Alchemist Discoveries - Paths of Magic

The following discoveries can be taken by any alchemist who meets the prerequisites. Discoveries marked with a dagger (†) are used to modify the alchemist’s bombs and do not stack—only one such discovery may be applied to a single bomb.

*Alter Simulacrum (Su)*: The alchemist gains the ability to alter the physical appearance of any alchemical simulacrum he creates. This functions as a *sculpt simulacrum*UM spell. This process requires careful application, taking 10 minutes to complete and alchemical components worth 50 gp. The simulacrum cannot move and is considered helpless while being altered in this manner. The alchemist must be at least 10th level and have the alchemical simulacrum discovery before selecting this discovery.

*Animalistic Senses (Ex)*: The alchemist uses transmutive chemicals to sharpen his sense of smell, granting him the scent ability. If the alchemist is currently benefiting from a feral mutagen, the range of his scent doubles.

*Blending Body (Ex)*: The alchemist’s skin subtly alters its shade based on the ambient light, letting him remain better hidden in darkness. When in dim light, the miss chance due to concealment increases to 50% (rather than 20%); this does not grant total concealment, it just increases the miss chance.

*Bottled Assistant (Sp)*: The alchemist learns to create an alchemical assistant to aid him on routine tasks of alchemy and medicine. Creating a bottled assistant takes 10 minutes, and the alchemist can only have one bottled assistant created or in use at a time. At any point as a standard action, he may pour out the contents of the bottle into an open space to grow his bottled assistant nearly instantly; this functions as a *phantom caretaker* spell, using the alchemist’s level as his caster level. In addition to its normal abilities, the assistant has a Craft (alchemy) skill bonus equal to the alchemist’s skill bonus. It can identify the properties of a magical potion using Craft (alchemy) the same way the alchemist can, and can create alchemical items using its skills (though it must be given materials). It is treated as having both the Brew Potion and Cooperative CraftingAPG feats in order to help the alchemist create potions, but it cannot make use of the Brew Potion feat on its own to make potions, only to help the alchemist via the Cooperative CraftingAPG feat. The alchemist must be at least 8th level before selecting this discovery.

*Darkness Bomb (Su)*†: When the alchemist creates a bomb, he can choose to have it create an area of shadows when it detonates. The shadows function as *darkness*, lowering the light level in an area equal to twice the bomb’s splash radius for 1 round per level. A creature hit directly by the darkness bomb has its energy sapped by the magical darkness, making it fatigued for 1 minute. This cannot cause a creature that is already fatigued to become exhausted.

*Extinguishing Touch (Ex)*: The alchemist can create a fine black powder from his hand that extinguishes fires and small light sources. This essentially allows him to cast *snuff* at will, but with a range of touch. Touching a small fire to extinguish it does not damage the alchemist.

*Improved Iron Mutagen (Su)*: The alchemist’s iron mutagen further reinforces his hands. While benefiting from his mutagen, he is treated as if under the effects of a *fists of steel* spell, lasting as long as the mutagen does. Additionally, the alchemist’s unarmed strikes are considered magical and cold iron for the purpose of overcoming damage reduction. When he reaches 16th level, his unarmed attacks are also considered adamantine. The alchemist must have the iron mutagen discovery and must be at least 8th level before selecting this discovery.

*Iron Mutagen (Su)*: An iron mutagen causes the alchemist’s arms to harden like steel. While benefiting from his mutagen he is treated as having the Improved Unarmed Strike feat (if he didn’t have it already), and his unarmed attacks deal damage as a monk equal to his alchemist level - 3 (minimum 1st). An alchemist with this discovery can take feats that have Improved Unarmed Strike as a prerequisite, but can only use those feats while affected by his iron mutagen (unless he learns the Improved Unarmed Strike feat normally).

*Insulation (Ex)*: An alchemist with this discovery has used reagents to insulate his body against temperature extremes. He gains the constant benefit of *endure elements*. Upon reaching 8th level, he gains fire resistance 5 and cold resistance 5. The resistances both increase to 15 at 16th level.

*Keen Sight (Ex)*: The alchemist makes alchemical alterations to his eyes to greatly improve his visual perception. He gains low-light vision and darkvision 60 feet. If the alchemist already has darkvision, its range is increased by 30 feet instead.

*Perfect Sight (Ex)*: The alchemist wards his vision with alchemical protection, making him immune to both the dazzle and blind conditions. The alchemist must have the keen sight discovery and be at least 12th level before selecting this discovery.

*Photosynthesis (Ex)*: The alchemist has integrated the qualities of plantlife into his body. As long as he spends at least 1 hour per day in direct sunlight, he does not need to eat, and he only requires 2 hours of sleep to gain the benefit of a full 8 hours of sleep. At 8th level, each hour he spends in direct sunlight also cures 1 point of ability damage or drain from each of his ability scores.

*Potent Toxins (Ex)*: Poisons created by the alchemist are especially lethal against particular foes. When the alchemist learns this discovery, he selects a single creature type (and subtype, if he chooses humanoid or outsider) except for construct, similar to a ranger’s favored enemy. Poisons that the alchemist creates work against those creatures even if they would otherwise be immune to poison, ability damage, or effects that require a Fortitude save. Magical effects that negate poisons still apply. The effects of the poison might still have no effect, depending on what he uses them for (such as trying to inflict Constitution damage to an undead). He selects another creature type (and subtype, where applicable) for every four levels gained past 8th. The alchemist must be at least 8th level before selecting this discovery.

*Shadowmeld Compound (Sp)*: The alchemist can create an alchemical compound infused with shadowstuff that, when coated on an object, melds it into darkness. Creating this compound takes 10 minutes, and the alchemist can only create one shadowmeld compound every 24 hours. He can only have one shadowmeld compound in existence at a time; creating another renders any previously made compound that has not yet been used inert (a compound that has already been used and is still in effect continues to function). The compound acts as a *penumbral courier* spell, using the alchemist’s level as his caster level, letting him hide an object within the shadow of a creature. The object must be on the shadow of the recipient of the *penumbral courier* effect at the time of applying the compound. The alchemist must be at least 8th level before selecting this discovery.

*Terror Bomb (Su)*†: The alchemist can create a bomb containing psychotropic chemicals that instill fear in those exposed to it. A creature hit directly by the bomb must make a Will save or become frightened for 2d4 rounds. A creature caught in the splash area must make a Will save or be shaken for 1d4 rounds instead. This is a mind-affecting fear effect. The alchemist must be at least 8th level before selecting this discovery.

*Umbral Bomb (Su)*†: The alchemist’s bomb creates shadows as *deeper darkness*, lowering the light level in an area equal to twice the bomb’s splash radius for 1 round per level. A creature hit directly by the umbral bomb has its energy sapped by the magical darkness, making it exhausted for 1 minute. Creatures caught in the blast radius that fail their Reflex save are fatigued for 1 minute; this cannot make a creature already fatigued become exhausted. An alchemist must have the darkness bomb discovery and must be at least 8th level before selecting this discovery.