Chemist.png

Chemists are an odd ilk, using science and logic to propel their ideas into reality, mixing volatile reagents and growing skilled enough to emulate magic without the drawbacks of actually being magic.

Role: Chemists can perform ranged damage as well as cover healing, buffs and utility with their different features.

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 chemist’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: Chemist

Level Base Attack Bonus Fort Save Reflex Save Will save Class Features
1 +0 +1 +2 +1 Mix, Reagents, Bomb 1d6, Chemical Expertise, Throwing Practice
2 +1 +1 +3 +1 Breakthrough, Alchemical Procedures(+2)
3 +2 +2 +3 +2 Reagents, Bomb 2d6, Researcher's Expertise, Merchant's Wit
4 +3 +2 +4 +2 Breakthrough, Emulatory Expertise
5 +3 +3 +4 +3 Bomb 3d6, Mix (2) Swift Alchemy, Alchemical Procedures(+4)
6 +4 +3 +5 +3 Reagents, Breakthrough, Quick Pockets, Researcher's Expertise
7 +5 +3 +5 +3 Bomb 4d6, Merchant's Wit
8 +6/+1 +4 +6 +4 Breakthrough, Alchemical Procedures(+6), Bombard
9 +6/+1 +4 +6 +4 Reagents, Bomb 5d6, Swift Poisoner, Researcher's Expertise, Emulatory Expertise
10 +7/+2 +5 +7 +5 Breakthrough, Mix (3), Alchemical Procedures (Immunity)
11 +8/+3 +5 +7 +5 Bomb 6d6, Merchant's Wit
12 +9/+4 +5 +8 +5 Reagents, Breakthrough, Mix Master, Researcher's Expertise
13 +9/+4 +6 +8 +6 Bomb 7d6, Emulatory Expertise
14 +10/+5 +6 +9 +6 Breakthrough
15 +11/+6/+1 +7 +9 +7 Reagents, Mix (4) Bomb 8d6, Researcher's Expertise, Greater Bombard, Merchant's Wit
16 +12/+7/+2 +7 +10 +7 Breakthrough
17 +12/+7/+2 +7 +10 +7 Bomb 9d6, Emulatory Expertiese
18 +13/+8/+3 +8 +11 +8 Reagents, Breakthrough, Researcher's Expertise
19 +14/+9/+4 +8 +11 +8 Bomb 10d6, Merchant's Wit
20 +15/+10/+5 +9 +12 +9 Breakthrough, Mix (5) Master Chemist

Class Features

Weapon and Armor Proficiencies

Chemists are proficient with all simple weapons as well as with bombs from the Bomb class feature. They are also proficient with light armor, and bucklers, but not light, heavy or tower shields.

Limit Breaks

At 1st level, a Chemist gains the ability to perform Limit Breaks. Chemists gain access to Battle and Daredevil limit break modes, and choose which mode to use at the start of a day. Chemist bombs count as damage for Battle, regardless of their element or adjustments from breakthroughs. When a Chemist’s limit break gauge is filled, they can use a limit break from their chosen mode or the following limit break, unique to them.

Mega Mix (Ex): This Limit Break allows the Chemist to tap into a reservoir of alchemical prowess and resources. As a swift action, for each charge expended, the Chemist adds an additional unique reagent to a Mix performed that turns without consuming a use of mix. For each reagent added, the DC of his mix increases by 1.

Mix (Ex)

At 1st level, a chemist gains the ability to perform mixes, allowing them to use their alchemical knowledge to their advantage in combat. Drawing the components of, creating and using a mix is a standard action that does not inherently provoke attacks of opportunity, but depending on the mix, a chemist can provoke in other ways, for example a mix that creates a thrown weapon would still provoke attacks of opportunity for making a ranged attack in melee. A chemist may use any component he is a high enough level to use.

A mix consists of two required components (container and base) and up to two optional components (catalyst and reagent). These are defined below:

A container determines how the mix is applied. A base determines the baseline effect of the mix. A catalyst determines the area or trigger of the mix. A reagent provides a secondary effect such as inflicting a status effect. Whenever a reagent inflicts a status effect, unless otherwise stated, it lasts for a number of rounds equal to the chemist’s intelligence modifier or his chemist level, whichever would be shorter.

At 1st level only a single container, base, catalyst and reagent can be applied to a single mix. At levels 5, 10, 15 and 20, another reagent can be applied to a mix.

A chemist can perform a mix a number of times equal to half his class level plus his intelligence modifier. By spending an hour foraging for ingredients, he recovers all expended mixes, but the GM can rule that you’re not able to do so (For example, if you’re locked in a cell). Whenever a mix requires a saving throw, it is calculated at 10 + half the chemist's level + his Intelligence modifier. A chemist may take Ability Focus (Mix) to gain a +2 bonus to the save DC of any mix he creates.

Components are listed here.

Bomb (Ex)

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 chemist must use a small vial containing an ounce of liquid catalyst—the chemist 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. Bomb components remain viable for years in proper storage, and stores just need to be replenished periodically. There is not a limit to the number of bombs per day that can be created, aside from the time requirement for making them, and having access to the chemist's store of materials.

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, a chemist's bomb inflicts 1d6 points of bludgeoning, slashing and piercing damage + additional damage equal to the chemist’s Intelligence modifier. The damage of a chemist's bomb increases by 1d6 points at every odd-numbered chemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from a chemist 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 chemist’s level + the chemist’s Intelligence modifier.

Chemists can learn new types of bombs as breakthroughs as they level up. A chemist's bomb, like an extract, becomes inert if used or carried by anyone else.

Chemical Expertise

At 1st level, chemists receive Master Alchemist as a bonus feat without needing to meet its prerequisites

Throwing Practice

At 1st level, chemists receive Catch Off-Guard as a bonus feat. A chemist 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.

Breakthrough

At 2nd level, and every even level afterwards, the Chemist breaks a barrier in their research. They select one breakthrough, and cannot select the same breakthrough more than once unless specifically noted. Breakthroughs with a single asterisk(*) affect or require the use the chemist's Bomb class feature. Breakthroughs with two asterisks(**) affect or require the chemist's Mix class feature. Breakthroughs with a single ^ mark work with either the Bomb or Mix class features

A list of breakthroughs can be found here.

Alchemical Procedures (Ex)

At 2nd level, a Chemist's familiarity with biological hazards allows them to build a resistance to them. A chemist receives +2 bonus to saves against poisons, diseases, spells and supernatural abilities with the poison descriptor. The chemist also reduces poison damage dealt to them by 1 per die of damage. This applies to effects that afflict the Poisoned, Sapped, and Diseased conditions.
The bonus to saves increases by 2 at 6th level and again at 8th level.
At 10th level, the chemist is immune to poisons and diseases (including poison damage).

Researcher's Expertise (Ex)

A chemist adopts a rigorous study of other disciplines to expand their skills. At 3rd level, a chemist gains the Skill Focus feat as a bonus feat for one of the following skills of their choice: Appraise, Any Craft, Disable Device, Heal, any Profession, Knowledge (Any), and Use Magic Device. At 6th level, 9th level and every three chemist levels thereafter, the chemist gains another Skill Focus feat to apply to one of the above skills, selecting a different skill each time.

Merchant's Wit

At 3rd level, a chemist learns to maneuver in social circles, as when you're blowing up your lab twice a week, it helps to have friendly neighbours. At third level and every 4 levels thereafter, the chemist gains a single social talent (or advanced talent, if he is a high enough level) of his choice. For the purpose of thief social talents, a chemist does not have a thief identity and is always considered to be in his social identity. Despite that, a chemist may still take and use the heist preparation and homefield advantage talents even though he does not actually meet the prerequisites. (A chemist may take the extra social talents feat to gain additional social talents)

A complete listing of social talents can be found here.

Emulatory Expertise

At 4th level, the chemist selects one spellcasting class. The chemist counts as one of that class for the purposes of spells known, but uses Intelligence to determine what level of spell they can learn. The chemist cannot actually cast these spells, but knows them for the purposes of crafting and using items such as wands. He can supply the spells for crafting specifically his own crafts or for others. However, a chemist can only apply this ability to wondrous items or alchemical items with spell components.

A chemist treats his chemist level as his caster level for the purposes of qualifying for, and making use of, item crafting feats.

At 9th, 13th and 17th levels, the chemist gains an item crafting feat of his choice as a bonus feat.

Swift Alchemy

At 5th level, a chemist can create alchemical items with astounding speed. It takes an chemist half the normal amount of time to create alchemical items, and he can apply poison to a weapon as a move action.

Quick Pockets (Ex)

At 6th level, the chemist familiarity with items has gifted him nimble fingers in their procurement. A chemist can draw and stow alchemical items and weapons as a swift action. The chemist still provokes attacks of opportunity when drawing items but not when storing them.

Bombard (Ex)

At 8th level, the chemist can prepare and throw two bombs as a full round action, with the second bomb using their BAB - 5.

Swift Poisoner

At 9th level, a chemist can apply a dose of poison to a weapon as a swift action.

Mix Master

At 12th level, the Chemist chooses a specialisation for what they can craft. This provides a boost to a category of items that the Chemist makes. This does not affect the Mix classed feature. Once this choice is made, it cannot be changed

  • Pharmaceutical: The Chemist adds half his Chemist level to the healing provided by any healing item he creates.
  • Harmaceutical: The Chemist adds half his Chemist level to the damage of any damaging items he creates.
  • Debilitatives: The Chemist adds one quarter of his Chemist level to the DCs of any item he creates that inflicts a condition on a failed save.

Greater Bombard (Ex)

At 15th level, the chemist can prepare and throw three bombs as a full round action, with the second bomb using their BAB - 5, and their third using their BAB - 10.

Master Chemist (Ex)

At 20th level, the chemist needs only 10 minutes to forage for new ingredients for his mixes and may always forage for ingredients, even if he is in a situation where he would not logically be able to. In addition, his bombs increase to D8s for damage.

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