The Pathfinder Alchemist DCCified

One class I always dug that came from the expanded books of Pathfinder (the Advanced Players Guide) is the Alchemist.  I liked the class so much I hacked it for my Sword and Sorcery OSR hack.

I was farting around on the Iron Tavern blog by Jeffrey Tadlock (which I just discovered thanks to the new and enjoyable Spellburn podcast for DCC) and found a recent post on the alchemist and I figured why the hell not DCCify the class.  It’s a class I thoroughly enjoy and many of my players have as well.  It’s also a great fit for my Hubris setting (more info here).

So here it be…

The Alchemist

The Alchemist is in...
The Alchemist is in…

While wizards dabble in the arcane arts and harness the raw power of magic, you are patient and use methodic and precise execution of knowledge and experience to create useful and highly dangerous potions.

You are able to mix dangerous chemical compounds together to create highly explosive weapons that you wield with great efficiency.

With this knowledge comes a side of recklessness and impatience.  Through experimentation you have conducted on yourself you have unlocked your inner chaotic beast, and found that the rush to be to your liking.  When under the influence of a mutagen of your own creation, you are a massive and terrible beast that can barely be controlled.

Whether by beast, man, an explosion, or your own hubris you know your time is limited and you intend to push the envelope of magic and science as far as possible before you go down.

Hit Points: Alchemists gains 1d6 HP per level.


Weapon Training: An alchemist is proficient with the following weapons: blowgun, crossbow, dagger, handaxe, javelin, mace, shortsword, sickle*, staff, and wheellock weapons*.  An alchemist can also wear any armor they choose, however it is destroyed when they transform using their mutagen ability (see below).

*= Weapons of the Hubris setting.


Alignment: An alchemist can be any alignment they so choose.  Many gravitate towards neutral or chaotic as that is the nature of dabbling in the science potion making.


Bombs– An alchemist is able to mix together a concoction of volatile chemicals that explode when thrown at a target.  As the alchemist becomes more experienced he is able to make these concoctions more potent and make more use of the materials at hand.  An alchemist can craft a number of bombs per day equal to their level plus one.  Consult the table below for bomb damage.  Al targets in a 10ft radius (no save allowed) take the damage.

Crafting a bomb takes 1d4 rounds.  The Alchemist can craft all their bombs at one time (say in the morning before adventuring), however they are extremely volatile and there is a 2-6 chance that each bomb will explode if the alchemist takes any fire damage, or falls from a great height (20ft or more).

The alchemist can also give the bombs to other companions.

The chemicals go inert if not used within 24 hours.

Luck: An alchemist’s luck modifier factors into their Brew Potion and throwing bomb rolls.

Mutagen: An alchemist is able to create a potion that unlocks the savagery of his inner psyche.  This potion must brew for one hour.  When consumed the potion transforms the alchemist into a terrible monster.  The transformation is terribly painful and takes 1 round, in which the alchemist is vulnerable.  When transformed the alchemist is a large creature.  His armor class is increased by +4.  All his physical attributes are rolled one step higher on the die ladder, while all his mental attributes are rolled at one step lower.  The alchemist’s ham-sized fists do 1d8+1 damage and he can attack with both as if he had a16 Agility.

This transformation lasts 10 minutes and cannot be ended prematurely.  All clothing and armor is destroyed during the transformation.  While in this state an alchemist’s crit die and table change.  Consult the table below.

An alchemist can consume up to three Mutagens a day, however after the first they begin to suffer adverse affects.  After the second time all attributes are rolled one step lower on the die ladder.  After the third time they are rolled three steps lower on the die ladder.  


Brew Potion: At first level an alchemist gains the ability to use the Make Potions spell (pg 223-225).  The only difference is that an alchemist can brew a potion in 1d3+1 hours.  Also an alchemist can take a short cut and not need a special substance for the potion, however this increases the difficulty of the roll by 10 (or by 5 if the alchemist doubles the cost of the potion per the spell rules).

Spellburn: An alchemist can use spellburn to brew potions.


Level Attack Crit Die/Table MutagenCrit/


Action Die Bombs BombDamage Ref Fort Will
1 +0 1d6/I 1d12/III 1d20 2 1d4 +1 +0 +1
2 +1 1d6/I 1d14/III 1d20 3 1d6 +1 +0 +1
3 +1 1d8/I 1d16/IV 1d20 4 1d8 +1 +1 +2
4 +1 1d8/I 1d20/IV 1d20 5 1d10 +2 +1 +2
5 +2 1d10/I 1d24/V 1d20+1d14 6 1d12 +2 +1 +3
6 +2 1d10/I 1d30/V 1d20+1d16 7 2d8 +2 +2 +4
7 +3 1d12/I 1d30/V 1d20+1d20 8 2d8 +3 +2 +4
8 +3 1d12/I 2d20/V 1d20+1d20 9 2d10 +3 +2 +5
9 +4 1d14/I 2d20/V 1d20+1d20 10 2d10 +3 +3 +5
10 +4 1d14/I 2d20/V 1d20+1d20+ 1d14 11 2d14 +4 +3 +6

Author: Mike Evans

I am the dude behind DIY RPG Productions. I have a fuck all punk rock attitude, love meeting new people, doing nature shit, and gaming (tabletop and console) and having a good time. I love craft beer (maybe too much), punk, grunge, and industrial music. I write books. Good for me.

9 thoughts

    1. Thanks:) Yeah I wanted to keep the magic to a minimum (use of make potion only), but still give them a few tricks up their sleeve that keeps them in the action and versatile.

      I also wanted to make it so they could be “potion masters” compared to clerics and wizards so I halved the time it takes an alchemist to make a potion and can allow them to scrap the special ingredient step… Figured that would help as well.

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