Alchemic Knight (Magus/Alchemist)

An alchemic knight is master of creating and using alchemical concoctions during combat. Using their unique arcane and alchemical talent, they mix alchemical potions and weapon blanches right on the field of battle. Thanks to their unrelenting combat drills, they are able to adapt to their current situation and apply these concoctions to themselves (or their weapons) in at a moment’s notice. Alchemic knights combine their martial skills with the use of alchemical weapons to such perfection that they can rain down blows upon their enemies, and enhanced with alchemical fire, freezing ice, electrical shocks, or caustic alchemic goo. (Original Concept by LongKnave)

Primary Class: Magus.

Secondary Class: Alchemist.

Alignment: Any.

Hit Dice: d8.

Bonus Skills and Ranks: The alchemic knight may select three alchemist skills to add to his class skills in addition to the normal magus class skills. The alchemic knight gains a number of ranks at each level equal to 2 + Int modifier.

Weapon and Armor Proficiency: The alchemic knight is proficient with all simple and martial weapons, with light armor, but not with shields.

Alchemy: At 1st level, an alchemic knight gains the alchemist’s alchemy ability and can create mundane alchemical substances and extracts, but not bombs or mutagens. When using Craft (alchemy) to create an alchemical item, an alchemic knight gains a competence bonus equal to his class level on the Craft (alchemy) check. In addition, an alchemic knight can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check.