Alchemist

Their poisons and remedies are unmatched.

LevelBase Attack BonusActions Per TurnSavesSpecial
ReflexFortitudeWill
112101Brewing, Cleansing Mend,
212102Herbalist
322213
422213Spells
532324
632325Pack Mule
743436Healer
843436
953547
1053548Prestige Class: Apothecary or Toxicologist
1163649
1263659
13737510Bonus Feat
14747511
15848612
16848612
17949613
18949714
1910410715Bonus Feat
2010410715
Hit Die: 1D6

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 LevelSpell Levels KnownPlayer LevelSpell Levels Known
40,111
5125
6213
7146
8315
9167
10417
188

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.