Horticulturist
An alchemist who cultivates plants and plant creatures, brewing summoning extracts, fine-tuned herbal bombs, and a plant familiar.
- Class
- Alchemist
- Kind
- Archetype
- Granted Spells
- —
- Replaces
- 4 features
A horticulturist spends his time cultivating plants and plant creatures, allowing him to experiment with strange and wondrous herbal concoctions.
Replaces
Archetype Features
Seed Extract Level 1
↪ builds on Mutagen (Alchemist)
At 1st level, a horticulturist adds summon nature's ally I-VI as 1st- through 6th-level extracts, respectively, to his class extract list. For example, he automatically adds summon nature's ally I to his formula book at 1st level and adds the next higher-level spell to his formula book each time he gains the ability to use extracts of that level. The horticulturist uses these special extracts to plant a seed that grows into a creature, bypassing the restriction for single target or personal effects. Using these extracts takes 1 round (as the spell's normal casting time), and the creature summoned must be placed in a space adjacent to the horticulturist.
This replaces the mutagen class feature and the discovery normally gained at 2nd level.
Herbal Bombs Level 1
A horticulturist's bombs lack the power of a traditional alchemist's but can be fine-tuned in ways normal alchemist explosives cannot. The horticulturist's bombs deal 1d4 points of damage (instead of 1d6), plus 1d4 points of damage for every 2 alchemist levels beyond 1st. When the horticulturist creates a bomb, he can formulate it to affect plants and other creatures normally, affect only plant creatures, or affect only creatures not of the plant type.
This alters the bomb class feature.
Plant Voice Level 2
↪ builds on Poison Resistance (Alchemist)
At 2nd level, a horticulturist gains further knowledge about plants, and he eventually learns to speak with them. He gains a +2 bonus on Knowledge (nature) and Survival checks, and at 10th level, he can speak to plants as a constant speak with plants spell (this ability is supernatural).
This replaces poison resistance, poison use, and poison immunity.
Plant Familiar Level 4
At 4th level, a horticulturist creates a Diminutive or Tiny alchemical plant creature that vaguely resembles a kind of animal suitable for a familiar (such as a cat) and acts as his familiar, granting the horticulturist a skill bonus, the Alertness feat, and so on. The plant familiar has all the abilities of the animal it resembles (for example, a bat-like plant familiar can fly) but is treated as a creature of the plant type and has familiar abilities based on the horticulturist's alchemist level (though some familiar abilities may be useless to the horticulturist). An alchemist's extracts and mutagens are considered spells for the purposes of familiar abilities like share spells or deliver touch spells.
This replaces the discovery gained at 4th level.
Fury of Nature Level 14
↪ builds on Persistent Mutagen (Alchemist)
At 14th level, a horticulturist's connection with nature allows him to bring down nature's fury on his opponents. He can cast one of the following spells, chosen at the time of casting, once per day as a spell-like ability: call lightning storm, eagle aerie, or liveoak.
This replaces persistent mutagen.