Alchemist


Alchemist Feats



There’s no sight more beautiful to you than a strange brew bubbling in a beaker, and you consume your ingenious elixirs with abandon. You’re fascinated by uncovering the secrets of science and the natural world, and you’re constantly experimenting in your lab or on the go with inventive concoctions for every eventuality. You are fearless in the face of risk, hurling explosive or toxic creations at your foes. Your unique path toward greatness is lined with alchemical brews that push your mind and body to their limits.



Roleplaying the Alchemist

During Combat Encounters...

You lob bombs at your foes, harry your enemies, and support the rest of your party with potent elixirs. At higher levels, your mutagens warp your body into a resilient and powerful weapon.

During Social Encounters...

You provide knowledge and experience about alchemical items and related secrets, such as poisons and diseases.

While Exploring...

You keep an eye out for trouble with your bombs at the ready, while giving advice on all things alchemical and mysterious.

In Downtime...

You experiment in an alchemical lab, brewing elixirs, making bombs, and furthering your alchemical knowledge.



Key Ability: INTELLIGENCE

At 1st level, your class gives you an ability boost to Intelligence.

Hit Points: 8 plus your Constitution modifier

You increase your maximum number of HP by this number at 1st level and every level thereafter.

Initial Proficiencies

At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.

Perception

Trained in Perception

Saving Throws

Expert in Fortitude & Reflex

Trained in Will

Skills

Trained in Crafting and a number of skills equal to 3 plus your Intelligence modifier

Attacks

Trained in unarmed attacks, simple weapons, and alchemical bombs

Defenses

Trained in unarmored defense, light armor, and medium armor

Class DC

Trained in alchemical class DC

Starting Gear

Price 8 gp, 4 sp, 2 cp; Bulk 3 Bulk, 7 light; Money Left Over 6 gp, 5 sp, 8 cp
Armor studded leather armor
Weapons 20 sling bullets, dagger, sling
Gear backpack, a bedroll, 10 pieces of chalk, flint and steel, 50 feet of rope, 2 weeks’ rations, soap, 5 torches, a waterskin, 2 sets of caltrops, adventurer's pack, alchemist's tools, and a basic crafter's book
Options repair kit (2 gp)




Class Features

You gain these features as an Alchemist. Abilities gained at higher levels list the levels at which you gain them next to the features' names.

Your Level
Class Feature

1

Initial proficiencies, alchemy, basic bombs, formula book, perpetual infusions, powerful alchemy, research field, alchemist feat

2

Alchemist feat, skill feat

3

General feat,  skill increase

4

Alchemist feat, devastating attacks (two dice), skill feat

5

Ability boosts, ancestry feat, field discovery, skill increase

6

Alchemist feat, skill feat

7

Alchemical weapon expertise, general feat, iron will, skill increase

8

Alchemist feat, saving throw potency +1, skill feat

9

Alchemical expertise, alertness, ancestry feat, double brew, skill increase

10

Ability boosts, alchemist feat, skill feat

11

General feat, juggernaut, skill increase

12

Alchemist feat, devastating attacks (three dice), skill feat

13

Ancestry feat, greater field discovery, medium armor expertise, skill increase, weapon specialization

14

Alchemist feat, saving throw potency +2, skill feat

15

Ability boosts, alchemical alacrity, evasion, general feat, skill increase

16

Alchemist feat, skill feat

17

Alchemical mastery, ancestry feat, skill increase

18

Alchemist feat, skill feat

19

Devastating attacks (four dice), general feat, medium armor mastery, skill increase

20

Ability boosts, alchemist feat, saving throw potency +3, skill feat


Alchemist Feats

At 1st level and every even-numbered level thereafter, you gain an alchemist class feat.


Alchemy

You understand the complex interactions of natural and unnatural substances and can concoct alchemical items to meet your needs. You can do this using normal reagents and the Craft activity, or you can use special infused reagents that allow you to craft temporary items quickly and at no cost. Over time, you can create more and more alchemical items for free, and since each of them becomes more and more powerful, you advance in power dramatically, leaving behind those who don't understand your strange science.

You gain the Alchemical Crafting feat, even if you don't meet that feat's prerequisites, and you gain the four common 1st-level alchemical formulas granted by that feat. Alchemical Items can be found here. You can use this feat to create alchemical items as long as you have the items' formulas in your formula book.

Infused Reagents

You infuse reagents with your own alchemical essence, allowing you to create alchemical items at no cost. Each day during your daily preparations, you gain a number of batches of infused reagents equal to your level + your Intelligence modifier. You can use these reagents for either advanced alchemy or Quick Alchemy, described below. Together, these infused reagents have light Bulk.

As soon as you make your next daily preparations, your infused reagents from the previous day's preparations are instantly destroyed, and nonpermanent effects of your previous day's infused items immediately end. While infused reagents are physical objects, they can't be duplicated, preserved, or created in any way other than your daily preparations. Any such artificial reagents lack the infusion and are useless for advanced alchemy or Quick Alchemy.

Advanced Alchemy

During your daily preparations, after producing new infused reagents, you can spend batches of those infused reagents to create infused alchemical items. You don't need to attempt a Crafting check to do this, and you ignore both the number of days typically required to create the items and any alchemical reagent requirements. Your advanced alchemy level is equal to your level. For each batch of infused reagents you spend, choose an alchemical item of your advanced alchemy level or lower that's in your formula book, and make a batch of two of that item. These items have the infused trait and remain potent for 24 hours or until your next daily preparations, whichever comes first.

Quick Alchemy

If you need a specific alchemical item on the fly, you can use your infused reagents to quickly create it with the Quick Alchemy action.

Quick Alchemy [A]

Alchemist
Manipulate

Cost 1 batch of infused reagents
Requirements You have the formula for the alchemical item you're creating, and you're either holding or wearing alchemist's tools.

You swiftly mix up a short-lived alchemical item to use at a moment's notice. You create a single alchemical item of your advanced alchemy level or lower that's in your formula book without having to spend the normal monetary cost in alchemical reagents or needing to attempt a Crafting check. This item has the infused trait, but it remains potent only until the start of your next turn.


Basic Bombs

You can use Quick Alchemy to create a basic bomb. Unlike normal alchemical items created with Quick Alchemy, these bombs have no cost. These bombs deal 1d4 bludgeoning or piercing damage and have the alchemical and bomb traits. Basic Bombs do not deal splash damage and are considered to have a level equal to your level.

At 3rd level, your basic bombs gain a +1 item bonus to attack rolls and deal 2d4 bludgeoning or piercing damage. At 11th level, your basic bombs gain a +2 item bonus to attack rolls and deal 3d4 bludgeoning or piercing damage. At 17th level, your basic bombs gain a +3 item bonus to attack rolls and deal 4d4 bludgeoning or piercing damage.


Formula Book

An alchemist keeps meticulous records of the formulas for every item they can create. You start with a standard formula book worth 10 sp or less for free. The formula book contains the formulas for two common 1st-level alchemical items of your choice, in addition to those you gained from Alchemical Crafting and your research field. Alchemical Items can be found here

Each time you gain a level, you can add the formulas for two common alchemical items to your formula book. These new formulas can be for any level of item you can create. You learn these formulas automatically, but it's also possible to find or buy additional formulas in settlements or from other alchemists, or to invent them with the Inventor feat.

Sample Formula Book

You can choose any 1st-level common alchemical items for your formula book, but the list below contains a good selection of starter formulas. A beginner’s book with these formulas called The Fundamentals of Alchemy has become popular among mainstream alchemists by staying away from controversial topics like mutagens, though it has drawn criticism from fringe alchemists for guiding fledgling alchemists away from more innovative experiments.

Alchemical Item Formulas: Lesser acid flask, lesser alchemist’s fire, lesser antidote, lesser antiplague, lesser cheetah’s elixir, lesser elixir of life, lesser tanglefoot bag, lesser smokestick.


Initial Proficiencies

At 1st level you gain a number of proficiencies that represent your basic training. These proficiencies are noted in at the start of this class.


Perpetual Infusions

You have learned how to create perpetual alchemical infusions that can provide a near-infinite supply of certain simple items. You gain the ability to create two 1st-level alchemical items using Quick Alchemy without spending a batch of infused reagents. The items you can select depend on your research field and must be in your formula book.

Bomber Choose two of the following formulas: lesser acid flask, lesser alchemist’s fire, lesser bottled lightning, lesser frost vial, lesser tanglefoot bag, lesser thunderstone.

Chirurgeon Lesser antidote and lesser antiplague.

Mutagenist Choose two of the following formulas: lesser bestial mutagen, lesser cognitive mutagen, lesser juggernaut mutagen, lesser quicksilver mutagen, lesser serene mutagen, lesser silvertongue mutagen.

Toxicologist Choose two common 1st-level alchemical poisons.

When you reach a level where you could craft the higher level versions of the alchemical items you chose for this feature, you can instead create those higher level versions without spending a batch of infused reagents (moderate at 3rd level, greater at 11th, etc).

Special The Toxicologist chooses two additional poisons that they can craft and have in their formula book at 3rd, 11th, and 17th level.


Powerful Alchemy

Alchemical items you create are particularly potent. When you use Advanced Alchemy or Quick Alchemy to create an infused alchemical item that allows a saving throw, you can change its DC to your class DC.


Research Field

Your inquiries into the alchemical nature of the universe have led you to focus on a particular field of research. You might have a degree from a scientific institute, correspond with other researchers in your field, or work as a genius loner. Choose a field of research.

When using a batch of infused reagents to create items within your research field using advanced alchemy, you create three items instead of two.


Bomber

You specialize in explosions and other violent alchemical reactions. You start with the formulas for two 1st-level alchemical bombs in your formula book, in addition to your other formulas.

When throwing an alchemical bomb with the splash trait, you can deal splash damage to only your primary target instead of the usual splash area.


Chirurgeon

You concentrate on healing others with alchemy. You start with the formulas for two of the following in your formula book, in addition to your other formulas: lesser antidote, lesser antiplague, or minor elixir of life.

As long as your proficiency rank in Medicine is trained or better, you can attempt a Crafting check instead of a Medicine check for any of Medicine's untrained and trained uses.


Mutagenist

You focus on bizarre mutagenic transformations that sacrifice one aspect of a creature's physical or psychological being in order to strengthen another. You start with the formulas for two 1st-level mutagens in your formula book, in addition to your other formulas.

You gain the following free action.

Mutagenic Flashback [FA]

Alchemist

Frequency once per day


You experience a brief resurgence of a mutagen. Choose one mutagen you’ve consumed since your last daily preparations. You gain the effects of that mutagen for 1 minute.


 Toxicologist

You specialize in toxins and venoms of all types. You start with the formulas for two common 1st-level alchemical poisons in your formula book, in addition to your other formulas.

You can apply an injury poison you're holding to a weapon you're wielding as a single action, rather than as a 2-action activity.


Skill Feats (Level 2)

At 2nd level and every 2 levels thereafter, you gain a skill feat (skill feats have the skill trait). You must be trained or better in the corresponding skill to select a skill feat.


General Feats (Level 3)

At 3rd level and every 4 levels thereafter, you gain a general feat.


Skill Increases (Level 3)

At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase either to increase your proficiency rank to trained in one skill you’re untrained in, or to increase your proficiency rank in one skill in which you’re already trained to expert.

At 7th level, you can use skill increases to increase your proficiency rank to master in a skill in which you’re already an expert, and at 15th level, you can use them to increase your proficiency rank to legendary in a skill in which you’re already a master.


Devastating Attacks (Level 4)

At 4th level, your weapon and unarmed Strikes deal two damage dice instead of one. This increases to three at 12th level and to four at 19th level.


Ability Boosts (Level 5)

At 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it’s already 18 or above, or by 2 if it starts below 18.


Ancestry Feats (Level 5)

In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.


Field Discovery (Level 5)

When using advanced alchemy to make an alchemical item in your research field (bombs for a bomber, elixirs for a chirurgen, mutagens for a mutagenist, or poisons for a toxicologist) during your daily preparations, you can use a batch of reagents to create any three of that category of alchemical items instead of just three of the same alchemical item.


Evasion Level 7

You’ve learned to move quickly to avoid explosions, dragons’ breath, and worse. Your proficiency rank for Reflex saves increases to master. When you roll a success on a Reflex save, you get a critical success instead.


Alchemical Weapon Expertise (Level 7)

You’ve trained to more effectively wield the weapons you find in your lab. Your proficiency ranks for simple weapons, unarmed attacks, and alchemical bombs increase to expert.


Iron Will (Level 7)

Your mental defenses are an iron fortress. Your proficiency rank for Will saves increases to expert.


Saving Throw Potency (Level 8)

At 8th level, you gain a +1 potency bonus to saves, increasing to +2 at level 14 and +3 at level 20.


Alchemical Expertise (Level 9)

Constant practice has increased the effectiveness of your concoctions. Your proficiency rank for your alchemist class DC increases to expert.


Alertness (Level 9)

You remain alert to threats around you. Your proficiency rank for Perception increases to expert.


Double Brew (Level 9)

You know your formulas so well that you can concoct two items at once. When using the Quick Alchemy action, instead of spending one batch of infused reagents to create a single item, you can spend up to two batches of infused reagents to make up to two alchemical items as described in that action. These items do not have to be the same.


Juggernaut (Level 11)

Your body has become accustomed to physical hazards and resistant to pathogens and ailments. Your proficiency rank for Fortitude saves increases to master. When you roll a success on a Fortitude save, you get a critical success instead.


Greater Field Discovery (Level 13)

You learn an incredible discovery that advances your understanding of your field.


Bomber

You can increase the splash on your bombs to damage creatures within 10 feet, or 15 feet if you have Expanded Splash.


Chirurgeon

When you use Quick Alchemy to create any type of elixir of life, the creature drinking the elixir gains the maximum Hit Points possible for that elixir, instead of rolling to determine the number of Hit Points regained.


Mutagenist

If you imbibe another mutagen while you are under the effects of a mutagen that you created, you can gain the benefits and the drawbacks of both mutagens at once, despite the fact that they both have the polymorph trait and would not normally function together. If you come under the effects of any further mutagens while benefiting from two mutagens, you lose the benefit of one of the former mutagens of your choice, while retaining the drawbacks of all the mutagens. If you are under the effects of two mutagens and you come under the effect of a non-mutagen polymorph effect, you lose the benefits of the mutagens while retaining the drawbacks of both.


Toxicologist

You can apply two different injury poisons to the same weapon, though not to a piece of ammunition. The two poisons can be up to six levels lower than your level, and you can't use the poisons made without spending a batch of infused reagents via perpetual infusions. Applying the two poisons requires a separate action to apply each poison. Once completed, you combine the two poisons on the weapon into a double poison with the lower of the two poisons' DCs. This double poison is only virulent if both poisons were virulent, and if the poisons have a different number of stages, the double poison has a number of stages equal to the poison with the lower number of stages. The target takes the effects of both poisons for its current stage.


Medium Armor Expertise (Level 13)

You’ve learned how to dodge while wearing medium, light or no armor. Your proficiency ranks for medium armor, light armor, and unarmored defense increase to expert.


Weapon Specialization (Level 13)

You’ve learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you’re a master, and to 4 if you’re legendary.


Alchemical Alacrity (Level 15)

Your comfort in concocting items is such that you can create three at a time. When using the Quick Alchemy action, you can spend up to three batches of infused reagents to make up to three alchemical items as described in that action. These items do not have to be the same, and you automatically stow one of these new items as you create them.


Evasion (Level 15)

You’ve learned to move quickly to avoid explosions, dragon’s breath, and worse. Your proficiency rank for Reflex saves increases to master. When you roll a success on a Reflex save, you get a critical success instead.


Alchemical Mastery (Level 17)

Your alchemical concoctions are incredibly effective. Your proficiency rank for your alchemist class DC increases to master.


Medium Armor Mastery (Level 19)

Your skill with armor improves, increasing your ability to dodge blows. Your proficiency ranks for medium armor, light armor, and unarmored defense increase to master.

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