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