ALCHEMIST
Alchemists use scientific approaches to combining magical substances and materials to create magical effects.
Class Points
- Hit Points per level: 8 + Constitution modifier
- Focus Points per level: 8 + Wisdom modifier
- Skill Points per level: 8 + Intelligence modifier
Class Skills
A character that takes their 1st level in this class begins with all the class skills. A character that wants to multiclass into this class must have all these class skills in order to do so:
- Appraise (Int)
- Craft: Alchemy (Int)
- Craft: Choose one (Int)
- Disable Device (Dex)
- Heal (Wis)
- Knowledge: Arcana (Int)
- Knowledge: Dungeoneering (Int)
- Knowledge: Engineering (Int)
- Knowledge: Nature (Int)
- Perception (Wis)
- Perform: Choose one (Cha)
- Profession: Choose one (Wis)
- Sleight of Hand (Dex)
- Spellcraft (Int)
- Survival (Wis)
- Use Magic Device (Cha)
Starting Feats
A character that takes their 1st level in this class begins with all these starting feats. A character that wants to multiclass into this class must have all these feats to do so:
- Canny Defense or Proficiency: Armor (select one)
- Proficiency: Archery
- Proficiency: Bladed Weapons
- Proficiency: Bludgeoning Weapons
- Brew Potion
- Great Fortitude or Lightning Reflexes (select one)
- Throw Anything
- Proficiency: Throwing Weapons
CLASS FEATURES
- Power, class skills, starting feats
- Talent
- Power
- Talent
- Power
- Talent
- Power
- Talent
- Power
- Talent, advanced features
- Power
- Talent
- Power
- Talent
- Power
- Talent
- Power
- Talent
- Power
- Talent, Capstone ability
ALCHEMIST POWERS
You gain a class power at every odd class level after 1st. Some stack but you can only take the same power up to a number of times equal to 1 or half your class level, whichever is greater. Advanced powers can't be selected until at least 10th level in the class.
Alchemical Spells: Each time you take this ability, you learn two alchemical spells with a spell level up to half your class level. Regardless of class level, you can't learn more 1st-level spells than 0-level, or more 2nd-level than 1st-level, or more 3rd-level than 2nd-level, etc. Alchemical spells are cast just like a wizard's prepared spells except that they always require material and somatic components. Any spells that normally required other components replace them with these components. If a spell normally required more than 2 components, it retains the other components as well.
Alchemy: +1/2 class level to Appraise, Craft: Alchemy, Knowledge: Any, Spellcraft, and Use Magic Device checks made to analyze, appraise, craft, identity, repair, or otherwise work with alchemical items and substances.
Bombs: You gain the bombs feature dealing 2d6 damage. Each time you select this ability this damage increases by 2d6.
Mutagen (Su): You can create mutagens.
Poison Resistance (Ex): You have advantage on saving throws against poison and reduce hit point damage from poison effects by your class level, to a minimum of 0. You reduce ability damage/drain from poison effects by half this amount, minimum 0.
Swift Alchemy: You can create alchemical items with astounding speed. It takes you half the normal amount of time to appraise, analyze, alter, and create alchemical items.
Swift Poisoning: You can apply a dose of poison to a weapon as a swift action.
ADVANCED ALCHEMIST POWERS
Advanced Spellcasting: Requires: Spells; Int, Wis, or Cha 17+. Your caster level for your spells increases to your full class level.
Instant Alchemy (Su): You can create an alchemical item as a full-round action if you succeed at the Craft (alchemy) check and have the appropriate resources at hand to fund the creation.
Instant Poison (Su): You must have the Poison Use and Swift Poisoning to select this ability. You can apply poison to a weapon as part of the same action used to draw it or as an imediate action if you already have a weapon drawn.
Persistent Mutagen (Su): The effects of you mutagen can last up to 1 hour per level.
Poison Immunity (Su): You must have Poison Resistance to select this ability. You become immune to poison effects from a source that is equal or lower level and equal or lower mythic tier.
ALCHEMIST TALENTS
You gain a class talent at every even class level. Some can stack their benefits, but you can only take the same talent only up to a number of times equal to half your class level, rounded up. Advanced talents can't be selected until at least 10th level in the class. You select these talents from the list of alchemist discoveries and alchemist anointings.
ALCHEMIST CAPSTONE ABILITY
At 20th level you can gain a grand discovery or take one of the alternate capstone abilities of your choice: Perfect Body Flawless Mind, The Boss, Unstoppable, Vast Explosions, With this Sword, or Won’t Stay Dead.