A horticulturist spends his time cultivating plants and plant creatures, allowing him to experiment with strange and wondrous herbal concoctions. He’s a friend to the forest, and plant creatures are willing to come to his aid when called.
At 1st level, the horticulturist gains the ability to summon amazing animate plants using alchemically treated seeds. The horticulturist adds summon monster I-VI as 1st- through 6th-level extracts, respectively, to his class extract list. For example, he automatically adds summon monster I to his formula book at 1st level, and adds the higher-level spells to his formula book each time he gains the ability to use extracts of those levels. Using these extracts takes 1 round (as the spell’s normal casting time), and the creature summoned must be placed in a space adjacent to the horticulturist.
The horticulturist can’t use these extracts to summon any of the elementals or outsiders listed on the spells’ summoning tables. Creatures the horticulturist summons with these extracts become creatures with the plant type (gaining low-light vision and immunity to mind-affecting effects, paralysis, poison, polymorph, sleep effects, and stun) rather than their normal type, but their attack bonuses, Hit Dice, saving throws, and skills don’t change.
A horticulturist’s bombs lack the power of traditional alchemists‘ but can be fine-tuned in ways those explosives cannot. The horticulturist’s bombs deal 1d4 points of damage (instead of 1d6), plus 1d4 points of damage for every 2 alchemists levels beyond 1st. When the horticulturist creates a bomb, he can choose for it to affect plants and other creatures normally, or affect only plant creatures, or affect only creatures not of the plant type. This alters the bombs ability.
At 2nd level, the horticulturist learns to speak with all plants. This acts as a constant speak with plants spell.
This ability replaces poison resistance and poison use.
At 4th level, the horticulturist creates a Diminutive or Tiny alchemical plant creature that vaguely resembles a kind of animal suitable for a familiar (such as a bat or cat) and acts as his familiar (granting the horticulturist a skill bonus, the Alertness feat, and so on). The plant familiar has all the abilities of the animal it resembles (for example, a bat-like plant familiar can fly), but is treated as a creature of the plant type and has familiar abilities based on the horticulturist’s alchemist level (though some familiar abilities may be useless to the horticulturist). An alchemist’s extracts and mutagens are considered spells for the purposes of familiar abilities like share spells and deliver touch spells. If a plant familiar is lost or dies, it can be replaced 1 week later through a specialized procedure that costs 200 gp per alchemist level the horticulturist possesses.
The ritual takes 8 hours to complete.
This ability replaces the discovery gained at 4th level.
At 14th level, the horticulturist’s connection with nature allows him to bring down nature’s fury on his opponents. He can cast one of the following spells, chosen at the time of casting, once per day as a spell-like ability: call lightning storm, eagle aerie, or liveoak.
This ability replaces persistent mutagen.
Pathfinder Player Companion: Heroes of the Wild © 2015, Paizo Inc.; Authors: Tyler Beck, Pedro Coelho, Justin Juan, Mikko Kallio, Jason Keeley, Nick Salestrom, and William Thrasher.