Requirements[]
To become a chemist, a character must fulfill all the following criteria:
- Alignment: Any non-chaotic
- Skills: Knowledge(Arcana) or Knowledge(The Planes) 5 ranks, Craft(Alchemy) 5 ranks.
- Feats: Skill Focus(Craft(Alchemy)), Brew Potion
- Special: Must have successfully used the Craft(Alchemy) skill or Brew Potion feat to create something worth 500 gp or greater
Class Skills[]
Craft(Alchemy), Knowledge(Arcana), Knowledge(The Planes), Profession(Chemist), Search, Heal, Concentration
Table: The Chemist
Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Spells Per Day/Spells Known | |
1st | +0 | +2 | +0 | +0 | Use Poison | +1 level of existing spellcasting class |
2nd | +1 | +3 | +0 | +0 | Chemist's Repertoire | --- |
3rd | +1 | +3 | +1 | +1 | Energy Substitution | +1 level of existing spellcasting class |
4th | +2 | +4 | +1 | +1 | Chemist's Repertoire | --- |
5th | +2 | +4 | +1 | +1 | Skill Focus(Heal) | +1 level of existing spellcasting class |
6th | +3 | +5 | +2 | +2 | Chemist's Repertoire | --- |
7th | +3 | +5 | +2 | +2 | Energy Substitution | +1 level of existing spellcasting class |
8th | +4 | +6 | +2 | +2 | Chemist's Repertoire | --- |
9th | +4 | +6 | +3 | +3 | Craft with Substituted Energy | +1 level of existing spellcasting class |
10th | +5 | + | +3 | +3 | Chemist's Repertoire, Eschew Experience Costs | --- |
Hit Die: d4
Skill Points: 2 + Int modifier
Chemist's Repertoire: As you continue your understanding of chemistry, you memorize how to make certain chemicals, adding them to your repertoire. Each time you gain Chemist Repertoire, you can choose one of the following items. Once per day, you can attempt to create one of the items you have selected. This process takes one hour. You can also choose to augment the item. Doing so extends the process an hour, doubles the XP cost, increases the gold cost by 50%, and increases the DC by 10. You must decide if you are going to make an augmented item before you begin crafting.
Focus Component | Craft(Alchemy) DC | Material,Gold Cost | XP Cost | Augmented | |
Potion of Cure Light Wounds | None | 10 | 30 | 0 | Creates a Potion of Cure Moderate Wounds instead |
Potion of Cure Critical Wounds | Diamond dust worth at least 50 gp | 10 | 180 | 0 | Potion of Cure Serious Wounds instead |
Alchemist's Fire | A piece of cold iron worth at least 500 gp | 15 | 100 | 0 | Direct hit 2d6, splash 2 |
Healer's Kit | None | 20 | 20 | 0 | The kit has 25 uses instead of 10 |
Potion of Lesser Geas | Piece of an evil outsider | 24 | 700 | 15 | Creates a potion of Geas instead |
Sovereign Glue, 1 oz | Heated iron container | 30 | 500 gp, Salve of Slipperiness, A piece of deep crystal worth at least 1000 gp, a piece of Cold Iron worth at least 500 gp | 500 | The deep crystal and cold iron becomes a focus component instead of a material cost |
Potion of Time Stop | Piece of a lawful outsider, piece of a chaotic outsider, chilled iron container | 40 | 800 | 50 | Creates two potions |
Craft with Substituted Energy: Whenever you craft, brew, or use chemist's repertoire to create something that deals fire, cold, acid, electric, or sonic damage, you can increase the material cost by 50gp in order to change the damage type to a damage type you have taken the Energy Substitution feat in.
Eschew Experience Costs: You are so in tune with your chemical synthesis that you can practice your other skills while waiting for your reactions to finish. Whenever you craft, brew, or use chemist's repeoire to create something, you can remove the XP cost. If you do,the amount of time it takes is doubled and the DC is increased +5 for every 100 XP not paid this way.