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Alchemic Knight (Magus/Alchemist)

An alchemic knight is master of creating and using alchemical concoctions during combat. Using their unique arcane and alchemical talent, they mix alchemical potions and weapon blanches right on the field of battle. Thanks to their unrelenting combat drills, they are able to adapt to their current situation and apply these concoctions to themselves (or their weapons) in at a moment’s notice. Alchemic knights combine their martial skills with the use of alchemical weapons to such perfection that they can rain down blows upon their enemies, and enhanced with alchemical fire, freezing ice , electrical shocks, or caustic alchemic goo. (Original Concept by LongKnave)

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

Bonus Skills and Ranks: The alchemic knight may select three alchemist skills to add to his class skills in addition to the normal magus class skills. The alchemic knight gains a number of ranks at each level equal to 2 + Int modifier.

Weapon and Armor Proficiency: The alchemic knight is proficient with all simple and martial weapons, with light armor, but not with shields.

Alchemy: At 1st level, an alchemic knight gains the alchemist’s alchemy ability and can create mundane alchemical substances and extracts, but not bombs or mutagens. When using Craft (alchemy) to create an alchemical item, an alchemic knight gains a competence bonus equal to his class level on the Craft (alchemy) check. In addition, an alchemic knight can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check.

An alchemic knight can create only a certain number of extracts of each level per day. His base daily allotment of extracts is given on Table: Alchemic Knight. In addition, he receives bonus extracts per day if he has a high Intelligence score.

An alchemic knight can study a wizard’s or magus’s spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard or magus, however, cannot learn spells from a formula book. An alchemic knight does not need to decipher arcane writings before copying them. This ability replaces the magus’s regular spellcasting ability.

Alchemical Pool (Su): At 1st level, a reservoir of arcane energy that he can use as a catalyst to create his unique weapon blanches and other alchemical items. This alchemical pool has a number of points equal to 1/2 his alchemic knight level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the alchemic knight prepares his extracts.

At 1st level, an alchemic knight can spend 1 point from his alchemical pool to create a weapon blanch as a swift action. He still needs to use a standard action to apply it. Like an extract, this weapon blanch goes inert if it leaves the possession of the alchemic knight, unless he has the infusion discovery. Applied or not, the blanch is extremely unstable and only lasts or one minute before becoming useless.

A weapon treated with the blanch gains a +1 enhancement bonus. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple blanches do not stack with themselves.

At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal.

Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added, or the blanch does not work with that weapon. These bonuses and properties are decided when the blanch is made. This ability otherwise functions as and replaces arcane pool.

Alchemic Combat (Ex): At 1st level, an alchemic knight learns to use potions, extracts, and other alchemical items, and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand is used to draw and use the item. To use this ability, the magus must have one hand free (even if the extract being used does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also use the alchemical item. If using this item provokes an attack of opportunity, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus to his AC against this attack of opportunity. This ability modifies spell combat.

Alchemical Strike (Su): At 2nd level, whenever an alchemic knight uses an alchemical substance or an alchemical bomb (see new arcana), he can deliver the effect through any weapon he is wielding as part of a melee attack. An alchemic knight can make one free melee attack with his weapon (at his highest base attack bonus) as part of using the substance (or bomb). If successful, this melee attack deals its normal damage as well as the effects of the l bomb or substance. If the alchemic knight makes this attack in concert with alchemic combat, this melee attack takes all the penalties accrued by alchemic combat melee attacks. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the alchemical bomb or substance effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier. This ability replaces spellstrike.

Magus Arcana: This is exactly like the magus ability of the same name, except that whenever the alchemic knight could choose a magus arcana, he can select an alchemist discovery that he qualifies for instead. The alchemic knight treats his level as his alchemist level for the purpose of qualifying for discoveries. If the alchemic knight has selected the alchemical bombs arcana, he can choose any discovery that modifies bombs and apply it to his alchemical bombs. Any arcana that provides a new way to use the arcane pool can instead be used to create alchemical items with the same effects by spending points from his alchemy pool, and only affect the user once used (as a standard action). Arcana that require an immediate action to use (like arcane edge) are applied as weapon blanches and take effect on the next successful hit. This ability otherwise functions as and replaces magus arcana.

Extract Recall (Su): At 4th level, the alchemic knight learns to use his alchemical pool to recreate extracts he has already used. With a swift action he can recreate any single extract that he has already prepared and used that day by expending a number of points from his alchemical pool equal to the extract’s level (minimum 1). The extract is prepared again, just as if it had not been used. This ability replaces spell recall.

Swift Alchemy (Ex): At 4th level, an alchemic knight gains the alchemist’s swift alchemy ability, This ability replaces cantrips.

Knowledge Pool (Su): At 7th level, when an Alchemic knight prepares his extracts, he can decide to expend 1 or more points from his alchemical pool, up to his Intelligence bonus. For each point he expends, he can treat any one extract from the alcheist extract list as if it were in his formulae book, and can prepare that extract as normal that day. He can also recreate extracts in this way using his recreate extracts ability, but only until he prepares extracts again. This ability modifies knowledge pool.

Improved Alchemic Combat (Ex): At 8th level, the alchemic knight’s ability to use alchemical items and make melee attacks improves. When using the alchemic combat ability, the alchemic knight receives a +2 circumstance bonus to his AC, in addition to any bonus granted by taking an additional penalty on the attack roll against the attacks of opportunity he provokes. This ability modifies improved spell combat.

Improved Extract Recall (Su): At 11th level, the alchemic knight’s ability to recreate extracts using his alchemical pool becomes more efficient. Whenever he recreates an extract with extract recall, he expends a number of points from his alchemical pool equal to 1/2 the extract’s level (minimum 1). Furthermore, instead of recreating a used extract, as a swift action the alchemic knight can prepare an extract of the same level that he has in his formulae book. He does so by expending a number of points from his alchemical pool equal to the extract’s level (minimum 1). The alchemic knight cannot apply metamagic feats to an extract prepared in this way. The alchemic knight does not need to reference his formulae book to prepare the extract. This ability modifies improved spell recall.

Greater Alchemic Combat (Ex): At 14th level, the alchemic knight gains the ability to seamlessly use alchemical items and make melee attacks. Whenever he uses the alchemic combat ability, his AC bonus equals double the amount of the attack penalty taken. This ability modifies greater spell combat.

Persistent Strike (Su): At 16th level, whenever an alchemic knight makes an alchemical strike with a substance or alchemical bomb, if the attack fails, the substance or bomb persists for 1 minute or until he makes a successful attack, whichever comes first. This ability replaces counter strike.

Instant Alchemy: At 18th level, an alchemic knight gains the alchemist’s instant alchemy ability. This ability replaces greater spell access.

Alchemic Champion: At 20th level, the alchemic knight becomes master of both combat and alchemy. He never provokes an attack of opportunity for using items or drinking extracts and potions. When using alchemic combat, he can use an alchemical item at in conjunction with every attack he makes. This ability replaces true magus.


Table: Alchemic Knight
Class
Base
Fort
Ref
Will

Spells per Day
Level
Attack Bonus
Save
Save
Save
Special
1st
2nd
3rd
4th
5th
6th
1st
+0
+2
+2
+0
Alchemy, alchemy pool, alchemic combat
1





2nd
+1
+3
+3
+0
Alchemical strike
2





3rd
+2
+3
+3
+1
Magus arcana
3





4th
+3
+4
+4
+1
Extract recall, swift alchemy
3
1




5th
+3
+4
+4
+1
Bonus feat
4
2




6th
+4
+5
+5
+2
Magus arcana
4
3




7th
+5
+5
+5
+2
Knowledge pool, medium armor
4
3
1



8th
+6/+1
+6
+6
+2
Improved alchemic combat
4
4
2



9th
+6/+1
+6
+6
+3
Magus arcana
5
4
3



10th
+7/+2
+7
+7
+3
Fighter training
5
4
3
1


11th
+8/+3
+7
+7
+3
Bonus feat, improved extract recall
5
4
4
2


12th
+9/+4
+8
+8
+4
Magus arcana
5
5
4
3


13th
+9/+4
+8
+8
+4
Heavy armor
5
5
4
3
1

14th
+10/+5
+9
+9
+4
Greater alchemic combat
5
5
4
4
2

15th
+11/+6/+1
+9
+9
+5
Magus arcana
5
5
5
4
3

16th
+12/+7/+2
+10
+10
+5
Persistent strike
5
5
5
4
3
1
17th
+12/+7/+2
+10
+10
+5
Bonus feat
5
5
5
4
4
2
18th
+13/+8/+3
+11
+11
+6
Magus arcana
5
5
5
5
4
3
19th
+14/+9/+4
+11
+11
+6
Instant alchemy
5
5
5
5
5
4
20th
+15/+10/+5
+12
+12
+6
Alchemic champion
5
5
5
5
5
5
This content was created by the MultiClass Productions fan group.

Primary Class: Paladin

Secondary Class: Cleric

Alignment: Lawful good

Hit Dice: d10

Bonus Skills and Ranks: The divine emissary may select three cleric skills to add to his class skills in addition to the normal paladin class skills. The divine emissary gains a number of ranks at each level equal to 2 + Int modifier.

Table: Divine Emissary

Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells Per Day
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +1 +2 +0 +2 Aura of good, detect evil, domain, smite evil 1/day 0+1
2nd +2 +3 +0 +3 Divine grace, lay on hands 1+1
3rd +3 +3 +1 +3 Anathema, aura of courage, divine health 1+1
4th +4 +4 +1 +4 Channel positive energy, smite evil 2/day 1+1 0+1
5th +5 +4 +1 +4 Divine bond 1+1 1+1
6th +6/+1 +5 +2 +5 Anathema 2+1 1+1
7th +7/+2 +5 +2 +5 Smite evil 3/day 2+1 1+1 0+1
8th +8/+3 +6 +2 +6 Divine eminence 2+1 1+1 1+1
9th +9/+4 +6 +3 +6 Anathema 2+1 2+1 1+1
10th +10/+5 +7 +3 +7 Smite evil 4/day 3+1 2+1 1+1 0+1
11th +11/+6/+1 +7 +3 +7 Greater smite 3+1 2+1 1+1 1+1
12th +12/+7/+2 +8 +4 +8 Anathema 3+1 2+1 2+1 1+1
13th +13/+8/+3 +8 +4 +8 Smite evil 5/day 3+1 3+1 2+1 1+1 0+1
14th +14/+9/+4 +9 +4 +9 Protective aura 4+1 3+1 2+1 1+1 1+1
15th +15/+10/+5 +9 +5 +9 Anathema 4+1 3+1 2+1 2+1 1+1
16th +16/+11/+6/+1 +10 +5 +10 Smite evil 6/day 4+1 3+1 3+1 2+1 1+1 0+1
17th +17/+12/+7/+2 +10 +5 +10 Transfiguration 4+1 4+1 3+1 2+1 1+1 1+1
18th +18/+3/+8/+3 +11 +6 +11 Anathema 4+1 4+1 3+1 2+1 2+1 1+1
19th +19/+14/+9/+4 +11 +6 +11 Smite evil 7/day 4+1 4+1 3+1 3+1 2+1 2+1
20th +20/+15/+10/+5 +12 +6 +12 Hand of the Divine 4+1 4+1 4+1 3+1 3+1 3+1

Weapon and Armor Proficiency

The divine emissary is proficient with all simple and martial weapons, with all types of armor (heavy, light, and medium), and with shields (except for tower shields).

Spellcasting

A divine emissary casts divine spells which are drawn from the paladin spell list and adds all domain spells from each of his deity’s domains to his spell list. He must choose and prepare his spells in advance, and in the same manner as a paladin. He also gains one domain spell slot per spell level per day that can only be used to cast his domain spell. A divine emissary can cast only a certain number of spells of each spell level per day according to his daily allotment, as shown on the Table: Divine Emissary. The divine emissary gains bonus spells for a high Charisma score. This ability otherwise functions as and replaces the paladin’s spellcasting ability.

Code of Conduct

A divine emissary must adhere to the guidelines presented in the paladin’s code of conduct.

Domain

A divine emissary chooses one domain from among those belonging to his deity. A divine emissary can select the Good or Law domain as his choice. The divine emissary only gains the domain spells, not the powers, and are each cast in his domain spell slot provided. He otherwise follows all other parameters pertaining to domains as described in the cleric class entry. This ability replaces channel positive energy 2d6, 4d6, 6d6, 8d6, and 10d6.

Anathema (Su)

Starting at 3rd level, and every three levels thereafter, a divine emissary can select one anathema. Each anathema adds an effect to the divine emissary’s smite evil attack. A divine emissary cannot select an individual anathema more than once. Only one of these anathemas can be applied to an individual smite and the decision must be made before the attack roll is made. If an anathema allows a saving throw, the DC is equal to 10 + 1/2 the divine emissary's level + the divine emissary’s Charisma modifier. Any anathema effects used against a creature of nonevil alignment is wasted. Anathema effects are not cumulative, and once chosen, they cannot be changed. This ability replaces mercy.

Arcing Smite: When making an arcing smite, the divine emissary must selects a 9th level or lower anathema. Then, on a successful smite, the primary target suffers both the anathema’s effect and smite damage. The smite effect then arcs to a secondary target of the divine emissary’s choice that is within a 10-foot radius of the primary target. The secondary target then suffers the full effects of the anathema, but only half the smite damage. The divine emissary can affect one primary and one secondary target at 9th level, and one additional secondary target for every four levels thereafter, to a maximum of 4 secondary targets at 18th level. The divine emissary can choose to affect less than the maximum number of secondary targets. The divine emissary must be at least 9th level to select this anathema.

Banishing Smite: When making a banishing smite against an evil outsider, the target must make a successful Will save or be subject to banishment with a caster level equal to the divine emissary’s level. The divine emissary’s weapon and holy symbol automatically count as objects that the subject hates. The divine emissary must be at least 18th level to select this anathema.

Blasting Smite: When making a blasting smite, the divine emissary unleashes a 10-foot radius blast of positive energy. All evil creatures caught within the blast must make a successful Fortitude save for half the divine emissary’s smite damage. All undead and evil outsiders caught within the blast take twice the amount of normal smite damage, but can make Fortitude save for half damage. This effect remains for the duration of the smite. The divine emissary must be at least 15th level to select this anathema.

Blinding Smite: When making a blinding smite, a cascade of holy light erupts forth and the target must make a successful Fortitude save or be blinded for 1d4 rounds. Any evil creatures within 10 feet of the target are dazed for 1 round (no save). The divine emissary must be at least 6th level to select this anathema.

Debilitating Smite: When making a debilitating smite, the divine emissary foregoes the normal extra damage from his smite. Evil targets struck by his melee weapons must make a successful Fortitude save or take a penalty to Strength, Dexterity, or Constitution (divine emissary’s choice) equal to the divine emissary's Charisma bonus for 1d4 rounds. These penalties do not stack. The divine emissary must be at least 12th level to select this anathema.

Dispelling Smite: When making a dispelling smite, the target is subject to a targeted dispel magic with a caster level for the purposes of the dispel check equal to the divine emissary’s level + the divine emissary’s Charisma modifier. The divine emissary must be at least 6th level to select this anathema.

Disrupting Smite: When making a disrupting smite against evil undead, the target must make a successful Will save or be destroyed. Spell resistance does not apply against the destruction effect. The divine emissary must be at least 18th level to select this anathema.

Divine Smite: When making a divine smite against an evil divine spellcaster, the divine emissary gains the benefits of the divine power spell with a caster level equal to the divine emissary’s level. The divine emissary must be at least 12th level to select this anathema.

Focused Smite: When making a focused smite, the divine emissary gains a +2 bonus to his smite attack roll for the duration of his smite.

Frightening Smite: When making a frightening smite, the target must make a successful Will save or becomes shaken for 1d4 rounds.

Greater Dispelling Smite: This is exactly like dispelling smite, but the target is subject to greater dispel magic. The divine emissary must be at least 15th level to select this anathema.

Hampering Smite: When making a hampering smite, the target must make a successful Fortitude save or have his speed reduced by 10 feet, and is unable to make 5–foot steps for 1d4 rounds.

Impeding Smite: This is exactly like hampering smite, but reduces the target’s speed by half or 15 feet, whichever is greater. The target is unable to make 5–foot steps for 1d4 rounds. The divine emissary must be at least 9th level to select this anathema.

Overbearing Smite: When making an overbearing smite, the divine emissary gains a free bullrush attempt against the target. This does not provoke an attack of opportunity. If the bullrush is successful, the divine emissary can make a free 5–foot step immediately after, as long as it he is not within difficult terrain.

Paralyzing Smite: When making a paralyzing smite, the divine emissary’s target must make a successful Fortitude save or be paralyzed 1d4 rounds. The divine emissary must be at least 12th level to select this anathema.

Penetrating Smite: When making a penetrating smite, the divine emissary reduces his target’s spell resistance by 2. At 12th level, and every three levels thereafter, he can reduce his target’s spell resistance by an additional 2 points, to a maximum of 8 at 18th level. This effect remains for a number of rounds equal to 3 + the divine emissary’s Charisma modifier. The divine emissary must be at least 9th level to select this anathema.

Reproving Smite: When making a reproving smite, the target must make a successful Will save or receive a –2 penalty to its attack rolls, damage rolls, saves, and checks for a number of rounds equal to 3 + the divine emissary’s Charisma modifier. The divine emissary must be at least 6th level to select this anathema.

Resisting Smite: When making a resisting smite, the divine emissary gains energy resistance 5 to a single energy type of his choice (acid, cold, fire, electricity, or sonic) for the duration of the smite, but only against attacks made by the target of the smite. At 12th level, the divine emissary gains energy resistance 5 to two energy types of his choice. At 15th level, the divine emissary gains energy resistance 5 to three energy types of his choice. At 18th level, this energy resistance increases to 10. The divine emissary must be at least 9th level to select this anathema.

Seeking Smite: When making a seeking smite, the divine emissary ignores any concealment used by his target that is less than total concealment for the duration of his smite. The divine emissary must be at least 6th level to select this anathema.

Slaying Smite: When making a slaying smite, the target must make a successful Fortitude save or be subject to slay living. The divine emissary must be at least 15th level to select this anathema.

Stunning Smite: When making a stunning smite, the target must make a successful Fortitude or be stunned for 1d4 rounds. The divine emissary must be at least 12th level to select this anathema.

Unerring Smite: This is exactly like seeking smite, but the divine emissary also ignores total concealment. The divine emissary must be at least 9th level to select this anathema.

Unstoppable Smite: This is exactly like focused smite, but the divine emissary instead gains a +4 bonus on all attack rolls against the target of his smite evil. The divine emissary must be at least 9th level to select this anathema.

Wracking Smite: When making a wracking smite, the target must make a successful Fortitude save or be nauseated for 1d4 rounds from the mental anguish of his sins.

Wrathful Smite: When making a wrathful smite, any target normally immune or unaffected by critical hits are affected as normal for the duration of the smite. All critical threats against evil creatures are automatically confirmed, and the divine emissary’s smite damage is doubled on a confirmed critical hit. The divine emissary must be at least 18th level to select this anathema.

Channel Positive Energy (Su)

This is exactly like the paladin ability of the same name, except that the divine emissary uses 1/2 his divine emissary level as his effective cleric level when channeling positive energy.

Divine Eminence (Ex)

At 8th level, a divine emissary emanates an aura that makes his very presence unsettling to foes. This ability is exactly like the frightful presence special ability (see Frightful Presence on page 300 of the Bestiary). This ability replaces aura of resolve.

Greater Smite (Su)

At 11th level, a divine emissary can spend two uses of his lay on hands ability to make a greater smite. This is exactly like smite evil, but if the target is evil, the divine emissary adds a +2 bonus (plus his Charisma bonus if any) to his attack rolls, and his bonus to damage increases to 2 points of damage per level the divine emissary possesses. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 3 points of damage per level the divine emissary possesses. As usual, greater smite automatically bypasses any DR the creature might possess. This ability replaces aura of justice.

Protective Aura (Su)

At 14th level, a divine emissary emanates an aura that protects against attacks made or effects created by evil creatures. He provides a +2 deflection bonus to AC and a +2 resistance bonus on saving throws to anyone within 10 feet of him. At 16th level these bonuses and aura radius increase to +3 and 15 feet, and at 20th level they increase to +4 and 20 feet respectively. This ability otherwise functions as a magic circle against evil effect and a lesser globe of invulnerability with a caster level equal to the divine emissary’s level. This ability replaces aura of faith.

Transfiguration (Su)

At 17th level, a divine emissary begins to transform into a creature of the celestial planes. He gains DR 5/evil, and resistance to acid 5, cold 5, and electricity 5. This ability replaces aura of righteousness.

Hand of the Divine (Su)

At 20th level, a divine emissary becomes the right hand of his deity. His DR increases to 10/evil and his resistance to acid, cold, and electricity increase to 10. He also gains the native and outsider types, and the truespeech ability (see the Angel subtype entry on page 310 of the Pathfinder Bestiary).

In addition, the divine emissary may spend four uses of his lay on hands to channel positive energy as a cleric of his level, unleashing it in a 30-foot burst. This burst deals 10d6 holy damage to all evil creatures caught within the burst. For each evil creature so harmed, the divine emissary may spend one additional use of lay on hands to affect that creature with one anathema of his choice. Only those anathemas gained at 9th level or lower may be applied to this ability. This ability replaces holy champion.