Chemist (3.5e Class)

From Dungeons and Dragons Wiki
Jump to: navigation, search
Author: Eiji-kun (talk)
Date Created: 2-19-16
Status: Complete
Editing: Mechanical changes on Talk
Scale.png Low - Moderate - High - Very High
Rate this article
Discuss this article

Become the master of chemistry, alchemy, potions, explosives, and mutagens! 20 0 Moderate Good Good Poor Prepared Arcane Spellcasting, Other Separate


The chemist is a variation of the pathfinder alchemist class, and could be considered compatible and interchangeable with the class. However, it is likely a higher balance level than the original.

The very first magic discovered was not fancy lightning bolts and world shaping spells, but the mysteries of poorly understood science and physics. From experimentation bore alchemy, with all the risks and challenges within. Upon the backs of many brave souls, humanity built the knowledge of chemistry, mixing strange and exotic materials to produce the correct, and sometimes explosive, effects.

Making a Chemist[edit]

Abilities: Chemists benefit from a good Dexterity as their primary attack method is a ranged attack. But on the other hand, Intelligence determines their spell DCs and the DC of their bombs. Constitution is good for any character, and Wisdom can cover their poor save.

Races: Any, though it is common to find experimenting gnomes working with it.

Alignment: Any.

Starting Gold: 5d4×10 gp (125 gp).

Starting Age: As wizard.

Table: The Chemist

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Elixirs per Day
Fort Ref Will 1st 2nd 3rd 4th 5th 6th
1st +0 +2 +2 +0 Bomb, Brew Potion, Discovery, Throw Anything 1
2nd +1 +3 +3 +0 Alchemist, Discovery, Poison Resistance, Poison Use 2
3rd +2 +3 +3 +1 Bottoms Up, Swift Dosing 3
4th +3 +4 +4 +1 Discovery 3 1
5th +3 +4 +4 +1 Bonus Feat 4 2
6th +4 +5 +5 +2 Discovery 4 3
7th +5 +5 +5 +2 Analyze Chemical 4 3 1
8th +6 +6 +6 +2 Discovery 4 4 2
9th +6 +6 +6 +3 Minor Side Effects 5 4 3
10th +7 +7 +7 +3 Bonus Feat, Discovery 5 4 3 1
11th +8 +7 +7 +3 Poison Immunity 5 4 4 2
12th +9 +8 +8 +4 Discovery 5 5 4 3
13th +9 +8 +8 +4 Instant Alchemy 5 5 4 3 1
14th +10 +9 +9 +4 Discovery 5 5 4 4 2
15th +11 +9 +9 +5 Bonus Feat 5 5 5 4 3
16th +12 +10 +10 +5 Discovery 5 5 5 4 3 1
17th +12 +10 +10 +5 Contingent Elixir 5 5 5 4 4 2
18th +13 +11 +11 +6 Discovery 5 5 5 5 4 3
19th +14 +11 +11 +6 Major Side Effects 5 5 5 5 5 4
20th +15 +12 +12 +6 Bonus Feat, Discovery, Grand Discovery 5 5 5 5 5 5

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Craft (Int), Decipher Script (Int), Disable Device (Int), Heal (Wis), Knowledge (arcana) (dungeoneering) (nature) (Int), Listen (Wis), Profession (Wis), Search (Int), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Spot (Wis), Survival (Wis), Use Magic Device (Cha).

Class Features[edit]

All of the following are class features of the Chemist.

Weapon and Armor Proficiency: Chemists are proficient with all simple weapons, all crossbows (even exotic crossbows), and all splash weapons. They are also proficient in light armor, but not with shields.

Elixirs: Chemists do not cast traditional spells, but rather use elixirs. Elixirs are short lived potions which the chemist creates each day, "preparing" the spell slot and "casting" it when the potion is drunk. As a potion, it therefore requires no concentration check, suffers no arcane spell failure, and does not provoke for casting (though it provokes for drinking). Others can even benefit from your elixirs by using their own actions. On the other hand, you must draw and drink a potion, an act which generally takes longer. Elixirs last for 24 hours before becoming unstable and losing its magic. You can only create a new batch after the old batch has expired. Though not a spell list, the elixir list counts as spells known for the purpose of activating magic items.

A chemist prepares elixirs which are drawn from the pathfinder alchemist formulae list. However, if you do not use pathfinder, use the list below. Like a wizard, a chemist must choose and prepare her elixirs ahead of time. To learn, prepare, or brew an elixir, the chemist must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a chemist’s elixirs is 10 + the spell level + the chemist’s Intelligence modifier.

Like other spellcasters, a chemist can create only a certain number of elixirs of each spell level per day. Her base daily spell allotment is given on Table: The Chemist. In addition, she receives bonus spells per day if she has a high Intelligence score.

Like a wizard, the chemist may know any number of elixirs. Rather than a spellbook, they have a formulae book which they refer to when brewing up a new batch of elixirs.

Below is an alternative list of elixirs for the chemist to use, relying on 3.5e and homebrew materials.

1st—absorb weaponSpC, accelerated movementSpC, align fangSpC, align weapon, anarchic waterSpC, appraising touchSpC, arrow mindSpC, aspect of the wolfSpC, aura against flameSpC, axiomatic waterSpC, babau slimeSpC, bless water, beast clawsSpC, beastland ferocitySpC, bloodhoundSpC, branch to branchSpC, breath flareSpC, buoyant liftingSpC, camouflageSpC, cheatSpC, claws of the bearSpC, climb wallsSpC, cloak of dark powerSpC, convictionSpC, corrosive graspSpC, crabwalkSpC, create alchemical items, cure light wounds, cure wounds, curse water, cutting handSpC, dead endSpC, delay diseaseSpC, detect heat, detect lifeforce, detect power level, detect secret doors, detect undead, devilish spew, disguise self, disturbing visage, divine sacrificeSpC, dust to dust, ebon eyesSpC, ectoplasmic armorSpC, embrace the wildSpC, endure elements, enlarge person, expeditious retreat, fist of stoneSpC, foundation of stoneSpC, hawkeyeSpC, healthful restSpC, horrible tasteSpC, ice gauntletSpC, identify, identify symbol, improvisationSpC, irongutsSpC, jump, lesser energized shieldSpC, lesser vigorSpC, living printsSpC, lockstep, love ward, luminous gazeSpC, master's touchSpC, moral guidance, nightshieldSpC, nimbus of lightSpC, object insight, omen of perilSpC, perseverance, produce flame, ram's mightSpC, rapid burrowingSpC, reattach, reduce person, regal presence, remove scentSpC, resurgenceSpC, retort, second windSpC, shield, shieldbearerSpC, signSpC, silent portalSpC, silverbeardSpC, snowshoesSpC, sticky fingersSpC, suppress influence, traveler's mountSpC, true strike, weapon shiftSpC, wings of the seaSpC

2nd—acid breathSpC, aid, air breathingSpC, alter self, amorphous formSpC, analyze object, angelskinSpC, anticipate teleportationSpC, asepsis, aura of doom, balancing lorecallSpC, balor nimbusSpC, barkskin, bear's endurance, bite of the wereratSpC, bladeweaveSpC, blink, blood brothers, blood frenzySpC, blur, body bladesSpC, body of the sunSpC, bone spurs, bramblesSpC, bristleSpC, bull's strength, burning swordSpC, burrowSpC, cat's grace, charge of the triceratopsSpC, checkmate's lightSpC, circle danceSpC, clarity of mindSpC, claws of darknessSpC, clear mindSpC, cloud wingsSpC, create magic tattooSpC, Creeping Darkness, cure moderate wounds, darkfireSpC, darkvision, death armorSpC, deform body, delay poison, detect thoughts, discern shapechangerSpC, disguise undeadSpC, divine insightSpC, dolorous blowSpC, dragonskinSpC, eagle's splendor, earth lockSpC, earthfastSpC, easy climbSpC, ectoplasmic feedbackSpC, energized shieldSpC, energy vortexSpC, extend tentaclesSpC, false gravitySpC, false life, fangs of the vampire kingSpC, fearsome grappleSpC, fell the greatest foeSpC, fins to feetSpC, fire wingsSpC, flame breath, flame of faithSpC, forestfoldSpC, frost breathSpC, fox's cunning, fuse armsSpC, ghost touch armorSpC, ghost touch weaponSpC, giant's wrathSpC, girallon's blessingSpC, graceSpC, greater endure elements, greater mage armorSpC, hamatula barbsSpC, healing lorecallSpC, heroicsSpC, honey ambrosia, hurlSpC, infernal woundSpC, invisibility, iron silenceSpC, jagged toothSpC, keen edge, lesser restoration, levitate, lionheartSpC, listening lorecallSpC, living undeathSpC, mantle of chaosSpC, mantle of evilSpC, mantle of goodSpC, mantle of lawSpC, master airSpC, mechanus mindSpC, mountain stanceSpC, nature's favorSpC, primal formSpC, protection from radiation, purify damage, one with the landSpC, owl's wisdom, protection from arrows, protection from negative energySpC, protection from positive energySpC, quick crafting, quillfireSpC, razorfangsSpC, reflective disguiseSpC, rejuvenative corpseSpC, resist energy, restful, safety bubble, scentSpC, scintillating scalesSpC, see invisibility, sense no evil, shadow maskSpC, shield of wardingSpC, shroud of undeathSpC, sonic weaponSpC, sonorous humSpC, spawn screenSpC, spider climb, spiderskinSpC, stone bonesSpC, surefootSpC, surefooted strideSpC, swimSpC, thornskinSpC, totemic power, tremorsenseSpC, undetectable alignment, vile strike, weapon of energySpC, weapon of impactSpC, wings of airSpC

3rd—Anthromorphize animal, arcane sight, armor of darknessSpC, bite of the werewolfSpC, blessing of bahamutSpC, blinding breathSpC, blindsightSpC, bolster spirit, cure serious wounds, cursed bladeSpC, death throesSpC, deeper darkvisionSpC, diamondsteelSpC, displacer formSpC, displacement, draconic mightSpC, dragon breathSpC, entangling staffSpC, essence of the raptorSpC, find the gapSpC, fire strideSpC, flame whipsSpC, fly, gaseous form, greater flame breath, greater resistanceSpC, haste, heroism, iron bonesSpC, lesser regenerate, lesser visage of the deitySpC, maintenance, mask of forbidden horror, metal meltSpC, nauseating breathSpC, negative energy auraSpC, nondetection, panaceaSpC, positive energy auraSpC, protection from energy, reboot, rage, ray deflectionSpC, rebuking breathSpC, remove blindness/deafness, remove curse, remove disease, reverse arrowsSpC, righteous fogSpC, ring of bladesSpC, safetySpC, see through fog, skeleton self, skull watchSpC, snakebiteSpC, superior magic fangSpC, spikesSpC, suppress curse, tongues, treasure scentSpC, undead bane weaponSpC, vigorSpC, voice of the dragonSpC, water breathing, wild runnerSpC, wood rotSpC

4th—acid sheatheSpC, air walk, aspect of the earth hunterSpC, aura of terrorSpC, bite of the wereboarSpC, bite of the weretigerSpC, black blood chains, breath weapon substitutionSpC, cure critical wounds, cryostasis, cure deadly wounds, death ward, discern lies, divine agilitySpC, dragonsightSpC, dream, duelwardSpC, echo skullSpC, ethereal breathSpC, favor of the martyrSpC, fiendformSpC, fire shield, flight of the dragonSpC, freedom of movement, greater anticipate teleportationSpC, greater blinkSpC, greater blindsightSpC, greater enlarge personSpC, greater invisibility, greater reduce personSpC, greater wings of airSpC, gutsnakeSpC, holy sword, indomitabilitySpC, lawful swordSpC, lesser holy transformationSpC, lesser infernal transformationSpC, lesser ironguardSpC, life wardSpC, neutralize poison, nightmare, nightstalker's transformationSpC, rejuvenation cocoonSpC, restoration, revenanceSpC, righteous auraSpC, shadow formSpC, shadow phaseSpC, sirine's graceSpC, sniper's eyeSpC, spell dampen, spell immunity, spiderformSpC, stoneskin, stunning breathSpC, swamp strideSpC, telepathic auraSpC, tortoise shellSpC, transformation

5th—bite of the werebearSpC, body of warSpC, brilliant bladeSpC, cloud-walkersSpC, contact other plane, death dragonSpC, dopple arms, dream castingSpC, dream sightSpC, elemental bodySpC, emerald flame fistSpC, energy immunitySpC, evince lineage, greater bolster spirit, greater vigorSpC, hardeningSpC, hide from dragonsSpC, holy transformationSpC, infernal transformationSpC, life's graceSpC, magic jar, mantle of the icy soulSpC, overland flight, plant bodySpC, ploishing, polymorph, primeval flame breath, raise dead, revive outsiderSpC, revive undeadSpC, revivifySpC, sending, spell resistance, stone bodySpC, superior resistanceSpC, visage of the deitySpC

6th—analyze dweomer, bite of the kingSpC, breath weapon admixtureSpC, came back wrong, enervating breathSpC, excavateSpC, eyebite, ghostformSpC, heal, haunting death curse, iron body, ironguardSpC, kiss of the vampireSpC, lightning ringSpC, master earthSpC, mislead, nixie's graceSpC, passage of the warp, shadow walk, statue, stormrageSpC, transformation, true seeing, undying rootsSpC, veil of undeathSpC, vital source, wind walk

Formulae List: A chemist must study his formulae list each day to prepare his elixirs. He cannot prepare any elixir not recorded in his formulae list.

A chemist begins play with a formulae list containing four 1st-level elixir of your choice. For each point of Intelligence bonus the chemist has, the formulae list holds one additional 1st-level elixir of your choice. At each new chemist level, he gains three new elixirs of any spell level or levels that he can cast (based on her new chemist level) for his formulae list. At any time, a chemist can also add spells and elixirs found in other spellcaster's spellbooks and chemist's formulae list to his own.

Bomb (Su): Using some unstable chemicals and a touch of magical catalyst, the chemist can quickly make and throw explosive weaponry which acts like an alchemical splash weapon. It deals 1d4 points of fire damage per class level, with the splash damage always being minimum damage, and a Reflex save for half (DC 10 + 1/2 HD + Int modifier). The range increment of the bomb is 20 ft, and it may be used at will. A spell component pouch is required to store the required chemicals needed for bombs.

Chemists can learn new bomb types and modifications to their bombs through their Discoveries. Unlike elixirs, chemist bombs cannot be shared as they are highly unstable, created and thrown in the same motion.

Brew Potion: The chemist receives the Brew Potion feat as a bonus feat.

Discovery: At 1st, 2nd, and every even level after the chemist may choose a discovery from the discovery list (see below). Discoveries usually modify either the chemist's bombs, their elixirs, or sometimes even themselves.

Throw Anything: The chemist receives the Throw AnythingCW feat as a bonus feat. In addition they add their Intelligence modifier to damage on splash weapons, including their bombs.

Alchemist (Ex): The 2nd level chemist gains 1/2 their class level as an insight bonus to Craft Alchemy and Craft Poison checks. In addition they may use these skills to identify alchemical compounds and poison, with the same DC as the DC to create.

Poison Resistance (Ex): The 2nd level chemist gains 1/2 their class level as a bonus on saves against poison.

Poison Use (Ex): The 2nd level chemist is trained in the use of poison, and cannot accidentally poison themselves when applying poison to a weapon.

Bottoms Up: The 3rd level chemist receives the Bottoms Up feat as a bonus feat.

Swift Dosing (Ex): The 3rd level chemist can apply an alchemical compound or poison to a weapon as a swift action.

Bonus Feat: At 5th level and every five levels beyond, the chemical can obtain one of the following bonus feats: Any metamagic feat, Brew Archpotion, Great Fortitude, Lightning Reflexes, Improved ToughnessCW, Potion Cache, Potion Potency, Potion Sipper, Skill Focus, and Throw Potion. You must still qualify as normal.

Analyze Chemical (Ex): The 7th level chemist can analyze the chemicals of anything they see. This works like detect poison, but can also be tuned to detect particular chemicals and compounds. It may be used at will.

Minor Side Effects: The 9th level chemist has spent so much time around chemicals, there was bound to be... side effects. Choose one of the benefits below.

Cell Growth (Ex): The chemist gains fast healing 5.

Explosion Proof (Ex): The chemist is immune to the effects of their own bombs, and resistant to area of effects which deal damage, reducing damage by 10 from these effects which tacks with any energy resistance or DR that may apply.

Leatherskin (Ex): The chemist gains a +4 natural armor bonus, and +1 hp/level.

Preservatives (Ex): The chemist's lifespan is doubled, and they do not take any penalties from middle, old, or venerable age. Their body does not rot if killed, and it always considered fresh. Lastly, they become immune to energy drain and [Death] effects.

Toxic Flesh (Ex): The chemist is poisonous. Any creature which uses a bite attack or ingests the chemists is subject to the poison spell. You can also apply it to a weapon (dealing 1 point of damage to yourself) but it is only viable for 1 round before decaying.

Poison Immunity (Ex): The 11th level chemist is immune to poison.

Instant Alchemy (Ex): The 13th level chemist can make almost any alchemical object on the fly. They can make a Craft check as a full round action and make any alchemical item or poison, provided they have the materials for it. In addition you may now poison a weapon as an immediate action.

Contingent Elixir (Ex): The 17th level chemist can drink any potion or elixir and withhold the effects forever, until certain conditions are met as per contingency. You may have only one contingent effect (from the spell or this ability) at one time.

Major Side Effects: The 18th level chemist's previous side effects have mutated. You gain the advanced form of the side effect you chose previously.

Cell Growth (Ex): The chemist gains regeneration 5 which overlaps with their fast healing. Their regeneration is overcome by one material (adamantine, cold iron, or silver) and one energy (acid, cold, electricity, or fire) of your choice.

Explosion Proof (Ex): If he chemist is in an area effect which deals damage, they can choose to fly to the nearest edge of the area as a non-action, riding the shockwave out (even if the area of effect would not otherwise produce a shockwave). In addition, they gain evasion against these effects.

Leatherskin (Ex): The chemist gains an additional +4 natural armor bonus, and DR 5/-, which stack with other forms of DR/-.

Preservatives (Ex): The chemist becomes biologically immortal. They become immune to negative energy, and if their body is intact they return to life (as per raise dead) after 1d10 days.

Toxic Flesh (Ex): The chemist is poisonous to the touch. Mere contact with the chemist provokes the save against poison, though they may suppress this as a non-action. Even creatures immune to ability damage and poison aren't safe (though those without a Con score remain immune), though they gain a +8 bonus on their saving throw.

Grand Discovery: At 20th level the chemist makes a grand discovery, in which they may select a benefit from the choices below.


Discoveries augment your bombs, yourself, or give more options of what you can do. Some have special requirements. Discoveries with * on their name augment bombs. You may only have one augmentation on your bombs at a time, unless you bypass that with the Combine Bomb Augmentation. Choose from below.

Agent Orange Bomb*: Your bombs leave the effect of cloudkill in the area of its explosion, which lasts for 1 round/level. It does not spread, and the Fortitude save is equal to the bomb DC. You must have the Smoke Bomb ability and be at least 12th level to take this ability.

Adrenaline (Ex): If you would be rendered unconscious or killed, you are able to act for 1 round longer before the consequences take effect. You must be at least 8th level to take this ability.

Aligned Bomb*: Choose an alignment. Your bomb now deals pure divine damage of the appropriate alignment. It deals +50% damage against those of its opposed alignment, and no damage to those of the same alignment. Unlike most discoveries which augment bombs, you may apply up to two aligned bomb augmentations on the same bomb (such as law and evil, or good and chaos). You must be at least 8th level to take this ability.

Banishing Bomb*: Creatures must make an additional Will save or be subject to banishment. The DC is the same as the bomb DC. A successful save renders the creature immune to further banishment attempts by this bomb. You must be at least 12th level to take this ability.

Blinding Bomb*: Creatures must make an additional Fortitude save or be blind for 1 round. You must be at least 10th level to take this ability.

Cognatogen: You can apply the bonus from mutagen to your mental ability scores, and the penalty to your physical ability scores. You must have mutagen in order to take this ability.

Combine Bomb Augmentation: You can apply an additional discovery which augments bombs to the same bomb. You must be at least 8th level to take this ability.

Combine Chemicals: You can choose to mix two potions or two poisons into the same potion or poison. You must be at least 8th level to take this ability.

Confusion Bomb*: Creatures must make an additional Will save or be confused for 1 round. You must be at least 8th level to take this ability.

Contagion Bomb*: Creatures must make an additional Fortitude save or be afflicted by contagion. You must be at least 12th level to take this ability.

Curse Bomb*: Creatures must make an additional Will save or be afflicted as per bestow curse. A creature can only be affected by one curse at a time from this ability. A creature which successfully save is immune to your bomb's curses for 24 hours. You must be at least 12th level to take this ability.

Customized Poisons: You can customize your poisons to affect only a particular type of creature. When you make a poison, choose a creature type from the list of ranger favored enemies. The poison only works against that type of creature, with a +4 bonus on the DC. You must be at least 4th level to take this ability.

Darkness Bomb*: Your bombs leave the effect of deeper darkness in the area of its explosion, which lasts for 1 round/level.

Debris Bomb*: Your bomb leaves difficult terrain in its area of effect, which lasts until cleared up (a standard action per 5 ft square). You must be at least 6th level to take this ability.

Demolition Charge*: You can delay your bomb's explosion up to 1 minute, and it counts as a siege weapon for the purposes of dealing damage to objects. You must be at least 4th level to take this ability.

Dispelling Bomb*: Your bomb deals half damage, but creatures are subject to greater dispel magic in its area of effect. You must be at least 6th level to take this ability.

Durable Organs (Ex): You gain light fortification. You be at least 6th level to take this ability. You may take this ability multiple times, gaining moderate fortification and then heavy fortification, and each time the level requirement rising by 4 (so at 10th and 14th).

Energy Bomb*: Choose an energy type. You can change the energy type your bombs deal to your chosen energy type. If you choose force or sonic damage, decrease the damage by one step. You may choose this ability multiple times, gaining a new energy type each time.

Enhance Consumable: Potions you drink have a minimum caster level of 1/2 your level. You may take this twice, the second time making potions you consume have a minimum caster level equal to your level.

Explosive Missile: Once per round, when making a ranged attack with a projectile or thrown weapon you can apply a bomb to the weapon, having the bomb's effects go off as if thrown normally. You must be at least 4th level to take this ability.

Grease Bomb*: Your bomb leaves the effect of grease in its area of effect, which lasts for 1 round/level. You must be at least 6th level to take this ability.

Homing Bomb*: You may roll twice to hit your target with a bomb, and the creature must make two Reflex saves against taking damage from your bomb. It does not double other saving throws, such as from other bomb augmentations. You must be at least 8th level to take this ability.

Homeopathy: When you make a potion or oil you can make it a homeopathic remedy potion. You make three copies of the potion instead of one, but the potion is actually mostly nonsense and bad science. As a result, those using the potion or oil must make a Will save on applying or ingesting it, DC 10 + the level of the elixir + Int modifier. If you fail, it works as normal. If you succeed you realize it's not real and it only has a 20% chance of working. You cannot willingly fail this save, but it benefits if you or the drinker happens to be unwise. Homeopathic potions and oils are mind-affecting effects.

Homunculus Lab: You gain Improved Familiar, but can only obtain a homunculus. You also gain the ability to craft homunculi as if you had the appropriate feats. You must be at least 6th level to take this ability.

Improved Vision (Ex): You can take this ability twice, either gaining low-light vision or darkvision 60 ft.

Increased Bomb Damage: The damage die of your bombs increase by one step.

Invisible Bomb*: Your bomb is invisible, as is the subsequent explosion (but not any fires it may start). Creatures take a -2 penalty on their AC and Reflex save against this bomb. You must be at least 4th level to take this ability.

Iron Stomach (Ex): You are able to consume any material for sustenance (provided you can chew it), and only need half as much food and water as a normal member of your race. You may take this ability three times. The second time, you become immune to sickening. The third time you become immune to nausea.

Lingering Bomb*: Your bomb deals damage again on the next round, dealing half the damage as previous. Creatures subject to the lingering bomb damage must make concentration checks as if taking continuous damage. You must be at least 8th level to take this ability.

Mutagen (Ex): You can create mutagens, strange elixirs which mutate your body physically and mentally. To make a mutagen, you must use one of your elixirs per days, with the strength of the effect depending on the slot used. The base 1st level mutagen grants a +4 alchemical bonus to one physical ability score, a -2 penalty to one mental ability score, a +2 natural armor bonus, and the benefits of a single feral strike of their choice for a duration of 10 minutes/level. Mutagens only affect the chemist, any others who drink it are nauseated for 1 round and sickened for its normal duration instead.

When a higher level slot is used, you can increase the physical ability score by +2 for each higher level slot. It can be the same ability score or a different one, though you are limited to a maximum +8 bonus on any one ability score. In addition you gain an additional -1 penalty to a mental ability score and an additional +1 natural armor.

If you use a 3rd level slot, you gain an augmentation to your movement, either increasing your land speed by +30 ft, gaining a swim speed equal to twice your land speed, a fly speed (average) twice your land speed, a climb speed equal to your land speed, or a burrow speed equal to half your land speed. Alternatively you may forgo these bonuses for another feral strike.

If you use a 5th level slot, you can choose two movement augmentations as above, or two additional feral strikes.

You may only benefit from the effects of a single mutagen at once.

Mutagen Potion: You can combine a potion or one of your elixirs with your mutagen, and its effect comes into play with its normal duration when you drink it. You must have the mutagen ability and be at least 8th level to take this ability.

Physical Bomb*: Your bomb deals physical damage, dealing bludgeoning, piercing, and slashing damage. Your bombs become an (Ex) effect.

Precision Bombing (Ex): You can exclude a number of 5 ft squares from your bomb's explosion equal to your Int modifier.

Preserve Creature (Ex): You can preserve a helpless or willing creature in a timeless state of not aging or needing any biological functions by placing them in a vat large enough to carry them. The chemicals arrest awareness and keep them in a dreamless sleep. Provided a sufficient container exists, preserving a creature is a 1 round action which provokes attacks of opportunity. Creatures removed from the vat regain awareness in 1d4 rounds.

Shaped Charge*: Your bomb can take the shape of either a 60 ft line or a 30 ft cone with no splash damage and a Reflex save for half damage, emanating from the location you have thrown your bomb. Even though this augments your bombs, it does not count towards your limit of effects on a bomb. You must be at least 6th level to take this ability.

Simulacrum (Sp): You gain simuacrum as a spell-like ability 1/day, though you must still pay expensive material components and XP costs. You may also cast this spell out to a range of touch to fully heal any simulacrum, with no expensive components or cost. You must be at least 8th level to take this ability.

Spontaneous Health Potion: You can spontaneously convert any of your elixirs or any potions (even ones you have not made) into potions of cure of the appropriate level. For example, a 2nd level potion of invisibility can become cure moderate wounds when drunk.

Smoke Bomb*: Your bombs leave the effect of fog cloud in the area of its explosion, which lasts for 1 round/level.

Stink Bomb*: Your bombs leave the effect of stinking cloud in the area of its explosion, which lasts for 1 round/level. The Fortitude save is equal to the bomb DC. You must have the Smoke Bomb ability and be at least 8th level to take this ability.

Truth Serum (Ex): You can subject a helpless or willing creature to chemical compulsion to tell the truth. This functions like zone of truth but single target, touch range, and no save. If they lie they take 1d6 points of nonlethal damage, visibly obvious to observers. It may be used at will, but a creature may only be subject to one dose every 24 hours. This is not a mind-affecting effect, though it is still a compulsion effect.

Vestigial Arm (Ex): You grow an extra arm whenever you are subject to mutagen. You must have the mutagen ability and be at least 6th level to take this ability. You may take this ability multiple times, each time gaining a new arm, and each time the level requirement rising by 4 (so an extra arm at 6th, 10th, 14th, 18th, etc).

Wide Explosions: You can have your bombs explode in up to a 20 ft radius (or less), dealing full damage but no splash. Even though this augments your bombs, it does not count towards your limit of effects on a bomb. You must be at least 6th level to take this ability.

Grand Discovery[edit]

Ability Perfection: Gain a +4 bonus on an ability score of your choice.

Augment Healing: Improve any fast healing or regeneration by +5. Requires fast healing or regeneration.

Grand Mutagen: Your ability bonuses from mutagen increase by an additional +4, the penalty is reduced by 2 points, and the limit of your highest ability score is now 1/2 your HD (thus starting limit of +10). The duration of the mutagen becomes 24 hours, and may be dismissed as a move action. Lastly, you gain the Shapechanger subtype. Requires mutagen.

Lazarus Pit: Over the course of a week you make a magical location known as a lazarus pit. For most, it is a deadly vat of acid. For you, it is revival. If you die and your body is brought to a lazarus pit (typically a 10 x 10 x 10 pool of chemicals), you are subject to true resurrection at no cost except 1d4 points of Wisdom burn. If you are reduced to 0 Wisdom you are afflicted with insanity, no save and bypassing immunities.

Philosopher's Stone: Over 24 hours, the chemist can make a philosopher's stone at no cost once per month.

Swift Bomber: You can fire a second bomb as a swift action, though you cannot apply any augmentations to this swift bomb.

Campaign Information[edit]

Playing a Chemist[edit]

Religion: Science is your religion, there is no need for the prayers and chants of gods when you have science to learn.

Other Classes: You're like a warlock, but your lasers are explosions... of SCIENCE!

Combat: You're a ranged combatant who is also a utility spellcaster, providing all sorts of beneficial potions and elixirs to your friends. Sometimes you are also a mutation master, managing to fight like a drug fueled monster.

Advancement: Prestige classes which benefit warlocks may be compatible with this class. Its bomb scales with improvements to effective spellcasting level, but you lose out on discoveries.

Chemists in the World[edit]

And here is where I keep my difluoride dioxide.
—Foofles the Goblin, formerly living chemist, Chemicals I Will Never Work With-Volume 1

Daily Life: Chemists can be found being the source of potions and alchemical items in shops all over. Though considered quirky, dangerous, and weird, none can deny they are masters of their craft.

NPC Reactions: NPCs don't usually think too far about who is making their potions.

Chemist Lore[edit]

Characters with ranks in Knowledge Arcana can research Chemists to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge Arcana
DC Result
10 Chemists throw powerful explosives known as bombs, and carry all manner of short-term potions called elixirs.
15 Chemists are masters of both alchemical items and poisons. They have a wide array of unique discoveries which gives them many options.
20 Some chemist experience strange side effects of their experimentation. Those that survive come out stronger for it.
30 Those that reach this level of knowledge can research specific chemists, their location, behavior, and any discoveries they're made.

Chemists in the Game[edit]

Adaptation: This is adapted to very high play, and this may not mesh as a variant to the pathfinder alchemist well. If you want to lower the power, decrease bomb scaling to 1/2 level instead of full level.

Back to Main Page3.5e HomebrewClassesBase Classes

Eiji-kun's Homebrew (4895 Articles)
Facts about "Chemist (3.5e Class)"
Article BalanceVery High +
AuthorEiji-kun +
Base Attack Bonus ProgressionModerate +
Class AbilityPrepared Arcane Spellcasting + and Other +
Class Ability ProgressionSeparate +
Fortitude Save ProgressionGood +
Identifier3.5e Class +
Length20 +
Minimum Level0 +
RatingUndiscussed +
Reflex Save ProgressionGood +
SkillAppraise +, Craft +, Decipher Script +, Disable Device +, Heal +, Knowledge +, Listen +, Profession +, Search +, Sleight of Hand +, Speak Language +, Spellcraft +, Spot +, Survival + and Use Magic Device +
Skill Points4 +
SummaryBecome the master of chemistry, alchemy, potions, explosives, and mutagens! +
TitleChemist +
Will Save ProgressionPoor +