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Natural Alchemist



Simple tribal botanists pass what they can from generation to generation. Even the most warlike clan chiefs realize careful cultivation is the key to survival in harsh and unforgiving lands. The long-neglected art of herbalism and the science of alchemy intertwine to create something entirely new—a practice that has flourished and given rise to the renowned natural alchemists.

Hit Die: d6.

Requirements

To qualify to become a natural alchemist, a character must fulfill all the following criteria.

Class Skills

The natural alchemist’s class skills (and the key ability for each skill) are Heal (Wis), Knowledge (nature) (Int), Spellcraft (Int), Survival (Wis), and Use Magic Device (Cha).

Skill Ranks at Each Level: 2 + Int modifier.

Table: Class Name
Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
1st +0 +0 +0 +1 Healing solution +1 level of arcane spellcasting class
2nd +1 +1 +1 +1 Natural discovery +1 level of arcane spellcasting class
3rd +1 +1 +1 +2 Bombs, curative enhancement +1 level of arcane spellcasting class
4th +2 +1 +1 +2 Natural discovery +1 level of arcane spellcasting class
5th +2 +2 +2 +3 Curative enhancement +1 level of arcane spellcasting class
6th +3 +2 +2 +3 Bombs, natural discovery +1 level of arcane spellcasting class
7th +3 +2 +2 +4 Curative enhancement +1 level of arcane spellcasting class
8th +4 +3 +3 +4 Natural discovery +1 level of arcane spellcasting class
9th +4 +3 +3 +5 Bombs, curative enhancement +1 level of arcane spellcasting class
10th +5 +3 +3 +5 Eternal youth +1 level of arcane spellcasting class

Class Features

The following are class features of the natural alchemist prestige class.

Weapon and Armor Proficiency

A natural alchemist gains no additional weapon or armor proficiencies.

Extracts or Spells per Day

When a natural alchemist gains a level, she gains new extracts or spells per day as if she had also gained a level in alchemist or in an arcane spellcasting class to which she belonged before adding the prestige class. She does not, however, gain other benefits a character of that class would have gained, except for additional extracts or spells per day, spells known (if she is a spontaneous caster), and an increased effective caster level for extracts or spells.

If she had more than one arcane spellcasting class before becoming a natural alchemist, or had the alchemist class and an arcane spellcasting class, she must decide to which class she adds the new level for the purpose of determining extracts or spells per day.

Healing Solution (Su)

A natural alchemist learns how to convert magical reagents into life-giving admixtures. As a full-round action, she can convert the magical energies of two extracts or spells of 1st level into a special extract of cure light wounds. This acts as an infused extract, but it must be used before the end of her next turn or its power is lost. At 3rd level and every 2 levels thereafter, a natural alchemist gains the ability to convert extracts or spells into more powerful forms of curative magic:

3rdcure moderate wounds; 5thcure serious wounds; 7thcure critical wounds; 9thbreath of life.

In all cases, the natural alchemist must expend two extracts or spells of the same level as the curative spell in order to complete the conversion.

Natural Discovery

At 2nd level and again at 4th, 6th, and 8th level, a natural alchemist gains a new alchemist discovery from one of the rare natural discoveries below or from the following list: bottled ooze, combine extracts, dilution, elixir of life, enhance potion, eternal potion, extend potion, healing touch, infusion, mummification, preserve organs, sandstone solution, or spontaneous healing.

The natural alchemist must still meet all prerequisites for a natural discovery, including level restrictions. Natural alchemist class levels stack with alchemist levels for the purpose of qualifying for and using these discoveries (but not others). Natural discoveries cannot be selected by characters without natural alchemist levels.

New Discoveries

Bottled Elemental (Su) This functions like the bottled ooze discovery, but allows the natural alchemist to instead reconstitute an elemental that bursts forth when the bottle is broken. Creating a bottled elemental requires an extract 1 level lower than the elemental’s CR (minimum 1st level). The natural alchemist must have the bottled ooze discovery and be at least 8th level before selecting this discovery.

Capture Elemental (Sp) A natural alchemist can capture an elemental inside a specially prepared bottle, vial, or flask, as if using trap the soul as a spell-like ability, though this ability affects only elementals. Preparing the bottle costs 500 gp per Hit Die of the elemental to be trapped and takes 1 day per 1,000 gp of value. If the natural alchemist tries to capture an elemental with too many Hit Dice, the bottle shatters. The natural alchemist must have the bottled elemental discovery and be at least 12th level before selecting this discovery.

Extra Curative Enhancement (Ex) The natural alchemist can select one additional curative enhancement that she can incorporate into her healing solution.

Shared Infusion (Su)

When a natural alchemist creates an infusion extract of a spell that normally affects multiple targets, the extract can affect a number of targets equal to her Intelligence bonus (up to the maximum normally allowed for the spell), though each creature must use a standard action to imbibe the extract. Only creatures that drink from the extract within 1 round of when the first imbiber starts drinking it are affected. A natural alchemist must have the infusion discovery before selecting this discovery.

Bombs: At 3rd level and every 3 levels thereafter, a natural alchemist adds 1d6 points of damage to her bomb damage, gains one additional bomb per day, and treats her alchemist level as 1 higher for the purpose of qualifying for discoveries that affect her bombs. A character without alchemist levels gains the bombs ability of an alchemist whose level is equal to 1/3 her natural alchemist level.

Curative Enhancement (Su)

At 3rd level and every 2 levels thereafter, a natural alchemist can select one curative enhancement. Whenever the natural alchemist creates a healing solution by expending two extracts or spells, she may reduce the amount of hit point damage cured by one step (reducing a healing solution of cure moderate wounds to one of cure light wounds, for instance) in order to apply any number of her curative enhancements to her healing solution. These enhancements can remove conditions caused by curses, diseases, or poisons even if they do not remove the underlying affliction itself; the conditions return after 1 hour unless the curative enhancement actually removes the affliction that causes the condition.

At 3rd level, a natural alchemist can select one of the following conditions that her healing solution can remove: fatigued, shaken, or sickened.

At 5th level, she can also select dazed, diseased (as remove disease), or staggered.

At 7th level, she can also select cursed (as remove curse), exhausted (must already have selected fatigued), frightened (must already have selected shaken), nauseated (must already have selected sickened), or poisoned (as neutralize poison).

At 9th level, she can also select blinded, deafened, paralyzed, or stunned.

Once chosen, a curative enhancement cannot be changed, but the natural alchemist can choose which enhancements (if any) she incorporates each time she prepares a healing solution.

Eternal Youth (Su)

At 10th level, a natural alchemist learns how to formulate an imperfect duplicate of the sun orchid elixir that affects only her. This functions as the eternal youth grand discovery.

Section 15: Copyright Notice

Pathfinder Player Companion: People of the Sands © 2013, Paizo Publishing, LLC; Authors: Shaun Hocking, Rob McCreary, and Jason Nelson.