Alchemist |
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Alchemist is a class in Pathfinder: Kingmaker. Alchemists use alchemy to create explosive artifacts that can be used in battle and mutagen, a brew that can be used to enhance physical abilities.
"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."
Alchemist Informatio
- High saves: Fortitude and Reflex.
- Class skills: Trickery, Knowledge (Arcana), Knowledge (World), Perception, Use Magic Device.
- Proficient with all simple weapons and bombs. Also proficient with light armor, but not shields.
- Alignment: Any.
- Hit Die: d8.
- Skill Ranks per Level: 4 + Int modifier.
Alchemist Archetypes
Grenadier
Bonus: Martial Weapons Proficiencies, multiple blast abilities
Penalty: No poison immunity
Vivisectionist
Bonus: Sneak Attack, have medical discovery instead of discovery
Penalty: no bomb abilities
Chirurgeon
Bonus: have Infused Curative, Power over Death, and has Lore (Religion) skill focus
Penalty: No poison resistance
Alchemist Progression
Level |
Base Attack Bonus |
Fort |
Ref |
Will |
Special |
Level 1 | 0 | +2 | +2 | +0 | Throw Anything, Alchemist Proficiencies, bomb 1d6, mutagen |
Level 2 | +1 | +3 | +3 | +0 | Discovery, poison resistance +2 |
Level 3 | +2 | +3 | +3 | +1 | Bomb 2d6 |
Level 4 | +3 | +4 | +4 | +1 | Discovery |
Level 5 | +3 | +4 | +4 | +1 | Bomb 3d6, poison resistance +4 |
Level 6 | +4 | +5 | +5 | +2 | Discovery |
Level 7 | +5 | +5 | +5 | +2 | Bomb 4d6 |
Level 8 | +6/+1 | +6 | +6 | +2 | Discovery, poison resistance +6 |
Level 9 | +6/+1 | +6 | +6 | +3 | Bomb 5d6 |
Level 10 | +7/+2 | +7 | +7 | +3 | Discovery, poison immunity |
Level 11 | +8/+3 | +7 | +7 | +3 | Bomb 6d6 |
Level 12 | +9/+4 | +8 | +8 | +4 | Discovery |
Level 13 | +9/+4 | +8 | +8 | +4 | Bomb 7d6 |
Level 14 | +10/+5 | +9 | +9 | +4 | Discovery, persistent mutagen |
Level 15 | +11/+6/+1 | +9 | +9 | +5 | Bomb 8d6 |
Level 16 | +12/+7/+2 | +10 | +10 | +5 | Discovery |
Level 17 | +12/+7/+2 | +10 | +10 | +5 | Bomb 9d6 |
Level 18 | +13/+8/+3 | +11 | +11 | +6 | Discovery |
Level 19 | +14/+9/+4 | +11 | +11 | +6 | Bomb 10d6 |
Level 20 | +15/+10/+5 | +12 | +12 | +6 | Grand Discovery |

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.

Persistent Mutagen (Su)
At 14th level, the effects of a mutagen last for 1 hour per level.

Grand Discovery (Su)
At 20th level, the alchemist makes a grand discovery. He immediately learns two normal discoveries, but also learns a grand discovery, 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.
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.
Discovery Information
Name | Effect |
Acid Bomb | When the alchemist creates a bomb, he can choose to have it inflict acid damage. Creatures that take a direct hit from an acid bomb take an additional 1d6 points of acid damage 1 round later. |
Choking Bomb | Instead of dealing damage this bomb exposes creatures around it to choking gas. Everyone around target must succeed on a Fortitude save or become Nauseated for 1 round per 1d6 damage that alchemist bombs usually inflict. Targets that were Nauseated by this bomb can attempt another save each round. |
Cognatogen | The alchemist gains the ability to create a cognatogen, a mutagen-like mixture that heightens one mental ability score at the expense of a physical ability score. If the cognatogen enhances his Intelligence, it applies a penalty to his Strength. If it enhances his Wisdom, it applies a penalty to his Dexterity. If it enhances his Charisma, it applies a penalty to his Constitution. Otherwise, this ability works just like the mutagen ability (including the natural armor bonus). Anytime the alchemist would prepare a mutagen, he may instead prepare a cognatogen. All limitations of mutagens apply to cognatogens as if they were the same substance—an alchemist can only maintain one mutagen or cognatogen at a time, a cognatogen that is not in an alchemist’s possession becomes inert, drinking a cognatogen makes a non-alchemist sick, and so on. When the effect of the cognatogen ends, the alchemist takes 2 points of ability damage to the ability score penalized by the cognatogen. The infuse mutagen discovery and the persistent mutagen class ability apply to cognatogens. |
Force Bomb | When the alchemist creates a bomb, he can choose to have it inflict force damage. Force bombs deal 1d4 points of force damage, plus 1d4 points of force damage for every odd-numbered level, instead of 1d6. Creatures that take a direct hit from a force bomb are knocked prone unless they succeed on a Reflex save. |
Infusion | Infusion discovery allows an alchemist to use his extracts not only on himself but on other people as well. With this discovery, all alchemist extracts will behave exactly like spells with same names when considering targets and range. |
Precise bomb | When the alchemist throws a bomb, he doesn't affect allies. |
Weapon Focus (Bomb) | You gain a +1 bonus on all attack rolls you make using Bombs. |