S-Class Alchemist

S-class characters are a request from Kenneth Zike. They are built using the summoner class, as originally presented, as the basis against which all other classes are balanced.

The “S” in this case stands for both summoner and, as a more appropriate in-world reference, superior. If you have played—or GM’d for—a summoner and felt it was fine as is, you should have no problem running with an s-class character.

S-class alchemists are students of scientific discovery and experimentation. They are researchers, learning how to brew powerful extracts even while mastering explosives and transforming themselves physically and mentally. They are well-rounded geniuses even when giving themselves a focused line of study in the form of alchemist’s schools.

Role: S-class alchemists can.

Note: The s-class alchemist is an alternate, superior version of the alchemist class. When selecting archetypes, an s-class alchemist should note that they receive throw anything at 5th level, and brew potion at 9th level. They are otherwise unchanged and not prevented from selecting alchemist archetypes.

Alignment: Any.

Hit Die: d8.

Starting Wealth: 3d6 × 10 gp (average 105 gp.) In addition, an s-class alchemist begins play with an outfit worth 10 gp or less.

Class Skills

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

Skill Ranks per Level: 4 + Int modifier.

Table: S-Class 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 Alchemist’s school, basic alchemy, bomb 1d6, mutagen 1
2nd +1 +3 +3 +0 Discovery, poison resistance +2, poison use 2
3rd +2 +3 +3 +1 Bomb 2d6, swift alchemy 3
4th +3 +4 +4 +1 Discovery 3 1
5th +3 +4 +4 +1 Bomb 3d6, poison resistance +4, throw anything 4 2
6th +4 +5 +5 +2 Discovery, swift poisoning 4 3
7th +5 +5 +5 +2 Bomb 4d6 4 3 1
8th +6/+1 +6 +6 +2 Discovery, poison resistance +6 4 4 2
9th +6/+1 +6 +6 +3 Bomb 5d6, brew potion 5 4 3
10th +7/+2 +7 +7 +3 Discovery, poison immunity 5 4 3 1
11th +8/+3 +7 +7 +3 Bomb 6d6 5 4 4 2
12th +9/+4 +8 +8 +4 Discovery 5 5 4 3
13th +9/+4 +8 +8 +4 Bomb 7d6 5 5 4 3 1
14th +10/+5 +9 +9 +4 Discovery, persistent mutagen 5 5 4 4 2
15th +11/+6/+1 +9 +9 +5 Bomb 8d6 5 5 5 4 3
16th +12/+7/+2 +10 +10 +5 Discovery 5 5 5 4 3 1
17th +12/+7/+2 +10 +10 +5 Bomb 9d6 5 5 5 4 4 2
18th +13/+8/+3 +11 +11 +6 Discovery, instant alchemy 5 5 5 5 4 3
19th +14/+9/+4 +11 +11 +6 Bomb 10d6 5 5 5 5 5 4
20th +15/+10/+5 +12 +12 +6 Grand Discovery 5 5 5 5 5 5

Class Features

All of the following are class features of the s-class alchemist.

Weapon and Armor Proficiencies

S-class alchemists are proficient with all simple weapons and bombs. They are also proficient with light armor, but not with shields.

Alchemist’s School

Every s-class alchemist joins an alchemist’s school at 1st level. Each school grants the alchemist a number of different features as they gain levels in their class.

Two example alchemist’s schools, the blast blades and the philosophers, can be found at the end of this section.

Basic Alchemy (Su)

S-class alchemists are able to create mundane alchemical substances such as alchemist’s fire and smokesticks with ease. When using Craft (alchemy) to create an alchemical item, an s-class alchemist gains a competence bonus equal to her class level on the Craft (alchemy) check. In addition, an s-class alchemist can use Craft (alchemy) to identify potions as if using detect magic. She must hold the potion for 1 round to make such a check.

An s-class alchemist adds her Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bombs class feature below.

Bombs (Su)

An s-class alchemist can use a number of bombs each day equal to her class level + her Intelligence modifier.

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. Most alchemists create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day—once created, a catalyst vial remains usable by the alchemist for years.

Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 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. On a direct hit, an s-class alchemist’s bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist’s Intelligence modifier. The damage of an s-class 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 s-class alchemist 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: 10 + 1/2 the alchemist’s level + her Intelligence modifier

S-class alchemists can learn new types of bombs as discoveries (see the Discovery ability) as they level up. An s-class alchemist’s bomb, like an extract, becomes inert if used or carried by anyone else.

Mutagen (Su)

At 1st level, an s-class alchemist discovers how to create a mutagen that she can imbibe in order to heighten her physical prowess at the cost of her personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An s-class alchemist can only maintain one dose of mutagen at a time—if she brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an s-class alchemist’s possession becomes inert until an s-class alchemist picks it up again.

When an s-class alchemist brews a mutagen, she selects 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 alchemist to grow bulkier and more bestial, granting her a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of her mental ability scores. If the mutagen enhances her Strength, it applies a penalty to her Intelligence. If it enhances her Dexterity, it applies a penalty to her Wisdom.

If it enhances her Constitution, it applies a penalty to her Charisma.

A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier) or become nauseated for 1 hour—a non-alchemist can never gain the benefit of a mutagen, but an s-class alchemist can gain the effects of another alchemist’s mutagen if she drinks 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 an s-class alchemist drinks a mutagen, the effects of any previous mutagen immediately end.

Discovery (Su)

At 2nd level, and then again every 2 levels thereafter (up to 18th level), an s-class alchemist makes an incredible alchemical discovery. Unless otherwise noted, an s-class 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. Discoveries that modify bombs that are marked with an asterisk (*) do not stack. Only one such discovery can be applied to an individual bomb. 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.

A sample list of discoveries can be found at the end of this section.

Poison Resistance (Ex)

At 2nd level, an s-class 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 s-class alchemist becomes completely immune to poison.

Poison Use (Ex)

Starting at 2nd level, s-class alchemists are trained in the use of poison and cannot accidentally poison themselves when applying poison to a weapon.

Swift Alchemy (Ex)

At 3rd level, an s-class alchemist can create alchemical items with astounding speed. It takes an s-class alchemist half the normal amount of time to create alchemical items, and she can apply poison to a weapon as a move action.

Throw Anything (Ex)

At 5th level, an s-class alchemist gains the Throw Anything feat as a bonus feat.

Swift Poisoning (Ex)

At 6th level, an s-class alchemist can apply a dose of poison to a weapon as a swift action.

Brew Potion (Ex)

At 9th level, an s-class alchemist receives Brew Potion as a bonus feat. An s-class alchemist can brew potions of any formulae she knows (up to 3rd level), using her alchemist level as her 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.

Persistent Mutagen (Su)

At 14th level, the effects of a mutagen last for 1 hour per level.

Instant Alchemy (Ex)

At 18th level, an s-class alchemist can create alchemical items with almost supernatural speed. She can create any alchemical item as a full-round action if she succeeds at the Craft (alchemy) check and has the appropriate resources at hand to fund the creation. She can apply poison to a weapon as an immediate action.

Grand Discovery (Su)

At 20th level, the alchemist makes a grand discovery.

She immediately learns two normal discoveries, but also learns a third discovery chosen from the linked 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.


Grand Discoveries

Combine Extracts

Prerequisite(s): Alchemist level 8th.

Benefit: When you create an extract, you can place two 4th-level or lower formulae into one extract. When the extract is consumed, both formulae take effect. This extract has a level two levels higher than the highest-level formulae placed in the extract.

Bomb Discoveries

Blast Armor

Prerequisite(s): Blast Shield, Medium Armor Proficiency, bombs class feature.

Benefit: You are no longer required to fight defensively to benefit from your blast shield, and a creature that critically hits you with a melee weapon or natural attack gets no save to avoid your bomb’s damage.

Blast Blade

Prerequisite(s): Bombs class feature.

Benefit: As a standard action, you can draw the components of, create, and attach a bomb to a melee weapon you wield, then make an attack with that weapon.

On a hit, the target takes your weapon’s damage, the bomb’s initial damage, and up to 2d6 of its increased damage (3d6 total). You confirm critical threats with your weapon and the bomb separately. The bomb attached to your weapon does not deal splash damage.

Blast Blade, Greater

Prerequisite(s): Blast Blade, Improved Blast Blade, alchemist level 14th, bombs class feature.

Benefit: Your blast blade now deals up to 9d6 of the attached bomb’s increased damage (10d6 total).

Special: You can select this discovery separately for each blast-related discovery, including blast blade and blast shield.

Blast Blade, Improved

Prerequisite(s): Blast Blade, alchemist level 8th, bombs class feature.

Benefit: Your blast blade now deals up to 5d6 of the attached bomb’s increased damage (6d6 total). If you also have the Fast Bombs discovery, you can now attach bombs to your weapon as part of a full-attack action. You can only have one bomb attached in this way at any time.

Special: You can select this discovery separately for each blast-related discovery, including blast blade and blast shield.

Blast Shield

Prerequisite(s): Bombs class feature.

Benefit: As a standard action, you can draw the components of, create, and wield a blast shield. This functions as a buckler or can be attached to another shield you are already using as part of the action to create it. A blast shield lasts for a number of minutes equal to your alchemist level.

While you are fighting defensively using your blast shield, a creature that hits you with a melee weapon or natural attack must make a Reflex save against your bomb or suffer the bomb’s initial damage plus up to 2d6 of the bomb’s increased damage (3d6 total). A successful save does not trigger the blast shield, but a failed save destroys it in the blast, requiring you to create a new one before using it again. The blast shield does not deal splash damage.

Special: Blast Shield only works when fighting defensively.

To use your blast shield as a weapon, you must use the Blast Blade discovery.

Chemical Bomb

Prerequisite(s): See below.

Benefit: You can alter the chemical structure of your bombs, causing them to deal different damage and have added effects. Select one of the following options each time you select this discovery. When you create a bomb, choose from those options you have selected.

  • Acid—The bomb deals acid damage. Creatures that take a direct hit from an acid bomb take an additional 1d6 points of acid damage 1 round later.
  • Concussive—The bomb deals sonic damage as d4’s instead. Creatures that take a direct hit from a concussive bomb are deafened for 1 minute unless they succeed at a Fortitude save.
  • Force—The bomb deals force damage as d4’s instead. Creatures that take a direct hit from a force bomb are knocked prone unless they succeed on a Reflex save.
  • Frost—The bomb deals cold damage instead. Creatures that take a direct hit from a frost bomb are staggered on their next turn unless they succeed on a Fortitude save.
  • Shock—The bomb deals electricity damage instead.

Creatures that take a direct hit from a shock bomb are dazzled for 1d4 rounds.

Fast Bombs

Prerequisite(s): Alchemist level 8th.

Benefit: You can prepare and throw additional bombs as a full-round action if your base attack bonus is high enough to grant you additional attacks. This functions just like a fullattack with a ranged weapon.

Extract Discoveries

Infusion

Benefit: When you create an extract, you can infuse it with an extra bit of your own magical power. The extract created now persists even after you set it down. As long as the extract exists, it continues to occupy one of your daily extract slots. An infused extract can be imbibed by a nonalchemist to gain its effects.

Mutagen Discoveries

Grand Mutagen

Prerequisite(s): Alchemist level 16th.

Benefit: Your mutagens now grant 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. You take a –2 penalty to your Intelligence, Wisdom, and Charisma as long as the mutagen persists.

Greater Mutagen

Prerequisite(s): Alchemist level 12th.

Benefit: Your mutagens now grant 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. You take a –2 penalty on both associated mental ability scores as long as the mutagen persists.

Grand Discovery

Awakened Intellect

Benefit: Your constant exposure to strange chemicals has expanded his mind. His Intelligence score permanently increases by 2 points.


Alchemist’s Schools

Alchemist’s schools are available to both standard and s-class alchemists. A standard alchemist trades the following features to gain one of these schools as an archetype.

Brew potion, throw anything, poison resistance, poison use, swift alchemy, swift poisoning, poison immunity, persistent mutagen, instant alchemy; the bomb damage increases gained at levels 7th, 13th, and 17th level; and the discoveries gained at 4th, 8th, 12th, and 16th level.

Blast Blade

The blast blade is an s-class alchemist who uses her knowledge of alchemy to accentuate her combat ability.

Weapon and Armor Proficiency

A blast blade is proficient with all simple and martial weapons, light armor, and shields. At 8th level, she also becomes proficient with medium armor. At 12th level, she also becomes proficient with heavy armor.

Mind for Battle (Ex)

Blast blades increase their base attack by an amount equal to their Intelligence modifier, up to a maximum base attack of the blast blade’s alchemist level plus any base attack bonus gained from other classes. This grants the blast blade additional attacks for having a high base attack bonus when her base attack reaches +6, +11, and +16, as the fighter.

Blast Blade (Ex)

At 1st level, a blast blade gains the Blast Blade discovery.

She also gains the Improved Blast Blade discovery at 7th level, and the Greater Blast Blade discovery at 13th level.

Balanced Blast Blade (Ex)

At 3rd level, a blast blade gains Weapon Focus as a bonus feat. Her Weapon Focus applies to any weapon she wields with a bomb attached to it using the Blast Blade discovery. At 5th level, the blast blade also gains Weapon Specialization with those weapons.

Fast Bombs (Ex)

Beginning at 6th level, if a blast blade’s base attack bonus is +6, she gains the Fast Bombs discovery, even if she doesn’t meet the prerequisites.

Philosopher

Philosophers are alchemists whose studies in extracts and infusions are faster-paced and can be much stronger than others in their field.

Philosopher’s Extracts

At 1st level, the philosopher gains alchemical extracts and a formula book. This functions as the alchemist’s alchemy feature, except as noted here.

The philosopher’s base daily allotment of extracts is the same as the druid’s spells per day progression. This means the philosopher gains 2nd-level extracts at 3rd level, and so on. At 13th level and higher, the philosopher gains access to 7th, 8th, and 9th-level extracts not typically learned by alchemists. A list of these extracts can be found in the next section.

S-Class Alchemist Extract Suggestions

The following is a list of suggested extracts for easy reference while playing an s-class alchemist. These extracts are intentionally summarized here. If you would like to see the full rules for these extracts, including at which levels other classes gain them, please refer to the individual resources.


Extract Descriptions

1st-Level Extracts

Abjuring Step

School abjuration (force); Level 1

CASTING

Casting Time 1 standard action
Components V, S, M (a rabbit’s foot)

EFFECT

Range Personal
Target You
Duration 1 round/level or until discharged

DESCRIPTION

You can take two 5-foot steps each round and still cast extracts and use extract-like abilities without provoke attacks of opportunity.

This extract automatically discharges as soon as you make an attack, cast a harmful extract against another creature, or move more than 5 feet with a single move action. If the action that discharges the extract also provokes attacks of opportunity, that action still provokes attacks of opportunity as normal.

Cure Light Wounds

School conjuration (healing); Level 1

CASTING

Casting Time 1 standard action
Components V, S

EFFECT

Range touch
Target creature touched
Duration instantaneous
Saving Throw Will half (harmless); see text; Spell Resistance yes (harmless); see text

DESCRIPTION

You cure the target with positive energy for 1d8 damage +1 point per caster level (maximum +5).

Undead are damaged instead. An undead creature can apply Spell Resistance, and can attempt a Will save to take half damage.

Moderate Wounds (2nd): 2d8, and caster level maximum +10.

Serious Wounds (3rd): 3d8, max +15.

Critical Wounds (4th): 4d8, max +20.

Enlarge Person

School transmutation; Level 1

CASTING

Casting Time 1 round
Components V, S, M (powdered iron)

EFFECT

Range close (25 ft. + 5 ft./2 levels)
Target one humanoid creature
Duration 1 min./level (D)
Saving Throw Fort negates; Extract Resistance yes

DESCRIPTION

Double the target’s height, multiply its weight by 8, and increase its size category by 1 (Large space becomes 10×10 with 10-foot reach). It gains a +2 size bonus to Strength, a –2 size penalty to Dexterity (to a minimum of 1), and a –1 penalty on attack rolls and AC due to its increased size. All equipment in the creature’s possession also grows (thrown weapons deal their normal damage when they leave the creature’s possession).

The target’s speed is unchanged.

If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it-the extract cannot be used to crush a creature by increasing its size.

Multiple magical effects that increase size do not stack.

Jump

School transmutation; arcane/occult/primal 1

CASTING

Casting Time 1 standard action
Components V, S, M (a grasshopper’s hind leg)
Target creature touched
Duration 1 min./level (D)
Saving Throw Will (harmless); Extract Resistance yes

DESCRIPTION

The target gets a +10 enhancement bonus on Acrobatics checks made to attempt high jumps or long jumps. The enhancement bonus increases to +20 at caster level 5th, and to +30 (the maximum) at caster level 9th.

Invisibility

School illusion (glamer); Level 2

CASTING

Casting Time 1 standard action
Components V, S, M/DF (an eyelash encased in gum arabic)

EFFECT

Range personal or touch
Targets you or a creature or object weighing no more than 100 lbs./level
Duration 1 min./level (D)
Saving Throw Will (harmless) or Will (harmless, object); Spell Resistance yes or yes (harmless, object)

DESCRIPTION

The target and all of its equipment (if any) becomes invisible for the duration, or until it attacks another creature directly (with either a weapon, natural attack, or harmful spell).

  • Items dropped, put down, or which extend more than 10 feet from the target’s space become visible.
  • Items picked up disappear if tucked into the clothing or pouches.
  • Light never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source).
  • The target is not magically silenced, and certain other conditions can render the recipient detectable (such as swimming in water or stepping in a puddle).
  • If a check is required, a stationary invisible creature has a +40 bonus on its Stealth checks. This bonus is reduced to +20 if the creature is moving.

Causing harm indirectly is not an attack. Targets can summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and perform the majority of mundane tasks.

Greater Invisibility (3rd): The spell lasts 1 round/level instead and doesn’t end if the target attacks.

3rd-Level Extracts

Arcane Sight

School divination; Level 3

CASTING

Casting Time 1 standard action
Components V, S
Duration 1 minute/level

DESCRIPTION

You see magical auras within 120 feet of you. The effect is similar to that of a detect magic spell, but arcane sight does not require concentration and discerns aura location and power more quickly.

You know the location and power of all magical auras within your sight. An aura’s power depends on a spell’s functioning level or an item’s caster level, as noted in the description of the detect magic spell (see tables above.) If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each. (Make one check per aura; DC 15 + spell level, or 15 + half caster level for a nonspell effect.) If you concentrate on a specific creature within 120 feet of you as a standard action, you can determine whether it has any spellcasting or spell-like abilities, whether these are arcane or divine (spell-like abilities register as arcane), and the strength of the most powerful spell or spell-like ability the creature currently has available for use.

Greater Arcane Sight (7th): You automatically know which spells or magical effects are active upon any individual or object you see.

Reduce Person

School transmutation; Level 1

CASTING

Casting Time 1 round
Components V, S, M (a pinch of powdered iron)

EFFECT

Range close (25 ft. + 5 ft./2 levels)
Targets one humanoid creature
Duration 1 min./level (D)
Saving Throw Fort negates; Extract Resistance yes

DESCRIPTION

Halve the target’s height, divide its weight by 8, and reduce its size category by 1 (Tiny space becomes 2-1/2x 2-1/2 with 0-foot reach). It gains a +2 size bonus to Dexterity, a –2 size penalty to Strength (to a minimum of 1), and a +1 bonus on attack rolls and AC due to its reduced size. All equipment in the creature’s possession also shrinks (thrown weapons deal their normal damage when they leave the creature’s possession).

The target’s speed is unchanged.

Multiple magical effects that reduce size do not stack.

Mass Reduce Person (3rd): Targets one humanoid creature/level, no two of which can be more than 30 ft. apart.

Shield

School abjuration [force]; Level 1

CASTING

Casting Time 1 standard action
Components V, S
Target you
Duration 1 min./level (D)

DESCRIPTION

Shield grants a +4 shield bonus to AC and negates magic missile attacks directed at you.

2nd-Level Extracts

Bear’s Endurance

School transmutation; Level 2

CASTING

Casting Time 1 standard action
Components V, S, M/DF (a few hairs, or a pinch of dung, from the animal)

EFFECT

Range touch
Targets creature touched
Duration 1 min./level
Saving Throw Will (harmless); Extract Resistance yes

DESCRIPTION

The target gains a +4 enhancement bonus to Constitution, which adds the usual benefits to hit points, Fortitude saves, Constitution checks, and so forth. Hit points gained by a temporary increase in Constitution score are not temporary hit points. They go away when the target’s Constitution drops back to normal. They are not lost first.

Mass Bear’s Endurance (4th): Targets one creature/ level, no two of which can be more than 30 ft. apart at close range (25 ft. + 5 ft./2 levels).

Bull’s Strength (2nd): Applies to Strength instead.

Cat’s Grace (2nd): Applies to Dexterity instead.

Heroism

School enchantment (compulsion) [mind-affecting]; Level 2

CASTING

Casting Time 1 standard action
Components V, S

EFFECT

Range touch
Targets creature touched
Duration 10 min./level
Saving Throw Will (harmless); Spell Resistance yes

DESCRIPTION

The target gains a +2 morale bonus on attack rolls, saves, and skill checks.

Greater Heroism (5th): Grants a +4 morale bonus, immunity to fear effects, and temporary hit points equal to your caster level (maximum 20).

Battle Trance

School enchantment (compulsion) [emotion, mind-affecting]; Level 3

CASTING

Casting Time 1 standard action
Components V, S
Duration 1 minute/level
Saving Throw Will ; Spell Resistance yes

DESCRIPTION

You gain temporary hit points equal to 1d6 + your caster level (maximum +10) and a +4 morale bonus on saving throws against mind-affecting effects.

  • You remain conscious and can continue fighting even if your hit point total is below 0.
  • You are still staggered and loses 1 hit point each round.
  • You still die when your hit point total reaches a negative amount equal to your Constitution score.
  • You cannot use the withdraw action or willingly move away from a creature that has attacked you.

When you use this spell, you immediately take 4 points of Intelligence damage. You must make a DC 20 concentration check to cast spells, and all other concentration checks to cast spells have a –5 penalty.

Fly

School transmutation; Level 3

CASTING

Casting Time 1 standard action
Components V, S, F (a wing feather)

EFFECT

Range touch
Targets creature touched
Duration 1 min./level
Saving Throw Will (harmless); Spell Resistance yes

DESCRIPTION

The target gains a fly speed of 60 feet with good maneuverability and a bonus on Fly skill checks equal to 1/2 your caster level. Medium armor, heavy armor, and a medium or heavy load reduces this speed to 40 feet.

  • It can ascend at half speed and descend at double speed.
  • It can attack and cast spells normally.
  • It can charge but not run

It cannot carry aloft more weight than its maximum load, plus any armor it wears.

If the duration expires or the spell is dispelled while the target is still aloft, it floats downward 60 feet per round for 1d6 rounds, then falls normally. In an antimagic field, the spell fails entirely and the target falls.

Remove Curse

School abjuration; Level 3

CASTING

Casting Time 1 standard action
Components V, S

EFFECT

Range touch
Targets creature or object touched
Duration instantaneous
Saving Throw Will (harmless); Spell Resistance yes

DESCRIPTION

Remove curse can remove all curses on an object or a creature. If the target is a creature, you must make a caster level check (1d20 + caster level) against the DC of each curse affecting the target.

Success means that the curse is removed. Remove curse does not remove the curse from a cursed shield, weapon, or suit of armor, although a successful caster level check enables the creature afflicted with any such cursed item to remove and get rid of it.

Remove Disease

School conjuration (healing); Level 3

CASTING

Casting Time 1 standard action
Components V, S

EFFECT

Range touch
Target creature touched
Duration instantaneous
Saving Throw Fortitude (harmless); Spell Resistance yes (harmless)

DESCRIPTION

You cure all diseases from which the target suffers. You must make a caster level check (1d20 + caster level) against the DC of each disease affecting the target. Success means that the disease is cured. The spell also kills some hazards and parasites, such as green slime.

This does not prevent reinfection from a new exposure.

4th-Level Extracts

Detonate

School evocation [acid, cold, electricity, or fire]; Level 4

CASTING

Casting Time 1 standard action
Components V, S, M (two vials; one containing acid and one containing an alkaline solution worth a total of 50 gp)

EFFECT

Area 30-ft.-radius spread centered on you
Duration 1 round, then instantaneous
Saving Throw Reflex half; Extract Resistance yes

DESCRIPTION

Once per round, choose one of the following: acid, cold, electricity, or fire. You deal 1d8 damage of the chosen type per caster level (maximum 10d8) to all creatures and unattended objects within 15 feet, and half that amount to targets past 15 feet but within 30 feet.

  • You automatically take half damage from the explosion, without a Saving Throw, but any other energy resistance or energy immunity effects you may have in place can prevent or lessen this overflow damage caused by the explosion.
Elemental Body I

School transmutation (polymorph); Level 4

CASTING

Casting Time 1 standard action
Components V, S, M (the element you plan to assume)
Target you
Duration 1 min/level (D)

DESCRIPTION

You assume the form of a Small air, earth, fire, or water elemental for the duration and gain the following abilities.

Elemental Body II (5th): Medium elemental, the size bonus increases by +2, and the natural armor bonus increases by 1.

Elemental Body III (6th): Large elemental, +2 size bonus to Strength (air, earth, water) and/or Constitution (fire, water), –2 size penalty to Dexterity (earth, water), and the natural armor bonus increases by 1.

Overland Flight

School transmutation; Level 4

CASTING

Casting Time 1 standard action
Components V, S
Targets you
Duration 1 hour/level

DESCRIPTION

This functions as fly, except as noted here. Your fly speed is 40 feet, or 30 feet when reduced.

When using this spell for long-distance movement, you can hustle without taking nonlethal damage (a forced march still requires Constitution checks). This means you can cover 64 miles in an 8-hour period of flight (or 48 miles at a speed of 30 feet).

Restoration

School conjuration (healing); Level 4

CASTING

Casting Time 3 rounds
Components V, S, M (diamond dust worth 100 gp or 1,000 gp, see text)

EFFECT

Range touch
Target creature touched
Duration instantaneous
Saving Throw Will (harmless); Spell Resistance yes (harmless)

DESCRIPTION

Dispel all fatigue, exhaustion, and one of the following:

  • All temporary negative levels.
  • One permanent negative level per week for 1,000 gp.
  • All magical effects reducing one ability score.
  • All temporary ability damage.
  • All points permanently drained from one ability score.

Lesser Restoration (2nd): No material component, removes fatigue or reduces exhaustion to fatigue, and restores 1d4 temporary ability damage to one score.

Greater Restoration (7th): Using diamond dust worth 5,000 gp as a material component, dispel all of the above, plus all ability score drain as well as all forms of insanity, confusion, and similar mental effects.

True Seeing

School divination; Level 4

CASTING

Casting Time 1 standard action
Components V, S, M (an eye ointment that costs 250 gp)

EFFECT

Range touch
Targets creature touched
Duration 1 min./level
Saving Throw Will (harmless); Spell Resistance yes

DESCRIPTION

The target sees through normal and magical darkness, notices secret doors hidden by magic, sees the exact locations of creatures or objects under blur or displacement effects, sees invisible creatures or objects normally, sees through illusions, and sees the true form of polymorphed, changed, or transmuted things within 120 feet. Further, the target can focus its vision to see into the Ethereal Plane (but not into extradimensional spaces).

True seeing does not penetrate solid objects. It in no way confers X-ray vision or its equivalent. It does not negate concealment, including that caused by fog and the like.

True seeing does not help the viewer see through mundane disguises, spot creatures who are simply hiding, or notice secret doors hidden by mundane means. In addition, the spell effects cannot be further enhanced with known magic, so one cannot use true seeing through a crystal ball or in conjunction with clairaudience/clairvoyance.

5th-Level Extracts

Ethereal Jaunt

School transmutation; Level arcane/divine/occult 5

CASTING

Casting Time 1 standard action
Components V, S

EFFECT

Range personal
Targets you
Duration 1 round/level (D)

DESCRIPTION

You and your equipment become ethereal. For the duration of the spell, you are in the Ethereal Plane, which overlaps the Material Plane. When the spell expires, you return to material existence.

  • You are invisible, insubstantial, and capable of moving in any direction, even up or down, albeit at half normal speed.
  • You can see and hear out to 60 feet on the Material Plane, but everything looks gray and ephemeral.
  • You can move through solid objects and living creatures.
  • Material creatures’ force effects and abjurations affect you normally, but not vice versa.
  • You can’t attack material creatures, and spells you cast while ethereal affect only other ethereal things.
  • If you end the spell and become material while inside a material object (such as a solid wall), you are shunted off to the nearest open space and take 1d6 damage per 5 feet that you so travel.

Etherealness (8th): Targets you and one other touched creature per three levels for a duration of 1 min./level. Once ethereal, targets need not stay together. When the spell expires, all targets on the Ethereal Plane return to material existence.

Mislead

School illusion (figment, glamer); Level 5

CASTING

Casting Time 1 standard action
Components S

EFFECT

Range close (25 ft. + 5 ft./2 levels)
Targets you Effect one illusory double
Duration 1 round/level (D) and concentration + 3 rounds; see text
Saving Throw none or Will disbelief (if interacted with); see text; Extract Resistance no

DESCRIPTION

You become invisible (as greater invisibility, a glamer) for 1 round per level, and at the same time, an illusory double of you (as major image, a figment) appears. You are then free to go elsewhere while your double moves away.

  • The double appears within range and moves as you direct it while you concentrate.
  • You can make the double appear superimposed perfectly over your own body so that observers don’t notice an image appearing and you turning invisible.
  • The double moves at your speed and can talk and gesture as if it were real, but it cannot attack or cast extracts, though it can pretend to do so.
  • After you cease concentration, the double carries out the last order you gave it until the duration expires.
Spell Resistance

School abjuration; Level 5

CASTING

Casting Time 1 standard action
Components V, S, DF
Target creature touched
Duration 1 min./level
Saving Throw Will (harmless); Spell Resistance yes

DESCRIPTION

The target gains spell resistance equal to 12 + your caster level.

6th-Level Extracts

Analyze Dweomer

School divination; Level 6

CASTING

Casting Time 1 standard action
Components V, S, F (a ruby and gold lens worth 1,500 gp)

EFFECT

Range close (25 ft. + 5 ft./2 levels)
Targets one object or creature per caster level
Duration 1 round/level (D)
Saving Throw none or Will, see text; Spell Resistance no

DESCRIPTION

Each round, you may examine a single creature or object that you can see as a free action. In the case of a magic item, you learn its functions (including any curse effects), how to activate its functions (if appropriate), and how many charges are left (if it uses charges). In the case of an object or creature with active spells cast upon it, you learn each spell, its effect, and its caster level.

An attended object may attempt a Will save to resist this effect if its holder so desires. If the save succeeds, you learn nothing about the object except what you can discern by looking at it. An object that makes its save cannot be affected by any other analyze dweomer spells for 24 hours.

Analyze dweomer does not function when used on an artifact.

Form of the Dragon (I-III)

School transmutation (polymorph); Level 6

CASTING

Casting Time 1 standard action
Components V, S, M (a scale of the dragon type you plan to assume)
Target you
Duration 1 min./level (D)

DESCRIPTION

You become a Medium dragon appropriate to your upbringing.

Form of the Dragon II (7th): Large dragon, +6 size bonus to Strength, a +4 size bonus to Constitution, a +6 natural armor bonus, fly 90 feet (poor), darkvision 60 feet, Damage Reduction 5/magic, and resistance to one element.

  • One bite (2d6), two claws (1d8), two wing attacks (1d6), and one tail slap attack (1d8).
  • Breath weapon twice per casting, wait 1d4 rounds between uses; 8d8 damage. Lines increase to 80-foot lines and cones increase to 40-foot cones.

Form of the Dragon III (8th): Huge dragon, +10 size bonus to Strength, a +8 size bonus to Constitution, a +8 natural armor bonus, fly 120 feet (poor), darkvision 120 feet, Damage Reduction 10/magic, frightful presence, and immunity to one element.

  • One bite (2d8), two claws (2d6), two wing attacks (1d8), and one tail slap attack (2d6).
  • Breath weapon at will, wait 1d4 rounds between uses; 12d8 damage. Lines increase to 100-foot lines and cones increase to 50-foot cones.
Heal

School conjuration (healing); Level 5

CASTING

Casting Time 1 standard action
Components V, S
Target creature touched
Duration instantaneous
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

DESCRIPTION

Heal immediately ends any and all of the following adverse conditions affecting the target: ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, poisoned, sickened, and stunned. It also cures 10 hit points of damage per level of the caster, to a maximum of 150 points at 15th level.

Heal does not remove negative levels or restore permanently drained ability score points.

If used against an undead creature, heal instead acts like harm.

Transformation

School transmutation; Level 6

CASTING

Casting Time 1 standard action
Components V, S, M (a potion of bull’s strength, which you drink and whose effects are subsumed by the extract effects)

EFFECT

Range personal
Targets you
Duration 1 round/level

DESCRIPTION

You gain a +4 enhancement bonus to Strength, Dexterity, and Constitution, a +4 natural armor bonus to AC, a +5 competence bonus on Fortitude saves, and proficiency with all simple and martial weapons. Your base attack bonus equals your character level (which may give you multiple attacks).

You lose your spellcasting ability, including your ability to use extract activation or extract completion magic items, just as if the extracts were no longer on your class list.

7th-Level Extracts

Mind Blank

School abjuration; Level 7

CASTING

Casting Time 1 standard action
Components V, S

EFFECT

Range close (25 ft. + 5 ft./2 levels)
Targets one creature
Duration 24 hours
Saving Throw Will (harmless); Spell Resistance yes

DESCRIPTION

The target gains a +8 resistance bonus on saving throws against all mind-affecting spells and effects, and is protected from all devices and spells that gather information about the target through divination magic (such as detect evil, locate creature, scry, and see invisible).

Scrying attempts that are targeted specifically at the target do not work at all. Mind blank even foils limited wish, miracle, and wish spells when they are used in such a way as to gain information about the target.

In the case of effects that scan an area the creature is in, such as arcane eye, the spell works but the creature simply isn’t detected.

Regenerate

School conjuration (healing); Level divine/primal 7

CASTING

Casting Time 3 full rounds
Components V, S, DF
Target living creature touched
Duration instantaneous
Saving Throw Fortitude (harmless); Spell Resistance yes

DESCRIPTION

The targets severed body members, broken bones, and ruined organs grow back 1 round after casting the spell if the severed members are present and touching the creature. It takes 2d10 rounds otherwise.

Regenerate also cures 4d8 points of damage + 1 point per caster level (maximum +35), rids the subject of exhaustion and fatigue, and eliminates all nonlethal damage the subject has taken. It has no effect on nonliving creatures (including undead).

8th-Level Extracts

Blood Mist

School Conjuration (creation) [poison]; Level 8

CASTING

Casting Time 1 standard action
Components V, S, M (a pinch of dried red algae)

EFFECT

Range medium (100ft. +10ft./level)
Area 60-ft. radius
Duration 1 min./level
Saving Throw Fortitude; Spell Resistance yes

DESCRIPTION

You coat all creatures in the area with algae, turning them the same reddish color. All targets within the mist gain concealment. Any creature within the mist must save or take 1d4 points of Wisdom damage and become enraged, attacking any creatures it detects nearby (as the “attack nearest creature” result of the confused condition). An enraged creature remains so as long as the spell is in effect.

A creature only needs to save once each time it is within the mist (though leaving and returning requires another save).

9th-Level Extracts

Astral Projection

School necromancy; Level 9

CASTING

Casting Time 30 minutes
Components V, S, M (1,000 gp jacinth)

EFFECT

Range touch
Targets you plus one additional willing creature touched per two caster levels
Duration see text
Saving Throw none; Spell Resistance yes

DESCRIPTION

The targets’ spirits are sent to the astral realm while their bodies remain behind in a state of suspended animation. All targets must remain with the caster at all times, and if the caster dies, the rest of the targets are stranded.

Targets can travel astrally to any of these plane connected to the Astral Plane. To enter one, they leave the Astral Plane, forming new physical bodies (and equipment) on the plane of existence they have chosen to enter.

A silver cord connects targets’ bodies to their projections and is invisible when on another plane. If a target dies while the cord remains, it wakes back up in its body with two permanent negative levels. If the cord is severed (which very few things can do), or the target’s body is destroyed on the material plane, it dies.

The caster and any other targets with them can stay in their astral forms indefinitely; their bodies remain in suspended animation until they return, die, or an effect dispels the magic on either their body or their astral form.

Foresight

School divination; Level 9

CASTING

Casting Time 1 standard action
Components V, S, M/DF (a hummingbird’s feather)

EFFECT

Range personal or touch
Targets see text
Duration 10 min./level
Saving Throw none or Will (harmless); Spell Resistance no or yes

DESCRIPTION

  • You gain the following benefits.
  • You are never surprised or flat-footed
  • You get a general idea of what action they might take to best protect themselves
  • You get a +2 insight bonus to AC and on Reflex saves that is lost along with Dexterity bonuses to AC.

If you target another creature is the target of the spell, you can grant it the each of the benefits above except the insight bonus to AC. You must communicate with the target or physically move them out of the way by some means to do so.

Time Stop

School transmutation; Level 9

CASTING

Casting Time 1 standard action
Components V

EFFECT

Range personal
Targets you
Duration 1d4+1 rounds (apparent time); see text

DESCRIPTION

This spell seems to make time cease to flow for everyone but you. In fact, you speed up so greatly that all other creatures seem frozen, though they are actually still moving at their normal speeds. You are free to act for 1d4+1 rounds of apparent time. Normal and magical fire, cold, gas, and the like can still harm you. While the time stop is in effect, other creatures are invulnerable to your attacks and spells; you cannot target such creatures with any attack or spell.

A spell that affects an area and has a duration longer than the remaining duration of the time stop have their normal effects on other creatures once the time stop ends. Most spellcasters use the additional time to improve their defenses, summon allies, or flee from combat.

You cannot move or harm items held, carried, or worn by a creature stuck in normal time, but you can affect any item that is not in another creature’s possession.

You are undetectable while time stop lasts. You cannot enter an area protected by an antimagic field while under the effect of time stop.

Section 15: Copyright Notice

S-class Characters: The Alchemist © 2022 – 2023, Samurai Sheepdog. Author: Kevin Glusing

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