Alchemist – d20PFSRD (2024)

Contents

    • Class Skills
    • Class Features
      • Weapon and Armor Proficiency
      • Alchemy (Su)
      • Bomb (Su)
      • Brew Potion (Ex)
      • Mutagen (Su)
      • Throw Anything (Ex)
      • Discovery (Su)
      • Poison Resistance (Ex)
      • Poison Use (Ex)
      • Swift Alchemy (Ex)
      • Swift Poisoning (Ex)
      • Persistent Mutagen (Su)
      • Instant Alchemy (Ex)
      • Grand Discovery (Su)
    • Spontaneous Alchemy Optional Rules
  • Favored Class Bonuses

Alchemist – d20PFSRD (1)

Image used by permission of Yama Orce.

Whether secreted away in a smoky basem*nt 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 he brews. 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 his own magic potential within liquids and extracts he creates, infusing his chemicals with virulent power to grant him impressive skill with poisons, explosives, and all manner of self-transformative magic.

Role: The alchemist’s reputation is not softened by his exuberance (some would say dangerous recklessness) in perfecting his magical extracts and potion-like creations, infusing these substances with magic siphoned from his aura and using his 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 him 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: 3d6 × 10 gp (average 105gp.) 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 (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: Alchemist
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialExtracts per Day
1st2nd3rd4th5th6th
1st+0+2+2+0Alchemy, bomb 1d6, brew potion, mutagen, throw anything1
2nd+1+3+3+0Discovery, poison resistance +2, poison use2
3rd+2+3+3+1Bomb 2d6, swift alchemy3
4th+3+4+4+1Discovery31
5th+3+4+4+1Bomb 3d6, poison resistance +442
6th+4+5+5+2Discovery, swift poisoning43
7th+5+5+5+2Bomb 4d6431
8th+6/+1+6+6+2Discovery, poison resistance +6442
9th+6/+1+6+6+3Bomb 5d6543
10th+7/+2+7+7+3Discovery, poison immunity5431
11th+8/+3+7+7+3Bomb 6d65442
12th+9/+4+8+8+4Discovery5543
13th+9/+4+8+8+4Bomb 7d655431
14th+10/+5+9+9+4Discovery, persistent mutagen55442
15th+11/+6/+1+9+9+5Bomb 8d655543
16th+12/+7/+2+10+10+5Discovery555431
17th+12/+7/+2+10+10+5Bomb 9d6555442
18th+13/+8/+3+11+11+6Discovery, instant alchemy555543
19th+14/+9/+4+11+11+6Bomb 10d6555554
20th+15/+10/+5+12+12+6Grand Discovery555555

Class Features

The following are class features of the alchemist.

Weapon and Armor Proficiency

Alchemists are proficient with all simple weapons and bombs. They are also proficient with light armor, but not with shields.

Alchemy (Su)

FAQ

If I make an extract of a multiple-choice spell (such as protection from energy), do I make that choice when I create the extract, or when I drink it?

You make the choice when you drink it.

Can I use the infusion discovery to create an infused extract of a personal-range formula (such as true strike), which someone else can drink?

Yes, you can. The design team may decide to close this loophole in the next printing of the Advanced Player’s Guide.

If an alchemist has the Fast bombs discovery, can he use Rapid Shot, Two-Weapon Fighting, Improved Two-Weapon Fighting, haste, and similar abilities and effects to add more attacks?

As written, yes, all of these apply because fast bombs “functions just like a full-attack with a ranged weapon.”

Does the Accelerated Drinker feat allow a character to drink an alchemist extract as a move action?

No.

Does the damage bonus from the Point Blank Shot feat apply to bombs?

Yes.

Does an inferno bomb, poison bomb, smoke bomb, or stink bomb cause bomb damage in addition to the special effect listed for those discoveries?

Yes. For example, a smoke bomb deals bomb damage and creates an area of smoke.

For the purposes of an alchemist’s class abilities, are poisons considered alchemical items?

Yes.

Is an alchemist a spellcaster for the purpose of crafting magic items other than potions?

As written, no, alchemists are not spellcasters, and therefore can’t select feats such as Craft Wondrous Item. The design team is aware that this creates some thematic problems with the idea of an alchemist creating golems and so on, and plan to examine this in the future.

What kind of action is it to use an extract, mutagen, or throw a bomb?

It is a standard action to use an extract, mutagen, or throw a bomb. This action includes retrieving the necessary materials from the alchemist’s supplies, in the same manner as retrieving a material component is included in the act of spellcasting.

[Source]

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 his spells by mixing ingredients into a number of extracts, and then “casts” his spells by drinking the extract. When an alchemist creates an extract or bomb, he infuses the concoction with a tiny fraction of his own magical power—this enables the creation of powerful effects, but also binds the effects to the creator. When using Craft (alchemy) to create an alchemical item, an alchemist gains a competence bonus equal to his class level on the Craft (alchemy) check. In addition, an alchemist can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check.

An alchemist can create three special types of magical items—extracts, bombs, and mutagens. Bombs are explosive splash weapons, and mutagens are transformative elixirs that the alchemist drinks to enhance his physical abilities—both of these are detailed in their own sections below.

Extracts are the most varied of the three. In many ways, they behave like spells in potion form, and as such their effects can be dispelled by effects like dispel 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. His base daily allotment of extracts is given on Table: Alchemist. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day. When an alchemist mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately becomes inert if it leaves the alchemist’s possession, reactivating as soon as it returns to his keeping—an alchemist cannot normally pass out his extracts for allies to use (but see the “infusion” discovery below). An extract, once created, remains potent for 1 day before becoming inert, so an alchemist must re-prepare his extracts every day. 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 his daily extract slots open so that he can prepare extracts in the field as needed.

Although the alchemist doesn’t actually cast spells, he does have a formulae list that determines what extracts he can create. An alchemist can utilize spell-trigger items if the spell appears on his formulae list, but not spell-completion items (unless he uses 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 drinking alchemist. The alchemist uses his 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 he knows. 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. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract but not when he consumes it. An alchemist begins play with two 1st level formulae of his choice, plus a number of additional forumlae equal to his Intelligence modifier. At each new alchemist level, he gains one new formula of any level that he can create. An alchemist can also add formulae to his book just like a wizard adds spells to his 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.

Bomb (Su)

In addition to magical extracts, 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 use a number of bombs each day equal to his class level + his 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 alchemist’s bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist’s Intelligence modifier. 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 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 + the alchemist’s Intelligence modifier.

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

Brew Potion (Ex)

At 1st level, alchemists receive Brew Potion as a bonus feat. An alchemist can brew potions of any formulae he knows (up to 3rd level), using his alchemist level as his 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.

Mutagen (Su)

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

When an alchemist brews a mutagen, he 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 him 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 his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his 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 alchemist can gain the effects of another alchemist’s mutagen if he 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 alchemist drinks a mutagen, the effects of any previous mutagen immediately end.

Throw Anything (Ex)

All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.

Discovery (Su)

At 2nd level, and then again every 2 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. 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 complete list of discoveries can be found here: Discoveries

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.

Poison Use (Ex)

Alchemists are trained in the use of poison and starting at 2nd level, cannot accidentally poison themselves when applying poison to a weapon.

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 he can apply poison to a weapon as a move action.

Swift Poisoning (Ex)

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

Persistent Mutagen (Su)

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

Instant Alchemy (Ex)

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

Grand Discovery (Su)

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

Spontaneous Alchemy Optional Rules

Source PPC:AM

The spontaneous alchemy rules allow any characters to dedicate themselves to the art of spontaneous alchemy. Feats that increase one’s prowess in spontaneous alchemy make this path even more potent, allowing both professional and amateur alchemists to craft dozens of different alchemical items in a fraction of the time that would normally be required.

These optional spontaneous alchemy rules provides an all-new way for characters to rapidly craft alchemical items. This subsystem requires the player to track the individual alchemical reagents her character has on hand, which she can combine in a variety of ways using different processes to create a wide selection of alchemical items. With the GM’s permission, characters with the Eschew Materials feat can assume they have the correct reagents on hand to perform spontaneous alchemy; instead of tracking the quantities of each reagent owned, players can then simply track the number of gold pieces worth of reagents their PCs spend each time they perform an act of spontaneous alchemy. The cost to craft an item with spontaneous alchemy is usually 10% to 20% higher than the item’s market price.

Characters versed in spontaneous alchemy can concoct alchemical items more quickly than through normal use of the Craft (alchemy) skill. However, instead of simply making skill checks and spending the necessary currency for unspecified raw materials, the character must provide specific reagents and combine them according to the recipe for the item she wishes to create. This allows the alchemist to obtain results with less time and effort, but often at greater cost, because of the necessary purity and greater volume of reagents required by alchemical recipes.

To perform spontaneous alchemy, a character must begin with the reagents and crafting tools required by the recipe of the item she wants to make. The reagents, crafting tools, and length of time required are noted in the recipe. Once the necessary time has passed, the creator attempts a Craft (alchemy) check against the DC to craft the item. If she succeeds, she completes the item. If the creator’s check fails, however, she risks a mishap (see Mishaps).

Reading Recipes

Each alchemical item features a recipe at the bottom of the item stat block that details how to create the item using spontaneous alchemy. Every alchemical recipe adheres to the following format.

Recipe: This lists the names and amounts of the reagents needed for spontaneous alchemy, as well as the alchemical process used to create the item.

Craft: This specifies the DC of the Craft (alchemy) check required to complete the item. The base DC is the same whether the item is being made with conventional crafting techniques or spontaneous alchemy.

Time: This is the amount of time required to create the item using spontaneous alchemy.

Tools: This is the tool required to perform the process (see Crafting Tools). If the creator uses an improvised crafting tool, she takes a –2 penalty on her Craft check.

Type: This entry notes the type of alchemical item to be created—most alchemical items are either alchemical remedies, alchemical tools, alchemical weapons, alcohols, drugs, or poisons.

Processes

Each alchemical process requires a certain length of time, and might require one or more alchemical crafting tools. The length of time and the crafting tools required to craft certain alchemical items might sometimes differ from these baselines.

Calcination: This is the process of burning a reagent down to its essential minerals. Time: 1 hour. Tools: Crucible.

Ceration: This process calls for adding a liquid (such as water) to a hard, dry, heated reagent to soften it. Time: 10 minutes. Tools: Crucible.

Congelation: Congelation increases the viscosity of a reagent by cooling it, possibly with the addition of another reagent such as urea. Time: 10 minutes. Tools: Alchemist’s lab.

Digestion: In this process, a solution is allowed to rest, usually while being heated, as particles precipitate out of the solution. Time: 1 day. Tools: Heat source.

Distillation: A mixture is placed in a retort and heated, causing the component with the greatest volatility to vaporize, condense in the neck of the retort, and flow down into a second vessel. Time: 1 day. Tools: Retort.

Earth: This process involves letting one or more reagents mingle with fresh earth to absorb its minerals or other essential properties. This process cannot be performed unless a source of fresh soil is available. Time: 10 minutes. Tools: None.

Exposure: This process involves ready airflow. A recipe that requires this process cannot be performed indoors unless a steady air current from outdoors passes through the area (such as a current provided by large open windows on opposite walls). Time: 1 hour. Tools: None.

Fermentation: This process allows a reagent to be digested by yeast or another organism, yielding a new product. Time: 1 day. Tools: None.

Filtration: This process separates one component of a mixture from another by passing the mixture through a filter that catches larger particles. This is sometimes made easier by adding a solvent that dissolves one component but not the other. Time: 10 minutes. Tools: Sieve or filter.

Sublimation: Also known as exaltation, this process calls for a reagent to be heated to a vapor in a vessel so that a pure component crystallizes in the neck of the vessel. Time: 1 day. Tools: Retort.

Favored Class Bonuses

Instead of receiving an additional skill rank or hit point whenever they gain a level in a favored class, some races have the option of choosing from a number of other bonuses, depending upon their favored classes. The following options are available to the listed race who have alchemist as their favored class, and unless otherwise stated, the bonus applies each time you select the listed favored class reward.

Table: Alternate Favored Class Bonuses
RaceBonusSource
Paizo
Core Races
DwarfAdd +¼ to the alchemist’s natural armor bonus when using the character’s mutagen.ARG
ElfAdd one extract formula from the alchemist’s list to the character’s formulae book. This formula must be at least one level lower than the highest-level formula the alchemist can create.ARG
GnomeAdd +½ to the number of bombs per day the alchemist can create.PRG:APG
Half-ElfAdd +1 foot to the range increment of the alchemist’s thrown splash weapons (including the alchemist’s bombs). This option has no effect unless the alchemist has selected it 5 times (or another increment of 5).ARG
Half-OrcAdd +½ to bomb damage.PRG:APG
HalflingAdd one extract formula from the alchemist’s list to the character’s formulae book. This formula must be at least one level lower than the highest-level formula the alchemist can create.ARG
HumanAdd one extract formula from the alchemist’s list to the character’s formulae book. This formula must be at least one level below the highest formulae level the alchemist can create.PRG:APG
Other Races
DhampirAdd +10 minutes to the duration of the alchemist’s mutagens.PRG:ARG
DrowAdd +10 minutes to the duration of the alchemist’s mutagens.PRG:ARG
GoblinThe alchemist gains fire resistance 1. Each time this reward is selected, increase fire resistance by +1. This fire resistance does not stack with fire resistance gained from other sources.PRG:ARG
GrippliAdd +¼ to the number of toxic skin uses per day.ARG
HobgoblinAdd +½ to the number of bombs per day the alchemist can create.ARG
IfritAdd +½ to the alchemist’s bomb damage.ARG
KoboldAdd +½ to the number of bombs per day the alchemist can create.ARG
NagajiAdd +1 on Craft (alchemy) checks to craft poison and +1/3 on the DCs of poisons the alchemist creates.ARG
OrcAdd +10 minutes to the duration of the alchemist’s mutagens.PRG:ARG
RatfolkThe alchemist gains +1/6 of a new discovery.PRG:ARG
SvirfneblinAdd one extract formula from the alchemist’s list to the character’s formulae book. This formula must be at least one level below the highest formulae level the alchemist can create.ARG
TieflingAdd +½ to the alchemist’s bomb damage.ARG
VanaraAdd +½ to the alchemist’s bomb damage.ARG
3rd Party Publishers
Jon Brazer Enterprises
DuergarAdd +½ to the alchemist’s acid bomb damage.JBE:BoHRC
FetchlingAdd +½ to either cold or electricity resistance (to a maximum increase of +10).JBE:BoHRC
WayangAdd +½ to the alchemist’s frost bomb damage.JBE:BoHRC
Rogue Genius Games
Asterionalchemical bonus to Strength when using a mutagen. (+1 to Strength for every 4 times you select this option.)RGG:HHO

Archetypes & Alternate Class Features

When a character selects a class, he must choose to use the standard class features found or those listed in one of the archetypes presented here. Each alternate class feature replaces a specific class feature from its parent class. For example, the elemental fist class feature of the monk of the four winds replaces the stunning fist class feature of the monk. When an archetype includes multiple class features, a character must take all of them—often blocking the character from ever gaining certain familiar class features, but replacing them with equally powerful options. All of the other class features found in the core class and not mentioned among the alternate class features remain unchanged and are acquired normally when the character reaches the appropriate level (unless noted otherwise). A character who takes an alternate class feature does not count as having the class feature that was replaced when meeting any requirements or prerequisites.

A character can take more than one archetype and garner additional alternate class features, but none of the alternate class features can replace or alter the same class feature from the core class as another alternate class feature. For example, a paladin could not be both a hospitaler and an undead scourge since they both modify the smite evil class feature and both replace the aura of justice class feature. A paladin could, however, be both an undead scourge and a warrior of the holy light, since none of their new class features replace the same core class feature.

Archetypes are a quick and easy way to specialize characters of a given class, adding fun and flavorful new abilities to already established adventurers. Characters may take more than one archetype if they meet the requirements.

Table: Archetypes / Alternate Class Features
Archetype / Alternate Class FeatureClass Features Changed or Replaced
Class SkillsAlchemyBombBrew PotionMutagenThrow AnythingDiscoveryPoison ResistancePoison UseSwift AlchemySwift PoisoningPoison ImmunityPersistent MutagenInstant AlchemyGrand Discovery
13579111315171924681012141618+2+4+6
Paizo
AerochemistXXXXXXXX
Alchemical SapperCCCCCCCCCCCXXXXXXX
AquachymistCCCCCCCCCCCCX
BeastmorphXXXXXXX
Blazing TorchbearerXXX
BlightseekerCCCCCCCCCCXXXX
Blood AlchemistXXXXXXXXXXX
ChirurgeonXXX
Clone MasterCCCCCCCCCCXX
ConcocterXXXX
Construct RiderCXXX
Crimson ChymistCCCCCCCCCC
CruorchymistXXXXXXXX
Crypt BreakerCCCCCCCCCCXXX
Dimensional ExcavatorCXCCCCCCC
Dragonblood ChymistCXXXXXXXXX
EctochymistCXXXXXXXXXXXXXXXXX
Ectoplasm MasterCX
Eldritch PoisonerXXXXXXXXXXXXXX
EnergistCCCCCCCCCCCCXXXXXX
Energy ScientistCCCCCCCCCCCCXXXXXXX
FermenterXXXXXX
Fey World InnovatorCCCCCCCCCCXXXXXXX
Gloom ChymistXXXXXXXXXXXXXXX
Grenadier
(Monster Codex)
X
Grenadier
(PFS Field Guide)
XXXXXXX
Gun ChemistXXXXXXXXXXXXXXXXX
HomunculistXXXXXXX
Horticulturist
(Heroes of the Wild)
CCCCCCCCCCXXXXXXXX
Horticulturist
(Ultimate Wilderness)
CCCCCCCCCCXXXXXXXXX
Ice ChemistCCCCCCCCCCXXXXX
Inspired ChemistX
Internal AlchemistX(X)(X)(X)(X)(X)(X)(X)(X)(X)XX
InterrogatorCXXXXXXXXXXXX
Mad ScientistCCXX
MetamorphCXXXXXXXXXXXXXXXX
MindchemistX(X)(X)(X)(X)(X)(X)(X)(X)(X)X
MixologistCCXXCCCX
MnemostillerCXXXXXXXXXXXXXXXX
Oenopion ResearcherXX
OozemasterCXXXXXXXXXXXXXXX
PerfumerCCCCCCCCCCCXXX
PreservationistXXXXXX
Promethean AlchemistXXXXXXXXXXXXX
PsychonautCCCCCCCXXCXXX
RagechemistXXX
ReanimatorCCCXCCXXCC
Royal AlchemistCXX
Sacrament AlchemistXX
TinkererXXXXXXXX
ToxicantXX
Trap BreakerXXXXXX
VaultbreakerCCCCCCCCCCXXCCCCCCCCCX
Visionary ResearcherXX
VivisectionistXXXXXXXXXX(X)(X)(X)(X)(X)(X)(X)(X)(X)
Wasteland BlighterXXXX
Racial Archetypes – The following class archetypes are available to members of the listed race.
Alchemical Trapper (Kobold)
Bogborn Alchemist (Grippli)CX
Bramble Brewer
(Half-elf)
CX
Deep Bomber (Svirfneblin)XXXX
Fire Bomber (Goblin)CCCCCCCCCCCCXXXX
Herbalist (Vine Leshy)CXXXXXXXXXXCXXXXX
Plague Bringer (Ratfolk)XXXXX
Saboteur
(Gnome)
CX
Winged Marauder (Goblin)
3rd Party Publishers
Ascension Games, LLC
MetallurgistCXXXXXXX
Flaming Crab Games
Wild ExperimenterXX
ICOSA Entertainment
FumigantXXCCCCCCCCCXX
MoonshinerX(X)(X)(X)(X)(X)(X)(X)(X)(X)XXX
Misfit Studios
Lycanthologist
Paizo Fans United
HerbalistXXXXXXXXXXXXX
Radiance House
Occult ChemystCCCCCCCCCXXXXX
Rite Publishing
SpellchymistCXCCXCCCXCCXXXXXXX
Rogue Genius Games
BlacksnakeX1X1X1X1X1X1X1X1X1X1X2X1X2X2X1X2X1X2X2
CloakfighterX1X1X1X1X1X1X1X1X1X1X2X1X2X2X1X2X1X2X2
HarrierX1X1X1X1X1X1X1X1X1X1X2X1X2X2X1X2X1X2X2
Physical ExemplarX1X1X1X1X1X1X1X1X1X1X2X1X2X2X1X2X1X2X2
SpellhammerX1X1X1X1X1X1X1X1X1X1X2X1X2X2X1X2X1X2X2
Weapon ChampionX1X1X1X1X1X1X1X1X1X1X2X1X2X2X1X2X1X2X2
YouxiaX1X1X1X1X1X1X1X1X1X1X2X1X2X2X1X2X1X2X2
X=replaced, (X)=optional replacement, C=changed, 1=archetype package 1, 2=archetype package 2

Subpages

Section 15: Copyright Notice

Advanced Player’s Guide. © 2010, Paizo Publishing, LLC; Author: Jason Bulmahn.

Alchemist – d20PFSRD (2024)

FAQs

Is Alchemist a good pathfinder? ›

Alchemist is a very good class, and has some good synergy with Azatas.

How do you know if you are an alchemist? ›

5 Ways To Tell If You're an Alchemist Archetype
  • Alchemists are basically wizards. ...
  • Your main selling point is possibility. ...
  • Your intuition is your greatest strength. ...
  • Sometimes people think you're a flake. ...
  • Alchemists need to be SUPER clear on what they can do for their clients.
Aug 20, 2023

Do alchemists have a caster level? ›

Alchemist have no Caster Level, and cannot take Craft (magic item) Feats, at all. Based on this FAQ, you cannot even select magic item creation feats, let alone use your Extracts to qualify as the prerequisites.

How does alchemy work in PF2E? ›

You infuse reagents with your own alchemical essence, allowing you to create alchemical items at no cost. Each day during your daily preparations, you gain a number of batches of infused reagents equal to your level + your Intelligence modifier.

What is the most powerful class in Pathfinder? ›

  • 8 Inquisitor. ...
  • 7 Prestige Class: Dragon Disciple. ...
  • 6 Alchemist. ...
  • 5 Magus. ...
  • 4 Mystic Theurge. ...
  • 3 Ranger. This is one of the few entries on this list where the base class is stronger than the archetypes. ...
  • 2 Cleric. Clerics are good. ...
  • 1 Sorcerer. According to fans, Sorcerers are arguably the best class in the game right now.

Is it worth it to buy the Alchemist? ›

I absolutely recommend this book to everyone, as it changed the course my life is taking since reading it. But I particularly recommend it for those who need to feel the confidence of a child again, to know in your heart that you can be or do anything just because it feels right.

Does The Alchemist believe in God? ›

Santiago holds a unique view of God in that his beliefs are nebulous rather than codified. His religion is based on personal experience instead of an institutional proscription. As a result, Santiago is able to take multiple religious views into perspective.

Do alchemists still exist? ›

Indian alchemists and Chinese alchemists made contributions to Eastern varieties of the art. Alchemy is still practiced today by a few, and alchemist characters still appear in recent fictional works and video games. Many alchemists are known from the thousands of surviving alchemical manuscripts and books.

What does The Alchemist teach us? ›

Follow your dreams: The most important lesson in the book is that it is important to follow your dreams and pursue your personal legend. Santiago's journey teaches us that we should never give up on our dreams, no matter how difficult the journey may seem.

Are alchemists good in DND? ›

In combat the Alchemist is weak from level 5 onwards and the weakest of the artificers. Out of combat it's pretty good - but the actual alchemist part of being an alchemist (making potions and alchemical objects) doesn't have much support.

What level Caster is Eldritch Knight? ›

By multiclassing rules, a Wizard 10/Eldritch Knight 10 has the spell slots of a 10 + (10/3 round-down) = 10 + 3 = 13th level full caster, so that's why you have the higher level slots. You can't learn or prepare spells of that level but you can upcast with the slots.

Are there any female alchemists? ›

But not only men pursued these mysteries. Female alchemists became some of history's earliest scientists. While chasing alchemy's occult will o' the wisp, they found cures to common ailments and designed apparatus that is still used in laboratories today.

Can alchemists use magic? ›

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

How realistic is alchemy? ›

Alchemy is best described as a form of 'proto-science' rather than a distinct science in its own right. This is because, although many observations and theories made by alchemists were based on scientific fact, they often explained these in terms of 'magic' or divine intervention.

What is magic alchemy? ›

Alchemy is our MTG Arena format based on the Standard format that incorporates new-to-digital Magic cards alongside rebalanced Standard cards to create a fast, ever-evolving experience for our players.

Is The Alchemist a good boom? ›

Coelho's writing is both enchanting and thought-provoking, making for a truly memorable reading experience. Whether you're searching for your own personal legend or simply looking for a good story, “The Alchemist” is a book that is sure to leave a lasting impression.

What is the best race for the alchemist in Pathfinder? ›

Human: Always a good option, the human works for any Alchemist build. The Human favored class bonus is the same as the Elf, and should be largely ignored.

Is The Alchemist a good book to gift? ›

The Alchemist is such a book. With over a million and a half copies sold around the world, The Alchemist has already established itself as a modern classic, universally admired.

Is The Alchemist good for beginners? ›

The Alchemist is an easy book with deep significance. It finds itself on our list because even with its easy narrative, it is a novel you'll be able to grasp correctly after you're of a particular age.

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