Legendary Alchemist

In a roleplaying game, an alchemist is varied concept which can be represented in many ways. From the brutal experimentalist who modifies their own body to the mad bomber whose glee while creating explosions cannot be matched. But the driving focus of all alchemist is often the same; the acquisition of knowledge. What separates an alchemist from a common adventurer is the thrill of discovery, the rush experienced when finding out a new piece of information that was thought unobtainable. While the avenues they travel to gain this knowledge vary wildly, the greatest treasure an alchemist can receive is information, and what better laboratory than the bloodsoaked fields of battle?

Whether secreted away in a smoky basement laboratory or gleefully experimenting in a well-respected school of magic, the alchemist is often regarded as being just as unstable, unpredictable, and dangerous as the concoctions they brew.

While some creators of alchemical items content themselves with sedentary lives as merchants, providing tindertwigs and smokesticks, the true alchemist answers a deeper calling.

Rather than cast magic like a spellcaster, the alchemist captures their own magic potential within liquids and extracts he creates, infusing their chemicals with virulent power to grant themselves impressive skill with poisons, explosives, constructs, and all manner of self-transformative magic.

While the legendary alchemist shares some similarities with its base class, the largest changes to the class are its ability to specialize in unique alchemical disciplines, giving the class a unique focus from the start. The result is a class that feels far more thematically cohesive as well as mechanically focused, allowing for players to more easily embrace their concepts from the start. With unique and rebalanced discoveries, archetypes, and abilities, the legendary alchemist has a very unique niche in adventuring groups, allowing it to shine in any party.

Role: The alchemist’s reputation is not softened by their exuberance (some would say dangerous recklessness) in perfecting their magical extracts and potion-like creations, infusing these substances with magic siphoned from their aura and using their own body as experimental stock. Nor is it mollified by the alchemist’s almost gleeful passion for building explosive bombs and discovering strange new poisons and methods for their use. These traits, while making them a liability and risk for most civilized organizations and institutions of higher learning, seem to fit quite well with most adventuring groups.

Alignment: Any.

Hit Die: d8.

Starting Wealth: 5d6 x 10 gp (average 175 gp). In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills

The alchemist’s class skills are Appraise (Int), Craft (any) (Int), Disable Device (Dex), Fly (Dex), Heal (Wis), Knowledge (arcana) (Int), Knowledge (engineering) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex) Survival(Wis), Use Magic Device (Cha).

Skill Ranks per Level: 4 + Int modifier.

Table 1-1: Legendary Alchemist
Level Base Attack Bonus Fort Save Ref Save Will Save Special Extracts per Day
1st 2nd 3rd 4th 5th 6th
1st +0 +2 +2 +0 Alchemy, alchemical discipline, bombs, extracts, quintessence, throw anything 1
2nd +1 +3 +3 +0 Alchemical weapon, discovery, poison resistance +2 2
3rd +2 +3 +3 +1 Alchemical fusion, brew potion, swift alchemy 3
4th +3 +4 +4 +1 Discovery, quintessence surge +1 3 1
5th +3 +4 +4 +1 Alchemical study, discipline breakthrough, poison resistance +4 4 2
6th +4 +5 +5 +2 Discovery 4 3
7th +5 +5 +5 +2 Multibomb 4 3 1
8th +6/+1 +6 +6 +2 Discovery, poison resistance +6, quintessence surge +2 4 4 2
9th +6/+1 +6 +6 +3 Discipline defense 5 4 3
10th +7/+2 +7 +7 +3 Discovery, poison immunity 5 4 3 1
11th +8/+3 +7 +7 +3 Discipline breakthrough, empowered bomb 5 4 4 2
12th +9/+4 +8 +8 +4 Discovery, quintessence surge +3 5 5 4 3
13th +9/+4 +8 +8 +4 Instant alchemy 5 5 4 3 1
14th +10/+5 +9 +9 +4 Discovery 5 5 4 4 2
15th +11/+6/+1 +9 +9 +5 Flurry bomb 5 5 5 4 3
16th +12/+7/+2 +10 +10 +5 Discovery, quintessence surge +4 5 5 5 4 3 1
17th +12/+7/+2 +10 +10 +5 Discipline breakthrough 5 5 5 4 4 2
18th +13/+8/+3 +11 +11 +6 Discovery 5 5 5 5 4 3
19th +14/+9/+4 +11 +11 +6 Discipline defense, ultimate bomb 5 5 5 5 5 4
20th +15/+10/+5 +12 +12 +6 Grand discovery, quintessence surge +5 5 5 5 5 5 5

Class Features

The following are class features of the alchemist.

Weapon and Armor Proficiencies

Alchemists are proficient with all simple weapons, crossbows, and weapons with ‘alchemical’ in their name.

They are also proficient with light armor and bucklers.

Alchemy (Su)

When using craft (alchemy) to create an alchemical item, an alchemist gains a competence bonus equal to their class level on the Craft (alchemy) check. In addition, an alchemist can use Craft (alchemy) to identify potions as if using detect magic. They must hold the potion for 1 round to make such a check. In addition, whenever an alchemist uses an alchemical item as a weapon or otherwise, its DC is increased to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier (unless it would normally be higher). An alchemist can draw alchemical items (such as alchemist’s fire) as a part of making an attack with them, rather than requiring a move action to do so.

An alchemist can spend 1 point of quintessence as a swift action to cause an alchemical item to deal an additional die of damage (an alchemist fire would deal 2d6 damage, while bottled lightning would deal 2d8 damage), this effect lasts until the end of the alchemist’s next turn. At 5th level and every five levels afterwards, whenever the alchemist spends quintessence for this ability, they increase the damage by an additional damage die, up to a maximum of five additional damage dice at 20th level.

Extracts (Su)

Alchemists are not only masters of creating mundane alchemical substances such as alchemist’s fire and smokesticks, but also of fashioning magical potion-like extracts in which they can store spell effects. In effect, an alchemist prepares their spells by mixing ingredients into a number of extracts, and then “casts” their spells by drinking the extract. In many ways, extracts behave like spells in potion form, and as such their effects can be dispelled by effects like detect magic using the alchemist’s level as the caster level.

Unlike potions, though, extracts can have powerful effects and duplicate spells that a potion normally could not.

An alchemist can create only a certain number of extracts of each level per day. Their base daily allotment of extracts is given on Table 1-1: Alchemist. In addition, they receive bonus extracts per day if they have a high Intelligence score, in the same way a wizard receives bonus spells per day. When an alchemist mixes an extract, they infuse the chemicals and reagents in the extract with magic siphoned from their own magical aura. An extract, once created, remains potent for 1 day before becoming inert, so an alchemist must re-prepare their extracts every day. In addition, an extract can be used by any creature who possesses it. Mixing an extract takes 1 minute of work—most alchemists prepare many extracts at the start of the day or just before going on an adventure, but it’s not uncommon for an alchemist to keep some (or even all) of their daily extract slots open so that they can prepare extracts in the field as needed.

Although the alchemist doesn’t actually cast spells, they do have a formulae list that determines what extracts they can create. An alchemist can utilize spell-trigger items if the spell appears on their formulae list, but not spell-completion items (unless they use Use Magic Device to do so). An extract is “cast” by drinking it, as if imbibing a potion—the effects of an extract exactly duplicate the spell upon which its formula is based, save that the spell always affects only the creature who drinks the extract even if it would normally be able to target multiple creatures (although alchemists with the inhaled extracts discovery [see below] can affect multiple people with their extracts, regardless of if it would normally only target a single creature) . The alchemist uses their level as the caster level to determine any effect based on caster level.

Creating extracts consumes raw materials, but the cost of these materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements (alchemist extracts that duplicate divine spells never have a divine focus requirement). An alchemist can prepare an extract of any formula they know.

To learn or use an extract, an alchemist must have an Intelligence score equal to at least 10 + the extract’s level.

The Difficulty class for a saving throw against an alchemist’s extract is 10 + the extract level + the alchemist’s Intelligence modifier. An alchemist may know any number of formulae.

They store their formulae in a special tome called a formula book. They must refer to this book whenever they prepare an extract but not when they consume it. An alchemist begins play with two 1st level formulae of their choice, plus a number of additional formulae equal to their Intelligence modifier. At each new alchemist level, they gain one new formula of any level that they can create. An alchemist can also add formulae to their book just like a wizard adds spells to their spellbook, using the same costs and time requirements. An alchemist can study a wizard’s spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An alchemist does not need to decipher arcane writings before copying them. An alchemist is treated as a spellcaster for the purpose of taking item creation feats, using their class level as their caster level.

They are not treated as knowing any spells for the purpose of prerequisites of magic item creation.

Quintessence (Su)

While the majority of the alchemist’s research is based upon science, to truly tap into the unknown, the alchemist needs to put a part of themselves into their research in the form of quintessence. The alchemist uses this mystic resource as a catalyst to bridge the gap between the supernatural and science, allowing them to create something more powerful than the sum of its parts. An alchemist possesses an amount of quintessence equal to their Intelligence modifier; at 2nd level and every three levels afterwards, they gain an additional point of quintessence.

Some class features and discoveries will require the alchemist to spend a listed amount of quintessence. An alchemist’s quintessence pool refreshes each day, typically after they get a restful night’s sleep.

Alchemical Discipline (Su)

At 1st level, an alchemist must focus on a particular path of alchemy, devoting their time and resources towards mastering it. Each discipline possesses its own unique abilities and discoveries, allowing for the alchemist to expand upon their abilities in interesting and unique ways. Disciplines are described below.

Bomb (Su)

Alchemists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies. An alchemist can create a single bomb per round.

Bombs are unstable, and if not used in the round they are created, they degrade and become inert—their method of creation prevents large volumes of explosive material from being created and stored. In order to create a bomb, the alchemist must use a small vial containing an ounce of liquid catalyst—the alchemist can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster’s component pouch. Once created, a catalyst vial remains usable by the alchemist for years.

Drawing the components of, creating, and throwing a bomb can be done as an attack action (if being used with Spheres of Might, it is instead treated as a special attack action) that does not provoke an attack of opportunity (although making a ranged attack provokes an attack of opportunity as normal).

Thrown bombs have a range of 30 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. An alchemist is automatically proficient with all bombs they create. On a direct hit, an alchemist’s bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist’s Intelligence modifier (the alchemist’s Intelligence modifier is only applied once to the bomb’s damage). The damage of an alchemist’s bomb increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from an alchemist’s bomb is always equal to the bomb’s minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage).

Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist’s level + their Intelligence modifier. Due to the alchemist’s bond with their bombs, they are always aware if a creature within 60 feet of themselves has failed a saving throw against their bombs.

Alchemists can learn new types of bombs as [substance] or [shape] discoveries (see the Discovery ability) as they level up.

An alchemist must spend an amount of quintessence listed in each bomb’s description (if any) to apply a discovery to their bomb. An alchemist’s bomb, like an extract, becomes inert if used or carried by anyone else.

Throw Anything (Ex)

All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds their Intelligence modifier to damage done with splash weapons (this does not effect bombs, as they already add the alchemist’s Intelligence modifier to damage), including the splash damage if any.

Poison Resistance (Ex)

At 2nd level, an alchemist gains a +2 bonus on all saving throws against poison. This bonus increases to +4 at 5th level, and then again to +6 at 8th level.

At 10th level, an alchemist becomes completely immune to poison.

Alchemical Weapon (Ex)

At 2nd level, an alchemist can infuse a weapon or piece of ammunition with a single harmful alchemical liquid or powder, such as alchemist’s fire or sneezing powder, as a move action.

This action consumes the alchemical item but transfers its effect to the weapon in question. The alchemical item takes full effect on the next creature struck by the weapon, but does not splash, spread, affect additional targets, or benefit from any other effects that specifically affect splash weapons, nor does it gain the additional damage from Throw Anything.

Any extra damage added is not doubled on a critical hit.

The alchemical treatment causes no harm to the weapon treated and wears off 1 minute after being applied if no blow is struck. Infusing a new alchemical item also removes the effect of any alchemical liquid or powder previously applied with this ability. At 6th level, a alchemist can use their alchemical weapon ability as a swift action. At 15th level, this ability becomes a free action.

Discoveries (Ex)

At 2nd level, and then every two levels thereafter (up to 18th level), an alchemist makes an incredible alchemical discovery. Unless otherwise noted, an alchemist cannot select an individual discovery more than once.

Some discoveries can only be made if the alchemist has met certain prerequisites first, such as uncovering other discoveries. The DC of any saving throw called for by a discovery is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier.

Alchemical Fusion (Ex)

At 3rd level, a alchemist can combine two alchemical splash weapons (holy water and unholy water are treated as alchemical splash weapons for the purpose of this ability)into a single flask; doing so takes 1 minute. When thrown as a splash weapon, the mixture has the effects of both component substances and creatures are affected as if hit by both. The mixture becomes inert after 24 hour unless the alchemist spends 1 minute to separate the materials into individual containers, and only liquids may be mixed with this ability. This ability does not work on potions, elixirs, extracts, or other such materials. Mixing a substance with a similar or identical substance (such as alchemist’s fire with alchemist’s fire) doubles that item’s effect and duration. A mixture cannot be combined with another mixture, including mixtures created with other items, such as a hybridization funnel. A mixture cannot be used with the alchemy ability to increase its damage or the alchemical weapon class feature.

Brew Potion (Ex)

At 3rd level, alchemists receive Brew Potion as a bonus feat. An alchemist can brew potions of any formulae they know (up to 3rd level), using their alchemist level as their caster level. The spell must be one that can be made into a potion. The alchemist does not need to meet the prerequisites for this feat.

Swift Alchemy (Ex)

At 3rd level, an alchemist can create alchemical items with astounding speed.

It takes an alchemist half the normal amount of time to create alchemical items, and they can apply poison to a weapon as a move action.

Quintessence Surge (Su)

At 4th level, the alchemist can spend 1 quintessence as a free action. If they do, they gain a +1 alchemical bonus on all attack rolls for 1 minute. At 8th level and every four levels afterwards, this alchemical bonus increases by 1 (to a maximum of +5 at 20th level).

Alchemical Study (Ex)

At 5th level, an alchemist gains the skill unlock for Craft (alchemy).

Discipline Breakthrough (Ex)

At 5th level and every six levels afterwards, a alchemist experiences an incredible breakthrough in the field of their discovery. An alchemist gains the listed benefit for their discipline.

Alchemical Disciplines

An alchemist can select the following disciplines.

Mutagenic

Mutagenic discipline alchemists gain the following class feature:

Mutagen (Su)

At 1st level, a mutagenic alchemist discovers how to create a mutagen that they can imbibe in order to heighten their physical prowess at the cost of their personality. The mutagenic alchemist must spend 1 point of quintessence and 10 minutes to brew a dose of mutagen, and once brewed, it remains potent until 24 hours have passed, becoming inert after that. A mutagenic alchemist can create as many mutagens as they wish at a time, allowing them to create backups. A mutagen that is not in an alchemist’s possession becomes inert until an alchemist picks it up again.

When a mutagenic alchemist brews a mutagen, they select one physical ability score—either Strength, Dexterity, or Constitution. It’s a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the mutagenic alchemist to grow bulkier and more bestial, granting them a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level.

A non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist’s mutagen if they drink it. (Although if the other alchemist creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a mutagen do not stack. Whenever a mutagenic alchemist drinks a mutagen, the effects of any previous mutagen immediately end.

At 10th level, the mutagenic alchemist’s mutagen now grants a +4 natural armor bonus, a +6 alchemical bonus to one physical ability score (Strength, Dexterity, or Constitution), and a +4 alchemical bonus to a second physical ability score.

At 16th level, the mutagenic alchemist’s mutagen now grants a +6 natural armor bonus, a +8 alchemical bonus to one ability score (Strength, Dexterity, or Constitution), a +6 alchemical bonus to a second physical ability score, and a +4 alchemical bonus to a third physical ability score.

Discipline Breakthroughs

5th

Unstoppable Mutagen (Ex)

Whenever a mutagenic alchemist imbibes their mutagen, they gain a number of temporary hit points equal to their class level + their Intelligence modifier for the duration of their mutagen. The alchemist can spend 1 point of quintessence to restore these temporary hit points as a free action at the beginning of their turn. In addition, their mutagen is treated as an extraordinary effect.

11th

Enduring Mutagen (Ex)

The mutagenic alchemist can spend 1 additional point of quintessence when creating a mutagen to cause its effects to last for 1 hour per alchemist level. In addition, the mutagenic alchemist can spend 1 minute to suppress the effects of their mutagen. While suppressed, the mutagenic alchemists can spend a full-round action to regain the benefits of their mutagen.

17th

Perfect Mutagen (Ex)

A mutagenic alchemist reduces the cost of their mutagen to 0 (applying enduring mutagen still requires them to spend 1 point of quintessence), although they can only have a number of mutagens active equal to their Intelligence modifier. In addition, they reduce the quintessence cost of their of all [evolution] discoveries by 1 (to a minimum of 1). While under the effects of their mutagen, if the mutagenic alchemist makes a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, they instead avoid the effect entirely.

Tinker

A tinker alchemist gains the following abilities:

Automaton (Ex)

At 1st level, a tinker alchemist gains the ability to create a powerful mechanical ally called an automaton. This being’s nature—whether of fleshcraft, gears, or alchemical hydraulics—may vary depending on the alchemist that created it, and its form may mimic any creature or be entirely fantastical but it is always obvious that it is not a natural creature unless somehow disguised.

Automata are normally passive, taking only a single move action each round. If the alchemist actively commands their automaton, however, it may take a full round of actions (move, standard, and swift) that round. Commanding an automaton is a standard action that requires the alchemist to be within 100 feet of their automaton and to be able to communicate with it in some way, whether by speech, signs, or some more exotic means. By spending a point of quintessence, the alchemist may instead command it as a free action; if they do so, the command allows the automaton to take a full round of actions each round for a number of rounds equal to the alchemist’s Intelligence modifier.

Only the alchemist that created it may command their automaton in this way; if another creature somehow gains control of the automaton, it can only ever take a move action each round. Even if the alchemist does not actively command their automaton, it follows its master’s wishes to the best of its abilities, and the alchemist may communicate their wishes in any way they could communicate with other creatures.

Should the automaton be destroyed, it may be repaired by the alchemist spending 100 gp worth of alchemical substances and 8 hours of work. Alternatively, the alchemist may create a completely new automaton by spending 24 hours of work and 300 gp worth of alchemical substances; any automaton they previously had becomes irreversibly non-functional. This allows the alchemist to choose new customizations and even base forms, if they so choose.

Full details on how automata work can be found in the automata section.

Crafter Savant

A tinker alchemist chooses a Craft skill relevant to the creation of their automaton, such as armor, machinery, metalwork, or gemcutting. They gain a competence bonus equal to their class level on skill checks with that Craft skill. They may repair their automaton using that skill. They make a Craft check and restore hit points equal to the result. This takes 1 hour.

Discipline Breakthroughs

5th

Invigorating Command (Ex)

When a tinker alchemist spends quintessence to command their automaton, they gain a +10 feet enhancement bonus to their movement speed, a +1 dodge bonus to AC, and a +1 bonus to saving throws for a number of rounds equal to the tinker alchemist’s Intelligence modifier.

These bonuses increase to +20 feet and +2 at 10th level and +30 feet and +3 at 20th level.

11th

Bulwark Automaton (Ex)

As an immediate action when a tinker alchemist is targeted with a weapon or natural attack and their automaton is within twice its movement speed of the alchemist a tinker alchemist may call their automaton to their side. The attack, and any other such attacks the attacker attempts to make against the alchemist until the end of its turn, targets the automaton instead. The alchemist may use this ability after an attack is rolled, but before the result is revealed.

17th

Semblance of Cognition (Ex)

A tinker alchemist no longer needs to spend quintessence to command their automaton as a free action. If they have Invigorating Command, they gain the bonuses from that breakthrough whenever they command their automaton.

Toxicologist

A toxicologist alchemist gains the following ability:

Poisoner (Ex)

A toxicologist alchemist can create a variety of toxins, a special type of poison like tools. Doing so costs 1 point of quintessence and 10 minutes to create a number of toxins equal to the toxicologist alchemist’s Intelligence modifier, each toxin being placed inside of a vial or other similar receptacle that is not exposed to open air. A toxicologist alchemist can never possess an amount of toxins greater than their Intelligence modifier, and toxins remain potent for 24 hours before becoming inert, although they become inert 1 round after being exposed to open air. The toxicologist alchemist can prevent this by applying it to a weapon; drawing and applying a toxin to a weapon can be done as a move action, the toxin remaining active for a number of rounds equal to the toxicologist alchemist’s Intelligence modifier (this can be done by characters with the Use Poison class feature). a character without the use poison or poisoner class feature cannot apply a toxin to a weapon, automatically exposing themselves to the poison when attempting to do so. Due to the toxicologist alchemist’s bond with their toxins, they are always aware if a creature within 60 feet of themselves has failed a saving throw against their toxins.

When a toxin is created, the toxicologist alchemist can decide the method in which the toxin is delivered, being either inhaled, contact, or digested. When inside of their vials, thrown toxins have a range of 30 feet and use the Throw Splash Weapon special attack, lasting for 1 round before evaporating into harmless smoke, and a thrown toxin covers a 5 foot square. The toxicologist alchemist can modify their poisons with [additive] discoveries, causing the effects of the toxin to change accordingly; these discoveries are applied when the toxin is created.

The toxicologist alchemist is immune to their own toxin unless they decide otherwise upon creating it, but any creature exposed to this toxin (according to its type) must succeed at a Fortitude save (DC = 10 + 1/2 the alchemist’s class level + the alchemist’s Intelligence modifier). On a failed save, the target takes an amount of damage equal to the toxicologist alchemist’s Intelligence modifier and is sickened for 1 minute, and the toxicologist alchemist can decide to create a toxin which does not deal damage. A creature can only be exposed to a single toxin from a toxicologist alchemist each round (multiple toxicologist alchemists can affect the same creature in a round); if a creature is exposed to additional toxins in the same round, they are unaffected by it. This is a poison effect.

At 6th level, a toxicologist can apply a toxin to a weapon as a swift action and a toxin applied to a weapon remains active for a number of minutes equal to the toxicologist alchemist’s Intelligence modifier. At 12th level, a toxicologist alchemist can apply two [additive] talents to a single toxin, each requiring their own successful saving throw to avoid their effects (if the toxins require saving throws). At 18th level, the toxicologist alchemist can select a single [additive] talent applied to their toxin, a creature who successfully makes a saving throw against that toxin must make an additional saving throw against that discovery at the beginning of their next turn; passing this additional saving throw does not force them to make another saving throw against that poison.

Discipline Breakthroughs

5th

Poison Absorption (Ex)

A toxicologist alchemist can absorb any poison or toxin in their possession into themselves without suffering its effects; although they can only have one such poison at a time. A number of times per day equal to 1/2 their alchemist level, they can metabolize a poison or toxin inside of themselves as a move action, recovering a number of hit points equal to their class level + their Intelligence modifier. Whenever a toxicologist alchemist is exposed to a poison which is not in their possession (but not a poison effect), if they successfully save against its effects, they can absorb that poison as a free action (if the toxicologist alchemist is immune to poison, they can choose to absorb it or not). Any poison or toxin absorbed by the toxicologist alchemist disperses from their body after 8 hours of rest.

11th

Poison Adaptation (Ex)

A toxicologist alchemist can have a number of poisons or toxins absorbed into themselves equal to their Intelligence modifier. In addition, they can apply poison or toxins (including absorbed poison and toxins) to a weapon as a free action once per round; they can instead spend a swift action to do this. If they do so, the poison or toxin’s DC is increased by +2. A toxicologist alchemist can also metabolize a poison as a swift action.

17th

Poison Assimilation (Ex)

Whenever a toxicologist alchemist uses a swift action to apply a toxin to a weapon, any creature exposed to that toxin must roll two saving throws instead of one, taking the lower result. In addition, if the toxicologist alchemist has the poison absorption discipline breakthrough, whenever they recover hit points from metabolizing a poison, they can make a saving throw against one ongoing condition from which they are suffering, instantly ending that condition if the saving throw is successful.

Multi Bomb (Ex)

At 5th level, whenever an alchemist creates a bomb, they can create two bombs, being able to attack with both as a part of their attack action. This second bomb takes a -5 penalty to its attack roll, is not treated as an attack action, and the alchemist cannot apply a substance discovery to this bomb

Discipline Defense (Ex)

At 9th level and again at 19th level, an alchemist gains a unique defensive ability based on their chosen discipline: 9th level

Mutagenic: The alchemist gains a bonus to saving throws against transmutation effects equal to 1/2 their class level and gains DR overcome by adamantine equal to 1/3 their class level while under the effects of their mutagen.

Tinker: The alchemist gains a 50% chance to negate critical hits and sneak attacks.

Toxicologist: Whenever an alchemist would be poisoned by a living creature that is within their reach, the creature attempting to poison them must also make a saving throw against that poison or be poisoned themselves. In addition, the alchemist gains acid resist equal to 1/2 their class level

19th

Mutagenic: The alchemist becomes immune to transmutation effects, although they can chose to allow a transmutation effect affect them.

Tinker: The alchemist becomes immune to critical hits and sneak attack.

Toxicologist: All allies within 60 feet of the alchemist are immune to poison and the alchemist becomes immune to acid damage.

Empowered Bomb (Ex)

At 11th level, if the alchemist spends 1 or more quintessence applying a discovery to a bomb, the damage die of the alchemist’s bombs increases to 1d8 until the end of their round.

Flurry Bomb (Ex)

At 15th level, whenever an alchemist creates a bomb, they can create three bombs, being able to attack with all three as a part of their attack action. These extra bombs takes a -5 penalty to their attack roll, are not treated as an attack action, and the alchemist cannot apply a substance discovery to them bombs.

Instant Alchemy (Ex)

At 18th level, an alchemist can create alchemical items with almost supernatural speed. They can create any alchemical item as a full-round action if they succeed at the Craft (alchemy) check and have the appropriate resources at hand to fund the creation.

Ultimate Bomb (Ex)

At 19th level, an alchemist can spend 2 quintessence to create an ultimate bomb. An ultimate bomb deals three times the damage of a normal bomb and any saving throw the bomb may have associated with it increases by 2 (the ultimate bomb’s base damage is treated as 3d6+ three times the alchemist’s Intelligence score). The alchemist can also add a second [substance] discovery to it; if the two discoveries would deal different types of damage, this bomb deals both damage types. An ultimate bomb cannot be used with the flurry bomb class feature, but it can be used with multi bomb.

Grand Discovery (Su)

At 20th level, the alchemist makes a grand discovery. They immediately learn two normal discoveries, but also learns a third discovery chosen from the list below, representing a truly astounding alchemical breakthrough of significant import. For many alchemists, the promise of one of these grand discoveries is the primary goal of their experiments and hard work.

Section 15: Copyright Notice

Legendary Alchemists © 2019, Legendary Games; Author: N. Jolly, Jeff Collins, Mansoor Al-Shehail, Nathan Reinecke, and Paul Fossgreen.

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