Alchemist"Your petty corruption of magic will not diminish my power, fool!"
– Relak Traven, Human Alchemist
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Making an Alchemisttext
Abilities: An Alchemist uses Intelligence to determine what level of spell the Alchemist can cast. If he has less than 11 Intelligence, he cannot cast any spells.
Races: Alchemists can be found among any race, although the Biyous of Biyan tend to have the most per head of population. They are uncommon among the other races.
Alignment: Because of the serious and complex requirements inherent in researching and creating potions, Alchemists tend towards the lawful, but can be found at any point on the law–chaos spectrum. They have no bias on the good-evil spectrum.
Starting Gold: As Wizard.
Starting Age: As Wizard.
Table 1: The Alchemist
Hit Die: d6Level BAB Ref Fort Will Abilities
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1 +0 +0 +0 +2 Brew Potion, Grenadier
2 +1 +0 +0 +3 Delay Potion, Potion Quick Draw, Extra Spell
3 +1 +1 +1 +3 Brew Potion (2nd), Double Throw
4 +2 +1 +1 +4 Metamagic Potion, Extra Spell
5 +2 +1 +1 +4 Brew Potion (3rd), Potion Wielder
6 +3 +2 +2 +5 Identify Potion, Extra Spell
7 +3 +2 +2 +5 Brew Potion (4th), Extra Potions
8 +4 +2 +2 +6 Metamagic Potion, Extra Spell
9 +4 +3 +3 +6 Brew Potion (5th), Potion Master
10 +5 +3 +3 +7 Twinned Metamagic, Extra Spell
11 +5 +3 +3 +7 Brew Potion (6th), Potion Barrage
12 +6 +4 +4 +8 Metamagic Potion, Extra Spell
13 +6 +4 +4 +8 Brew Potion (7th), Potion Expert
14 +7 +4 +4 +9 Extra Potions, Extra Spell
15 +7 +5 +5 +9 Brew Potion (8th), Splash Around
16 +8 +5 +5 +10 Metamagic Potion, Extra Spell
17 +8 +5 +5 +10 Brew Potion (9th), Potion Genius
18 +9 +6 +6 +11 Spray of Potions, Extra Spell
19 +9 +6 +6 +11 Doubled Brewing
20 +10 +6 +6 +12 Metamagic Potion, Augmented Alchemy Class skills (2 + Int modifier per level, x4 at first level): Appraise (Int), Autohypnosis (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Gather Information (Cha), Knowledge (all skills taken individually) (Int), Profession (Wis), Speak Language, Spellcraft (Int)
Class FeaturesYour potions are the centre of your being and the focus of your character.
- Weapon and Armour Proficiency: Alchemists are proficient with all simple weapons and light armour.
- Brew Potion (Ex): Rather than cast spells, you use your alchemical talents to brew spells into potions. This acts like the brew potion feat, except this costs no gold or XP and you can brew no more than three times your class level in total spell levels per day. It takes one hour each morning to brew the potions you have chosen for that day, although if you choose not to brew all of the possible potions, it takes 15 minutes to brew a potion at any point later in the day. Any potions not used within 24 hrs of being brewed are wasted. You may brew any potion that targets one or more creatures or an area. If the potion is drunk, the drinker is the target of the spell. If the potion is thrown, if it is an area effect spell, the centrepoint for the area is where the potion breaks open. If it is a targeted potion, it targets the creature struck. Potions are thrown as ranged touch attacks with a range increment of 10 ft. Every two levels after first, you can brew a higher level of potion (2nd at 3rd class level, 3rd at 5th, etc.). You may brew potions using any appropriate spell from the cleric spell list. For the purposes of potions, your caster level is equal to your class level.
- Grenadier (Ex): You gain the benefits of the Grenadier feat, except it also applies to thrown potions.
- Delay Potion (Ex): Any ally to whom you give a potion (including yourself) can delay the onset of the potion as if they had the Delay Potion feat.
- Potion Quick Draw (Ex): A 2nd-level alchemist can produce a potion stored at his belt or in a bandolier as a free action, as if he were drawing a weapon using the Quick Draw feat.
- Extra Spell (Ex): At each indicated level, you may choose a single spell off of the wizard/sorcerer list that is of a level equal to or less than the highest level potion you can brew. You can now brew potions using that spell.
- Double Throw (Ex): You may drink or throw two potions as a standard action.
- Metamagic Potion (Ex): At each indicated level, you gain one metamagic feat, which can be applied to a potion without increasing the potion level required. You must pay any other costs of the metamagic feat. You can only apply one feat at a time.
- Potion Wielder (Ex): When you use or throw a potion, the DC and the effective caster level of the spell inside the potion is increased by 1.
- Identify Potion (Ex): Beginning at 6th level, you are so sure of your knowledge that you always successfully identify any potion as what it is.
- Extra Potions (Ex): At 7th level, you can brew up to four times your class level in total spell levels per day. At 14th level, this increases to five times.
- Potion Master (Ex): When you use or throw a potion, the DC and the effective caster level of the spell inside the potion is increased by 1.
- Twinned Metamagic (Ex): You may apply two metamagic feats to a potion when creating it without increasing the potion level required.
- Potion Barrage (Ex): You may drink or throw up to one potion per four class levels as a standard action, but if you throw more than two, you take a -4 penalty on all attack rolls.
- Potion Expert (Ex): When you use or throw a potion, the DC and the effective caster level of the spell inside the potion is increased by 1.
- Splash Around (Ex): Potions you throw are now treated as grenade-like weapons, and anyone caught in the splash radius is affected by the spell.
- Potion Genius (Ex): When you use or throw a potion, the DC and the effective caster level of the spell inside the potion is increased by 1.
- Spray of Potions (Ex): As a full-round action, you may throw a potion at your full base attack bonus at each opponent within 30 feet.
- Doubled Brewing (Ex): When brewing a potion, you can choose to have a single potion have two spells inside of it. These spells both count against the spell levels brewed per day, and both activate when the potion is thrown or drunk.
- Augmented Alchemy (Ex): Whenever creating a potion, you can choose to make it more powerful than normal by increasing its level cost by two. If you do so, the benefits, damage, penalties, and duration of the potion are doubled, and the save DC increases by 2.