Concocter

Skilled artisans who blend substances into medicines and other strange creations, concocters are generally split into alchemists, who apply a lot of book-learning plus exotic glassware to create elaborate distillations, and herbalists, who generally follow a more humble but respected approach.

 

Both groups have a mystic approach to their art, though the two mystic traditions are quite different.

 

Mechanically, they are fairly similar.

 

 

 

Hit Die: d6

 

 

Class Skills

Appraise, Craft, Knowledge (arcana), Profession

 

 

 

Alchemist: Add Intimidate, Knowledge (engineering), Linguistics, Use Magic Device to class skill list.

 

Herbalist: Add Handle Animal, Heal, Knowledge (nature), Survival to class skill list.


 

Skill Ranks per Level: 6

 

 

 

Lvl   BAB   F     R     W     Special                                                                               

1     +0    +0    +0    +2    Concoction mastery, lesser art, concoction reserve

 

2     +1    +0    +0    +3   

 

3     +1    +1    +1    +3   

 

4     +2    +1    +1    +4    Greater art

 

5     +2    +1    +1    +4   

 

6     +3    +2    +2    +5    The Great Work

 

 

 

 

Weapon and Armor Proficiency: All simple weapons.


 

 

 

Concoction Mastery (Ex): A concocter adds half concocter level (minimum 1) to all Craft (alchemy) skill checks.

Lesser art (Su): Concocters ‘learn’ one cantrip per concocter level, and can make one-shot magic items (potions, fetishes, distillations, elixirs, etc.). These are not subject to normal potion limitations – attack spells generally become a thrown grenade-style creation.

 

Alchemists choose from the sorcerer/wizard list of cantrips, while herbalists choose from the druid list.

 

Concocters can also attempt to make cantrip concoctions that they haven’t learned yet, at +5 DC.

 


Finally, concoctions can be made that provide +2 enhancement bonus on a particular use of a single skill for 1 minute (similar to a weakened form of Jump). These are also at +5 DC.

 


Lesser concoctions have a market price of 25 gp.

 

 

 

Concoction reserve (Ex): Concocters have deep pockets filled with all manner of things. A concocter can place up to 50 gp per class level in reserve. From this reserve, the concocter can pull any item she is capable of making (oh, I just happen to have a phial of starlight!), deducting normal market price from the reserve. This is a standard action triggering attacks of opportunity.

 

Any item that can only be made at +5 DC costs double.

 

The concocter can refill the reserve whenever she has a day or so and access to a proper working environment to make the various oddments that make up her reserve.

 

 

 

Greater art (Su): At 4th level, concocters have begun to achieve powerful arcane effects with their studies, and may learn a single 1st level spell that can be fashioned into magical creations.

 

Alchemists may choose: endure elements, hold portal, grease, obscuring mist, detect secret doors, detect undead, identify, true strike, charm person, hypnotism, sleep, burning hands, shocking grasp, jump.

 


Herbalists may choose: calm animals, charm animal, detect animals or plants, detect snares and pits, endure elements, goodberry, hide from animals, jump, longstrider, magic fang, magic stone, obscuring mist, speak with animals.

 

 

 

As with lesser arts, concocters can attempt to make other items at +5 DC for missing prerequisite, including analogs for jump.

 

 

 

Greater concoctions have a market price of 50 gp.

 

 

 

The Great Work (Su): At 6th level, the concocter has assembled the most prized refinement, the Great Work. This is a highly individual and significant item to the concocter, representing a lifetime of work.

 

The concocter may create a single magic item, of any kind, which is bound to her (and will only function for her).

 

The concocter may replace this item, but there must be a consistent theme – after all, this is a reflection of who the concocter is and what her studies embody. Also, the concocter can only have one item at a time.

 


The item may be a charged device, replaced when its charges are depleted.

 

 

 

The great work can embody a spell of up to level 3 and, generally, a caster level of no more than 7. Certain effects aren’t permitted (namely, no direct healing, limited attack spells – ideally, spells should be quirky and cool tools). Certain other exceptions may be permitted (such as a broom of flying, which is classic for certain herbalists, or an elemental gem for a mystic alchemist).

 


A concocter may have a companion feat, including item bond, in addition to this great work. Concocters may also have familiars, and some (particularly alchemists) may have improved familiars.