Grod_The_Giant
2015-08-31, 08:03 PM
I'll open with a disclaimer: there's nothing wrong with the Alchemist as written. Not really. It and its cousin, the Investigator, are well-balanced tier 3 classes. (And the latter numbers among my all-time favorite 3.x characters). There are a few things that bug me about the classes, though:
I don't like how limited the Alchemist's bombs are-- you get too few/day for me to really feel comfortable specializing in them, especially if you invest in Rapid Bombs and similar abilities to get reliable damage.
Bombs and Mutagen seem like too much, even if they really aren't.
Weird semi-functional support for poisons-- you can almost make them reliable, but not quite.
Potions and Extracts being technically different things just seems untidy, somehow.
The Investigator having the exact same extract list as the Alchemist strikes me as lazy design.
Too many different "free inspiration with X skills" discoveries, none of which quite seem worth it.
Int-to-everything functionality being hidden behind traits, archetypes, and feats is irritating
No good alchemical warrior
But most of all... alchemy feels too much like magic. While there are a few edge cases, 95% of the time playing my Investigator feels pretty much like playing a standard spellbook caster.
So with that in mind, here's my replacement, which will hopefully feel a little bit more distinct. I've reworked the Alchemist and the Investigator, and added a warrior/alchemist hybrid: the Witcher (https://en.wikipedia.org/wiki/The_Witcher). The basic idea is that instead of spells/day, you get a crafting reserve-- like the Artificer, but with gold instead of experience. Crafting extracts comes out of your "Alchemy Lab" fund, with the cost remaining subtracted until the extract is used. I also did cheap things like weird spell level progressions (Alchemist gets 7th level Extracts; the other two get 5th) and weird multi-targetting rules. So without further ado...
Alchemist
Hit Die: d6
Class Skills: Appraise (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Forgery (Int), Heal (Wis), Knowledge (All) (Int), Listen (Wis), Profession (Wis), Speak Language, Spellcraft (Int), Spot (Wis), Survival (Wis), Use Magic Device (Cha)
Skill Points at 1st Level: (4 + Int modifier) ×4.
Skill Points at Each Additional Level: 4+ Int modifier.
Level
BAB
Fort
Ref
Will
Special
Path Discoveries
Other Discoveries
Alchemy Lab (gp)
Maximum Extract Level
1st
+0
+2
+0
+0
Alchemy, Alchemy Lab, The Shoulders of Giants
1
--
50
1
2nd
+1
+3
+0
+0
Potent Alchemy, Discoveries
1
1
75
1
3rd
+2
+3
+1
+1
Double Alchemy
1
1
400
2
4th
+3
+4
+1
+1
Improve Potion
2
1
550
2
5th
+3
+4
+1
+1
2
2
700
2
6th
+4
+5
+2
+2
2
2
1600
3
7th
+5
+5
+2
+2
3
2
2050
3
8th
+6/+1
+6
+2
+2
Combine Extracts
3
3
2500
3
9th
+6/+1
+6
+3
+3
3
3
4300
4
10th
+7/+2
+7
+3
+3
4
3
5200
4
11th
+8/+3
+7
+3
+3
4
4
6100
4
12th
+9/+4
+8
+4
+4
Unchecked Creation (1st)
4
4
9100
5
13th
+9/+4
+8
+4
+4
5
4
10600
5
14th
+10/+5
+9
+4
+4
5
5
12100
5
15th
+11/+6/+1
+9
+5
+5
Unchecked Creation (2nd)
5
5
16600
6
16th
+12/+7/+2
+10
+5
+5
6
5
18850
6
17th
+12/+7/+2
+10
+5
+5
Instant Alchemy
6
6
21100
6
18th
+13/+8/+3
+11
+6
+6
Unchecked Creation (3rd)
6
6
27400
7
19th
+14/+9/+4
+11
+6
+6
7
6
30550
7
20th
+15/+10/+5
+12
+6
+6
Philosopher’s Stone
7
7
33700
7
Alchemy (Su): Alchemists are, indisputably, masters of alchemical substances. Alchemists gain a perfection bonus to Craft (Alchemy) equal to their class level, and create mundane alchemical items at twice the normal speed. In addition, they may identify potions and other alchemical items, as the Identify spell, with a successful Craft (Alchemy) check, with a DC of 15+potion level. But any petty dabbler can do such things. An Alchemist's true mastery is in his preparation of Extracts.
Extracts are, essentially, spells in potion form, although their power is much greater. As such their effects can be dispelled by effects like dispel magic using the Alchemist's level as the caster level. Just like a potion, drinking an Extract is a standard action that provokes attacks of opportunity. No special training is needed to benefit from an Extract-- anyone who drinks one is affected normally.
Extracts have a caster level equal to the Alchemist's class level. The save DC against an Extract, if relevant, is equal to 10 + Extract level + the Alchemist's Intelligence modifier. An Alchemist only knows how to prepare a limited number of Extracts, as shown on the table below:
Extracts Known
Level
1st
2nd
3rd
4th
5th
6th
7th
1st
4
2nd
6
3rd
8
4
4th
10
6
5th
10
8
6th
10
10
4
7th
10
10
6
8th
10
10
8
9th
10
10
10
4
10th
10
10
10
6
11th
10
10
10
8
12th
10
10
10
10
4
13th
10
10
10
10
6
14th
10
10
10
10
8
15th
10
10
10
10
10
4
16th
10
10
10
10
10
6
17th
10
10
10
10
10
8
18th
10
10
10
10
10
10
4
19th
10
10
10
10
10
10
6
20th
10
10
10
10
10
10
8
Unlike Clerics and Wizards, Alchemists aren't limited by how much magic they can channel. However, they are limited by how many reagents they have available. To craft an Extract, an Alchemist must use up raw materials with a cost of (Extract level x the minimum caster level x 25) in a process taking one minute.
Level
0 lv
1st
2nd
3rd
4th
5th
6th
7th
Cost
0
25
150
450
900
1500
2250
3150
Once crafted, an Extract retains its potency for one day per point of Intelligence modifier, although an Alchemist may refresh an Extract as a full-round action which provokes an attack of opportunity, and which does not have a material cost. Alternately, he may make an Extract last indefinitely (or at least until consumed) by spending experience points equal to 1/25 the cost of the raw materials.
When creating an Extract of a spell which normally has multiple targets, such as Haste, an Alchemist may make one dose for every potential target. Drinking a dose works just like drinking an Extract. However, creatures may not benefit from more than one dose in the same batch-- if they attempt to drink another, they are instead nauseated for one round per level of the Extract. For example, a 5th level Alchemist could prepare 5 doses of a Haste Extract, at a cost of 450 gold. (If you wish to prepare multiple copies of one Extract, it may be easiest to note the doses as separate potions, but label each one with the batch—for example, “5x Haste A doses, 5x Haste B doses”)
An Alchemist is treated as having a caster level equal to his Alchemist level. He may learn metamagic feats and apply them to his Extracts at the time of their creation, paying the cost of a higher-level Extract as normal. Just like a wizard, he cannot brew an Extract whose adjusted level is higher than that of the highest level Extract he can create.
Finally, the Alchemist may retrieve and drink an Extract as a standard action that provokes an attack of opportunity, even if it would normally take longer to obtain the Extract from a backpack or other storage unit. This ability counts as the feat Brew Potion for the purposes of prerequisites.
Alchemy Lab (Ex): An Alchemist wouldn't be very effective if he had to buy all his ingredients in a store, of course. Whenever he has access to his own storage items—backpacks, saddlebags, and so on-- an Alchemist can be assumed to have a stock of reagents he's scrounged up from plants in the area, defeated monsters, the contents of his pockets, and so on. The total value of the stock is shown on the class table. When crafting an Extract or an alchemical item, he may pay for it using the contents of his Alchemy Lab instead of gold. Once created, the Extract (or item) continues to count against the contents of the Lab until it is consumed or destroyed.
An Alchemist may refill his Alchemy lab up to its maximum capacity (minus the cost of any Extracts or items still crafted) by spending one hour foraging, scrounging, and re-mixing reagents. Once he's done, he cannot forage again until he has rested for at least 8 hours. Where you forage doesn’t matter-- the Alchemist will always refill his Alchemy Lab to the appropriate level, regardless of local conditions.
An Alchemist clever Alchemist can come up with more regaents than a dull one. He gains bonus gold in his Alchemy Lab equal to his Intelligence modifier times 10.
(Note that the name “Alchemy Lab” isn’t literal, and the “foraging” is abstract. This ability essentially gives you a certain amount of gold/day to spend on Extracts)
Level
1st
2nd
3rd
4th
5th
6th
7th
1st
2
2nd
3
3rd
4
2
4th
4
3
5th
4
4
6th
4
4
2
7th
4
4
3
8th
4
4
4
9th
4
4
4
2
10th
4
4
4
3
11th
4
4
4
4
12th
4
4
4
4
2
13th
4
4
4
4
3
14th
4
4
4
4
4
15th
4
4
4
4
4
2
16th
4
4
4
4
4
3
17th
4
4
4
4
4
4
18th
4
4
4
4
4
4
2
19th
4
4
4
4
4
4
3
20th
4
4
4
4
4
4
4
The Shoulders of Giants: At first level, an Alchemist selects one of five legendary Alchemists to strive to emulate. At 1st level, and every subsequent 3rd level (4th, 7th, and so on), he gains a specific discovery, as shown on the table below. See the "Discovery" class feature for details on how discoveries function.
Those who Robur the Conqueror idolize work to uncover the mysteries of explosives, creating bombs of ever-increasing power and variety.
Those who idolize Dr. Henry Jekyll push their bodies to the limit and beyond, creating mutagenic potions to enhance natural skills and twist themselves into new forms.
Those who idolize see Dr. Faustus find themselves fascinated less be life than by its destruction, creating ever more potent poisons.
Those who idolize Baron Victor von Frankenstein seek to understand the mysteries of life itself, creating (mostly) living servants out of unliving matter.
Those who idolize Dr. Moreau turn their alchemical and surgical skills inwards, rebuilding their own bodies in the pursuit of a very personal vision of perfection.
Level
Robur
Jekyll
Faustus
Frankenstein
Moreau
1st
Bombs
Mutagen
Toxin
Mad Animator
Self-Mutation
4th
Elemental Bombs
Beastiomorphic Mutagen
Improved Toxin
Zombie Animator
Self-Mutation
7th
Gas Bomb
Beastiomorphic Mutagen, Improved
Greater Toxin
Imbued Minion
Self-Mutation
10th
Cluster Bomb
Improved Mutagen
Universal Virulence
Flesh Golem Animator
Rewrite Biology
13th
Superb Bombs
Beastiomorphic Mutagen, Greater
Neurotoxin
Clay Golem Animator
Self-Mutation
16th
Antimagic Bomb
Beastiomorphic Mutagen, Perfected
Deadly Toxin
Iron Golem Animator
Self-Mutation
19th
Final Bomb
Perfect Mutagen
Perfect Toxin
Vampire Animator
Hotwire Biology
Discovery: At 2nd level, and every subsequent 3rd 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. 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.
Potent Alchemy (Ex): Beginning at 2nd level, the base save DC of any alchemical item you create is either 10+1/2 your class level + Intelligence modifier or its original value, whichever is higher.
Double Alchemy (Ex): At 3rd level, an Alchemist learns how to combine two mundane alchemical items into a single flask. When thrown, the mixture has the effects of both component substances and creatures are affected as if hit by both. Alternately, you may mix a double dose of the same item, inflicting double hit point damage and increasing the duration (if applicable) by 2.
Improve Potion (Ex): Beginning at 4th level, an Alchemist may enhance an existing potion to bring it up to his (more exacting) standards. Doing so takes one minute, and consumes materials equal to one-quarter the potion's base price, although you may pay for it using your Alchemy Lab. Once the process is complete, the potion's caster level is equal to your Alchemist level. Potions improved in this fashion do not count against your maximum capacity.
Alternately, you may recycle the potion, destroying it but adding raw materials to your Alchemy lab equal to one-half the potion's base value. You may fill your Alchemy Lab above its maximum capacity this way, although the normal maximum remains in effect when the excess gold is spent.
Combine Extracts: Beginning at 8th level, an Alchemist learns how to apply the principles of mundane Double Alchemy to magic items. He may combine any number of potions or Extracts in a single dose, up to a maximum number equal to his Intelligence modifier. The combined dose has a price equal to the total value of all its components. When drunk, all component Extracts take effect immediately and simultaneously. The duration, however, is that of the shortest Extract in the combination.
If the Extracts you are mixing both have multiple doses—for example, Mass Cure Light Wounds with Mass Cat’s Grace, all doses must be mixed in the same way. Thus, each individual dose would carry the effects of each Extract. You cannot produces more doses of a combined Extract than the single version would produce, however. For example, if you mix Haste and Heroism, you would only be able to produce a single dose, as Heroism only affects one target.
Unchecked Knowledge (Ex): Beginning at 12th level, an Alchemist has enough experience with his art to learn new Extracts almost effortlessly. He may learn any first level Extract by either drinking a potion of the base spell, or by examining a spellbook containing the spell and making a DC 25+spell level Spellcraft check. There is no limit to the number of Extracts he may learn in this fashion.
Beginning at 15th level, he may learn second level Extracts using this ability. He may learn third level Extracts at 18th level.
Instant Alchemy (Su): Beginning at 17th level, an Alchemist may has sufficient skill to mix an Extract almost instantly. A number of times per day equal to his Intelligence modifier, he may brew an Extract as a move action that provokes attacks of opportunity, rather than a one-minute process.
Philosopher's Stone (Su): At 20th level, an Alchemist achieves the pinnacle of his craft: the discovery of the Philosopher's Stone. He may create one such stone for free every week in a process taking one day's worth of work.
Investigator
Hit Die: d8
Class Skills: All
Skill Points at 1st Level: (6 + Int modifier) ×4.
Skill Points at Each Additional Level: 6+ Int modifier.
Level
BAB
Fort
Ref
Will
Special
Alchemy Lab (gp)
Maximum Extract Level
1st
+0
+0
+2
+2
Alchemy, Alchemy Lab, Inspiration, Studied Combat, Studied Strike, Trapfinding
25
1
2nd
+1
+0
+3
+3
Empirical Facility
50
1
3rd
+2
+1
+3
+3
Investigator Talent
75
1
4th
+3
+1
+4
+4
Empirical Facility
300
2
5th
+3
+1
+4
+4
Empirical Evasion, Investigator Talent
500
2
6th
+4
+2
+5
+5
Fast Swig, Empirical Facility
700
2
7th
+5
+2
+5
+5
Investigator Talent
900
2
8th
+6/+1
+2
+6
+6
Empirical Facility
1500
3
9th
+6/+1
+3
+6
+6
Investigator Talent
2100
3
10th
+7/+2
+3
+7
+7
Combat Inspiration, Empirical Facility
2700
3
11th
+8/+3
+3
+7
+7
Investigator Talent
3300
3
12th
+9/+4
+4
+8
+8
Empirical Facility
4500
4
13th
+9/+4
+4
+8
+8
Investigator Talent
5700
4
14th
+10/+5
+4
+9
+9
Empirical Facility
6900
4
15th
+11/+6/+1
+5
+9
+9
Potent Inspiration, Investigator Talent
8100
4
16th
+12/+7/+2
+5
+10
+10
Empirical Facility
10100
5
17th
+12/+7/+2
+5
+10
+10
Investigator Talent
12100
5
18th
+13/+8/+3
+6
+11
+11
Empirical Facility
14100
5
19th
+14/+9/+4
+6
+11
+11
Investigator Talent
16100
5
20th
+15/+10/+5
+6
+12
+12
Endless Inspiration, Empirical Facility
19100
6
Inspiration (Ex): An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator's inspiration pool refreshes each day, typically after he gets a restful night's sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Intelligence-based skill or ability check without expending a use of inspiration, provided he's trained in the skill.
Inspiration can also be used on attack rolls, damage rolls, initiative checks, and saving throws, at the cost of expending two uses of inspiration each time from the investigator's pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.
Studied Combat (Ex): An investigator can use a swift action to study a single enemy that he can see. Upon doing so, he adds his Intelligence modifier as an insight bonus on attack rolls and as a bonus on damage rolls against the creature. This effect lasts for 2 rounds, plus one round per class level, until the target is killed, or until the Investigator studies a new target.
Studied Strike (Ex): An investigator who strikes the target of his Studied Combat ability may choose to end the effect as a free action. If he does, his attack deals an addition 2d6/level precision damage, and he may not study the same target again for the remainder of the encounter.
Alchemy (Su): This ability works just as the Alchemist ability of the same name, except that the Investigator's bonus to Craft (Alchemy) checks is only equal to 2/3 his class level. The costs of an Investigator's Extracts are:
Level
0 lv
1st
2nd
3rd
4th
5th
6th
Cost
0
25
200
600
1200
2000
3000
Just like an Alchemist, an Investigator only knows a limited number of Extracts:
Extracts Known
Level
1st
2nd
3rd
4th
5th
6th
1st
3
2nd
4
3rd
5
4th
6
3
5th
7
4
6th
8
5
7th
8
6
8th
8
7
3
9th
8
8
4
10th
8
8
5
11th
8
8
6
12th
8
8
7
3
13th
8
8
8
4
14th
8
8
8
5
15th
8
8
8
6
16th
8
8
8
7
3
17th
8
8
8
8
4
18th
8
8
8
8
5
19th
8
8
8
8
6
20th
8
8
8
8
7
3
Alchemy Lab (Ex): This ability works just as the Alchemist ability of the same name.
Level
1st
2nd
3rd
4th
5th
6th
1st
2
2nd
3
3rd
4
4th
4
2
5th
4
3
6th
4
4
7th
4
4
8th
4
4
2
9th
4
4
3
10th
4
4
4
11th
4
4
4
12th
4
4
4
2
13th
4
4
4
3
14th
4
4
4
4
15th
4
4
4
4
16th
4
4
4
4
2
17th
4
4
4
4
3
18th
4
4
4
4
4
19th
4
4
4
4
4
[tr]
20th
4
4
4
4
4
[td]2
Trapfinding (Ex): Investigators can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Investigators can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. An Investigator who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.
Empirical Facility (Ex): Beginning at 2nd level, and each subsequent even-numbered level, an Investigator may select one skill and use his Intelligence modifier in place of whatever ability is normally added to the skill. In addition to the obvious effects, this allows him to use Inspiration freely with that skill.
Investigator Talent (Ex): At 3rd level and every 2 levels thereafter, an investigator gains an investigator talent. Except where otherwise noted, each investigator talent can only be selected once. Investigator talents marked with an asterisk (*) add effects to an investigator's studied combat or studied strike. Only one of these talents can be applied to an individual attack, but the decision can be made when the damage is dealt.
Empirical Evasion (Ex): Beginning at 5th level, an Investigator gains an insight bonus to all saving throws equal to his Intelligence modifier.
Fast Swig (Ex): Beginning at 6th level, an Investigator may drink potions, elixirs, Extracts, and similar items as a swift action that does not provoke attacks of opportunity.
Combat Inspiration (Ex): Beginning at 10th level, an Investigator only needs to spend one Inspiration Point to gain Inspiration on an attack roll, damage roll, initiative check, or saving throw.
Potent Inspiration (Ex): Beginning at 15th level, the bonus from Inspiration increases to 2d6.
Endless Inspiration (Ex): At 20th level, an Investigator no longer needs Inspiration points. Instead, he automatically gains the benefits of Inspiration on all relevant rolls.
Witcher
Hit Die: d12
Class Skills: Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Escape Artist (Dex), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int), Knowledge (Dungeoneering) (Int), Knowledge (Geography) (Int), Knowledge (Local) (Int), Knowledge (Nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex)
Skill Points at 1st Level: (4 + Int modifier) ×4.
Skill Points at Each Additional Level: 4+ Int modifier.
Level
BAB
Fort
Ref
Will
Special
Alchemy Lab (gp)
Maximum Extract Level
1st
+1
+2
+2
+2
Alchemy, Alchemy Lab, Witcher's Decoction, Track
25
1
2nd
+2
+3
+3
+3
Uncanny Dodge, Metabolic Resilience
50
1
3rd
+3
+3
+3
+3
Expanded Training
75
1
4th
+4
+4
+4
+4
Improved Decoction (+4/+2)
300
2
5th
+5
+4
+4
+4
Infuse Decoction
500
2
6th
+6/+1
+5
+5
+5
Expanded Training
700
2
7th
+7/+2
+5
+5
+5
Improved Uncanny Dodge
900
2
8th
+8/+3
+6
+6
+6
Improved Decoction (+6/+3)
1500
3
9th
+9/+4
+6
+6
+6
Expanded Training
2100
3
10th
+10/+5
+7
+7
+7
Witcher’s Defense
2700
3
11th
+11/+6/+1
+7
+7
+7
Metabolic Immunity
3300
3
12th
+12/+7/+2
+8
+8
+8
Expanded Training, Improved Decoction (+8/+4)
4500
4
13th
+13/+8/+3
+8
+8
+8
Hide in Plain Sight
5700
4
14th
+14/+9/+4
+9
+9
+9
Aggravated Decoction
6900
4
15th
+15/+10/+5
+9
+9
+9
Expanded Training
8100
4
16th
+16/+11/+6/+1
+10
+10
+10
Improved Mutagen (+10/+5)
10100
5
17th
+17/+12/+7/+2
+10
+10
+10
12100
5
18th
+18/+13/+8/+3
+11
+11
+11
Expanded Training
14100
5
19th
+19/+14/+9/+4
+11
+11
+11
16100
5
20th
+20/+15/+10/+5
+12
+12
+12
Perfect Decoction, Improved Decoction (+12/+6)
19100
6
Alchemy (Su): This ability works just as the Alchemist ability of the same name, except that the Witcher's bonus to Craft (Alchemy) checks is only equal to 2/3 his class level. The costs of a Witcher's Extracts are:
Level
0 lv
1st
2nd
3rd
4th
5th
6th
Cost
0
25
200
600
1200
2000
3000
Just like an Alchemist, a Witcher only knows a limited number of Extracts:
Extracts Known
Level
1st
2nd
3rd
4th
5th
6th
1st
2
2nd
3
3rd
4
4th
5
2
5th
6
3
6th
6
4
7th
6
5
8th
6
6
2
9th
6
6
3
10th
6
6
4
11th
6
6
5
12th
6
6
6
2
13th
6
6
6
3
14th
6
6
6
4
15th
6
6
6
5
--
16th
6
6
6
6
2
17th
6
6
6
6
3
18th
6
6
6
6
4
19th
6
6
6
6
5
20th
6
6
6
6
6
2
Alchemy Lab (Ex): This ability functions as the Alchemist ability of the same name.
Level
1st
2nd
3rd
4th
5th
6th
1st
2
2nd
3
3rd
4
4th
4
2
5th
4
3
6th
4
4
7th
4
4
8th
4
4
2
9th
4
4
3
10th
4
4
4
11th
4
4
4
12th
4
4
4
2
13th
4
4
4
3
14th
4
4
4
4
15th
4
4
4
4
16th
4
4
4
4
2
17th
4
4
4
4
3
18th
4
4
4
4
4
19th
4
4
4
4
4
20th
4
4
4
4
4
2
Witcher's Decoction (Su): The foundation of the Witcher's art is the Decoction, a unique brew that enhances their already-potent skills to incredible heights. When consumed, a Decoction provides a +2 alchemical bonus to Strength, Dexterity, Constitution, Spot, Listen, and Search checks, and Survival checks to follow tracks, a +1 alchemical bonus to Natural Armor, and a -2 penalty to Intelligence, Wisdom, and Charisma for 10 minutes per level.
It takes 1 hour to brew a Decoction, and once brewed, it remains potent until used. A Witcher may create one mutagen at a time for free; additional simultaneous Decoctions may be created, but each extra dose costs 100 gold per effective Witcher level, which may be subtracted from his Alchemy Lab just like Extracts.
Non-Witchers cannot benefit from a Decoction. A non-Witcher who drinks a Decoction must make a Fortitude save (DC 10 + 1/2 the Alchemist's level + the Alchemist's Intelligence modifier) or take 1d4 Constitution damage and become nauseated for 1 hour.
At 4th level, and every subsequent 4th level, the bonus to abilities and improves by 2, and the bonus to natural armor improves by 1-- +4 and +2 at 4th level, +6 and +3 at 8th level, and so on, to a maximum of +12 and +6 at 20th level.
Track: At 1st level, a Witcher gains Track as a bonus feat.
Uncanny Dodge (Ex): Beginning at 2nd level, a Witcher retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a Witcher already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.
Metabolic Resilience (Ex): A Witcher's unnatural biology gives him tremendous resistance to foreign attacks. Beginning at 2nd level, he gains a bonus to saves against poison and disease equal to his Constitution modifier plus one-half his class level. In addition, if he makes a successful Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Fortitude partial), he instead completely negates the effect.
Expanded Training (Ex): At 3rd level, and every subsequent 3rd level, a Witcher gains either a fighter bonus feat or an Alchemist discovery. He must qualify for the feat or discovery as normal, for which purposes he counts as an Alchemist of his Witcher level-4. (Thus, he cannot select Discoveries at all until 6th level)
Infuse Decoction (Su): Beginning at 5th level, a Witcher may enhance his Decoction with other effects. He may mix any number of Extracts with a duration of 1 minute/level or greater into his Decoction, up to a maximum number equal to his Intelligence modifier. When drunk, he gains the benefits of all component Extracts for the full duration of the Decoction, beginning immediately and simultaneously. He must pay for all component Extracts normally, and their price counts against the contents of his Alchemy lab until the Decoction is drunk, as normal.
Improved Uncanny Dodge (Ex): At 7th level and higher, a Witcher can no longer be flanked. This defense denies a rogue the ability to sneak attack the Witcher by flanking him, unless the attacker has at least four more rogue levels than the target has Witcher levels. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.
Witcher's Defense (Ex): Beginning at 10th level, whenever a Witcher save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Reflex Half or Fortitude partial), he instead completely negates the effect. This ability counts as both Evasion and Mettle for the purposes of prerequisites.
Metabolic Immunity (Ex): Beginning at 11th level, a Witcher gains immunity to poisons and diseases, and a bonus to saves against negative levels and death effects equal to his Constitution modifier plus one-half his class level.
Hide in Plain Sight (Ex): Beginning at 13th level, a Witcher can use the Hide skill even while being observed.
Aggravated Decoction (Su): Beginning at 14th level, a Witcher gains fast healing equal to one-half his Constitution modifier while affected by his Decoction.
Perfect Mutagen (Su): At 20th level, a Witcher no longer takes a penalty to ability scores while under the effects of his Decoction, and the fast healing he gains from his Aggravated Decoction ability improves to regeneration.
I don't like how limited the Alchemist's bombs are-- you get too few/day for me to really feel comfortable specializing in them, especially if you invest in Rapid Bombs and similar abilities to get reliable damage.
Bombs and Mutagen seem like too much, even if they really aren't.
Weird semi-functional support for poisons-- you can almost make them reliable, but not quite.
Potions and Extracts being technically different things just seems untidy, somehow.
The Investigator having the exact same extract list as the Alchemist strikes me as lazy design.
Too many different "free inspiration with X skills" discoveries, none of which quite seem worth it.
Int-to-everything functionality being hidden behind traits, archetypes, and feats is irritating
No good alchemical warrior
But most of all... alchemy feels too much like magic. While there are a few edge cases, 95% of the time playing my Investigator feels pretty much like playing a standard spellbook caster.
So with that in mind, here's my replacement, which will hopefully feel a little bit more distinct. I've reworked the Alchemist and the Investigator, and added a warrior/alchemist hybrid: the Witcher (https://en.wikipedia.org/wiki/The_Witcher). The basic idea is that instead of spells/day, you get a crafting reserve-- like the Artificer, but with gold instead of experience. Crafting extracts comes out of your "Alchemy Lab" fund, with the cost remaining subtracted until the extract is used. I also did cheap things like weird spell level progressions (Alchemist gets 7th level Extracts; the other two get 5th) and weird multi-targetting rules. So without further ado...
Alchemist
Hit Die: d6
Class Skills: Appraise (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Forgery (Int), Heal (Wis), Knowledge (All) (Int), Listen (Wis), Profession (Wis), Speak Language, Spellcraft (Int), Spot (Wis), Survival (Wis), Use Magic Device (Cha)
Skill Points at 1st Level: (4 + Int modifier) ×4.
Skill Points at Each Additional Level: 4+ Int modifier.
Level
BAB
Fort
Ref
Will
Special
Path Discoveries
Other Discoveries
Alchemy Lab (gp)
Maximum Extract Level
1st
+0
+2
+0
+0
Alchemy, Alchemy Lab, The Shoulders of Giants
1
--
50
1
2nd
+1
+3
+0
+0
Potent Alchemy, Discoveries
1
1
75
1
3rd
+2
+3
+1
+1
Double Alchemy
1
1
400
2
4th
+3
+4
+1
+1
Improve Potion
2
1
550
2
5th
+3
+4
+1
+1
2
2
700
2
6th
+4
+5
+2
+2
2
2
1600
3
7th
+5
+5
+2
+2
3
2
2050
3
8th
+6/+1
+6
+2
+2
Combine Extracts
3
3
2500
3
9th
+6/+1
+6
+3
+3
3
3
4300
4
10th
+7/+2
+7
+3
+3
4
3
5200
4
11th
+8/+3
+7
+3
+3
4
4
6100
4
12th
+9/+4
+8
+4
+4
Unchecked Creation (1st)
4
4
9100
5
13th
+9/+4
+8
+4
+4
5
4
10600
5
14th
+10/+5
+9
+4
+4
5
5
12100
5
15th
+11/+6/+1
+9
+5
+5
Unchecked Creation (2nd)
5
5
16600
6
16th
+12/+7/+2
+10
+5
+5
6
5
18850
6
17th
+12/+7/+2
+10
+5
+5
Instant Alchemy
6
6
21100
6
18th
+13/+8/+3
+11
+6
+6
Unchecked Creation (3rd)
6
6
27400
7
19th
+14/+9/+4
+11
+6
+6
7
6
30550
7
20th
+15/+10/+5
+12
+6
+6
Philosopher’s Stone
7
7
33700
7
Alchemy (Su): Alchemists are, indisputably, masters of alchemical substances. Alchemists gain a perfection bonus to Craft (Alchemy) equal to their class level, and create mundane alchemical items at twice the normal speed. In addition, they may identify potions and other alchemical items, as the Identify spell, with a successful Craft (Alchemy) check, with a DC of 15+potion level. But any petty dabbler can do such things. An Alchemist's true mastery is in his preparation of Extracts.
Extracts are, essentially, spells in potion form, although their power is much greater. As such their effects can be dispelled by effects like dispel magic using the Alchemist's level as the caster level. Just like a potion, drinking an Extract is a standard action that provokes attacks of opportunity. No special training is needed to benefit from an Extract-- anyone who drinks one is affected normally.
Extracts have a caster level equal to the Alchemist's class level. The save DC against an Extract, if relevant, is equal to 10 + Extract level + the Alchemist's Intelligence modifier. An Alchemist only knows how to prepare a limited number of Extracts, as shown on the table below:
Extracts Known
Level
1st
2nd
3rd
4th
5th
6th
7th
1st
4
2nd
6
3rd
8
4
4th
10
6
5th
10
8
6th
10
10
4
7th
10
10
6
8th
10
10
8
9th
10
10
10
4
10th
10
10
10
6
11th
10
10
10
8
12th
10
10
10
10
4
13th
10
10
10
10
6
14th
10
10
10
10
8
15th
10
10
10
10
10
4
16th
10
10
10
10
10
6
17th
10
10
10
10
10
8
18th
10
10
10
10
10
10
4
19th
10
10
10
10
10
10
6
20th
10
10
10
10
10
10
8
Unlike Clerics and Wizards, Alchemists aren't limited by how much magic they can channel. However, they are limited by how many reagents they have available. To craft an Extract, an Alchemist must use up raw materials with a cost of (Extract level x the minimum caster level x 25) in a process taking one minute.
Level
0 lv
1st
2nd
3rd
4th
5th
6th
7th
Cost
0
25
150
450
900
1500
2250
3150
Once crafted, an Extract retains its potency for one day per point of Intelligence modifier, although an Alchemist may refresh an Extract as a full-round action which provokes an attack of opportunity, and which does not have a material cost. Alternately, he may make an Extract last indefinitely (or at least until consumed) by spending experience points equal to 1/25 the cost of the raw materials.
When creating an Extract of a spell which normally has multiple targets, such as Haste, an Alchemist may make one dose for every potential target. Drinking a dose works just like drinking an Extract. However, creatures may not benefit from more than one dose in the same batch-- if they attempt to drink another, they are instead nauseated for one round per level of the Extract. For example, a 5th level Alchemist could prepare 5 doses of a Haste Extract, at a cost of 450 gold. (If you wish to prepare multiple copies of one Extract, it may be easiest to note the doses as separate potions, but label each one with the batch—for example, “5x Haste A doses, 5x Haste B doses”)
An Alchemist is treated as having a caster level equal to his Alchemist level. He may learn metamagic feats and apply them to his Extracts at the time of their creation, paying the cost of a higher-level Extract as normal. Just like a wizard, he cannot brew an Extract whose adjusted level is higher than that of the highest level Extract he can create.
Finally, the Alchemist may retrieve and drink an Extract as a standard action that provokes an attack of opportunity, even if it would normally take longer to obtain the Extract from a backpack or other storage unit. This ability counts as the feat Brew Potion for the purposes of prerequisites.
Alchemy Lab (Ex): An Alchemist wouldn't be very effective if he had to buy all his ingredients in a store, of course. Whenever he has access to his own storage items—backpacks, saddlebags, and so on-- an Alchemist can be assumed to have a stock of reagents he's scrounged up from plants in the area, defeated monsters, the contents of his pockets, and so on. The total value of the stock is shown on the class table. When crafting an Extract or an alchemical item, he may pay for it using the contents of his Alchemy Lab instead of gold. Once created, the Extract (or item) continues to count against the contents of the Lab until it is consumed or destroyed.
An Alchemist may refill his Alchemy lab up to its maximum capacity (minus the cost of any Extracts or items still crafted) by spending one hour foraging, scrounging, and re-mixing reagents. Once he's done, he cannot forage again until he has rested for at least 8 hours. Where you forage doesn’t matter-- the Alchemist will always refill his Alchemy Lab to the appropriate level, regardless of local conditions.
An Alchemist clever Alchemist can come up with more regaents than a dull one. He gains bonus gold in his Alchemy Lab equal to his Intelligence modifier times 10.
(Note that the name “Alchemy Lab” isn’t literal, and the “foraging” is abstract. This ability essentially gives you a certain amount of gold/day to spend on Extracts)
Level
1st
2nd
3rd
4th
5th
6th
7th
1st
2
2nd
3
3rd
4
2
4th
4
3
5th
4
4
6th
4
4
2
7th
4
4
3
8th
4
4
4
9th
4
4
4
2
10th
4
4
4
3
11th
4
4
4
4
12th
4
4
4
4
2
13th
4
4
4
4
3
14th
4
4
4
4
4
15th
4
4
4
4
4
2
16th
4
4
4
4
4
3
17th
4
4
4
4
4
4
18th
4
4
4
4
4
4
2
19th
4
4
4
4
4
4
3
20th
4
4
4
4
4
4
4
The Shoulders of Giants: At first level, an Alchemist selects one of five legendary Alchemists to strive to emulate. At 1st level, and every subsequent 3rd level (4th, 7th, and so on), he gains a specific discovery, as shown on the table below. See the "Discovery" class feature for details on how discoveries function.
Those who Robur the Conqueror idolize work to uncover the mysteries of explosives, creating bombs of ever-increasing power and variety.
Those who idolize Dr. Henry Jekyll push their bodies to the limit and beyond, creating mutagenic potions to enhance natural skills and twist themselves into new forms.
Those who idolize see Dr. Faustus find themselves fascinated less be life than by its destruction, creating ever more potent poisons.
Those who idolize Baron Victor von Frankenstein seek to understand the mysteries of life itself, creating (mostly) living servants out of unliving matter.
Those who idolize Dr. Moreau turn their alchemical and surgical skills inwards, rebuilding their own bodies in the pursuit of a very personal vision of perfection.
Level
Robur
Jekyll
Faustus
Frankenstein
Moreau
1st
Bombs
Mutagen
Toxin
Mad Animator
Self-Mutation
4th
Elemental Bombs
Beastiomorphic Mutagen
Improved Toxin
Zombie Animator
Self-Mutation
7th
Gas Bomb
Beastiomorphic Mutagen, Improved
Greater Toxin
Imbued Minion
Self-Mutation
10th
Cluster Bomb
Improved Mutagen
Universal Virulence
Flesh Golem Animator
Rewrite Biology
13th
Superb Bombs
Beastiomorphic Mutagen, Greater
Neurotoxin
Clay Golem Animator
Self-Mutation
16th
Antimagic Bomb
Beastiomorphic Mutagen, Perfected
Deadly Toxin
Iron Golem Animator
Self-Mutation
19th
Final Bomb
Perfect Mutagen
Perfect Toxin
Vampire Animator
Hotwire Biology
Discovery: At 2nd level, and every subsequent 3rd 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. 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.
Potent Alchemy (Ex): Beginning at 2nd level, the base save DC of any alchemical item you create is either 10+1/2 your class level + Intelligence modifier or its original value, whichever is higher.
Double Alchemy (Ex): At 3rd level, an Alchemist learns how to combine two mundane alchemical items into a single flask. When thrown, the mixture has the effects of both component substances and creatures are affected as if hit by both. Alternately, you may mix a double dose of the same item, inflicting double hit point damage and increasing the duration (if applicable) by 2.
Improve Potion (Ex): Beginning at 4th level, an Alchemist may enhance an existing potion to bring it up to his (more exacting) standards. Doing so takes one minute, and consumes materials equal to one-quarter the potion's base price, although you may pay for it using your Alchemy Lab. Once the process is complete, the potion's caster level is equal to your Alchemist level. Potions improved in this fashion do not count against your maximum capacity.
Alternately, you may recycle the potion, destroying it but adding raw materials to your Alchemy lab equal to one-half the potion's base value. You may fill your Alchemy Lab above its maximum capacity this way, although the normal maximum remains in effect when the excess gold is spent.
Combine Extracts: Beginning at 8th level, an Alchemist learns how to apply the principles of mundane Double Alchemy to magic items. He may combine any number of potions or Extracts in a single dose, up to a maximum number equal to his Intelligence modifier. The combined dose has a price equal to the total value of all its components. When drunk, all component Extracts take effect immediately and simultaneously. The duration, however, is that of the shortest Extract in the combination.
If the Extracts you are mixing both have multiple doses—for example, Mass Cure Light Wounds with Mass Cat’s Grace, all doses must be mixed in the same way. Thus, each individual dose would carry the effects of each Extract. You cannot produces more doses of a combined Extract than the single version would produce, however. For example, if you mix Haste and Heroism, you would only be able to produce a single dose, as Heroism only affects one target.
Unchecked Knowledge (Ex): Beginning at 12th level, an Alchemist has enough experience with his art to learn new Extracts almost effortlessly. He may learn any first level Extract by either drinking a potion of the base spell, or by examining a spellbook containing the spell and making a DC 25+spell level Spellcraft check. There is no limit to the number of Extracts he may learn in this fashion.
Beginning at 15th level, he may learn second level Extracts using this ability. He may learn third level Extracts at 18th level.
Instant Alchemy (Su): Beginning at 17th level, an Alchemist may has sufficient skill to mix an Extract almost instantly. A number of times per day equal to his Intelligence modifier, he may brew an Extract as a move action that provokes attacks of opportunity, rather than a one-minute process.
Philosopher's Stone (Su): At 20th level, an Alchemist achieves the pinnacle of his craft: the discovery of the Philosopher's Stone. He may create one such stone for free every week in a process taking one day's worth of work.
Investigator
Hit Die: d8
Class Skills: All
Skill Points at 1st Level: (6 + Int modifier) ×4.
Skill Points at Each Additional Level: 6+ Int modifier.
Level
BAB
Fort
Ref
Will
Special
Alchemy Lab (gp)
Maximum Extract Level
1st
+0
+0
+2
+2
Alchemy, Alchemy Lab, Inspiration, Studied Combat, Studied Strike, Trapfinding
25
1
2nd
+1
+0
+3
+3
Empirical Facility
50
1
3rd
+2
+1
+3
+3
Investigator Talent
75
1
4th
+3
+1
+4
+4
Empirical Facility
300
2
5th
+3
+1
+4
+4
Empirical Evasion, Investigator Talent
500
2
6th
+4
+2
+5
+5
Fast Swig, Empirical Facility
700
2
7th
+5
+2
+5
+5
Investigator Talent
900
2
8th
+6/+1
+2
+6
+6
Empirical Facility
1500
3
9th
+6/+1
+3
+6
+6
Investigator Talent
2100
3
10th
+7/+2
+3
+7
+7
Combat Inspiration, Empirical Facility
2700
3
11th
+8/+3
+3
+7
+7
Investigator Talent
3300
3
12th
+9/+4
+4
+8
+8
Empirical Facility
4500
4
13th
+9/+4
+4
+8
+8
Investigator Talent
5700
4
14th
+10/+5
+4
+9
+9
Empirical Facility
6900
4
15th
+11/+6/+1
+5
+9
+9
Potent Inspiration, Investigator Talent
8100
4
16th
+12/+7/+2
+5
+10
+10
Empirical Facility
10100
5
17th
+12/+7/+2
+5
+10
+10
Investigator Talent
12100
5
18th
+13/+8/+3
+6
+11
+11
Empirical Facility
14100
5
19th
+14/+9/+4
+6
+11
+11
Investigator Talent
16100
5
20th
+15/+10/+5
+6
+12
+12
Endless Inspiration, Empirical Facility
19100
6
Inspiration (Ex): An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator's inspiration pool refreshes each day, typically after he gets a restful night's sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Intelligence-based skill or ability check without expending a use of inspiration, provided he's trained in the skill.
Inspiration can also be used on attack rolls, damage rolls, initiative checks, and saving throws, at the cost of expending two uses of inspiration each time from the investigator's pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.
Studied Combat (Ex): An investigator can use a swift action to study a single enemy that he can see. Upon doing so, he adds his Intelligence modifier as an insight bonus on attack rolls and as a bonus on damage rolls against the creature. This effect lasts for 2 rounds, plus one round per class level, until the target is killed, or until the Investigator studies a new target.
Studied Strike (Ex): An investigator who strikes the target of his Studied Combat ability may choose to end the effect as a free action. If he does, his attack deals an addition 2d6/level precision damage, and he may not study the same target again for the remainder of the encounter.
Alchemy (Su): This ability works just as the Alchemist ability of the same name, except that the Investigator's bonus to Craft (Alchemy) checks is only equal to 2/3 his class level. The costs of an Investigator's Extracts are:
Level
0 lv
1st
2nd
3rd
4th
5th
6th
Cost
0
25
200
600
1200
2000
3000
Just like an Alchemist, an Investigator only knows a limited number of Extracts:
Extracts Known
Level
1st
2nd
3rd
4th
5th
6th
1st
3
2nd
4
3rd
5
4th
6
3
5th
7
4
6th
8
5
7th
8
6
8th
8
7
3
9th
8
8
4
10th
8
8
5
11th
8
8
6
12th
8
8
7
3
13th
8
8
8
4
14th
8
8
8
5
15th
8
8
8
6
16th
8
8
8
7
3
17th
8
8
8
8
4
18th
8
8
8
8
5
19th
8
8
8
8
6
20th
8
8
8
8
7
3
Alchemy Lab (Ex): This ability works just as the Alchemist ability of the same name.
Level
1st
2nd
3rd
4th
5th
6th
1st
2
2nd
3
3rd
4
4th
4
2
5th
4
3
6th
4
4
7th
4
4
8th
4
4
2
9th
4
4
3
10th
4
4
4
11th
4
4
4
12th
4
4
4
2
13th
4
4
4
3
14th
4
4
4
4
15th
4
4
4
4
16th
4
4
4
4
2
17th
4
4
4
4
3
18th
4
4
4
4
4
19th
4
4
4
4
4
[tr]
20th
4
4
4
4
4
[td]2
Trapfinding (Ex): Investigators can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Investigators can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. An Investigator who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.
Empirical Facility (Ex): Beginning at 2nd level, and each subsequent even-numbered level, an Investigator may select one skill and use his Intelligence modifier in place of whatever ability is normally added to the skill. In addition to the obvious effects, this allows him to use Inspiration freely with that skill.
Investigator Talent (Ex): At 3rd level and every 2 levels thereafter, an investigator gains an investigator talent. Except where otherwise noted, each investigator talent can only be selected once. Investigator talents marked with an asterisk (*) add effects to an investigator's studied combat or studied strike. Only one of these talents can be applied to an individual attack, but the decision can be made when the damage is dealt.
Empirical Evasion (Ex): Beginning at 5th level, an Investigator gains an insight bonus to all saving throws equal to his Intelligence modifier.
Fast Swig (Ex): Beginning at 6th level, an Investigator may drink potions, elixirs, Extracts, and similar items as a swift action that does not provoke attacks of opportunity.
Combat Inspiration (Ex): Beginning at 10th level, an Investigator only needs to spend one Inspiration Point to gain Inspiration on an attack roll, damage roll, initiative check, or saving throw.
Potent Inspiration (Ex): Beginning at 15th level, the bonus from Inspiration increases to 2d6.
Endless Inspiration (Ex): At 20th level, an Investigator no longer needs Inspiration points. Instead, he automatically gains the benefits of Inspiration on all relevant rolls.
Witcher
Hit Die: d12
Class Skills: Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Escape Artist (Dex), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int), Knowledge (Dungeoneering) (Int), Knowledge (Geography) (Int), Knowledge (Local) (Int), Knowledge (Nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex)
Skill Points at 1st Level: (4 + Int modifier) ×4.
Skill Points at Each Additional Level: 4+ Int modifier.
Level
BAB
Fort
Ref
Will
Special
Alchemy Lab (gp)
Maximum Extract Level
1st
+1
+2
+2
+2
Alchemy, Alchemy Lab, Witcher's Decoction, Track
25
1
2nd
+2
+3
+3
+3
Uncanny Dodge, Metabolic Resilience
50
1
3rd
+3
+3
+3
+3
Expanded Training
75
1
4th
+4
+4
+4
+4
Improved Decoction (+4/+2)
300
2
5th
+5
+4
+4
+4
Infuse Decoction
500
2
6th
+6/+1
+5
+5
+5
Expanded Training
700
2
7th
+7/+2
+5
+5
+5
Improved Uncanny Dodge
900
2
8th
+8/+3
+6
+6
+6
Improved Decoction (+6/+3)
1500
3
9th
+9/+4
+6
+6
+6
Expanded Training
2100
3
10th
+10/+5
+7
+7
+7
Witcher’s Defense
2700
3
11th
+11/+6/+1
+7
+7
+7
Metabolic Immunity
3300
3
12th
+12/+7/+2
+8
+8
+8
Expanded Training, Improved Decoction (+8/+4)
4500
4
13th
+13/+8/+3
+8
+8
+8
Hide in Plain Sight
5700
4
14th
+14/+9/+4
+9
+9
+9
Aggravated Decoction
6900
4
15th
+15/+10/+5
+9
+9
+9
Expanded Training
8100
4
16th
+16/+11/+6/+1
+10
+10
+10
Improved Mutagen (+10/+5)
10100
5
17th
+17/+12/+7/+2
+10
+10
+10
12100
5
18th
+18/+13/+8/+3
+11
+11
+11
Expanded Training
14100
5
19th
+19/+14/+9/+4
+11
+11
+11
16100
5
20th
+20/+15/+10/+5
+12
+12
+12
Perfect Decoction, Improved Decoction (+12/+6)
19100
6
Alchemy (Su): This ability works just as the Alchemist ability of the same name, except that the Witcher's bonus to Craft (Alchemy) checks is only equal to 2/3 his class level. The costs of a Witcher's Extracts are:
Level
0 lv
1st
2nd
3rd
4th
5th
6th
Cost
0
25
200
600
1200
2000
3000
Just like an Alchemist, a Witcher only knows a limited number of Extracts:
Extracts Known
Level
1st
2nd
3rd
4th
5th
6th
1st
2
2nd
3
3rd
4
4th
5
2
5th
6
3
6th
6
4
7th
6
5
8th
6
6
2
9th
6
6
3
10th
6
6
4
11th
6
6
5
12th
6
6
6
2
13th
6
6
6
3
14th
6
6
6
4
15th
6
6
6
5
--
16th
6
6
6
6
2
17th
6
6
6
6
3
18th
6
6
6
6
4
19th
6
6
6
6
5
20th
6
6
6
6
6
2
Alchemy Lab (Ex): This ability functions as the Alchemist ability of the same name.
Level
1st
2nd
3rd
4th
5th
6th
1st
2
2nd
3
3rd
4
4th
4
2
5th
4
3
6th
4
4
7th
4
4
8th
4
4
2
9th
4
4
3
10th
4
4
4
11th
4
4
4
12th
4
4
4
2
13th
4
4
4
3
14th
4
4
4
4
15th
4
4
4
4
16th
4
4
4
4
2
17th
4
4
4
4
3
18th
4
4
4
4
4
19th
4
4
4
4
4
20th
4
4
4
4
4
2
Witcher's Decoction (Su): The foundation of the Witcher's art is the Decoction, a unique brew that enhances their already-potent skills to incredible heights. When consumed, a Decoction provides a +2 alchemical bonus to Strength, Dexterity, Constitution, Spot, Listen, and Search checks, and Survival checks to follow tracks, a +1 alchemical bonus to Natural Armor, and a -2 penalty to Intelligence, Wisdom, and Charisma for 10 minutes per level.
It takes 1 hour to brew a Decoction, and once brewed, it remains potent until used. A Witcher may create one mutagen at a time for free; additional simultaneous Decoctions may be created, but each extra dose costs 100 gold per effective Witcher level, which may be subtracted from his Alchemy Lab just like Extracts.
Non-Witchers cannot benefit from a Decoction. A non-Witcher who drinks a Decoction must make a Fortitude save (DC 10 + 1/2 the Alchemist's level + the Alchemist's Intelligence modifier) or take 1d4 Constitution damage and become nauseated for 1 hour.
At 4th level, and every subsequent 4th level, the bonus to abilities and improves by 2, and the bonus to natural armor improves by 1-- +4 and +2 at 4th level, +6 and +3 at 8th level, and so on, to a maximum of +12 and +6 at 20th level.
Track: At 1st level, a Witcher gains Track as a bonus feat.
Uncanny Dodge (Ex): Beginning at 2nd level, a Witcher retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a Witcher already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.
Metabolic Resilience (Ex): A Witcher's unnatural biology gives him tremendous resistance to foreign attacks. Beginning at 2nd level, he gains a bonus to saves against poison and disease equal to his Constitution modifier plus one-half his class level. In addition, if he makes a successful Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Fortitude partial), he instead completely negates the effect.
Expanded Training (Ex): At 3rd level, and every subsequent 3rd level, a Witcher gains either a fighter bonus feat or an Alchemist discovery. He must qualify for the feat or discovery as normal, for which purposes he counts as an Alchemist of his Witcher level-4. (Thus, he cannot select Discoveries at all until 6th level)
Infuse Decoction (Su): Beginning at 5th level, a Witcher may enhance his Decoction with other effects. He may mix any number of Extracts with a duration of 1 minute/level or greater into his Decoction, up to a maximum number equal to his Intelligence modifier. When drunk, he gains the benefits of all component Extracts for the full duration of the Decoction, beginning immediately and simultaneously. He must pay for all component Extracts normally, and their price counts against the contents of his Alchemy lab until the Decoction is drunk, as normal.
Improved Uncanny Dodge (Ex): At 7th level and higher, a Witcher can no longer be flanked. This defense denies a rogue the ability to sneak attack the Witcher by flanking him, unless the attacker has at least four more rogue levels than the target has Witcher levels. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.
Witcher's Defense (Ex): Beginning at 10th level, whenever a Witcher save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Reflex Half or Fortitude partial), he instead completely negates the effect. This ability counts as both Evasion and Mettle for the purposes of prerequisites.
Metabolic Immunity (Ex): Beginning at 11th level, a Witcher gains immunity to poisons and diseases, and a bonus to saves against negative levels and death effects equal to his Constitution modifier plus one-half his class level.
Hide in Plain Sight (Ex): Beginning at 13th level, a Witcher can use the Hide skill even while being observed.
Aggravated Decoction (Su): Beginning at 14th level, a Witcher gains fast healing equal to one-half his Constitution modifier while affected by his Decoction.
Perfect Mutagen (Su): At 20th level, a Witcher no longer takes a penalty to ability scores while under the effects of his Decoction, and the fast healing he gains from his Aggravated Decoction ability improves to regeneration.