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  PRODUCT NO. CA509 
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  ABANDONED ARTS©
   PRESENTS: 
   
  FOUR NEW ARCHETYPES FOR USE WITH THE PATHFINDER® ROLEPLAYING GAME 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See 
  http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee 
  compatibility, and does not endorse this product. Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder 
  Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used 
  under the Pathfinder Roleplaying Game Compatibility License. 
   
  See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license. 
  
  2 
   
  ARCHETYPES 
   
   
   
   
   
   
   
   
   
   
   
   
  As described in the Pathfinder® Roleplaying Game: Advanced Player’s Guide ™, archetypes are variant 
  sets of class abilities which modify their corresponding base classes via the use of alternate class 
  features. When a character selects a class, he must normally choose to use the standard class features 
  found in the class's original source – the exception is if he chooses to adopt an archetype. Each alternate 
  class feature presented in an archetype replaces a specific class feature from its parent class. 
     When an archetype includes multiple alternate class features, a character must take them all – often 
  blocking the character from ever gaining certain standard class features, but replacing them with other 
  options. All other class features of the base class that aren't mentioned among the alternate class 
  features remain unchanged and are acquired normally when the character reaches the appropriate 
  level, unless noted otherwise. A character who takes an alternate class feature does not count as having 
  the class feature that was replaced for the purposes of meeting any requirements or prerequisites. 
     A character can take more than one archetype and garner additional alternate class features, but none 
  of the alternate class features can replace or alter the same class feature from the base class as another 
  alternate class feature. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  THE ALCHEMICAL APOTHECARY  (ALCHEMIST ARCHETYPE) 
   
  Though perhaps no less eccentric than other alchemists, the alchemical apothecary is nonetheless somewhat more inclined to 
  apply his alchemical knowledge to helping others rather than to harming them. 
   
  An alchemical apothecary has the following class features. 
   
  Apothecary’s Bomb (Su): An alchemical apothecary’s bombs deal damage one die step lower than normal (unmodified bombs 
  deal d4s, concussive bombs deal d3s, etc.). At 2nd level, the alchemist must choose the smoke bomb discovery. Living creatures 
  gain fast healing 1 for as long as they remain inside the area of the fog cloud effect produced by the alchemist’s smoke bomb. 
     This ability alters the bomb class feature and the discovery gained at 2nd level. 
   
  Bitter Medicine (Sp): An alchemical apothecary can cast neutralize poison as a spell-like ability with a caster level equal to his 
  class level once per day. If the effect succeeds in curing a poison, the target is staggered for 1 round and sickened for 24 hours. 
     This ability replaces throw anything and poison immunity. 
   
   
   
  THE BLACK POWDER BOMBER  (ALCHEMIST ARCHETYPE) 
   
  As volatile and unpredictable as the explosive black powder from which his name is derived, the black powder bomber dabbles 
  in the supernatural aspects of alchemy, but devotes most of his time toward the development of more conventional weapons. 
   
  A black powder bomber has the following class features. 
   
  Black Powder Explosives (Ex): A black powder bomber gains an extraordinary ability nearly identical to the bomb class feature. 
  A black powder bomber’s bombs are not supernatural, and cannot be modified by most discoveries (although discoveries such 
  as the delayed bomb discovery that offer the alchemist new ways to deliver or deploy his bombs do function normally; see the 
  Pathfinder® Roleplaying Game: Advanced Player’s Guide™ for a description of that discovery). The following discoveries may 
  modify a black powder explosive: blinding bomb, explosive bomb, smoke bomb, and stink bomb. Effects produced by a black 
  powder explosive are always extraordinary (Ex), and explosives deployed with the delayed bomb discovery cannot be dispelled. 
  This ability otherwise works like the bomb class feature. Although a black powder explosive is not supernatural, the explosives 
  still retain some alchemical properties and do become inert and ruined if they are not used in the round that they were created. 
     This ability replaces the bomb class feature. 
   
  Black Powder Breakthrough (Ex): A black powder bomber may gain Amateur Gunslinger, Exotic Weapon Proficiency (firearms), 
  Weapon Focus (any firearm), or any grit feat in place of a discovery. The alchemist must qualify for a feat in order to select it. 
     This ability replaces poison resistance, poison use, swift alchemy, swift poisoning, poison immunity, and instant alchemy. 
  
  3 
   
  THE BREWMEISTER  (ALCHEMIST ARCHETYPE) 
   
  The brewmeister is a merry, if oafish, sort of alchemist who dedicates the bulk of his fantastical research to the development of 
  intoxicating alchemical alcohols and wondrous magical brews. 
   
  A brewmeister has the following class features. 
   
  Alchemical Belch (Su): A brewmeister can consume and expel an alchemical breath weapon by drawing and imbibing his bomb 
  components and expelling the admixture from his mouth. This ability functions like the bomb class feature as augmented by the 
  breath weapon bomb discovery (see the Pathfinder® Roleplaying Game: Ultimate Combat™ sourcebook for a description of the 
  breath weapon bomb discovery). Furthermore, the brewmeister may choose to expend any number of temporary hit points 
  gained by imbibing an intoxicating extract (see below) when attacking with an alchemical belch breath weapon in order to add 
  an equal amount to the damage dealt by the belch. Discoveries that modify bombs may not modify the alchemical belch. 
     This ability replaces the bomb class feature, and is usable an equal number of times per day. 
   
  Intoxicating Extracts (Su): A creature that imbibes one of the brewmeister’s extracts gains a number of temporary hit points 
  equal to the extract level of the extract imbibed. A character can drink a number of intoxicating extracts equal to twice his 
  Constitution modifier before becoming staggered for 1 hour. This restriction is reset after 1 hour without imbibing an extract. 
     This ability replaces throw anything. 
   
  Brewmeister’s Draught (Su): At 2nd level, whenever a brewmeister creates a mutagen that improves his Constitution score, that 
  mutagen’s bonus to Constitution increases by +2. Furthermore, when the brewmeister imbibes the mutagen, he may choose to 
  expend any temporary hit points that he has gained from an intoxicating extract in order to recover an equal amount of damage. 
     This ability replaces poison use, swift alchemy, swift poisoning, and instant alchemy. 
   
  Under the Influence (Ex): At 2nd level, as long as the brewmeister has at least 1 temporary hit point gained from an intoxicating 
  extract, he may choose to fall prone after missing an opponent with a melee attack. If he does, he may make a new melee 
  attack at the same bonus, minus any penalties incurred by the prone condition. Alternately, the brewmeister may resolve the 
  missed melee attack against an unattended object within reach as a free action, using the same weapon and the same modifier. 
     This ability replaces poison resistance and poison immunity. 
   
   
   
  THE HERBALIST  (ALCHEMIST ARCHETYPE) 
   
  More medicine man than chymist, the herbalist uses alchemically-treated herbs, acids, and other natural reagents to create 
  corrosive bombs, mind-altering cognatogens, and potent herbal extracts. 
   
  An herbalist has the following class features. 
   
  Class Skills: Herbalists remove Appraise and Use Magic Device from their list of class skills. 
   
  Acid Bomb (Su): An herbalist’s bombs deal acid damage, rather than fire damage. Discoveries that would alter the damage type 
  dealt by a bomb that the herbalist creates may never be applied to the herbalist’s bombs, although discoveries that alter other 
  aspects or effects of the bomb may still be applied (including the incendiary bomb discovery). 
     This ability alters the bomb class feature. 
   
  Cognatogen (Su): An herbalist learns how to create a cognatogen, as per the cognatogen discovery. 
     This ability replaces the mutagen class feature. An herbalist cannot create mutagens unless he selects the mutagen discovery. 
   
  Herbalism (Su): This ability works like the alchemy class feature, except that the herbalist gains a competence bonus equal to 
  his class level on Profession (herbalist) skill checks instead of Craft (alchemy) skill checks, and may use the Profession (herbalist) 
  skill in place of the Craft (alchemy) skill to create poisons and identify potions as though using detect magic. 
     This ability replaces alchemy, but counts as the alchemy class feature for the purposes of qualifying for feats and effects that 
  require or interact with the alchemy class feature in any way. 
   
  Medicinal Purposes (Ex): An herbalist can prepare and intake a cognatogen or mutagen as a full-round action by using a specially-
  prepared thurible held in one hand and inhaling the fumes that it produces. Inhaling the mixture renders an herbalist staggered 
  for 1 minute, but grants him a +2 alchemical bonus to his Wisdom score and on saving throws while under the mixture’s effects. 
     This ability replaces the discovery gained at 2nd level. 
   
  Disease Resistance (Ex): At 3rd level, an herbalist gains a bonus on all saving throws against disease equal to his class bonus 
  against poison. When he gains the poison immunity class feature, he becomes immune to disease as well. 
     This ability replaces throw anything. 
  
  4 
   
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  15. COPYRIGHT NOTICE 
  Open Game License v 1.0 © 2000, Wizards of the Coast, Inc.; System Reference Document. © 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte 
  Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: 
  Jason Buhlman, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Advanced Player’s Guide. © 2010, Paizo Publishing, LLC; Author: Jason 
  Buhlman, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Pathfinder Roleplaying Game Ultimate Combat © 2011, Paizo Publishing, LLC; 
  Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Buhlman, Brian J. Cortijo, Jim Groves, Tim Hitchcock, Richard A. Hunt, Colin McComb, Jason Nelson, 
  Tom Phillips, Patrick Renie, Sean K Reynolds, and Russ Taylor. Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publushing. LLC; Authors: Jason Buhlman, 
  Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor. The Book of 
  Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with 
  Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content 
  from TSR. Abandoned Arts Presents: Class Acts: Alchemist Archetypes © 2012, Daron Woodson; Author: Daron Woodson, based on material by Jonathan Tweet, 
  Monte Cook, and Skip Williams. 
   
   
  CREDITS 
   
  Design and editing by Daron Woodson. 
   
  Open Game License v 1.0 © 2000, Wizards of the Coast, Inc. 
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder 
  Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying 
  Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license. 
  Special thanks to Dana Dickason and Rielle Gordon. Learn more about the Pathfinder Roleplaying Game at www.paizo.com. 
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Abandoned Arts/Class Acts/Class Acts - Alchemist Archetypes.pdf