists can learn new types of bombs as discoveries (see below) as they level up. An alchemist’s bomb, like an extract, becomes inert if used or carried by anyone else.
Throw Anything (Ex): 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. This bonus damage is already included in the bomb class feature.
Mutagen (Su): At 2nd 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 takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist 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 alchemist’s possession becomes inert until an alchemist picks it up again. When the alchemist brews a mutagen, he selects one physical ability score— Strength, Dexterity, or Constitution. 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 +2 alchemical bonus to the selected ability score for 10 minutes per alchemist level. The alchemist takes 1d4 points of Charisma damage every time he drinks a mutagen as his body twists and changes into something more. A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier) or become nauseated for 1 hour—a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist’s mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.
Poison Resistance (Ex): 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.
Poison Use (Ex): Alchemists are trained in the use of poison and starting at 2nd level, cannot accidentally poison themselves when applying poison to a weapon.
Swift Alchemy (Ex): At 3rd level, an alchemist can create alchemical items with astounding speed. It takes an alchemist half the normal amount of time to create alchemical items, and he can apply poison to a weapon as a move-equivalent action.
Brew Potion (Ex): All alchemists gain the Brew Potion feat as a bonus feat at 4th level. In addition, an alchemist adds 3 + the spells level to the DC of the craft alchemy check in exchange for spell prerequisites necessary for the item. If he currently possesses a formulae in his Research Journal that mimics the required spell, then he qualifies as if he has that spell, but only for the purposes of potion making.
Discovery (Su): At 4th level, and then again every 4 levels thereafter, an alchemist makes an incredible alchemical discovery. 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. 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.
Acid bomb: When the alchemist creates a bomb, he can choose to have it inf lict acid damage. Creatures that take a direct hit from an acid bomb take an additional 1d6 points of acid damage 1 round later.
Concussive bomb (requires one previous discovery): When the alchemist creates a bomb, he can choose to have it inf lict sonic damage. Concussive bombs deal 1d4 points of sonic damage, plus 1d4 points of sonic damage for every oddnumbered level, instead of 1d6.
Delayed bomb (requires two previous discoveries): The alchemist can place a bomb so that it explodes a number of rounds after the alchemist ceases contact with the bomb. This delay can be any number of rounds as chosen by the alchemist, up to a number of rounds equal to his level. If at any point the alchemist reclaims possession of the delayed bomb, he can end the timer and prevent the bomb’s detonation. A delayed bomb detonates immediately if any other creature attempts to touch or move it, or if the bomb’s contents are removed from the vial (such as if the vial breaks). The bomb deals damage as if it scored a direct hit to any creature in the square with the bomb when it detonates, and splash damage to all adjacent creatures as normal.
Dispel magic can neutralize a delayed bomb, as can a successful Disable Device check (DC equals 10 + the alchemist’s level + the alchemist’s Intelligence modifier).
Dilution (requires two previous discoveries): Once per day, the alchemist can dilute any one potion or elixir, creating two doses of the same potion from one. Diluting a potion costs a number of gp equal to one-quarter of the potion’s market value. A potion that has been diluted cannot be diluted again. This discovery cannot be used to dilute extracts or mutagens.
Elixir of life (requires three previous discoveries): Once per day, the alchemist can brew an elixir of life. This special concoction costs 25,000 gp to create and takes 1 hour of work. An elixir of life, when administered by the alchemist who brewed it, restores life to a dead creature as per the spell true resurrection. Alternatively, the alchemist himself may drink the elixir of life, after which point he is immediately targeted with a resurrection spell the next time he is killed. Used in this manner, the effects of an elixir of life persist only for a number of days equal to the alchemist’s Intelligence modifier; if he does not die before that time expires, the effects of the elixir of life end.
Enhance potion: A number of times per day equal to his Intelligence modifier, the alchemist can cause any potion he drinks to function at a caster level equal to his class level.
Eternal potion (requires three previous discoveries, one of which must be extend potion): If an alchemist drinks a potion that he extends, the effects of that potion become permanent until he chooses to make another potion effect permanent.
Explosive bomb: The alchemist’s bombs now have a splash radius of 10 feet rather than 5 feet. Creatures that take a direct hit from an explosive bomb catch fire, taking 1d6 points of fire damage each round until the fire is extinguished. Extinguishing the f lames is a full round action that requires a Reflex save. Rolling on the ground provides the target with a +2 to the save. Dousing the target with at least 2 gallons of water automatically extinguishes the f lames.
Extend potion: A number of times per day equal to his Intelligence modifier, the alchemist can cause any potion he drinks that does not have an instantaneous duration to function at twice its normal duration.
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.
Force bomb (requires one previous discovery): When the alchemist creates a bomb, he can choose to have it inflict force damage. Force bombs deal 1d4 points of force damage, plus 1d4 points of force damage for every odd numbered level, instead of 1d6. Creatures that take a direct hit from a force bomb are knocked prone unless they succeed on a Reflex save.
Frost bomb: When the alchemist creates a bomb, he can choose to have it inflict cold damage. Creatures that take a direct hit from a frost bomb are staggered on their next turn unless they succeed on a Fortitude save.
Grand mutagen (requires three previous discoveries, one of which must be greater mutagen): The alchemist’s mutagen now grants a +6 natural armor bonus, a +6 enhancement bonus to the chosen ability score, a +4 enhancement bonus to a second physical ability score, and a +2 enhancement bonus to a third physical ability score.
Greater mutagen (requires two previously learned discoveries): The alchemist’s mutagen now grants a +4 natural armor bonus, a +4 enhancement bonus to the chosen ability score, and a +2 enhancement bonus to a second physical ability score. Infuse mutagen: When the alchemist creates a mutagen, he can infuse it with an extra bit of his own magical power. This inf licts 2 points of Intelligence damage to the alchemist and costs 1,000 gp in rare reagents, but the mutagen created persists on its own and is not rendered inert if the alchemist creates another mutagen. This allows an alchemist to create different types of mutagens and keep them handy for emergencies. This does not allow an alchemist to gain the effects of multiple mutagens—only the most recently imbibed mutagen has any effect.
Inferno bomb (requires three previous discoveries, one of which must be smoke bomb): The effects of the smoke created by an alchemist’s bomb duplicate the effects of incendiary cloud instead of fog cloud, filling an area equal to twice the bomb’s splash radius for 1 round per level.
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.
Madness bomb (requires two previous discoveries): The alchemist’s bombs do more than sear f lesh—they sear the mind. A creature that takes a direct hit from a madness bomb takes damage from the bomb plus 1d4 points of Wisdom damage. Reduce the amount of normal damage dealt by the bomb by 2d6 (so a bomb that would normally deal 6d6+4 points of damage deals 4d6+4 points of damage instead). The amount of Wisdom damage dealt by a madness bomb is reduced by 1 for each madness bomb that hit the target in the past 24 hours, to a minimum of 1 point of Wisdom damage.
Poison bomb (requires two previous discoveries, one of which must be smoke bomb): The effects of the smoke created by an alchemist’s bomb duplicates the effects of cloudkill instead of fog cloud, filling an area equal to twice the bomb’s splash radius for 1 round per level. Shock bomb: When the alchemist creates a bomb, he can choose to have it inf lict electricity damage. Creatures that take a direct hit from a shock bomb are dazzled for 1d4 rounds.
Smoke bomb: When the alchemist creates a bomb, he can choose to have it create a cloud of thick smoke when it detonates. The cloud functions as fog cloud, filling an area equal to twice the bomb’s splash radius for 1 round per level.
Sticky bomb (requires two previous discoveries): The effects of the alchemist’s bombs are persistent and continue to damage creatures for 1 round after the initial damage. Creatures that take a direct hit from a sticky bomb take the damage again 1 round later. Bombs that have effects that occur 1 round later instead have those effects occur 2 rounds later.
Sticky poison (requires one previous discovery): Any poison the alchemist creates is sticky—when the alchemist applies it to a weapon, the weapon remains poisoned for a number of strikes equal to the alchemist’s Intelligence modifier.
Stink bomb (requires smoke bomb discovery): The effects of the smoke created by an alchemist’s bomb can duplicate the effects of stinking cloud instead of fog cloud, filling an area equal to twice the bomb’s splash radius for 1 round. Swift Poisoning: At 6th level, an alchemist can apply a dose of poison to a weapon as a swift action.
Persistent Mutagen (Su): At 14th level, the effects of a mutagen last for 1 hour per level. Instant Alchemy (Ex): At 18th level, an alchemist can create alchemical items with almost supernatural speed. He can create any alchemical item as a full-round action if he succeeds at the Craft (alchemy) check and has the appropriate resources at hand to fund the creation. He can apply poison to a weapon as an immediate action.
Brew Elixir (Ex): At 16th Level, the Alchemist gains the ability to brew more powerful potions. The alchemist can now produce potions with base spells up to 6th level.
(Potions can normally only replicate 3rd level spells)
Grand Discovery (Su): At 20th level, the alchemist makes a grand discovery. He learns another normal discoveries, but also learns two grand discoveries chosen from the list below.
Awakened Intellect: The alchemist’s Intelligence score permanently increases by 2 points.
Eternal Youth: The alchemist has conquered aging, and from this point forward suffers no penalty to his physical ability scores from advanced age. If the alchemist is already suffering such penalties, they are removed at this time.
Fast Healing: The alchemist gains fast healing 5.
Philosopher’s Stone: The alchemist learns how to create a philosopher’s stone, and can do so once per month at no cost. Creating a philosopher’s stone takes 1 day of work.
Poison Touch: The alchemist gains a poisonous touch, as if under the effects of a poison spell. He can suppress or activate this ability as a free action.
True Mutagen: The alchemist’s mutagen now grants a +8 bonus to his natural armor score and a +6 enhancement bonus to his Strength, Dexterity, and Constitution.
Alchemist Feats:
Extra Discovery: You learn an extra discovery of your choice. You still must meet prerequisites of the discovery you acquire with this feat.
Extra Bombs: You can use 2 more bombs per day. (This feat may be taken multiple times. Its effects stack.)
Shape Blast: You learn to shape your blast by special brewing techniques and skillful throwing. When making an attack with a bomb, you may choose to shape the splash damage of your blast into a 15ft cone, or omit splash damage up to 3 squares + INT modifier (to a maximum of 8).
This variant class is based on the works of Paizo Publishing, I drew from the forums for some of the additional class features, and the feats I have included are variants designed for the purposes of this class.
![](/WebObjects/Frameworks/Ajax.framework/WebServerResources/wait30.gif)
MBV_Chaps |
![Alchemist](http://cdn.paizo.com/image/avatar/PZO1117-Alchemist_500.jpeg)
Quick fix,
Shape Blast:
Prerequisite: Bomb Class feature, BAB +4 or higher
Description: You learn to shape your blast by special brewing techniques and skillful throwing. When making an attack with a bomb, you may choose to shape the splash damage of your blast into a 15ft cone, or omit splash damage up to 3 squares + INT modifier (to a maximum of 8).
![](/WebObjects/Frameworks/Ajax.framework/WebServerResources/wait30.gif)
MBV_Chaps |
![Alchemist](http://cdn.paizo.com/image/avatar/PZO1117-Alchemist_500.jpeg)
Craft Homunculus (Ex): You create a homunculus out of a pint of your own blood, shaped with clay, imbued with mandrake root, and cured with ash. You may advance your Homunculus by spending 400 gold per additional HD, your Homunculus may be of up to two less than the current alchemist level.
The Research journal functions exactly as a wizards spellbook, except that you add your intelligence modifier to the new formulae per level (2+int mod), and you can draw directly from the Journal.
![](/WebObjects/Frameworks/Ajax.framework/WebServerResources/wait30.gif)
Kevin Andrew Murphy Contributor |
![Bumbo](http://cdn.paizo.com/image/avatar/Bumbo.jpg)
It sounds more like an alchemist than the class presented for playtest, but both of them make second-rate alchemists compared to Artificer 5/Alchemist Savant 5/Master Alchemist 10. Admittedly that requires a small house rule that Master Alchemist can be used with Artificer, but since that's converting 3.0 to 3.5, it's not a big deal.
If a 17th level alchemist can't make potions as good as or better than a 17th level wizard or artificer with a few prestige glasses, then he isn't a particularly good alchemist.
![](/WebObjects/Frameworks/Ajax.framework/WebServerResources/wait30.gif)
ProfessorCirno |
![Wil Save](http://cdn.paizo.com/image/avatar/private/Wil-Wheaton4.jpg)
It sounds more like an alchemist than the class presented for playtest, but both of them make second-rate alchemists compared to Artificer 5/Alchemist Savant 5/Master Alchemist 10. Admittedly that requires a small house rule that Master Alchemist can be used with Artificer, but since that's converting 3.0 to 3.5, it's not a big deal.
If a 17th level alchemist can't make potions as good as or better than a 17th level wizard or artificer with a few prestige glasses, then he isn't a particularly good alchemist.
Alchemist gets a bonus to craft: alchemy equal to his level...but with none of his abilities using it, and without gaining Brew Potion or anything else, all it really means is "Man, he can make alchemical fire really fast!"