Their poisons and remedies are unmatched.
| Level | Base Attack Bonus | Actions Per Turn | Saves | Special | ||
| Reflex | Fortitude | Will | ||||
| 1 | 1 | 2 | 1 | 0 | 1 | Brewing, Cleansing Mend, |
| 2 | 1 | 2 | 1 | 0 | 2 | Herbalist |
| 3 | 2 | 2 | 2 | 1 | 3 | |
| 4 | 2 | 2 | 2 | 1 | 3 | Spells |
| 5 | 3 | 2 | 3 | 2 | 4 | |
| 6 | 3 | 2 | 3 | 2 | 5 | Pack Mule |
| 7 | 4 | 3 | 4 | 3 | 6 | Healer |
| 8 | 4 | 3 | 4 | 3 | 6 | |
| 9 | 5 | 3 | 5 | 4 | 7 | |
| 10 | 5 | 3 | 5 | 4 | 8 | Prestige Class: Apothecary or Toxicologist |
| 11 | 6 | 3 | 6 | 4 | 9 | |
| 12 | 6 | 3 | 6 | 5 | 9 | |
| 13 | 7 | 3 | 7 | 5 | 10 | Bonus Feat |
| 14 | 7 | 4 | 7 | 5 | 11 | |
| 15 | 8 | 4 | 8 | 6 | 12 | |
| 16 | 8 | 4 | 8 | 6 | 12 | |
| 17 | 9 | 4 | 9 | 6 | 13 | |
| 18 | 9 | 4 | 9 | 7 | 14 | |
| 19 | 10 | 4 | 10 | 7 | 15 | Bonus Feat |
| 20 | 10 | 4 | 10 | 7 | 15 | |
Skills: 4 + int mod (x4 at first level)
Class Skills: Craft, Burgling, Sleight of Hand, Stealth, Arcana, History, Investigation, Nature, Religion, Insight, Medicine, Perception, Survival, Deception, and Persuasion
Weapon Proficiencies: None
Special
Brewing: Gain Craft:Alchemy as a class skill. You may brew Basic Potions with supplies from the surrounding wilderness. The Potions are as follows:
- Goodberry Potion: Heals the user for (wis mod)d4 HP
- Brigand’s Brew: Deals (wis mod)d4 damage to target when thrown. Melts most metals.
- Hermes Draught: Increases user’s Speed by 5 for wis mod rounds.
- Keen Cold One: Increases user’s Perception by 5 for wis mod rounds.
- Holy Water: in a radius of 5 feet, Deals 1d10 Damage to Undead, and heals living creatures for 1d4 HP.
- Rogue’s Brew: Increases user’s Stealth by 5 for wis mod rounds.
- Clairvoyance: Gain back 1 Spell cast each day.
Big Witch’s Bane: If consumed, Deals (wis mod)d10 damage. - Molotov Cocktail: Deals 1d4 fire damage in a radius of 10 feet. May only be thrown.
You may also craft potions of your own design as well with ingredients found in the wild. To create a potion combine either:
- 2 of any ingredient: creates a potion with both ingredients stats combined
- Up to 5 of any ingredient that has the same effect: creates a potion with all ingredients stats combined, except for stats not found on all ingredients.
Once per day, you may brew a number of potions equal to your Alchemy check divided by 5 (rounded down) during that time with one batch of ingredients. Potion effects last wis mod (the wisdom modifier of the brewer) rounds unless otherwise specified.
Cleansing Mend: Heal for 1d6+int mod damage, and remove all debuff from the target. You can use this Int mod times per day.
Herbalist: You may find herbs while on land. Herbs may be combined to make more powerful potions (see brewing above). If there are herbs unique to the region, you may gather a number of herbs equal to your Nature check divided by 5 (rounded down) during that time. If there are no herbs unique to the region, roll a d4 and see below for default herbs.
1: Hazel Leaf: Heals 4 damage
2: Golden Root: Gain +3 on your next save
3: Strength Herb: Gain +3 on your next athletic or acrobatic check
4: 2 Hazel Leaves: Heals 4 damage each
Spells: Alchemists gain the ability to cast level 0 and level 1 spells at level 4, and may cast an additional level spell every 2 levels after that. See below for details.
| Player Level | Spell Levels Known | Player Level | Spell Levels Known | |
| 4 | 0,1 | 11 | ||
| 5 | 12 | 5 | ||
| 6 | 2 | 13 | ||
| 7 | 14 | 6 | ||
| 8 | 3 | 15 | ||
| 9 | 16 | 7 | ||
| 10 | 4 | 17 | ||
| 18 | 8 |
Alchemists may memorize up to wis mod spells to cast from memory, and they may cast the same amount of spells each day. It requires a full rest to change these out with spells you have written down. You may cast other spells, however, you must read off of scrolls or a spells book. You may not cast spells while wearing Medium or heavy armor. Click here for a complete list of spells.
Pack Mule: Increase your carrying capacity by 5.
Extra Strength: Instead of the standard brew, you may brew a single potion. If you do, this potion either:
Gains +10 to damage (or HP if its a healing potion)
Prestige Class: Apothecary or Toxicologist
Choose one:
Apothecary: Double the effectiveness of healing potions you brew.
Double the Duration of buffs on buff potions you brew.
Gain +5 Misc mod to Medicine checks.
Toxicologist: Double the effectiveness of damage potions you brew.
Healing potions you brew within 30 feet may be turned to poison potions, cause debuffs
and damage equal to the originals.
Gain +5 to Stealth
Bonus Feat: Gain a bonus Feat.