TEXT: The Toxicologist
  (Hybrid Class)
  #68
  
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  Tracy Hurley, Jonathan H. Keith, Will McCardell, Dale C. McCoy, Jr., Tom Phillips, Stephen 
  Radney-MacFarland, Thomas M. Reid, Sean K Reynolds, Tork Shaw, Owen K.C. Stephens, and 
  Russ Taylor.
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  Player Paraphernalia #68 The Toxicologist (Hybrid Class) ©2016, The Knotty-Works; Author: 
  John Buckley
  d20pfsrd.com. Copyright 2010, John Reyst.
  
  1
  Player Paraphernalia #68
  By The Knotty-Works
  Welcome to issue sixty-eight of  
  the Player Paraphernalia series, short 
  supplements designed to offer players new 
  options for use with the Pathfinder RolePlaying 
  Game (©Paizo, Inc.).  This issue brings you the 
  toxicologist.  Combining the mutagenic qualities 
  of  the alchemist with the physical tenacity and 
  focus of  the monk, the toxicologist offers a class 
  that uses alchemical concoctions to boost his 
  martial skills and physical ferocity in the heat of  
  battle.
  The Toxicologist
  “Unlock your martial potential through 
  better chemistry.”  ~ Thodrick Meister, 
  master of the seven secret laboratories of 
  Devotia
  While some are willing to use a mixture 
  of chemicals to gain temporary benefits, 
  the toxicologist is obsessed with the secret 
  of pushing his body and soul to the peak 
  of perfection through the use of potent 
  extracts from chemicals and materials 
  often thought deadly when consumed.  
  The toxicologist believes his own body is 
  the perfect weapon, and the mutagenic 
  infusions he can easily take on super-
  human prowess on the battlefield.
  The toxicologist uses alchemy to study the 
  intricacies and complexities of all sorts 
  of chemicals in the hopes of unlocking 
  his true potential.  His focus on his work 
  borders on fanaticism, and the toxicologist 
  invests part of his very soul to empower the 
  dangerous and deadly reagents he uses 
  to unlock his ability to maximize his 
  physical prowess.
  However, the life of the toxicologist 
  can be a lonely one.  Often outcast by 
  society, many see them as little more than 
  assassins or madmen.  Their unnatural 
  talent and skill with poison cause many 
  to distrust the toxicologist’s very touch.  
  And their ability to transform themselves 
  into brutish creatures frighten many into 
  running from them even while in their 
  normal state of being.
  Role
  When engaged in the role of combatant, 
  the toxicologist has the ability to transform 
  himself into an effective fighting machine.  
  While his defenses seem limited at first, 
  his ability to harden himself with his 
  mutagenic effect and tap into his inner 
  mutagenic energies can easily make up 
  for this perception.  Even if the toxicologist 
  does not have access to his mutagen 
  extract, he picks up other minor mutagens 
  over time and his hand-to-hand skill at 
  combat is just as effective, especially if he 
  is unarmed.
  The toxicologist’s skill and knowledge of 
  poisons can be invaluable to his allies, 
  especially for those that do not have 
  access to more direct divine assistance.
  Overall, the toxicologist can be a 
  formidable combatant that offers some 
  
  2
  specialized assistance to the general 
  health of his allies over time.
  Alignment:  The toxicologist may be of any 
  alignment.
  Hit Die: d8
  Parent Classes:  Alchemist and Monk
  Starting Wealth:  3d6 x 10 gp (average 105 
  gp) and one set of clothing worth 10 gp or 
  less.
  Class Skills
  The toxicologist’s class skills include 
  Appraise (Int), Climb (Str), Craft (Int), 
  Escape Artist (Dex), Heal (Wis), Intimidate 
  (Cha), Knowledge (arcana) (Int), 
  Perception (Wis), Profession (Wis), Swim 
  (Str) ,and Use Magic Device (Cha)
  Skill Ranks per Level:  4 + Int modifier.
  Class Features
  Weapon and Armor Proficiencies:  The 
  toxicologist is proficient with simple 
  weapons and light armor.  He is not 
  proficient with shields of any kind.
  Flurry of Blows (Ex):  The toxicologist begins 
  at 1st level with the ability to quickly strike 
  at an opponent with unarmed strikes.  As 
  a full-attack action, the toxicologist may 
  make one additional unarmed attack with 
  a -2 penalty applied to all of his attacks 
  for that round.  This is similar to the Two-
  Weapon Fighting feat, and the toxicologist 
  may use his unarmed attack or a light or 
  finessable weapon as part of the attack.
  For purposes of his damage bonus, the 
  toxicologist adds his normal Strength 
  bonus for damage regardless of the origin 
  of the attack while using this ability.  
  Toxicologist Progression Table
  Level
  Base 
  Attack
  Fort
  Ref
  Will
  Special
  Unarmed 
  Damage
  1
  +0
  +2
  +2
  +2
  Flurry of blows, mutagenic alchemy, unarmed 
  strike
  1d6
  2
  +1
  +3
  +3
  +3
  Mutation pool, poison use, toxic power
  1d6
  3
  +2
  +3
  +3
  +3
  Minor mutagens, swift alchemy
  1d6
  4
  +3
  +4
  +4
  +4
  Toxic power
  1d8
  5
  +3
  +4
  +4
  +4
  Evasion
  1d8
  6
  +4
  +5
  +5
  +5
  Toxic power
  1d8
  7
  +5
  +5
  +5
  +5
  Minor mutagens
  1d8
  8
  +6/+1
  +6
  +6
  +6
  Toxic power
  1d10
  9
  +6/+1
  +6
  +6
  +6
  Improved Mutagen
  1d10
  10
  +7/+2
  +7
  +7
  +7
  Toxic power
  1d10
  11
  +8/+3
  +7
  +7
  +7
  Minor mutagens
  1d10
  12
  +9/+4
  +8
  +8
  +8
  Toxic power
  2d6
  13
  +9/+4
  +8
  +8
  +8
  Improved Evasion
  2d6
  14
  +10/+5
  +9
  +9
  +9
  Toxic power
  2d6
  15
  +11/+6/+1
  +9
  +9
  +9
  Minor mutagens
  2d6
  16
  +12/+7/+2
  +10
  +10
  +10
  Toxic power
  2d8
  17
  +12/+7/+2
  +10
  +10
  +10
  Greater Mutagen
  2d8
  18
  +13/+8/+3
  +11
  +11
  +11
  Instant alchemy, toxic power
  2d8
  19
  +14/+9/+4
  +11
  +11
  +11
  Minor mutagens
  2d8
  20
  +15/+10/+5
  +12
  +12
  +12
  Toxic Monstrosity
  2d10
  
  3
  The toxicologist may substitute disarm, 
  steal, sunder, and trip combat maneuvers 
  for any of his attacks, though rules 
  regarding attacks of opportunity apply.  
  The toxicologist may not use natural 
  attacks other than his normal unarmed 
  strike with the flurry of blows.
  When attacking with his flurry of blows, 
  the toxicologist uses his class level as 
  his base attack bonus.  For all other 
  purposes including feat prerequisites, 
  prestige classes, and other abilities 
  that are determined by base attack, 
  the toxicologist uses his normal base 
  attack bonus as listed in the Toxicologist 
  Progression Table.
  At 8th level, the toxicologist may make two 
  additional attacks with his flurry of blows 
  (as the Improved Two-Weapon Fighting 
  feat, though this ability cannot be used 
  to meet any prerequisites for additional 
  feats).  At 15th level, the toxicologist may 
  made three additional attacks with 
  his flurry of blows (as the Greater Two-
  Weapon Fighting feat, though this ability 
  cannot be used to meet any prerequisites 
  for additional feats).
  Mutagenic Alchemy (Su):  The toxicologist 
  uses his ability to create alchemical 
  substances to create mutagens beginning 
  at 1st level.  It take the toxicologist an hour 
  to prepare his mutagen extract and he 
  may only make one active extract at a 
  time.  The active reagents break down 
  rather quickly and the effectiveness of the 
  extract only lasts for 24 hours before the 
  toxicologist must make a new one.
  The prepared extract may be used 
  to enhance one of the toxicologist’s 
  physical attributes while diminishing a 
  corresponding mental attribute, chosen 
  at the time the extract is imbibed.  
  Drinking the extract is a standard action 
  and once imbibed takes effect for 10 
  minutes per class level of the toxicologist.  
  Once consumed, the alchemist may 
  not prematurely end the effect of the 
  mutagen.
  The extract grants the toxicologist a +2 
  natural armor bonus and a +4 alchemical 
  bonus to either Strength, Dexterity, or 
  Constitution.  Benefits of the extract 
  are immediate (including additional hit 
  points, to hit bonus, AC bonuses, etc.)  
  However, the side-effect causes the 
  toxicologist to suffer a -2 penalty to one 
  of his mental ability scores based on the 
  physical attribute that was increased.  
  Strength decreases Intelligence, Dexterity 
  decreases Wisdom, and Constitution 
  decreases Charisma.
  The toxicologist’s mutagen is tailored for 
  his own genetic makeup and if consumed 
  by another, the imbiber must make a 
  Fort save (DC 10 + ½ the toxicologist;s 
  class level + his Intelligence modifier) or 
  become nauseated for 1 hour without 
  gaining any of the benefits or side-effects 
  of the mutagen.
  Unarmed Strike (Ex):  At 1st level, the 
  toxicologist gains Improved Unarmed 
  Strike as a bonus feat.  His unarmed 
  attacks are not restricted to his hands, but 
  may include kicks and slams.  Thus, the 
  toxicologist may make unarmed attacks 
  even while his hands are full, and there is 
  not such thing as an off-hand attack for 
  the toxicologist.  This allows the toxicologist 
  to apply his full Strength modifier on all 
  damage rolls for his unarmed strikes.
  The toxicologist may choose to do either 
  lethal or nonlethal damage for each 
  unarmed strike, suffering no penalty for 
  making a nonlethal attack and this applies 
  to grapple attacks as well.
  The toxicologist’s unarmed attacks 
  are treated as both natural and 
  manufactured and deal more damage 
  than the standard unarmed attack.  Spells 
  and effects that grant enhancement 
  bonuses to natural weapons or 
  manufactured weapon may be cast on 
  the toxicologist and grant the bonus to all 
  of his unarmed strikes.  As the toxicologist 
  progresses in level, the damage from his 
  unarmed attacks increase as well, as 
  
  4
  listed on the Toxicologist Progression Table.   
  The toxicologist’s unarmed damage is 
  affected based on his size.  Smaller and 
  larger toxicologists will cause different 
  amounts of damage based on level as 
  displayed in the table provided.
  Mutagen Pool (Su):  At 2nd level, the 
  toxicologist unlocks access to his inner 
  reserves of mutagenic energy, known as 
  the mutagen pool. This pool of energy 
  consists of a number of points equal 
  to ½ the  toxicologist’s class level + his 
  Intelligence modifier.  These points may 
  be used to grant temporary bonuses to 
  himself, or the toxicologist may use them 
  to empower his toxic powers.
  The maximum amount of energy the 
  toxicologist may possess in his pool may 
  not normally exceed ½ his class level + 
  his Intelligence modifier.  However; feats, 
  magic items, and spells may be used to 
  grant additional points to the toxicologist’s 
  normal daily amount.
  The toxicologist may spend 1 point from his 
  mutagen pool to gain a +4 dodge bonus 
  to his AC as a swift action that lasts until 
  the beginning of his next turn.
  Or the toxicologist may spend 1 point 
  from his mutagen pool as a swift action to 
  make one additional attack with his flurry 
  of blows attack at his highest base attack 
  bonus.
  Or the toxicologist may spend 1 point 
  from his mutagen pool as a free action 
  to immediately end the effects of a 
  mutagen.  If the mutagen is terminated 
  before it wears off, the toxicologist 
  must make a Fortitude save (DC 20) or be 
  sickened for 1d4 rounds.
  At 4th level, if the toxicologist has at least 
  1 point within his mutagenic pool his 
  unarmed attacks are treated as magic 
  for the purpose of overcoming damage 
  reduction.
  At 8th level, the toxicologist’s unarmed 
  attacks are also treated as cold iron 
  and silver if he has at least 1 point in his 
  mutagenic pool.
  At 16th level, the toxicologist’s unarmed 
  attacks are also treated as adamantine 
  for the purpose of overcoming damage 
  reduction and hardness.
  Poison Use (Ex):  Toxicologists are quite 
  adept at using poisons and other toxins 
  beginning at 2nd level.  The toxicologist 
  cannot accidentally poison himself while 
  applying poison to a weapon.
  Toxic Powers:  The toxicologist learns 
  to harness his mutagenic energies to 
  produce powerful effects, both for himself 
  and others.  Toxic powers are usually 
  powered by the toxicologist’s mutagen 
  pool and require that he either has a store 
  of mutagenic energy or spend 1 or more 
  points from his mutagen pool.
  Mutagen Pool
  The toxicologist’s mutagen pool works 
  on the same inner reserves as the 
  magus’ arcane pool and the monk’s 
  ki.  If the toxicologist has class levels in 
  either of these classes, the toxicologist 
  may use points from any of these pools 
  to empower his class abilities fueled by 
  points.
  Magic items and spells that increase the 
  arcane pool or ki may be used for the 
  toxicologist’s mutagen pool.  Though, 
  if the toxicologist has class levels in the 
  relevant class for which the magic item 
  or spell was designed, he must specify 
  which class feature he is applying the 
  effect.
  Small or Large Toxicologist Unarmed Damage
  Level
  Damage (Small)
  Damage (Large)
  1st - 3rd
  1d4
  1d8
  4th - 7th
  1d6
  2d6
  8th - 11th
  1d8
  2d8
  12th - 15th
  1d10
  3d6
  16th - 19th
  2d6
  3d8
  20th
  2d8
  4d8
  
  5
  Once the toxicologist selects a toxic 
  power, it cannot be changed.  Unless 
  otherwise noted, no toxic power may 
  be chosen more than once.  Some toxic 
  powers may have requirements including 
  minimum a Toxicologist class level.
  Absorb Poison (Ex):  The toxicologist 
  may either imbibe or expose himself to a 
  poison or successfully perform a touch 
  attack against a creature that produces 
  poison as a standard action.  He is 
  susceptible to the poison and must make 
  a Fort save as normal.  If successful, he 
  may spend 1 point from his mutagen pool 
  and gain the ability to cause his unarmed 
  attacks to include the poison as part of 
  the attack as a contact poison.  The 
  duration of this power is 1 round per class 
  level, though the toxicologist may dismiss it 
  as a free action.
  Alchemical Discoveries:  The 
  toxicologist may choose any the following 
  discoveries as a toxic power.  He may 
  choose this power more than once, 
  selecting a different discovery each time.  
  The toxicologist uses his class level as the 
  effective alchemist level.
  Cognatogen, Concentrate Poison, Extend 
  Potion, Greater Cognatogen, Poison 
  Conversion, Tentacle, Vestigial Arm, and 
  Wings.
  Antidote (Ex):  The toxicologist has the 
  ability to create an antidote for a poison if 
  given a sample to create the anti-toxin.  
  The toxicologist must make a successful 
  Craft (Alchemy) skill check with a DC 
  equal to Fortitude DC of the poison and 
  spend 1 point from his mutagen pool.  If 
  successful, the victim may consume the 
  antidote and make a new Fort save (add 
  ½ the toxicologist’s class level to the roll) to 
  overcome the poison.  Effects of the 
  poison that already suffered, are not 
  removed from the antidote, but may be 
  recovered through normal rest or other 
  means if applicable.
  Creating an antidote requires a full 
  round action and if the toxicologist 
  requires an alchemy lab or suffer a -4 
  penalty to his chances of successfully 
  creating an antidote.
  Disease Resistant (Ex):  The toxicologist 
  gains a +2 bonus to saving throws versus 
  all disease (magical and mundane) while 
  he has at least 1 point in his mutagen pool.  
  This bonus increases by +2 every fifth level.  
  Once the toxicologist reaches 10th level, 
  he may spend 1 point from his mutagen 
  pool to gain immunity to disease as an 
  immediate action.  The effect of the 
  immunity lasts for a number of rounds 
  equal to his class level.
  Elemental Fist (Ex):  The toxicologist 
  gains Elemental Fist as a bonus feat; he 
  does not need to meet the prerequisites of 
  the feat, but he must have the Stunning 
  First toxic power.  He may make a number 
  of elemental fist attacks per day equal to 
  his class level.  If the toxicologist has other 
  class levels that do not grant this ability, he 
  gains an additional use of elemental first 
  for every four levels possessed for the other 
  class.
  Expanded Mutagen (Su):  The 
  toxicologist must be at least 10th level 
  before he may choose this toxic power.  
  When the toxicologist imbibes his 
  mutagen, he may split the enhancement 
  bonus between two of his physical ability 
  scores while stuff suffering the -3 penalty to 
  both corresponding mental ability scores.
  At 17th level, the penalty increases to -4 to 
  each corresponding mental ability score 
  while splitting the +8 enhancement bonus.
  At 20th level, the toxicologist gains a 
  +2 enhancement bonus that may be 
  applied to one physical ability score of his 
  choosing, with no further penalty to the 
  associated mental ability score.
  Fear Resistant (Ex):  The toxicologist 
  gains a +2 bonus to saving throws versus 
  all fear based effects while he has at least 
  1 point in his mutagen pool.  This bonus 
  increases by +2 every fifth level.  Once the 
  toxicologist reaches 10th level, he may 
  
  6
  spend 1 point from his mutagen pool to 
  gain immunity to fear based effects as an 
  immediate action.  The effect of the 
  immunity lasts for a number of rounds 
  equal to his class level.
  Limited Mutation (Ex):  The toxicologist 
  may spend 1 point from his mutagen pool 
  while consuming his mutagen to only take 
  imbibe a portion of the mutagen extract 
  while still gaining it’s effects.  This allows the 
  toxicologist to portion out his mutagen into 
  10 minute increments as desired.  If he only 
  has a partial mutagen extract and no 
  points remaining in his mutagen pool, he 
  gains no benefit from consuming the 
  remainder of the extract.
  Overclocked Endurance (Ex):  The 
  toxicologist may spend 1 point from his 
  mutagen pool as an immediate action to 
  overcome the effects of the fatigued or 
  sickened condition.  Once spent, the 
  toxicologist may ignore the effects of 
  fatigued or sickened condition for a 
  number of minutes equal to his class level.
  At 10th level, the toxicologist may spend 
  2 points from his mutagen pool as an 
  immediate action to ignore the effects 
  of exhaustion or nausea for a number of 
  minutes equal to his class level.
  Poison Resistant (Ex):  The toxicologist 
  gains a +2 bonus to saving throws versus 
  all poisons (magical and mundane) while 
  he has at least 1 point in his mutagen pool.  
  This bonus increases by +2 every fifth level.  
  Once the toxicologist reaches 10th level, 
  he may spend 1 point from his mutagen 
  pool to gain immunity to poison as an 
  immediate action.  The effect of the 
  immunity lasts for a number of rounds 
  equal to his class level.
  Physiographic Magnification (Su):  The 
  toxicologist must be 6th level before he 
  may choose this toxic power.  The 
  toxicologist may spend 1 point from his 
  mutagen pool when imbibing his mutagen 
  to either increase or decrease his size by 
  one category (maximum of Large or 
  Small).
  At 12th level, the toxicologist may spend 2 
  points from his mutagen pool to increase 
  or decrease his size by two categories 
  (maximum of Huge or Tiny).  At 20th level, 
  only 1 point must be spent to change 
  the toxicologist’s size by two categories 
  (maximum of Gargantuan or Diminutive). 
  Once triggered, the toxicologist’s size 
  cannot be changed while the mutagen is 
  in effect.
  Second Infusion (Su):  The toxicologist 
  may prepare two mutagen extracts at a 
  time, though he suffers 2 points of 
  Intelligence damage during the creation.  
  The toxicologist may have a maximum of 2 
  active mutagen extracts active at one 
  time, if he creates another one, a previous 
  extract immediately becomes inert.
  This power does not grant the toxicologist 
  the ability to consume and benefit from 
  two mutagens at the same time.  If the 
  toxicologist consumes his second mutagen 
  while the first mutagen is active, the 
  effects of the first mutagen immediately 
  end and the second mutagen’s effects 
  take effect.  In addition, the toxicologist 
  must make a Fortitude save (DC 20) or 
  become sickened for 1d4 rounds.
  Stunning Fist (Ex):  The toxicologist gains 
  Stunning Fist as a bonus feat; he does not 
  need to meet the prerequisites of the feat.  
  He may make a number of stunning fist 
  attacks per day equal to his class level.  If 
  the toxicologist has other class levels that 
  do not grant this ability, he gains an 
  additional use of stunning first for every 
  four levels possessed for the other class.
  Unarmed Master (Ex):  As long as the 
  toxicologist has at least 1 point in his 
  mutagen pool, he is treated as having the 
  Improved Critical feat for his unarmed 
  attacks.
  At 8th level, the toxicologist may spend 
  1 point from his mutagen pool as a swift 
  action to gain the benefit of the Critical 
  Focus feat for his unarmed attacks until 
  the beginning of his next turn.
  
  7
  At 15th level, the toxicologist may spend 
  2 points from his mutagen pool as a swift 
  action to gain the benefits of both the 
  Critical Focus feat and either the Sickening 
  Critical, Staggering Critical or Tiring Critical 
  feat (chosen when the power is activated) 
  for his unarmed attacks until the beginning 
  of his next turn.
  Virulent Regeneration (Su):  The 
  toxicologist may spend 1 point from his 
  mutagen pool to heal a number of hit 
  points equal to his class level as a move 
  action.
  Whiff of Sulfur (Su):  As long as the 
  toxicologist has at least 1 point in his 
  mutagen pool, he may detect poisons 
  and toxins within 10 feet of him as the 
  Detect Poison spell.  Unlike the spell, the 
  toxicologist may determine the type of 
  poison by making a Craft (alchemy) skill 
  check with a DC equal to the DC of the 
  Fortitude save associated with the poison.  
  This power cannot penetrate any type of 
  physical barrier, though it can detect 
  poisons secreted by creatures.
  Minor Mutations (Su):  Beginning at 3rd 
  level, the toxicologist may produce a 
  number of lesser mutagens per day 
  equal to ½ his class level + his Intelligence 
  modifier.  These minor mutagens have a 
  duration for a number of rounds equal 
  to the toxicologist’s class level (unless 
  otherwise noted in the description) and 
  work in tandem with his normal mutagens.  
  However, he may only have one active 
  minor mutagen at a time, and if another is 
  consumed while a previous one is active, 
  the first mutagen’s effects are immediately 
  ended. 
  Consuming a minor mutagen is standard 
  action and does provoke attacks of 
  opportunity, as if consuming a normal 
  potion.
  The toxicologist chooses one minor 
  mutagen at 3rd level and another one 
  every four levels thereafter.  When the 
  toxicologist gains a new minor mutagen, 
  he may also exchange one pre-existing 
  minor mutagen as well.
  Minor mutagens include:
  Accelerated Reflexes:  The toxicologist 
  adds ½ his class level to all Acrobatics 
  checks.  He is treated as having a running 
  start when making any jump checks using 
  Acrobatics.
  Buoyant:  The toxicologist may walk on 
  any liquid as if it was solid ground.  If the 
  liquid is turbulent, it is treated as difficult 
  terrain.  This minor mutagen provides no 
  protection against hazardous conditions 
  or substances, such as acid or lava.
  Bruising Demeanor:  The toxicologist’s 
  form and visage become much more 
  rough and demeaning.  When making a 
  Intimidate check, the toxicologist adds ½ 
  his class level to his roll as an 
  enhancement bonus.  This bonus may be 
  used normally to demoralize and 
  opponent, but it does not apply to 
  influence his opponent’s attitude if the 
  target cannot understand the toxicologist. 
  Chameleon Skin:  the toxicologist gains 
  an enhancement bonus equal to ½ his 
  class level while using the Stealth skill.
  Clarity of Mind:  The toxicologist gains 
  a +2 bonus for Will saves involving mind-
  affecting effects including enchantments 
  (both charm and compulsions) and fear 
  based attacks.
  Iron Gut:  The  toxicologist gains a +2 
  enhancement bonus to all Fortitude 
  saving throws.
  Martial Prescience:  The toxicologist 
  uses his class level instead of his base 
  attack bonus for calculating his Combat 
  Maneuver Bonus and Combat Maneuver 
  Defense.
  Quick Tongue:  The toxicologist 
  becomes more affluent both in speech 
  and action.  When making a Bluff check, 
  the toxicologist adds ½ his class level to his 
  roll as an enhancement bonus.  This bonus 
  may be used normally as part of a 
  
  8
  feint, but for other purposes it does not 
  apply if the target cannot understand the 
  toxicologist. 
  Rubber Made:  the toxicologist gains 
  an enhancement bonus equal to ½ his 
  class level while using the Escape Artist skill.
  Speed:  The toxicologist gains +10 feet 
  enhancement bonus per round to his 
  ground speed.
  Spider Grip:  The toxicologist gains an 
  enhancement bonus equal to ½ his class 
  level when climbing vertical surfaces using 
  the Climb skill.  If the bonus granted for this 
  minor mutagen equal or exceeds +8, the 
  toxicologist is treated as having a natural 
  climb speed.
  Webbed Appendages:  The 
  toxicologist gains an enhancement bonus 
  equal to ½ his class level when using the 
  Swim skill.  If the bonus granted for this 
  minor mutagen equal or exceeds +8, the 
  toxicologist is treated as having a natural 
  swim speed.  This minor mutagen does not 
  grant the toxicologist the ability to breathe 
  while under water.
  Swift Alchemy (Ex):  At 3rd level, the 
  toxicologist may produce normal 
  alchemical items in half the time normally 
  required.  He may also apply poison to a 
  weapon as a move action.
  Evasion (Ex):  At 5th level, the toxicologist 
  gains the ability to avoid damage from 
  area-effect attacks where damage may 
  be reduced from a successful Reflex 
  save.  If the toxicologist successfully 
  makes his Reflex save against an attack 
  that normally does half damage on a 
  successful save, he suffers no damage.
  If the toxicologist is wearing medium or 
  heavy armor or carrying a heavy load, he 
  loses the benefit of this class ability.  The 
  same applies if the toxicologist is helpless 
  or unconscious.
  Improved Mutagen (Su):  Beginning at 9th 
  level, the mutagen extract consumed by  
  the toxicologist grants a +6 alchemical 
  bonus to the chosen physical 
  ability score while the side-effect cause 
  the corresponding mental ability score 
  to suffer a -3 penalty.  The toxicologist’s 
  natural armor bonus improved to +4.
  Improved Evasion (Ex):  At 13th level, the 
  toxicologist becomes more evasive.  If 
  the toxicologist fails his Reflex save versus 
  an area-effect attack that normally does 
  half damage with a successful save, he 
  only suffers half damage from the attack.  
  As with Evasion, medium or heavy armor, 
  carrying a light load, being helpless or 
  unconscious will negate the effect of this 
  ability.
  Greater Mutagen (Su):  Beginning at 17th 
  level, the mutagen extract consumed by  
  the toxicologist grants a +8 alchemical 
  bonus to the chosen physical ability 
  score while the side-effect cause the 
  corresponding mental ability score to 
  suffer a -4 penalty. The toxicologist’s 
  natural armor bonus improved to +6.
  Instant Alchemy (Ex):  At 18th level, the 
  toxicologist may create alchemical items 
  with his eyes closed.  He may create any 
  alchemical item if he succeeds his Craft 
  (alchemy) check and resources available 
  to produce the item.  He may also apply 
  poison to his weapon as an immediate 
  action.
  Toxic Monstrosity (Su):  At 20th level, when 
  the toxicologist consumes his mutagen, he 
  gains +8 to all of his physical ability scores 
  while suffering the -4 penalty to all of his 
  mental ability scores.  
  The toxicologist may choose to alter his 
  size by one category (maximum of huge 
  or tiny) while the mutagen is in effect.  
  Once chosen when the mutagen is 
  imbibed, the toxicologist may not change 
  his size again until the mutagen wears off.
  
  9
  New Feats
  The following feats are available to the 
  toxicologist.
  Extra Minor Mutagen
  You have expanded your list of minor 
  mutations.
  Prerequisites:  Minor mutation class 
  feature.
  Benefit:  You gain one additional 
  minor mutation.  You must meet any 
  requirements for the minor mutation.
  Special:  You may take this feat multiple 
  times, selecting a different minor mutation 
  each time.
  Note:  Unlike gaining a minor mutation 
  through normal level progression, you 
  do not have the option to exchange an 
  existing minor mutation with a different 
  one when you choose this feat.
  Extra Mutagen
  You have learned how to make your 
  mutagen pool more potent.
  Prerequisites:  Mutation pool class feature.
  Benefit:  You gain 2 additional points for 
  your mutagen pool.
  Special:  You may take this feat multiple 
  times.  Each time you take this feat, you 
  gain 2 additional points to your mutagen 
  pool.
  Extra Toxic Power
  You have expanded your list of toxic 
  powers.
  Prerequisites:  Toxic power class feature.
  Benefit:  You gain one additional toxic 
  power.  You must meet any requirements 
  for the toxic power.
  Special:  You may take this feat multiple 
  times, selecting a different toxic power 
  each time.
  By Anthony Cournoyer
  © Sharman’s Stock Art 2014
  
  10
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  Pathfinder compatible 
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SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Knotty-Works/Player Paraphernalia 68 - The Toxicologist (Hybrid Class).pdf