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Chemist

Whether secreted away in a smoky basement laboratory or gleefully experimenting in a well-respected school of magic, the chemist is often regarded as being just as unstable, unpredictable, and dangerous as the concoctions he brews. While some creators of alchemical items content themselves with sedentary lives as merchants, the true chemist answers a deeper calling. Rather than cast magic like a spellcaster, the chemist captures his own magic potential within liquids and extracts he creates, infusing his chemicals with virulent power to grant him impressive skill with explosives.
Role: The chemist’s reputation is not softened by his exuberance (some would say dangerous recklessness) in perfecting his 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 chemist’s almost gleeful passion for building explosive bombs. 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.
Alignment: Any
Hit Die: d8
Starting Wealth: 3d6 × 10 gil (average 105 gil.) In addition, each character begins play with an outfit worth 10 gil or less.
Class Skills
The chemist’s class skills (and the key ability for each skill) 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 Points Per Level: 4 + Int modifier

Table: Chemist

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
Type3/4GoodGoodBad
1st+0+2+2+0Bomb (1d6), Craft Alchemical Item, Throw Anything, Limit Breaks
2nd+1+3+3+0Discovery, Throw Alchemical Item (15 ft.)
3rd+2+3+3+1Bomb (2d6), Swift Alchemy
4th+3+4+4+1Discovery, Alchemical Mixture (Tier 1)
5th+3+4+4+1Bomb (3d6), Anesthetic
6th+4+5+5+2Discovery, Throw Alchemical Item (30 ft.)
7th+5+5+5+2Bomb (4d6), Improved Quaff Potion
8th+6/+1+6+6+2Discovery
9th+6/+1+6+6+3Bomb (5d6), Mix
10th+7/+2+7+7+3Discovery, Throw Alchemical Item (45 ft.)
11th+8/+3+7+7+3Bomb (6d6), Auto-Potion, Alchemical Mixture (Tier 2)
12th+9/+4+8+8+4Discovery
13th+9/+4+8+8+4Bomb (7d6), Quaff Potion Mastery
14th+10/+5+9+9+4Discovery, Throw Alchemical Item (60 ft.)
15th+11/+6/+1+9+9+5Bomb (8d6), Defensive Bombing
16th+12/+7/+2+10+10+5Discovery
17th+12/+7/+2+10+10+5Bomb (9d6), Item Lore
18th+13/+8/+3+11+11+6Discovery, Alchemical Mixture (Tier 3)
19th+14/+9/+4+11+11+6Bomb (10d6), Instant Alchemy
20th+15/+10/+5+12+12+6Grand Discovery

Class Features

All of the following are class features of the chemist.

Weapon and Armor Proficiency

Chemists are proficient with all simple weapons, simple firearms, and bombs. Chemists are proficient with light armor, but not with any type of shields.

Limit Breaks (Su)

At 1st level, the chemist receives the Limit Breaks (Mega-Item and Perfect Bomb).

Mega-Item (Su): This Limit Break transforms a single alchemical item into a very potent version. All variable, numeric effects are maximized. It lasts for the duration of 1 round + 1 round per four chemist levels after 1st before it loses all potency.

Perfect Bomb (Su): This Limit Break allows the chemist to create the perfect bomb. For the duration of 1 round + 1 round per four chemist levels after 1st, the chemist creates one of these bombs which he can throw at double the normal range and deals maximum damage. This limit break requires only a swift action.

Bomb (Su)

In addition to magical extracts, chemists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies. 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 fire 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 + half of the chemist’s level + his Intelligence modifier.

Chemists can learn new types of bombs as discoveries (see the Discovery ability) as they level up. A chemist’s bomb, like an extract, becomes inert if used or carried by anyone else.

Craft Alchemical Item (Ex)

At 1st level, chemists receive Craft Alchemical Item as a bonus feat. The chemist does not need to meet the prerequisites for this feat. The chemist uses his chemist level as his caster level.

Throw Anything (Ex)

All chemists gain the Throw Anything feat as a bonus feat at 1st level. A chemist adds his Intelligence modifier to damage done with Throw Splash Weapon, including the splash damage if any. This bonus damage is already included in the bomb class feature.

Throw Alchemical Item (Ex)

Starting at 2nd level, a chemist can Throw Alchemical Items to allies within 15 feet. This improves by an additional 15 feet for every four levels afterwards to a maximum of 60 feet. The chemist must hit an AC of 10 (+/- from size). The recipient must have a hand free to catch the potion. If the recipient is adjacent to an enemy, he provokes an attack of opportunity. If the chemist has multiple attacks, he can throw up to that many alchemical items as a full-attack action.

Discoveries (Su)

At 2nd level, and then again every two chemist levels thereafter (up to 18th level), a chemist makes an incredible alchemical discovery. Unless otherwise noted, a chemist cannot select an individual discovery more than once. Some discoveries can only be made if the chemist 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 + half of the chemist’s level + his Intelligence modifier.

  • A complete list of discoveries can be found here: Discoveries

Swift Alchemy (Ex)

At 3rd level, a chemist can create alchemical items with astounding speed. It takes a chemist half the normal amount of time to create alchemical items

Alchemical Mixture (Ex)

At 4th level, a chemist can make a temporary alchemical item. As a standard action, a chemist can create an alchemical item from the tier 1 list from the alchemical item list at no cost. An alchemical item created this way only lasts for 1 round per chemist level before it loses all potency. The chemist can use this ability a number of times per day equal to 3 + his Intelligence modifier. At 11th level, a chemist can create an alchemical item from the tier 2 list. At 18th level, a chemist can create an alchemical item from the tier 3 list.

Anesthetic

At 5th level, a chemist learns how to supplement uses of the Heal skill with pain-killing drugs. He gains Skill Focus (Heal) as a bonus feat. Any use of the Heal skill that has a risk of harming the patient (such as extracting a barb) only deals the minimum damage when performed by a chemist.

Improved Quaff Potion (Ex)

At 7th level, the chemist can drink potions quickly. He can drink a potion as a move action instead of a standard action. The limitation to drinking potions increases by 1.

Mix (Ex)

At 9th level, as a full-round action, a chemist can mix two alchemical items together for a dual effect or create a new alchemical item of a higher tier. When creating a new alchemical item, the chemist must have two alchemical items of the same tier (1 or 2) which then creates any alchemical item of a higher tier. The chemist must make a Craft (alchemy) skill check (DC 20 for tier 1, DC 25 for tier 2, and DC 30 for tier 3) or both items are ruined.

Auto-Potion (Ex)

At 11th level, the chemist can take an immediate action when hit by a melee attack or ranged attack to drink a potion. He must have a free hand to use this ability but does not provoke an attack of opportunity. He can only use this ability once a round.

Quaff Potion Mastery (Ex)

At 13th level, the chemist’s ability to drink potions becomes legendary. He can drink a potion as a swift action instead of a move action. The chemist also doesn’t provoke an attack of opportunity from drinking a potion. The limitation to drinking potions increases by 1.

Defensive Bombing (Ex)

At 15th level, the chemist becomes adept at throwing bombs that he no longer provokes attacks of opportunity when throwing bombs.

Item Lore (Ex)

At 17th level, the chemist’s knowledge of medicines allows him to double the potency of alchemical items. Any alchemical items created by the chemist doubles all variables.

Instant Alchemy (Ex)

At 19th level, a chemist can create alchemical items with almost supernatural speed. He can create any alchemical item as a full-round action if he succeeds at the Craft (alchemy) check and has the appropriate resources at hand to fund the creation.

Grand Discovery (Su)

At 20th level, the chemist makes a grand discovery. He immediately learns two normal discoveries, but also learns a third discovery chosen from the linked list below, representing a truly astounding alchemical breakthrough of significant import. For many chemists, the promise of one of these grand discoveries is the primary goal of their experiments and hard work.

  • Awakened Intellect: The chemist’s constant exposure to strange chemicals has expanded his mind. His Intelligence score permanently increases by 2 points.
  • Eternal Youth: The chemist has discovered a cure for aging, and from this point forward he takes no penalty to his physical ability scores from advanced age. If the chemist is already taking such penalties, they are removed at this time.
  • Fast Healing: The chemist’s flesh responds to damage with shocking speed—he gains fast healing 5.
  • Poison Touch: The chemist gains a poisonous touch, as if under the effects of a poisoned touch spell. He can suppress or activate this ability as a free action. The physical appearance of how the chemist generates and delivers his poisonous touch varies from chemist to chemist.

Favored Class Bonuses

Instead of receiving an additional skill rank or hit point whenever they gain a level in a favored class, some races have the option of choosing from a number of other bonuses, depending upon their favored classes. The following options are available to the listed race who have chemist as their favored class, and unless otherwise stated, the bonus applies each time you select the listed favored class reward.

  • Al BhedAdd +1/4 to the chemist’s damage rolls with thrown weapons.
  • Burmecian: The chemist gains +1/6 of a new discovery.
  • Dwarf: Add +1 foot to the range increment of the chemist’s thrown splash weapons (including the chemist’s bombs). This option has no effect unless the chemist has selected it 5 times (or another increment of 5); a range increment of 24 feet is effectively the same as a range increment of 20 feet, for example.
  • ElvaanAdd +1 foot to the range increment of the chemist’s thrown splash weapons (including the chemist’s bombs). This option has no effect unless the chemist has selected it 5 times (or another increment of 5); a range increment of 24 feet is effectively the same as a range increment of 20 feet, for example.
  • Galka: Add +1/2 to bomb damage.
  • Goblin: Add +1/2 to bomb damage.
  • Hume: Add +1/4 to the chemist’s damage rolls with thrown weapons.
  • Mithra: The chemist gains +1/6 of a new discovery.
  • Moogle: Add +1 foot to the range increment of the chemist’s thrown splash weapons (including the chemist’s bombs). This option has no effect unless the chemist has selected it 5 times (or another increment of 5); a range increment of 24 feet is effectively the same as a range increment of 20 feet, for example.
  • Qu: Add +1 foot to the range increment of the chemist’s thrown splash weapons (including the chemist’s bombs). This option has no effect unless the chemist has selected it 5 times (or another increment of 5); a range increment of 24 feet is effectively the same as a range increment of 20 feet, for example.
  • Seeq: Add +1/2 to the chemist’s bomb damage.
  • Shindroid: Add +1/2 to bomb damage.
  • Tarutaru: Add +1 foot to the range increment of the chemist’s thrown splash weapons (including the chemist’s bombs). This option has no effect unless the chemist has selected it 5 times (or another increment of 5); a range increment of 24 feet is effectively the same as a range increment of 20 feet, for example.

Archetypes