Esoteric Chemist (Wizard/Alchemist)
Some wizards excel at brewing potions and, building on their successes, master alchemy alongside their research of arcana. While generally more stable than true alchemists, these esoteric chemists are known to go off the deep end with their experiments. They are widely seen as idiosyncratic scholars, hermitic brewers, or mad scientists. There is no questioning their arcane talent, however, and the ability to produce potions and alchemical items on the drop of a hat is coveted by most adventuring parties. (Original Concept by Flak and Raiderrpg)
Primary Class: Wizard.
Secondary Class: Alchemist.
Alignment: Any.
Hit Dice: d6.
Bonus Skills and Ranks: The esoteric chemist may select three alchemist skills to add to her class skills in addition to the normal wizard class skills. The esoteric chemist gains a number of ranks at each level equal to 2 + Int modifier.
Weapon and Armor Proficiency: The esoteric chemist is proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with an esoteric chemist's movements, which can cause her spells with somatic components to fail.
Formulae: At 1st level, the esoteric chemist may add one 1st-level alchemist formula to her spellbook. At each subsequent level, the esoteric chemist may add another formula to her spellbook. This formula must be of a level an alchemist of her level could learn, and can only be used to prepare extracts in the bonus spell slots provided by the chemistry school ability (see below). These formulae represent the specialized research of the esoteric chemist. She cannot add formulae to her spellbook in any other way. Alchemists, but not wizards, can learn formulae from an esoteric chemist's spellbook. These formulae are gained in addition to the spells a wizard normally receives in her spellbook from leveling up.
Brew Potion: At 1st level, the esoteric chemist receives Brew Potion as a bonus feat. She can use it to create potions of wizard spells as normal, but she can also brew potions of any formulae she knows (up to 3rd level), using her esoteric chemist level as her caster level. The formula must be of a spell that can be made into a potion. This ability replaces Scribe Scroll.
Chemistry School (Su): When using Craft (alchemy) to create an alchemical item, an esoteric chemist gains a competence bonus equal to 1/2 her class level on the check. In addition, an esoteric chemist can use Craft (alchemy) to identify potions as if using detect magic. She must hold the potion for 1 round to make such a check. She also counts as an alchemist for the purpose of imbibing mutagenic and cognatogenic elixirs.
Additionally, she receives a bonus spell slot at each spell level she can cast, as from an arcane school, except that she must use it to prepare an extract (as an alchemist). An esoteric chemist may prepare an extract of any spell she knows (so long as that spell can select her as its sole target) or of any alchemist formulae she knows (see formulae, above). An esoteric chemist may not cast formulae as spells, and may not prepare extracts using her normal spell slots. Furthermore, an esoteric chemist can prepare her extracts using a modified spell component pouch, with no need for an alchemist's kit. This modification adds 1 lb. to the pouch's weight and 5 gp to the cost, and takes 1 day to perform.
The esoteric chemist's specialized research in alchemy detracts from her mastery of magic. At 1st level, the esoteric chemist forsakes three schools of magic, which cannot include transmutation. Once chosen, these opposition schools cannot be changed. An esoteric chemist who prepares spells from her opposition school must use two spell slots of that level to prepare the spell. In addition, the esoteric chemist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of her opposition schools. These penalties do not apply to extracts prepared using formulae from her opposition schools, nor potions brewed. This ability, along with potion for everything, and metamixture replace arcane school.
Potion for Everything (Su): At 1st level, the esoteric chemist can produce any alchemical item or potion weighing up to 1 lb. from a pouch on her belt as a standard action. Any potion created this way must be of a spell or formula in the esoteric chemist's spellbook. Items produced in this manner cannot have a total value of more than 25 gp per esoteric chemist level per day. They can be quaffed or otherwise used as part of the standard action it takes to produce them; otherwise, they remain on hand for a number of rounds equal to the esoteric chemist's level. These potions and items are makeshift and improvisational in nature and cannot be sold. All potions created via this ability function at the esoteric chemist's caster level. An esoteric chemist can use this ability a number of times per day equal to 3 + her Intelligence bonus.
This functions in many ways like the pathfinder chronicler's deep pockets ability. The esoteric chemist must spend an amount of gold equal to the value of created items and potions prior to producing them; this represents having unspecified ingredients and reagents on hand.
Infusion (Su): At 2nd level, the esoteric chemist receives the infusion alchemist discovery. She can use it only to make infusions of formulae in her spellbook (see formulae, above).
Swift Alchemy (Ex): At 3rd level, an esoteric chemist can create alchemical items with astounding speed. It takes an esoteric chemist half the normal amount of time to create alchemical items.
Bonus Feats:An esoteric chemist receives bonus feats as normal for a wizard, but she cannot select item creation feats or arcane discoveries. Instead, she may select alchemist discoveries as an alchemist of her level −3. The effects and save DCs of all her discoveries are calculated as though her alchemist level were equal to her level. An esoteric chemist cannot select discoveries which modify bombs.
Metamixture: At 8th level, the esoteric chemist receives an extract- or potion-enhancing discovery from the following list: combine extracts, dilution, elixir of life, enhance potion, eternal potion, extend potion, infuse mutagen. At 12th level, and every four levels thereafter, the esoteric receives an additional discovery from the list. She must meet any prerequisites for these discoveries, using her esoteric chemist level −3 as her alchemist level.
Instant Alchemy (Ex): At 18th level, an esoteric chemist can create alchemical items with almost supernatural speed. She can create any alchemical item as a full-round action if she succeeds at the Craft (alchemy) check and has the appropriate resources at hand to fund the creation.
Table: Esoteric Chemist