(Modified my alchemical fighter archetype, after I received some feedback from the Paizo forums)
By experiment with all sorts of alchemical formulas and components, chemists gain the ability to sheathe their weapons in different elements. Possessing a limited number of extracts and discoveries, they can use their alchemy to help their combat prowess. As they progress, chemists also gain immunity to poison and resistances to various energy types.
Role: Having access to both formidable combat ability and a limited amount of extracts, chemists are frontline combatants, smiting their foes with different elements, while bolstering themselves with their extracts.
Hit Die: d10
Starting Wealth: 5d6 x 10 gp (175gp)
Class Skills: A Chemist’s class skills are: Appraise (Int), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (Dungeoneering) (Int), Knowledge (Engineering) (Int), Knowledge (Nature) (Int), Profession (Wis), Ride (Dex), and Survival (Wis).
Skill ranks per level: 4 + int modifier
|Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Special||1st||2nd||3rd||4th|
|1st||+1||+2||+0||+0||Alchemy Study, Alchemical Smite 1/day||–||–||–||–|
|2nd||+2||+3||+0||+0||Poison Resistance +1||–||–||–||–|
|3rd||+3||+3||+1||+1||Bonus Feat or Discovery||–||–||–||–|
|4th||+4||+4||+1||+1||Extracts, Alchemical Smite 2/day||0||–||–||–|
|5th||+5||+4||+1||+1||Improved Alchemy, Poison Resistance +2||1||–||–||–|
|6th||+6/+1||+5||+2||+2||Bonus Feat or Discovery||1||–||–||–|
|7th||+7/+2||+5||+2||+2||Alchemical Smite 3/day||1||0||–||–|
|8th||+8/+3||+6||+2||+2||Poison Resistance +3||1||1||–||–|
|9th||+9/+4||+6||+3||+3||Bonus Feat or Discovery||2||1||–||–|
|10th||+10/+5||+7||+3||+3||Alchemical Smite 4/day||2||1||0||–|
|11th||+11/+6/+1||+7||+3||+3||Poison Resistance +4||2||1||1||–|
|12th||+12/+7/+2||+8||+4||+4||Bonus Feat or Discovery||2||2||1||–|
|13th||+13/+8/+3||+8||+4||+4||Alchemical Defense 5, Alchemical Smite 5/day||3||2||1||0|
|14th||+14/+9/+4||+9||+4||+4||Poison Resistance +5||3||2||1||1|
|15th||+15/+10/+5||+9||+5||+5||Bonus Feat or Discovery||3||2||2||1|
|16th||+16/+11/+6/+1||+10||+5||+5||Alchemical Defense 10, Alchemical Smite 6/day||3||3||2||1|
|18th||+18/+13/+8/+3||+11||+6||+6||Bonus Feat or Discovery||4||3||2||2|
|19th||+19/+14/+9/+4||+11||+6||+6||Alchemical Defense 15, Alchemical Smite 7/day||4||3||3||2|
Weapon and armor proficiencies: Chemists are proficient with simple weapons and all alchemical weapons. They are proficient with all types of armor, and with shields (except tower shields).
Alchemical Smite (Su): Once per day the chemist can cover his weapon with special alchemical substances as a move action, doing so granting all of the chemist’s melee attacks additional elemental damage equal to the chemist’s level. When this ability is activated, the chemist must chose whether the additional damage will be acid, cold, electricity or fire, once chosen it cannot be changed, unless the chemist dismisses the ability (a swift action), and activates it again. This ability lasts for a number of rounds equal to the chemists’ level + his Intelligence modifier. While this ability is activated the weapon used for alchemical smite counts as an alchemical weapon, for the purpose of the master of alchemy class feature. The alchemical smite only functions while the weapon is in the hands of the chemist that activated the ability.
At 4th level and every three levels thereafter, the chemist may use alchemical smite an additional time per day.
Alchemy Study (Ex): Chemists add their level as a circumstance bonus on all Craft (Alchemy) checks when creating alchemical items.
Poison Resistance (Ex): At 2nd level, chemists’ gain a +1 bonus against all poison spells and effects, this bonus increases by +1 every three levels after 2nd. At level 17th, the chemist gains immunity to all types of poisons.
Bonus Feat or Discovery: Beginning at 3rd level and every three levels thereafter, a chemist gains a bonus feat. The feat must be a combat feat or brew potion; these feats are in addition to the feats gained by normal character progression and the chemist must meet all prerequisite for the feat he chooses.
The chemist may, instead choose an alchemist discovery, chosen from the list below: feral mutagen, grand mutagen, greater mutagen, infuse mutagen, infusion, lingering spirit, mummification, mutagen, nauseating flesh, parasitic twin, preserve organs, tentacle, vestigial arm, variable smite*, wings.
The DC of any saving throw called for by a discovery is equal to 10 + ½ the chemist’s level + the chemist’s Intelligence modifier.
The chemist treats his chemist level as his alchemist level for any prerequisite the discovery might possess.
Extracts (Su): At 4th level, chemists learn to prepare a small number of extracts which are drawn from the alchemist formula list. A chemist must prepare his extracts ahead of time.
To learn, prepare, or cast an extract, the chemist must have an Intelligence score equal to at least 10 + the level of the extract. The Difficulty Class for a saving throw against a chemists extract is 10 + the extract level + the chemist’s Intelligence modifier. The effective caster level for all of the chemist’s extracts equals his chemist level -3.
A chemist can cast only a certain number of extracts of each formula level per day. Like other spellcasters the chemist receives bonus extracts per day if he has a high Intelligence score. A chemist may know any number of formulas. He must choose and prepare his extracts ahead of time by getting 8 hours of sleep and spending 1 hour studying his formula book. While studying, the chemist decides which extracts to prepare.
A chemist gains a formula book containing one 1st-level formula of his choice, at level 4. The chemist also selects a number of additional 1st-level extracts equal to his intelligence modifier to add to the formula book. At each new chemist level, he gains two new extracts of any level or levels that he can cast (based on his new chemist level) for his formula book. At any time, a chemist can also add formulas found in other alchemists or chemist formula books to his own.
Improved Alchemy (Ex): A chemist’s alchemical items are more potent that those used by other creatures. Starting at 5nd level, chemist adds half their chemist level to all saving throws allowed by his alchemical weapons or items. This bonus only works for alchemical items used by the chemist.
Alchemical Defense (Su): Testing and sometimes even sampling some of his concoctions, the chemist has become resistant to various types of energy. From level 13th and onward the chemist gains resistance 5 to acid, cold, fire and electricity. At level 16th those resistances increase to 10 and at level 19th they increase to 15.
Master of Alchemy (Ex): At level 20th, all alchemical weapons the chemist uses have their threat range doubled (this ability does not stack with feats or other abilities that double threat range), their damage improved by one step, and their critical multiplier increased by 1. Furthermore, alchemical weapons he is wielding cannot be sundered or disarmed.
Variable Smite (Su): As a move action, the chemist may change the element of his alchemical smite. However, doing so costs the chemist an additional turn of his alchemical smite.
New Alchemical Weapons
|One-handed Melee Weapons||Price||Dmg||Critical||Type||Special|
|Caustic Palm||100gp||1d8||x2||Acid||See text|
|Chilled Scourge||100gp||1d8||x2||Cold||See text|
|Lightning Rod||100gp||1d8||x2||Electricity||See text|
Caustic Palm: This glove has a special compartment in the palm area that when opened (a move action) and exposed to oxygen, it begins to seep caustic acid. Attacks with the palm are melee touch attacks. The palm deals 1d8 points of acid damage (your Strength modifier does not apply to the damage).
Once opened, the palm lasts for 1 minute. Crafting this item is a DC 25 Craft (alchemy) check.
Chilled Scourge: This sealed tube contains a special liquid that when opened (a move action) and mixed with air creates an expanding gelatinous substance that flash freezes anything it touches. Attacks with the scourge are melee touch attacks. The scourge deals 1d8 points of cold damage (your Strength modifier does not apply to the damage).
Once opened, the scourge lasts for 1 minute. Crafting this item is a DC 25 Craft (alchemy) check.
Lightning Rod: This long copper tube contains various stones and materials inside, that when shaken vigorously (a move action) creates small bursts of electricity from its smaller end. Attacks with the rod are melee touch attacks. The rod deals 1d8 points of electric damage (your Strength modifier does not apply to the damage).
Once activated, the rod lasts for 1 minute. Crafting this item is a DC 25 Craft (alchemy) check
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