Pharmacologist (Alchemist Archetype)

Class Features
The pharmacologist has the following class features.

Cognatogen (Su): At 1st level, a pharmacologist discovers how to create a cognatogen, a mutagen-like mixture that heightens one mental ability score at the expense of a physical ability score.

It takes 1 hour to brew a dose of cognatogen, and once brewed, it remains potent until used. A pharmacologist can only maintain one dose of cognatogen at a time—if he brews a second dose, any existing cognatogen becomes inert. As with an extract or bomb, a cognatogen that is not in a pharmacologist's possession becomes inert until a pharmacologist picks it up again.

When a pharmacologist brews a cognatogen, he selects one metal ability score—either Intelligence, Wisdom, or Charisma. It's a standard action to drink a cognatogen. Upon being imbibed, the cognatogen causes the pharmacologist to grow more intelligent, wiser, or charismatic, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per pharmacologist level. In addition, while the cognatogen is in effect, the pharmacologist takes a –2 penalty to one of his physical ability scores. If the cognatogen enhances his Intelligence, it applies a penalty to his Strength. If it enhances his Wisdom, it applies a penalty to his Dexterity. If it enhances his Charisma, it applies a penalty to his Constitution.

A non-alchemist who drinks a cognatogen must make a Fortitude save (DC 10 + 1/2 the pharmacologist's level + the pharmacologist's Intelligence modifier) or become nauseated for 1 hour—a non-pharmacologist can never gain the benefit of a cognatogen, but a pharmacologist can gain the effects of another pharmacologist's cognatogen if he drinks it. (Although if the other pharmacologist creates a different cognatogen, the effects of the “stolen” cognatogen immediately cease.) The effects of a cognatogen do not stack. Whenever a pharmacologist drinks a cognatogen, the effects of any previous cognatogen immediately end.

The infuse cognatogen discovery and the persistent cognatogen class ability apply to cognatogens. A pharmacologist must select the mutagen discovery to gain the ability to create a mutagen. This ability replaces cognatogen.

Craft Pharmaceuticals: The pharmacologist gains Craft Pharmaceuticals as a bonus feat even if he does not meet the perquisites (see Crafting High-Tech Items in the Pathfinder Technology Guide). This ability replaces brew potion.

Pharmacology (Su): Pharmacologists lack the alchemist’s skill in creating mundane alchemical substances. Instead, they are masters of creating drugs and pharmaceuticals. A pharmacologist can use his Craft (alchemy) skill to create drugs pharmaceuticals and gains a competence bonus equal to his class level on the Craft (alchemy) check. He does not gain this bonus when crafting alchemical items. A pharmacologist can use Craft (alchemy) to identify potions as if using detect magic by holding the potion for 1 round to make such a check, as normal.

While a pharmacologist can create extracts as normal, he can create cognatogens instead of mutagens, and his bombs function differently. A pharmacologist also has access to new discoveries that alter the effects of normal mutagens. These changes are detailed in their own sections below. This ability otherwise replaces and functions as the alchemy class feature.

Poison Resistance (Ex): This functions exactly like the alchemist ability of the same name, except that the pharmacologist applies this bonus to saving throws against poison, drugs, and pharmaceuticals. At 10th level, a pharmacologist also becomes immune to drugs, but not to pharmaceuticals. Instead he gains a +8 bonus to saving throws against pharmaceuticals.

Poison Use (Ex): This functions exactly like the alchemist ability of the same name, except that the pharmacologist can avoid accidently becoming affected by drugs or pharmaceuticals.

Swift Poisoning (Ex): This functions exactly like the alchemist ability of the same name, except that the pharmacologist can also apply a dose of drugs or pharmaceuticals as a swift action.

Instant Pharmacology (Ex): At 18th level, a pharmacologist can create drugs and pharmaceuticals with almost supernatural speed. He can create any drug or pharmaceutical item as a full-round action if he succeeds at the Craft (alchemy) check and has the appropriate resources at hand to fund the creation. He can apply poison, drugs, or pharmaceuticals to a weapon as an immediate action. This ability replaces instant alchemy.

Discovery: The pharmacologist may select from the following discoveries restricted to the pharmacologist archetype.

Drug Bomb (Ex): Various drug effects, through smoke bombs

Drug Bombs
Good for Drow, Duergar, and Derro?
Anesthetic Bomb


Variant drugagens based on various (some combined?) drugs; include Greater and Grand mutagen progressions
· Angels Trumpet
· Black Water
· Blood Sap
· Catnip
· Daemon Seed
· Dreamtime Tea
· Dwarven Fire Ale
· Elven absinthe
· Feyleaf
· Harlot Sweets
· Honeydust
· Keif
· Keif, Black
· Keif, Golden
· Keif, Wyrm
· Mumia
· Opium
· Scour
· Shiver
· Silvertongue
· Starspore
· Zerk

Anesthetic (Ex): At 5th level, a chirurgeon learns how to supplement uses of the Heal skill with pain-killing drugs. He gains Skill Focus (Heal) as a bonus feat. Any use of the Heal skill that has a risk of harming the patient (such as extracting a barb) only deals the minimum damage when performed by a chirurgeon. This ability replaces poison resistance +4.

Conceal Item (Ex): A smuggler adds 1/2 her level on Sleight of Hand checks (minimum +1). A smuggler can use Sleight of Hand to conceal a small item in a container or room, such as the false bottom of a chest or beneath floorboards. Anyone attempting to find an item concealed by a smuggler makes a Perception check opposed by the Sleight of Hand check made by the smuggler when she concealed the object. This ability replaces trapfinding.

Craft Pharmaceutical
You can craft pharmaceuticals.
Prerequisites: Technologist, Heal 9 ranks, Knowledge (nature) 9 ranks
Benefit: You can create any pharmaceutical or poison. Creating a pharmaceutical takes 2 hours if its base price is 250 gp or less; otherwise, the creation of the pharmaceutical takes 1 day for every l,000 gp in its price. To create the pharmaceutical or poison, you must use up raw materials costing half of this total price. See Crafting High-Tech Items on page 16 for more information.

Table: Pharmacologist

Class Attack Fort Ref Will Extracts per Day
Level Bonus Save Save Save Special 1st 2nd 3rd 4th 5th 6th
1st +0 +2 +2 +0 Alchemy, bomb 1d6, brew potion, mutagen, throw anything 1 — — — — —
2nd +1 +3 +3 +0 Discovery, poison resistance +2, poison use 2 — — — — —
3rd +2 +3 +3 +1 Bomb 2d6, swift alchemy 3 — — — — —
4th +3 +4 +4 +1 Discovery 3 1 — — — —
5th +3 +4 +4 +1 Bomb 3d6, poison resistance +4 4 2 — — — —
6th +4 +5 +5 +2 Discovery, swift poisoning 4 3 — — — —
7th +5 +5 +5 +2 Bomb 4d6 4 3 1 — — —
8th +6/+1 +6 +6 +2 Discovery, poison resistance +6 4 4 2 — — —
9th +6/+1 +6 +6 +3 Bomb 5d6 5 4 3 — — —
10th +7/+2 +7 +7 +3 Discovery, poison immunity 5 4 3 1 — —
11th +8/+3 +7 +7 +3 Bomb 6d6 5 4 4 2 — —
12th +9/+4 +8 +8 +4 Discovery 5 5 4 3 — —
13th +9/+4 +8 +8 +4 Bomb 7d6 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 Bomb 8d6 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 Bomb 9d6 5 5 5 4 4 2
18th +13/+8/+3 +11 +11 +6 Discovery, instant alchemy 5 5 5 5 4 3
19th +14/+9/+4 +11 +11 +6 Bomb 10d6 5 5 5 5 5 4
20th +15/+10/+5 +12 +12 +6 Grand discovery 5 5 5 5 5 5