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Infused Hematologist (Alchemist/Sorcerer)

Many alchemists focus on the creation of bombs, extracts, and mutagens. However, there are those who prefer the study of blood, sanguine organs, and how they differ among the races. Due to their constant exposure to blood and other bodily fluids, infused hematologists have contracted an infusion of blood magic that grants them knowledge and powers similar to that of a sorcerer’s bloodline. In addition to these arcane powers, they have learned how to manipulate blood and its qualities to create a variety of alternate effects, such as blood extracts that grant others his bloodline powers, and blood mutagens that allows him to gain new powers for a short time by suppressing his own. While blood is often seen as an unseemly substance, an infused hematologist’s exposure grants him resistance to blood-borne pathogen, and his straining allows him to make precision bleed attacks and even identify creatures from their blood. (Original Concept by Elghinn Lightbringer)

Primary Class: Alchemist.
Secondary Class: Sorcerer.
Alignment: Any.
Hit Dice: d8.

Bonus Skills and Ranks: The infused hematologist may select three sorcerer skills to add to his class skills in addition to the normal alchemist class skills. An infused hematologist gains a number of ranks at each level equal to 4 + Int modifier.

Weapon and Armor Proficiency: The infused hematologist is proficient with all simple weapons, plus the kukri and shortsword. The infused hematologist is also proficient with light armor, but not with shields.

Extracts: This is exactly like the alchemist ability of the same name, except that the infused hematologist adds the following spells to his formulae list at the indicated levels: 2nd level—*blood biography;3rd level—#blood rage. (*Advanced Player’s Guide, #Pathfinder Campanion–Orc’s of Galorian) An infused hematologist otherwise learns and uses extracts as an alchemist equal to his infused hematologist level. He also receives bonus spells per day if he has a high Intelligence score.

Alchemy (Su): An infused hematologist can create only extracts and blood mutagens, not bombs.

Blood Mutagen (Su): At 1st level, an infused hematologist discovers how to create a blood mutagen that he can imbibe in order to gain the benefits of a single sorcerer’s bloodline that is not his own. It takes 1 hour to brew a dose of blood mutagen, and once brewed, it remains potent until used. An infused hematologist can only maintain one dose of blood mutagen at a time—if he brews a second dose, any existing blood mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an infused hematologist’s possession becomes inert until an infused hematologist picks it up again.

To brew a blood mutagen, an infused hematologist chooses a creature type from Table: Blood Mutagen Creatures. The infused hematologist must then infuse a sample of that creature’s blood into his blood mutagen at the time of its creation. This blood serves as the catalyst for the blood mutagen and grants him the bloodline associated with that creature type. If a creature type grants multiple bloodlines, the infused hematologist must select one bloodline from among those available. For example, an infused hematologist that obtains a blood sample of a creature of the dragon type could brew a blood mutagen that grants him the draconic bloodline. Alternatively, an infused hematologist that obtains a blood sample of some magical beast could brew a blood mutagen that grants either the dreamspun bloodline, destined bloodline, starsoul bloodline, chosen at the time of its creation. An infused hematologist cannot create a blood mutagen from a creature that does not have blood or is of the Animal type.

Table: Blood Mutagen Creatures
Type (Subtype)
Granted Bloodline
Aberration
Aberrant bloodline
Dragon
Draconic bloodline
Fey
Fey bloodline
Humanoid (aquatic)
Aquatic bloodline
Humanoid (dwarf)
Deep earth bloodline
Humanoid (elf)
Arcane bloodline
Humanoid (giant)
Boreal bloodline, oni bloodline
Humanoid (goblin, gnoll)
Martyred bloodline
Humanoid (gnome)
Verdant bloodline
Humanoid (halfling)
Destined bloodline
Humanoid (human)
Imperious bloodline
Humanoid (orc)
Orc bloodline
Humanoid (reptilian)
Kobold bloodline,serpentine bloodline
Magical beast
Dreamspun bloodline, destined bloodline
Monstrous humanoid
Accursed bloodline, oni bloodline
Outsider (air)
Djinni bloodline, elemental bloodline, stormborn bloodline
Outsider (chaotic)
Abyssal bloodline, protean bloodline
Outsider (earth)
Elemental bloodline, shaitan bloodline
Outsider (evil)
Abyssal bloodline, daemon bloodline, infernal bloodline, shadow bloodline
Outsider (fire)
Efreeti bloodline, elemental bloodline
Outsider (good)
Celestial bloodline, maestro bloodline
Outsider (lawful)
Infernal bloodline
Outsider (native)
Rakshasa bloodline, starsoul bloodline
Outsider (water)
Aquatic bloodline, marid bloodline
Vermin
Pestilence bloodline

When an infused hematologist brews a blood mutagen, it is infused with the powers of the chosen bloodline. It’s a standard action to drink a mutagen. Upon being imbibed, the blood mutagen grants the infused hematologist the powers of that bloodline for 10 minutes per infused hematologist level. While the blood mutagen is in effect, the infused hematologist’s own bloodline is suppressed, with his bloodline powers.

While a blood mutagen is in effect, his own bloodline is suppressed in favor of the new bloodline. In effect, he loses his infused bloodline for the mutagen’s duration in exchange for the new one. The old bloodline does not reassert itself until the effects of the blood mutagen ends. An infused hematologist gains only the bloodline powers granted by his level or his chosen discoveries.

A non-infused hematologist who drinks a blood mutagen must make a Fortitude save (DC 10 + 1/2 the infused hematologist’s level + the infused hematologist’s Intelligence modifier) or become nauseated for 1 hour—a non-infused hematologist can never gain the benefit of a blood mutagen, but an infused hematologist can gain the effects of another infused hematologist’s blood mutagen if he drinks it. (Although if the other infused hematologist creates a different blood mutagen, the effects of the “stolen” blood mutagen immediately cease.) The effects of a blood mutagen do not stack. Whenever an infused hematologist drinks a blood mutagen, the effects of any previous blood mutagen immediately end. This ability otherwise functions as and replaces mutagen.

Exsanguination (Ex): An infused hematologist can obtain blood samples with great skill. As a standard action, an infused hematologist can extract one dose of blood (or essence) from a dead, dying, or living creature using a slashing or piercing weapon. Extracting blood in this way deals 2 hit points of damage to the creature. This blood is stored in special vials and used to create blood extracts or blood mutagens. Blood stored in this way remains potent for 1 day, after which time it becomes spoiled. The infused hematologist can store a number of blood doses each day equal to his Intelligence modifier. This ability replaces throw anything.

Hematology (Ex): An infused hematologist is an expert in the study of blood, blood-borne pathogens, blood producing organs, and the unique blood characteristics of different creature types. As a swift action, he can make Heal skill checks to perform first aid on an injured creature. In addition, an infused hematologist can spend 1 full round to identify a creature from a sample of blood by making a successful Knowledge skill check (monster lore) and may make such Knowledge checks untrained.

At 4th level, an infused hematologist gains a +2 competence bonus to both his Heal skill check to perform first aid, and any Knowledge skill check to identify a monster using a blood sample. At 7th level, these bonuses increase to +4. This ability replaces brew potion.

Infused Bloodline (Ex): An infused hematologist’s exposure to the blood of a magical creature grants him the sorcerer’s bloodline ability. At 1st level, an infused hematologist must select one sorcerer’s bloodline (including wildblooded bloodlines). Once made, this choice cannot be changed. He then gains his 1st level bloodline power, and adds his bloodline class skill to his list of class skills, but does not gain his bloodline arcana. At 3rd level, an infused hematologist gains his 3rd level bloodline power. He can gain additional bloodline powers by awakening the innate energies within his blood through discoveries.

At 3rd level, and every three levels thereafter, an infused hematologist learns an additional spell, derived from his bloodline. These spells are added to the infused hematologist’s formulae book as alchemist formulas at no cost to the infused hematologist. This ability and bleed attack replace bombs.

Blood Extracts (Su): Starting at 2nd level, an infused hematologist can use his own life’s blood to create bloodline extracts. By taking 1 point of damage he can extract one does of his own blood. A dose of blood remains potent for 24 hours. A blood extract grants the imbiber one or more of the infused hematologist’s bloodline powers for 1 minute per infused hematologist level.
To create a blood extract, the infused hematologist expends an extract slot of the appropriate level and infuses it with his blood. Creating a blood extract expends an extract slot as shown on the following table.

Table: Blood Extract Creation
Extract Slot
Granted Bloodline Power
1st
1st level bloodline power
2nd
3rd level bloodline power
3rd
9th level bloodline power
4th
15th level bloodline power

An infused hematologist may also create blood extracts that grant multiple bloodline powers by expending an extract slot equal to the combined total of slots of the selected powers. For example, an infused hematologist can create a blood extract that grants his 3rd and 9th level bloodline powers by expending a 5th level extract slot. An infused hematologist cannot create a blood extract that grants a bloodline power that he does not himself possess, nor can he grant a bloodline power gained from a blood mutagen or his grand discovery ability. An infused hematologist cannot gain his own bloodline powers from a blood extract. An infused hematologist can use this ability a number of times per day equal to his Intelligence modifier. This ability replaces poison use.

Discoveries (Su): This is exactly like the alchemist ability of the same name, except that he may choose one of the following new discoveries restricted to only the infused hematologist multiclass archetype: Awaken Bloodline, Blood Infusion, Greater Awaken Bloodline. Also, whenever an infused hematologist of 6th level or higher could choose a discovery, he can select a bonus feat from his list of bloodline feats instead. An infused hematologist may only select a bonus feat three times and must meet the prerequisites for these bonus feats.

Sanguine Resistance (Ex): At 2nd level, an infused hematologistgains a +2 bonus on all saving throws against diseases and ingested or injury poisons. This bonus increases to +4 at 5th level and then again to +6 at 8th level. At 10th level, an infused hematologist becomes completely immune to diseases and ingested or injury poisons. In addition, an infused hematologist also gains bleed resistance. At 2nd level, subtract 2 from the damage the infused hematologist takes each time he is dealt bleed damage from a weapon or a natural attack. This bleed resistance increases to 4 at 5th level and to 6 at 8th level. At 10th level, an infused hematologist that takes bleed damage immediately stabilizes after one round and does not lose any further hit points due to bleed effects. This ability replaces poison resistance.

Bleed Attack (Ex): At 5th level, whenever an infused hematologist is adjacent to an opponent that is unable to defend herself effectively from his attack, he can strike a vital spot for extra bleed damage. The infused hematologist's attack deals bleed damage anytime his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the infused hematologist flanks his target. This extra bleed damage is 1d6 at 5th level, and increases by 1d6 every six infused hematologist levels thereafter. Should the infused hematologist score a critical hit with a bleed attack, this extra bleed damage is not multiplied. To make a bleed attack, the infused hematologist must be adjacent to the target and be wielding a light or one-handed slashing or piercing weapon. Ranged attacks do not can count as bleed attacks, nor can a bleed attack be made with a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike). The infused hematologist must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Bleed damage dealt by this attack stacks. An infused hematologist cannot bleed attack while striking a creature with concealment. A bleed attack can be made in conjunction with the swift exsanguination ability.

Swift Exsanguination (Ex): At 6th level, an infused hematologist can extract one dose of blood from a creature as a swift action. This ability replaces swift poisoning.

Grand Discovery (Su): This is exactly like the alchemist ability of the same name, except that an infused hematologist may select the final awakening grand discovery.


NEW DISCOVERIES
The following new discoveries are restricted to the infused hematologist mutliclass archetype.

Awaken Bloodline
An infused hematologist’s blood mutagen grants his bloodline’s 9th level power.
Prerequisite: Infused hematologist 12, blood mutagen class feature.
Benefit: The infused hematologist’s blood mutagen grants him the 9th level bloodline power from his infused bloodline, in addition to all lower level powers.

Blood Infusion
An infused hematologist can infuse his blood mutagen with the blood of another creature.
Prerequisite: Infused hematologist 4.
Benefit: The infused hematologist chooses a creature from the infused hematologist’s blood mutagen creatures table.Once chosen, it cannot be changed. The infused hematologist infuses his own blood with the blood of the selected creature. Whenever the infused hematologist imbibes a blood mutagen, he can choose to gain his infused bloodline or the bloodline associated to that creature. If the creature type grants multiple bloodlines, the infused hematologist must select one the granted bloodlines. Once a creature’s blood is infused into the infused hematologist’s blood, he no longer needs a sample of that creature’s blood to create a blood mutagen of that creature’s bloodline. An infused hematologist can select this discovery up to four times, but must choose a different creature type (or a different bloodline if the creature type grants multiple bloodlines) each time. A infused hematologist can gain the benefits of only one bloodline with his blood mutagen at a time, selected when he imbibes the mutagen.

Greater Awaken Bloodline
An infused hematologist’s blood mutagen grants his bloodline’s 15th level power.
Prerequisite: Infused hematologist 16, Awaken Bloodline Discovery, blood mutagen class feature.
Benefit: The infused hematologist’s blood mutagen grants him the 15th level bloodline power from his infused bloodline, in addition to all lower level powers.


NEW GRAND DISCOVERIES
The following new grand discoveries may be chosen by the infused hematologist.

Final Awakening
An infused hematologist’s blood mutagen grants his bloodline’s 20th level power.
Prerequisite: Infused Hematologist 20, Greater Awaken Bloodline, blood mutagen class feature.
Benefit: The infused hematologist’s blood mutagen grants him the 20th level bloodline power from his infused bloodline, in addition to all lower level powers.


Table: Infused Hematologist
Class
Base
Fort
Ref
Will

Extracts per Day
Level
Attack Bonus
Save
Save
Save
Special
1st
2nd
3rd
4th
5th
6th
1st
+0
+2
+2
+0
Alchemy, blood mutagen, bloodline power, exsanguination,
infused bloodline, hematology
1





2nd
+1
+3
+3
+0
Blood extracts, discovery, sangine resistance +2
2





3rd
+2
+3
+3
+1
Bloodline power, bloodline spell (1st)
3





4th
+3
+4
+4
+1
Discovery, hematology +2
3
1




5th
+3
+4
+4
+1
Bleed attack +1d6, sanguine resistance +2
4
2




6th
+4
+5
+5
+2
Bloodline spell (2nd), discovery, swfit exsanguination
4
3




7th
+5
+5
+5
+2
Hematology +4
4
3
1



8th
+6/+1
+6
+6
+2
Discovery, sanguine resistance +6
4
4
2



9th
+6/+1
+6
+6
+3
Bloodline spell (3rd)
5
4
3



10th
+7/+2
+7
+7
+3
Discovery, sanguine immunity
5
4
3
1


11th
+8/+3
+7
+7
+3
Bleed attack +2d6
5
4
4
2


12th
+9/+4
+8
+8
+4
Bloodline spell (4th), discovery
5
5
4
3


13th
+9/+4
+8
+8
+4

5
5
4
3
1

14th
+10/+5
+9
+9
+4
Discovery, persistent mutagen
5
5
4
4
2

15th
+11/+6/+1
+9
+9
+5
Bloodline spell (5th)
5
5
5
4
3

16th
+12/+7/+2
+10
+10
+5
Discovery
5
5
5
4
3
1
17th
+12/+7/+2
+10
+10
+5
Bleed attack +3d6
5
5
5
4
4
2
18th
+13/+8/+3
+11
+11
+6
Bloodline spell (6th), discovery, instant alchemy
5
5
5
5
4
3
19th
+14/+9/+4
+11
+11
+6

5
5
5
5
5
4
20th
+15/+10/+5
+12
+12
+6
Grand discovery
5
5
5
5
5
5