πŸ” 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Alchemist


Hit Points

At first level and every level thereafter, you increase your maximum hit points by 8 plus your constitution modifier.

Key Ability

At first level, you increase one of these ability scores by 2. Some of these options might be tied to subclasses (such as the rogue’s rackets).
Key Ability: Intelligence

Initial Proficiencies


Saves

Trained in Perception
Expert in Reflex Saves
Trained in Will Saves
Expert in Fortitude Saves

Weapons

Trained in unarmed attacks
Trained in simple weapons
Trained in Alchemical Bombs
Trained in Alchemist class DC

Armor

Trained in unarmored, light, and medium armor
Untrained in heavy armor

Skills

Trained in Crafting
Trained in a number of skills equal to 3 plus your intelligence modifier

Class Features


LevelFeatures
1Ancestry Feat, Class Feat, Research Field, Alchemy, Formula Book
2Class Feat, Skill Feat
3General Feat, Skill Increase
4Class Feat, Skill Feat
5Ability Boost, Ancestry Feat, Skill Increase, Powerful Alchemy, Field Discovery
6Class Feat, Skill Feat
7General Feat, Skill Increase, Iron Will, Alchemical Weapon Expertise, Perpetual Infusions
8Class Feat, Skill Feat
9Ancestry Feat, Skill Increase, Alchemical Expertise, Alertness, Double Brew
10Ability Boost, Class Feat, Skill Feat
11General Feat, Skill Increase, Perpetual Potency, Juggernaut
12Class Feat, Skill Feat
13Ancestry Feat, Skill Increase, Weapon Specialization, Alchemist Armor Expertise, Greater Field Discovery
14Class Feat, Skill Feat
15Ability Boost, General Feat, Skill Increase, Evasion, Alchemical Alacrity
16Class Feat, Skill Feat
17Ancestry Feat, Skill Increase, Alchemical Mastery, Perpetual Perfection
18Class Feat, Skill Feat
19General Feat, Skill Increase, Alchemist Armor Mastery
20Ability Boost, Class Feat, Skill Feat

Research Field Feature 1


Alchemist​

Your inquiries into the alchemical nature of the universe have led you to focus on a particular field of research. You might have a degree from a scientific institute, correspond with other researchers in your field, or work as a genius loner. Choose a field of research.

Your research field adds a number of formulas to your formula book; these are your signature items. When using a batch of infused reagents to create your signature items using advanced alchemy, you create three items instead of two. Each time you gain a level, you can swap one of your signature items with another formula in your formula book. This new signature item must be on your research field's list of possible signature items.


Alchemy Feature 1


Alchemist​

You understand the complex interactions of natural and unnatural substances and can concoct alchemical items to meet your needs. You can do this using normal reagents and the Craft activity, or you can use special infused reagents that allow you to craft temporary items quickly and at no cost. Over time, you can create more and more alchemical items for free, and since each of them becomes more and more powerful, you advance in power dramatically, leaving behind those who don't understand your strange science.

You gain the Alchemical Crafting feat, even if you don't meet that feat's prerequisites, and you gain the four common 1st-level alchemical formulas granted by that feat. You can use this feat to create alchemical items as long as you have the items' formulas in your formula book.


Formula Book Feature 1


Alchemist​

An alchemist keeps meticulous formulas for every item they can create. You start with a standard Formula Book (Blank) worth 10 sp or less for free. The formula book contains the formulas for two common 1st-level alchemical items of your choice, in addition to those you gained from Alchemical Crafting and your research field.

Each time you gain a level, you can add the formulas for two common alchemical items to your formula book. These new formulas can be for any level of item you can create. You learn these formulas automatically, but it's also possible to find or buy additional formulas in settlements or from other alchemists, or to invent them with the Inventor feat.


Powerful Alchemy Feature 5


Alchemist​

Alchemical items you create on the fly are particularly potent. When you use Quick Alchemy to create an infused alchemical item that allows a saving throw, you can change its DC to your class DC.


Field Discovery Feature 5


Alchemist​

You learn a special discovery depending on your field.


Iron Will Feature 3


Alchemist Your mental defenses are an iron fortress. Your proficiency rank for Will saves increases to expert.

Ranger Your training has hardened your resolve. Your proficiency rank for Will saves increases to expert.


Alchemical Weapon Expertise Feature 7


Alchemist​

You've trained to more effectively wield the weapons you find in your lab. Your proficiency ranks for simple weapons, unarmed attacks, and alchemical bombs increase to expert.


Perpetual Infusions Feature 7


Alchemist​

You have learned how to create perpetual alchemical infusions that can provide a near-infinite supply of certain simple items.

You gain the ability to create two 1st-level alchemical items using Quick Alchemy without spending a batch of infused reagents. The items you can select depend on your research field and must be in your formula book.


Alchemical Expertise Feature 9


Alchemist​

Constant practice has increased the effectiveness of your concoctions. Your proficiency rank for your alchemist class DC increases to expert.


Alertness Feature 3


Experience has made you increasingly aware of threats around you, and you react more quickly to danger. Your proficiency rank for Perception increases to expert.


Double Brew Feature 9


Alchemist​

You know your formulas so well that you can concoct two items at once.

When using the Quick Alchemy action, instead of spending one batch of Infused Reagents to create a single item, you can spend up to two batches of infused reagents to make up to two alchemical items as described in that action. These items do not have to be the same.


Perpetual Potency Feature 11


Alchemist​

Your perpetual infusions improve, allowing you to use Quick Alchemy to create more powerful items with no cost. The items you can select depend on your research field and must be in your formula book.


Juggernaut Feature 7


Barbarian, Champion, Fighter, Inventor, Ranger Your body is accustomed to physical hardship and resistant to ailments. Your proficiency rank for Fortitude saves increases to master. When you roll a success on a Fortitude save, you get a critical success instead.

Alchemist Your body has become accustomed to physical hazards and resistant to pathogens and ailments. Your proficiency rank for Fortitude saves increases to master. When you roll a success on a Fortitude save, you get a critical success instead.

Magus Your body is accustomed to physical hardship and resistant to a wide range of ailments. Your proficiency rank for Fortitude saves increases to master. When you roll a success on a Fortitude save, you get a critical success instead.

Gunslinger Your body has become accustomed to physical hazards and resistant to ailments. Your proficiency rank for Fortitude saves increases to master. When you roll a success on a Fortitude save, you get a critical success instead.


Weapon Specialization Feature 7


Champion, Fighter, Gunslinger, Inventor, Investigator, Magus, Monk, Ranger, Rogue, Swashbuckler: You've learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you're a master, and to 4 if you're legendary.

Alchemist, Bard, Cleric, Druid, Oracle, Psychic, Sorcerer, Summoner, Witch, Wizard You've learned how to inflict grave wounds with your most practiced weapons. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you're a master, and to 4 if you're legendary.

Barbarian: Your rage helps you hit harder. You deal an additional 2 damage with weapons and unarmed attacks in which you have expert proficiency. This damage increases to 3 if you're a master, and 4 if you're legendary.

You gain your instinct's specialization ability. See specific instincts for more information.


Alchemist Armor Expertise Feature 13


Alchemist​

You've learned how to dodge while wearing medium, light or no armor. Your proficiency ranks for medium armor, light armor and unarmored defense increase to expert.


Greater Field Discovery Feature 13


Alchemist​

You learn an incredible discovery that advances your understanding of your field.


Evasion Feature 7


You've learned to move quickly to avoid explosions, dragon's breath, and worse. Your proficiency rank for Reflex saves increases to master. When you roll a success on a Reflex save, you get a critical success instead.


Alchemical Alacrity Feature 15


Alchemist​

Your comfort in concocting items is such that you can create three at a time. When using the Quick Alchemy action, you can spend up to three batches of infused reagents to make up to three alchemical items as described in that action. These items do not have to be the same.


Alchemical Mastery Feature 17


Alchemist​

Your alchemical concoctions are incredibly effective. Your proficiency rank for your alchemist class DC increases to master.


Perpetual Perfection Feature 17


Alchemist​

You have perfected your perpetual infusions, allowing you to use Quick Alchemy to create even more powerful items at no cost. The items you can select depend on your research field and must be in your formula book.


Alchemist Armor Mastery Feature 19


Alchemist​

Your skill with light and medium armor improves, increasing your ability to dodge blows. Your proficiency ranks for medium armor, light armor and unarmored defense increase to master.