Herbalist

Vine leshys who study the physical and spiritual composition of their own bodies have discovered a strange herbal alchemy all their own.
 
 

Leshy only

Herbalism (Su)
  An herbalist’s studies allow them a unique method of creating alchemical discoveries. They can attempt Profession (herbalist) checks in place of Craft (alchemy) checks for all purposes, and they gain a Competence Bonus equal to half their alchemist level on Profession (herbalist) checks to create alchemical items and to forage for and process herbs. An herbalist uses their Wisdom score instead of their Intelligence score for all alchemist class abilities.
  This alters alchemy and the alchemist’s key ability score.
 

Natural Magic

An herbalist’s study of the leshy spirit grants them access to natural magic that eludes other alchemists. Each time they gain access to a new level of extracts (including 1st level), they can add two spells from that spell level on the druid spell list to their alchemist class spell list; these spells must target a creature or creatures or have a range of “you,” and they must still add them to their formula book as normal before they can prepare them. As always, the extracts affect the drinker as if they were the target, so offensive touch spells are a nasty trap for the drinker.
  This replaces Throw Anything.
 

Seedpods (Su)

An herbalist can produce and throw seedpods as ranged touch attacks, similar to the ranged attacks of other leshys. They can create a number of seedpods each day equal to their alchemist level + their Wisdom modifier and can throw them as a Standard Action with a range increment of 20 feet. A seedpod deals 1d6 points of bludgeoning damage, plus an additional 1d6 points of damage at 3rd level and every 2 levels thereafter (this additional damage isn’t multiplied on a critical hit or from effects like Vital Strike). Seedpods are considered weapons and can be selected for feats like Weapon Focus, and the herbalist can take the Extra Bombs feat to gain additional daily uses of their seedpods. Their seedpods also gain one of the following additional effects unless the target succeeds at a Fortitude Save (DC = 10 + half the herbalist’s alchemist level + their Wisdom modifier).
  At 1st level, their seedpods can deafen their target for 1 round like a leaf leshy.
  At 2nd level, they can reduce the target’s vision to 10 feet for 1 minute (unless the target spends a Full-Round Action to wash the spores from its eyes early) like the spores of a fungus leshy.
  At 5th level, they can entangle their target for 2d4 rounds (unless the target succeeds at a Strength check or Escape Artist check at the save DC to break the vine early) like the seeds of a gourd leshy.
  At 8th level, they can sicken their target for 1d4 rounds like the spittle of a flytrap leshy.
  At 10th level, they can blind their target until the end of their next turn like the water jets of a seaweed leshy.
  This replaces bombs, poison use, poison resistance, and poison immunity.

Parent Class

Alchemist
 

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