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. This pursuit is not one of abstract theory, but of practical, tangible application. It is the art of understanding, distilling, and transforming the world's raw potential into a liquid form, whether to heal, to harm, or to create an effect the world has never seen before.
As an adventurer, your tastes lean towards a more practical side: potions of health, elixirs to boost your allies, or perhaps a volatile solution to help in a pinch. You provide much-needed support to yourself and your fellow adventurers. Your purpose is to be the party's master of consumables, the one who ensures everyone is prepared for the next challenge. With your specialized skills, you can turn a few hours of downtime into the exact elixir that saves a life, reveals a hidden clue, or grants an ally the power they need to succeed.
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, elixirs, or other Chemical solutions, you may add your skill rank in addition to your skill bonus when determining crafting time.
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. You can craft an alchemical bolt for 500 gp that you can use for your Lazarus Bolts, then, 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.
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 that are one fourth the items cost and you can choose to expend those reagents to create new potions.
Alchemical Signature
Starting at 13th level, your mastery over alchemy is so complete that all of your creations bear a unique signature of your skill. You gain the following four benefits:
Amalgamation: You can combine two separate, existing potions into a single, hybrid vial. This process takes 10 minutes and consumes a 100 gp worth of a mixing reagent. The new amalgamated potion, when drunk, provides the full effect of both original potions.
Perfected Potency: Your potions are so refined they can be consumed quickly without losing potency. Any creature drinking one of your potions can gain its full, maximized effect by spending only 3 Action Points instead of the full 8 Action Points.
Stabilized Formula: The duration of your beneficial elixirs is massively extended. Any effect that would last for 10 minutes or less now lasts for 1 hour, and any effect more than that that would last for less than 24 hours now lasts for a full day.
Purified Brew: Your potions are so clean that they are never harmful. Any of your potions that would normally have a negative side-effect no longer has that drawback when you craft it.