An alchemist is one who strives to learn about the world through the building blocks that make it up. That might be the beautiful flowers that grow outside your window, the oozing spit of a wild dragon, or the glowing remains of an undead skeleton. Whatever the source, an alchemist seeks to turn these building blocks into something useful.
As an adventurer, your tastes lean towards a more practical side, potions of health and mana, or maybe something to boost your combat ability, or to help you run away instead. You provide much-needed support to yourself, and maybe your fellow adventurers. Because your potions are done in the field rather than the lab, they also tend to expire a little more quickly.
Alchemists generally favor Intelligence for crafting their potions, but an alchemist might also want a high Acuity to find the materials they seek on their own, or Cunning if they often trade and bargain for their materials. An alchemist sometimes starts life as a Sage for access to other research, or they may have started as an Outlander when they lived in the wilds collecting goods. A Criminal background would have given an alchemist the contacts they need to get some less than legal goods.
Starting skills: Chemical and choose two from Awareness, Medicine, or Survival
General skills: 1 skill rank per level
Skill boosts: 2 skill boosts per level
Mental skills: 1 skill rank per level
Profession skills: 1 skill rank per level
Equipment
You start with the following equipment, in addition to any other starting equipment:
alchemist’s supplies
(a) an explorer’s pack or (b) an herbalism kit
Natural Philosopher
You have learned many things about alchemy during your studies. Starting at 1st level, you can add your Chemical skill bonus, to any Intelligence roll made to identify herbs, potions, poisons, or other alchemical substances.
When crafting potions, oils, or other Chemical solutions, you may add your skill rank in addition to your skill bonus when determining crafting time.
Unstable Brews
When you become an Apprentice, you have a collection of powerful alchemical reagents, represented by a pool of reagents, that you can spend to brew potions.
Reagents
You start with three reagents, and you gain additional reagents as you gain levels in this job, as shown in the Reagents column of the Alchemist table. You regain all expended reagents when you finish a long rest.
Brewing Potions
You have learned to distill your potions down to their most basic ingredients. Without spending any material costs, you can spend 10 minutes and expend any number of reagents to brew potions. These potions retain potency for 24 hours, after which they become inert.
Syringe
As an Apprentice, you gain the use of a sophisticated hypodermic needle, allowing you to more quickly administer potions. For 2 Action Points, you can inject a potion into yourself or a willing creature within 5 feet of you, granting the benefits of the potion as if it were drank normally. You can inject a potion into an unwilling creature with a successful melee attack.
Lazarus Bolt
As a Journeyman, you’ve discovered a radical necromantic workaround: restoring life with direct electricity to the heart. For 6 Action Points, you can spend 1 reagent and drive a bolt into the torso of a creature that has died within the last minute and shock it back to life. That creature returns to life with 1 Health. This feature can’t return to life a creature that lacks a heart, a creature that has died of old age, or a creature that is missing vital organs.
Once you use this ability, you can’t use it again until you finish a short or long rest.
Recycled Potions
As a Magister, when you brew potions, you can distill those you have already brewed, recovering the reagents stored within. You can convert brewed potions into reagents and you can choose to expend those reagents to create new potions. You can’t gain more than your maximum number of reagents using this ability.
Expertise
At Legendary rank, you gain 1 extra general skill rank to use.