Alchemist
Uses Intelligence to craft bombs, elixirs, mutagens, and antitoxins via Quick Alchemy—spending 1 infused reagent per turn to create alchemical items from a known formula book insta...
- Perception
- Trained
- Saves
- REF Expert · FORT Expert · WILL Trained
Alchemists use their expertise in chemistry and magical reagents to brew powerful bombs, elixirs, and mutagens. They are flexible support-and-offense specialists who run on a daily supply of Quick Alchemy items.
Key Ability: Intelligence
Hit Points per Level: 8 + Constitution modifier
Perception Proficiency: Trained
Saving Throws: Expert Fortitude, Trained Reflex, Trained Will
Skills: Crafting (trained), plus a number of additional skills equal to 3 + Intelligence modifier
Attacks: Trained with simple weapons, alchemical bombs, and unarmed attacks
Defenses: Trained in light armor and unarmored defense
Spellcasting: None (alchemical formulas, not spells)
Key 1st-Level Features:
- Alchemy: Gain the Alchemical Crafting feat and a formula book with 4 common alchemical items. You can create alchemical items during daily preparations without spending money for a number of free batches equal to your level.
- Infused Reagents: Gain a pool of infused reagents each day. Use these for Quick Alchemy.
- Quick Alchemy (1 action): Spend 1 infused reagent to create any alchemical item you know the formula for instantly. The item remains potent until the start of your next turn.
- Research Field: Choose a specialization — Bomber (bombs), Chirurgeon (healing elixirs), Mutagenist (mutagens), or Toxicologist (poisons). Each grants additional formulas and bonuses.
Alchemical Items: Bombs deal damage on ranged Strike. Elixirs provide buffs. Mutagens grant ability bonuses at a cost. Antitoxins and antidotes treat conditions.