Alchemist Discoveries

# General Discoveries

General discoveries can be taken by any character as long as they meet the prerequisites. Some discoveries will have the [Preparation] tag; the alchemist must pay the cost of these discovery once per day (generally when they brew their extracts each day), and their effects last for 24 hours. An alchemist can have any amount of discoveries with the [Preparation] tag active as they wish.

## **Alchemical Trapsmith**

*Benefit*: Starting at 2nd level, an alchemist adds 1/2 their alchemist level on Perception checks made to locate traps and on Disable Device checks. An alchemist can use Disable Device to disarm magic traps. As a full-round action, an alchemist can make a ranged touch attack against a trap using an alchemist’s fire or acid, using the trap’s Disable Device DC as its AC. If the attack misses, the trap activates. If the attack hits, the bomb deactivates the trap without setting it off. The alchemist must both know the location of the trap and be able to reach the trap’s trigger with a ranged touch attack in order to use this ability. At 6th level, an alchemist can disarm magic traps with this ability.

## **Alchemical Zombie**

*Prerequisite(s)*: Alchemist 6th.

*Benefit*: The alchemist gains the ability to animate a relatively complete corpse as an alchemy-powered zombie. This process takes 1 hour and costs 100 gp in alchemical reagents per HD of the corpse being animated; the dead creature gains the zombie template. Zombies that are created in this manner count as undead created by animate dead for the purposes of determining how many undead the alchemist can control. The created zombie is a creature, not a supernatural effect. The alchemist also gains the Command Undead feat, although they can only use it against undead they have created, spending 1 point of quintessence to use this feat rather than a use of channel negative energy as well as treating their alchemist level as though it was their cleric level and using their Intelligence modifier rather than their Charisma modifier to determine its effects and DC.

**Special**: An alchemist with this discovery can select the Command Undead feat a second time; if they do, they can choose to spend quintessence or a use of channel negative energy to use that feat, regardless of how the undead was created. In addition, they treat their alchemist levels as cleric levels to determine their uses of Channel Negative Energy and the DC of the Command Undead feat.

## **Chameleon [Preparation]**

*Quintessence Cost*: 1

*Benefit*: The alchemist can spend a standard action to gain the benefits of a blend spell, being able to end or re-apply it as a move action. At 6th level, the alchemist can move their full base speed and still benefit from this discovery.

## **Combine Extracts**

*Benefit:* When the alchemist creates an extract, they can place two formulae into one extract. When the extract is consumed, both formulae take effect. This extract has a level two levels higher than the highest-level formulae placed in the extract (if the alchemist combined a *cure light wounds* and *invisibility* spell, it would require a 4th-level extract slot).

## **Elixir of Life**

*Prerequisite(s)*: Alchemist 14th.

*Benefit*: The alchemist can brew an elixir of life; This special concoction costs 20,000 gp to create and takes 1 hour of work. An elixir of life, when administered by the alchemist who brewed it, restores life to a dead creature as per the spell true resurrection. Alternatively, the alchemist himself may drink the elixir of life, after which point they are immediately targeted with a true resurrection spell the next time they are killed. Used in this manner, the elixir lasts indefinitely, although an alchemist cannot benefit from more than one elixir of life at the same time.

## **Enhance Potion [Preparation]**

*Quintessence Cost*: 2

*Benefit*: The alchemist can cause any potion they drink to function at a caster level equal to their class level and the alchemist can cause any potion they drink that does not have an instantaneous duration to function at twice its normal duration (this does not apply to extracts).

## **Ephemeral Alchemy**

*Quintessence Cost:* 1

*Benefit:* The alchemist can create an image in a space adjacent to them as a move action, as *silent image*, using their alchemist level as the spell’s caster level. The image they create remains for a number of minutes equal to their alchemist level. They can dismiss this image as a free action. At 6th level, the image can also produce minor sounds, as *minor image*. At 10th level, the image can also produces sound, smell, and heat, as *major image*.

## **Eternal Potion**

*Prerequisite(s)*: Enhanced potion, alchemist 14th.

*Benefit*: If an alchemist drinks a potion that they extended through the use of the enhance potion discovery, they can choose to make the effects of that potion become permanent until they choose to make another potion effect permanent. An alchemist can only have 1 potion affected by this discovery at a time.

## **Explosive Jump**

*Benefit*: As a swift action, an alchemist can use excess chemicals from their bombs to lift themselves up to 10 feet vertically, dealing splash damage to all adjacent spaces to themselves. They can combine this with a move action if they wish, and the character can end their movement in the air. If they do, at the beginning of their next round, they must decide if they will use an additional swift action to maintain their current altitude or drop to the ground (the alchemist does not take falling damage when using this ability). This ability cannot raise the alchemist’s altitude higher than the amount of height they would gain with this ability. At 5th level and every five levels afterwards, they increase the amount of height they gain from this ability by 10 feet.

**Special**: The alchemist can select this discovery a second time; if they do, they can use this ability once per round as a free action and this movement does not provoke attacks of opportunity.

**Special**: If the alchemist has the precise explosion discovery, they can choose to use it with this discovery, selecting a number of spaces equal to their Intelligence modifier to avoid damaging.

**Special:** An alchemist with the aquatic engineer discovery can use this discovery underwater, tripling the distance they can travel and allowing them to use it in any direction.

## **Inhaled Extract**

*Prerequisite(s)* Alchemist 8th.

*Benefit*: The alchemist can store their extracts inside of atomizers, rather than bottles or vials, allowing them to spray them at themselves or an adjacent ally. The target is considered the imbiber, as if they had drank an extract prepared with the infusion discovery. As the contents of an atomizer are inhaled, the target must be able to breathe. Atomized extracts are considered extracts for purposes of other abilities.

In addition, the alchemist can also create an inhaled version of an extract that is shared among multiple creatures instead of one that is imbibed. They must decide that an extract is an inhaled extract when they make it. When used, the extract grants its benefit to all creatures within a 10-foot spread of the extract. An inhaled extract expends one of the alchemist’s daily extracts as if it were an extract 1 level higher (an inhaled extract of cure light wounds would be treated as a 2nd-level extract when prepared, taking up one of the alchemist’s 2nd- level slots). This discovery can be applied only to extracts with a range of touch.

**Special**: If the alchemist has the mutagenic discipline, they can store their mutagen inside of atomizers, being able to spray them in the same way as they can with extracts.

## **Mummification**

*Prerequisite(s)*: Preserved organs, alchemist 10th.

*Benefit*: After learning this discovery, the alchemist must spend a day in preparation which involves doing nothing except drinking a mildly poisonous alchemical tea. At the end of this preparation, they fall unconscious for 24 hours, then awaken as a “living mummy.” The alchemist’s type does not change, but they become immune to cold, nonlethal damage, paralysis, and sleep and their fortification increases by 25% (to a maximum of 100%).

## **Natural Regeneration [Preparation]**

*Quintessence Cost:* 1

*Benefit:* As a free action once per round, the alchemist can heal 5 hit points as if they had the fast healing ability. They can heal 5 hit points per day in this manner for each alchemist level they possess. If the alchemist falls unconscious because of hit point damage and still has healing available from this ability, the ability activates automatically each round until they are conscious again or the ability is depleted for the day. While the alchemist has any hit points recoverable to them from this ability, they cannot die from hit point loss. At 8th level, whenever the alchemist heals from this ability, they are also treated as though under the effects of a *regenerate* spell, targeting any missing body parts or such that they have.

## **Parasitic Twin**

*Prerequisite(s)*: Vestigial appendages.

*Benefit*: The alchemist’s vestigial arms are part of a parasitic twin on their torso, consisting of a head, a torso, and two arms (from the vestigial arm discovery). Normally, the twin is mostly recessed within the alchemist’s body, with the visible arms acting like the vestigial appendages discovery, though the alchemist can manifest or hide the twin as a full round action. The twin is helpless, fully subservient to the alchemist, and cannot be targeted or harmed. A number of times per day equal to the alchemist’s Intelligence modifier, if the alchemist succumbs to a non-harmless mind affecting effect, they can reroll their saving throw; success means the twin absorbs the effect and the alchemist can ignore it. The alchemist can use this ability even if they have run out of uses, but each use of this ability cost 1 quintessence.

## **Preserved Organs**

*Benefits*: When a critical hit or sneak attack is scored on the alchemist, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally. In addition, they treat their Constitution as 10 points higher than normal for the purpose of determining when hit point damage kills them (so an alchemist with a Constitution of 10 and this discovery dies at –20 hit points instead of –10). Reducing him to 0 Constitution or its equivalent (from ability damage, ability drain, Constitution penalties, and so on) makes them unconscious and comatose, but they are only killed after taking an additional 5 points of Constitution damage, drain, or penalty (in effect, the alchemist must be brought to –5 Constitution in order to be killed by these attacks).

**Special**: This does stack with similar abilities that negate critical hits and sneak attacks (such as fortification armor). An alchemist can take this discovery up to three times; the effects stack, increasing this chance to 50% and then 75% as well as treating their Constitution as though it was 20 and 30 points higher and requiring them to be brought to -10 and -15 Constitution in order to be killed.

## **Preserved Revivification**

*Quintessence Cost:* 1

*Benefit:* As a full-round action, an alchemist can expend a 1st-level extract they have prepared to create a creature, as *summon monster I*, using their level as the spell’s caster level. The extract is expended as if the alchemist had consumed it. The alchemist can expend a higher-level extract when using this ability to create a creature using a *summon monster* spell of a level equal to the level of extract expended. For example, if the alchemist expends a 4th- level extract, they can create a creature as if using *summon monster IV*. At 6th level and every six levels afterwards, they can spend an additional point of quintessence to increase the level of the summoned monster by 1 (an 18th level alchemist could spend 4 points of quintessence and expend a 6th-level extract to create a creature as though using *summon monster IX*).

## **Regenerative Touch**

*Prerequisite(s):* Natural regeneration, Alchemist 6th.

*Benefit:* As a move or swift action, the alchemist may touch a creature and apply 1 round’s effect of their natural regeneration discovery to that creature; this counts toward their spontaneous healing limit for the day. At 10th level, this can be done as a free action once per round and is not limited to 1 round’s worth of their natural regeneration discovery’s limit, instead being able to heal up to 20 hit points per use (this removal of limitation also applies for how much the alchemist can heal from their natural regeneration discovery each round).

## **Speed Healing [Preparation]**

*Quintessence Cost*: 1

*Benefit*: All extracts the alchemist prepares which have the word ‘cure’ or ‘heal’ in their name (such as *cure light wounds*) can be imbibed as a move action rather than a standard action. In addition, a creature that imbibes a ‘cure’ extract created by the alchemist can treat any d8 rolled as a 5 when determining how much the extract heals them.

## **Tumor Familiar**

*Benefit*: The alchemist creates a Diminutive or Tiny tumor on their body, usually on their back or stomach. As a standard action, the alchemist can have t h e tumor detach itself from their body as a separate creature vaguely resembling a kind of animal suitable for a familiar (bat, cat, and so on) and move about as if it were an independent creature. The tumor can reattach itself to the alchemist as a standard action. The tumor has all the abilities of the animal it resembles (for example, a batlike tumor can fly) and familiar abilities based on the alchemist’s caster level, gaining DR 5/magic at 7th level in place of speak with animals of its kind and increasing that damage resistance by 5 at 13th level in place of scry on familiar (these are treated as speak with animals of its kind and scry on familiar for the purposes of taking a familiar archetype; if speak with animals of its kind is traded but scry on familiar is not, at 13th level the familiar gains DR 5/magic). The tumor acts as the alchemist’s familiar whether attached or separated (providing a skill bonus, the Alertness feat, and so on). When attached to the alchemist, the tumor has fast healing 5. An alchemist’s extracts and mutagens are considered spells for the purposes of familiar abilities like share spells and deliver touch spells. If a tumor familiar is lost or dies, it can be replaced 1 week later through a specialized procedure that costs 100 gp per alchemist level. The ritual takes 8 hours to complete. An alchemist can take the Improved Familiar feat with their tumor familiar, treating their alchemist level as their arcane spellcaster level.

## **Uplifted Companion**

*Prerequisite(s):* A familiar (including a tumor familiar), animal companion, or other bonded creature with an intelligence score, Alchemist 6th.

*Benefit:* The alchemist’s familiar, animal companion, or other bonded creature with an Intelligence score has its Intelligence increased by 8. This does not apply to familiars that do not use the normal familiar Intelligence score, such as many familiars selected with the Improved Familiar feat. This may grant it additional skill points as normal for increases to Intelligence and allow it to select different feats.

*Special:* An alchemist may select this discovery multiple times, each time choosing a different familiar, animal companion, or other bonded creature.

## **Vestigial Appendages**

*Benefit*: The alchemist can grow up to two arms on their torso. These arms are fully under their control and cannot be concealed except with magic or bulky clothing, although they can be retracted into the alchemist’s body as a full round action, requiring another full round action to summon them from their body. These arms do not give the alchemist any extra attacks or actions per round, though the arms can wield a weapon and make attacks as part of the alchemist’s attack routine (using two-weapon fighting). The arms can manipulate or hold items as well as the alchemist’s original arms (for example, allowing the alchemist to use one hand to wield a weapon, another hand to hold a potion, and a third hand to throw a bomb). The arms has their own “hand” and “ring” magic item slots (though the alchemist can still only wear two rings and two hand magic items at a time).

# **Bomb Discoveries**

Bomb discoveries can be taken by any character with the bomb class feature. Some discoveries will come with a quintessence cost listed in their description. This is the amount of quintessence required to apply that discovery to a bomb and is applied as soon as the bomb is created. Some discoveries come with the [Shape] or [Substance] tag; an alchemist can only apply one of each tag to a single bomb (so a bomb could possess expanded explosion and frost bomb, but not frost bomb and acid bomb).

## **Acid Bomb [Substance]**

*Benefit*: When the alchemist creates a bomb, they can choose to have it inflict acid damage. Creatures that take a direct hit from an acid bomb take an additional 1d6 points of acid damage 1 round later.

## **Aligned Bomb [Substance]**

*Prerequisite(s):* Alchemist 4th.

*Quintessence Cost:* 1

*Benefit:* When the alchemist creates a bomb, they can choose to have it deal aligned divine damage, choosing an alignment upon creation (this alignment cannot be one that opposes their own). Creatures with an alignment that directly opposes the bomb’s alignment (good/evil or law/chaos) that take a direct hit from an aligned bomb must succeed at a Fortitude save or be staggered on their next turn. Against creatures who are neutral to the bomb’s aligned axis, aligned bombs deal half damage, and such targets are not affected by their staggering effect. Aligned bombs have no effect on creatures that share the bomb’s alignment.

## **Amnesia Explosion**

*Benefit*: If a creature damaged by this bomb is rendered unconscious within 1 minute, that creature loses all memory from the last hour and cannot form new memories for 8 hours.

The lost and prevented memories might return later as dreams, and can be restored with a *restoration* spell.

## **Aquatic Engineer**

*Benefit*: The alchemist gains the ability to throw bombs underwater (normally, thrown weapons cannot be used underwater), including throwing from the air into the water; bombs which would normally deal fire damage can function underwater, creating steam instead of fire. If the bomb travels through water, the range increment is unaffected. In addition, when the alchemist creates a bomb, they can choose to either weight it or includes excess air as part of the action of creating the bomb, granting the bomb their choice of swiftly rising or swiftly sinking buoyancy which causes the bomb to travel 100 feet per round in the direction of their choice and allowing them to target creatures directly above or below them. If the attack misses, the bomb doesn’t deal splash damage, but instead continues to travel up or down until it loses potency at the end of the alchemist’s turn or collides against a solid object, detonating as normal. During any round in which the alchemist creates a bomb, they are treated as though they could breathe normally.

## **Blinding Bomb [Substance]**

*Prerequisite(s)*: Alchemist 8

*Quintessence Cost*: 2

*Benefit*: When the alchemist creates a bomb, they can choose for it to detonate very brightly. Creatures that take a direct hit from a blinding bomb are blinded for a number of rounds equal to the alchemist’s Intelligence modifier unless they succeed at a Fortitude save. Creatures in the splash area that fail their saves against the bomb are dazzled for 1 minute. This is a light effect.

## **Breath Weapon Bomb [Shape]**

*Benefit:* Instead of drawing the components of, creating, and throwing a bomb, the alchemist can draw the components, drink them, mix them within their body, and then expel them as a breath weapon as an attack action (if the alchemist has the ability to throw multiple bombs, they may use this discovery with each bomb they would be able to throw). This breath weapon is a 15-foot cone or 30-foot line and has the same DC as the bomb. Each creature within the cone takes damage as if it had suffered a direct hit from the alchemist’s bomb but succeeding at a Reflex save (DC = 10 + 1/2 the alchemist’s level + the alchemist’s Intelligent modifier) halves the damage. Drawing, drinking, and expelling breath weapon bombs does not provoke attacks of opportunity. At 10th level, this instead becomes a 30-foot cone or 60-foot line.

## **Concussive Bomb [Substance]**

*Prerequisite(s)*: Alchemist 6.

*Benefit*: When the alchemist creates a bomb, they can choose to have it inflict sonic damage. Creatures that take a direct hit from a concussive bomb are deafened for 1 minute unless they succeed at a Fortitude save.

## **Confusion Bomb [Substance]**

*Prerequisite(s)*: Alchemist 8.

*Quintessence Cost*: 2

*Benefit*: The alchemist’s bombs twist the target’s perception of friend and foe. A creature that takes a direct hit from a confusion bomb takes damage from the bomb is confused for 1 minute (the confusion effect takes place after damage is dealt) unless they make a successful Will save.

## **Darkness Bomb [Substance]**

*Quintessence Cost*: 1

*Benefit*: When the alchemist creates a bomb, they can choose to have it suppress light sources on the target. This extinguishes non-magical light sources carried by the target and dispels magical light sources for a number of rounds equal to the alchemist’s Intelligence modifier as *deeper darkness*.

## **Delayed Detonation**

*Benefit*: The alchemist can place a bomb so that it explodes a number of rounds after the alchemist ceases contact with the bomb. This delay can be any number of rounds as chosen by the alchemist, up to a number of rounds equal to their level. If at any point the alchemist reclaims possession of the delayed bomb, they can end the timer and prevent the bomb’s detonation. A delayed bomb detonates immediately if any other creature attempts to touch or move it, or if the bomb’s contents are removed from the vial (such as if the vial breaks). The bomb deals damage as if it scored a direct hit to any creature in the square with the bomb when it detonates, and splash damage (see Throw Splash Weapon) to all adjacent creatures as normal. An alchemist cannot have more than one delayed bomb at one time. If they create another delayed bomb, the previous bomb becomes inert. *Dispel magic* can neutralize a delayed bomb, as can a successful Disable Device check (DC equals 10 + the alchemist’s level + the alchemist’s Intelligence modifier).

## **Demolition Charge**

*Benefit:* When the alchemist creates a bomb, they can choose to have it deal damage to an object as if by a sunder combat maneuver, ignoring an amount of hardness equal to their alchemist level. If the item is worn or held by an opponent, the item is considered the direct target, and the wearer/holder takes splash damage from the blast. If the object is unattended, a demolition charge instead bypasses the object’s hardness on a direct hit; this bonus doesn’t affect the bomb’s splash damage. If the bomb reduces an inanimate target to half its hit points or fewer, it blows a hole 5 feet wide and 5 feet deep in the target.

## **Dispelling Bomb [Substance]**

*Prerequisite(s)*: Alchemist 6.

*Quintessence Cost*: 1

*Benefit*: When the alchemist creates a bomb, they can choose to have it *dispel magic* effects instead of deal damage. Creatures that take a direct hit from a dispelling bomb are subject to a targeted dispel magic spell, using the alchemist’s level as the caster level. This cannot be used to target a specific spell effect.

## **Esoteric Explosion [Shape]**

*Benefit*: The alchemist can cause their bombs to splash in a 15-foot cone instead of a 5-foot-radius burst or that splash in a 40-foot line rather than affecting a radius. If the alchemist chooses to have their bombs explode in a cone, they choose the direction of the cone. If the attack misses, roll an additional 1d8 to determine the direction of the blast from where the bomb lands. If the alchemist has the explosive bomb discovery, it instead becomes a 20-foot cone.

If the alchemist chooses to have their bombs explode in a line, the line starts at the alchemist and extends away from him in the direction they choose. The alchemist designates one creature in the squares affected by the line to be the target of the bomb and makes their attack roll against that creature; all other squares in the line take splash damage. If the alchemist has the explosive bomb discovery, the line of splash damage is 80 feet long instead of 40 feet.

## **Explosive Bomb [Shape]**

*Benefit*: The alchemist’s bombs now have a splash radius of 10 feet rather than 5 feet (see Throw Splash Weapon). At 8th level, they can instead increase the splash range to 20 feet. At 16th level, they can instead increase the splash radius to 30 feet.

**Special**: The alchemist gains 1 additional quintessence.

## **Explosive Weapon [Shape]**

*Benefit*: Whenever the alchemist makes an attack action, they can apply a bomb to their weapon or a piece of ammunition. On a successful attack, it deals additional damage equal to the bomb’s splash damage and is treated as a direct hit for the purpose of any substance infusion applied to it. If the attack is unsuccessful, the applied bomb becomes inert at the end of their round.

**Special**: The alchemist can only apply [substance] discoveries which trigger on a direct hit with this discovery.

## **Force Bomb [Substance]**

*Prerequisite(s)*: Alchemist 6

*Quintessence Cost*: 2

*Benefit*: When the alchemist creates a bomb, they can choose to have it inflict force damage. Creatures that take a direct hit from a force bomb are knocked prone unless they succeed on a Reflex save.

## **Frost Bomb [Substance]**

*Quintessence Cost*: 1

*Benefit*: When the alchemist creates a bomb, they can choose to have it inflict cold damage. Creatures that take a direct hit from a frost bomb are staggered for a number of rounds equal to the alchemist’s Intelligence modifier unless they succeed on a Fortitude save.

## **Gravity Detonation**

*Prerequisite(s):* Void Bomb

*Benefit:* Whenever the alchemist creates a void bomb, they can choose to instead create a gravity bomb. The target takes damage as if hit by a void bomb. All other creatures within 5 feet of the target are subject to a bull rush. The alchemist uses their alchemist class level in place of their Combat Maneuver Bonus and adds their Intelligence modifier in place of their Strength or Dexterity modifier to resolve the bull rush attempts. Creatures moved by a gravity bomb are pushed directly away from the target’s square.

## **Grease Bomb [Substance]**

*Quintessence Cost*: 1

*Benefit*: When the alchemist creates a bomb, they can choose to have it create a grease slick upon detonation. When a grease bomb detonates, it coats an area equal to the bomb’s splash radius in grease (as the grease spell) for 1 round per level. The DC of the Reflex save to avoid falling after a failed Acrobatics check is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier. A grease bomb can’t affect items or armor.

## **Healing Bomb [Substance]**

*Quintessence Cost*: 1

*Benefit*: When the alchemist creates a bomb, they can choose to have it heal damage instead of dealing it. Creatures affected by this bomb heal an amount equal to how much damage they would have taken.

## **Implant Bomb**

*Prerequisite(s):* Delayed detonation discovery.

*Benefit:* The alchemist can implant a bomb in a willing or helpless creature (a mindless creature under their control, such as a zombie, counts as willing for this purpose); this takes 1 hour. When the implanted creature dies or is destroyed, the bomb detonates in the creature’s square as if it were a delayed bomb set by the alchemist (though they can set the bomb’s damage to less than your normal bomb damage). The alchemist can use any [substance] discoveries on this implanted bomb but not [shape] discoveries. The bomb automatically detonates 24 hours after it is implanted it in the creature.

The alchemist can spend 3 points of quintessence when using this discovery, if they do, the bomb does not automatically detonate after 24 hours, and only detonates if the creature dies or is destroyed. The alchemist can only have a number of creatures implanted with bombs equal to their Intelligence modifier at once.

Implanting a bomb is as invasive as using the Heal skill to treat deadly wounds and leaves surgical scars unless the creature is healed by magic or abilities such as regeneration or fast healing. Some creatures (such as oozes, elementals, and creatures with the incorporeal quality) cannot have bombs implanted in them. Removing an implanted bomb requires a Heal check to treat deadly wounds, followed by a *dispel magic* spell or Disable Device check to neutralize the bomb (DC = 11 + alchemist‘s caster level).

## **Incendiary Blast**

*Prerequisite(s)*: Alchemist 10, smoke bomb

*Quintessence Cost*: 1

*Benefit*: Whenever the alchemist creates a smoke bomb, they can choose to instead create an incendiary bomb. The effects of the smoke created by an alchemist’s bomb duplicate the effects of *incendiary cloud* instead of *fog cloud*, filling an area equal to twice the bomb’s splash radius for 1 round per level (see Throw Splash Weapon).

## **Madness Bomb [Substance]**

*Quintessence Cost*: 1

*Benefit*: The alchemist’s bombs do more than sear flesh— they sear the mind. A creature that takes a direct hit from a madness bomb takes damage from the bomb plus 1d4 points of Wisdom damage.

## **Mine Detonation**

*Prerequisite(s):* Delayed Detonation.

*Benefit:* The alchemist can spend 1 minute to create a trap with their bomb against a solid surface, obscuring it from view. A creature who is unaware of this trap must make a successful Perception check (DC 10 + the alchemist’s class level + their Intelligence modifier) to spot it. When a creature enters a square containing this trap, it explodes, dealing normal bomb damage to all creatures in its square (DC = 10 + 1/2 the alchemist’s class level + their Intelligence modifier; Reflex half ) and splash damage to every creature adjacent to that square. This trap can be disarmed with a successful Disable Device check (with a DC equal to the trap’s save DC); otherwise, it lasts until the next time the alchemist refreshes their daily bombs. When the alchemist uses this discovery, they can designate a number of allies up to their Intelligence modifier, allowing the designated allies to pass safely through the trap’s square without causing it to detonate. If another creature triggers the trip mine while an ally is nearby, the ally still takes damage as normal.

## **Perpetual Pit**

*Prerequisite(s):* Pit bomb, alchemist 10th.

*Benefit:* Whenever the alchemist applies the pit bomb discovery to a bomb, they can spend 1 additional point of quintessence to instead create an *acid pit* spell. At 14th level, it can instead create a *hungry pit* spell.

## **Pit Bomb [Substance]**

*Prerequisite(s):* Alchemist 4th.

*Quintessence Cost:* 1

*Benefit:* When the alchemist creates a bomb, they can choose to have it deal no damage and making no noise, instead no longer able to target a creature. A pit bomb must instead target a square, making it the target of a *create pit* spell, using the alchemist’s class level as their caster level for the purpose of its effects. At 8th level, it can instead creates a *spiked pit* spell.

## **Precise Explosion**

*Benefit*: Whenever the alchemist throws a bomb, they can select a number of squares equal to their Intelligence modifier that are not affected by the splash damage from their bombs.

**Special**: The alchemist gains 1 additional quintessence.

**Special**: This discovery is treated as the Point-Blank Shot feat for the purpose of meeting the prerequisites of feats.

## **Puddle Detonation [Shape]**

*Benefit:* When the alchemist creates a bomb, they can choose to have it be unable target a creature, instead targeting a single square and only dealing splash damage. The bomb creates a puddle in its splash radius for a number of rounds equal to the alchemist’s intelligence bonus (minimum 1). Each creature which starts its turn within this area takes damage equal to the bomb’s splash damage. A creature caught in the puddle when it is first created can attempt a Reflex save for half damage. If the alchemist is adjacent to this puddle, they can remove its effects from 1 square as a free action.

## **Reanimating Explosion**

*Prerequisite(s):* Alchemist 8th, alchemical zombie discovery.

*Quintessence Cost:* 1

*Benefit:* Until the beginning of the alchemist’s next round, if a creature is killed by a bomb’s damage or effect, its corpse is immediately reanimated as an undead creature with the skeleton template. Skeletons that are created in this manner count as undead created by *animate dead* for the purposes of determining how many undead the alchemist can control.

## **Rotten Bomb [Substance]**

*Benefit*: When the alchemist creates a bomb, they can infuse it with rotting materials. Creatures that take a direct hit from a rotten bomb are sickened for a number of rounds equal to the alchemist’s Intelligence modifier unless they succeed at Fortitude saves.

## **Sharding Bomb [Substance]**

*Benefit*: The alchemist’s bomb deals piercing damage instead of fire damage, and creatures that take a direct hit from a sharding bomb must succeed at a Reflex save or take bleed damage equal to the bomb’s minimum damage in addition to normal damage. In addition, they can choose to have it cover the ground in volatile jagged crystals in addition to its normal effects. These crystals act like caltrops, evaporating into a harmless gas in 1 minute.

## **Silent Bomb [Substance]**

*Quintessence Cost*: 1

*Benefit*: When the alchemist creates a bomb, they can choose for it to silence all creatures it damages as though under the effects of a *silence* spell for a number of minutes equal to their Intelligence modifier unless the damaged creatures make a successful Will saving throw. All spaces that would take splash damage from this bomb are automatically silenced.

**Special**: The alchemist can choose to have any bomb they create explode without making noise or dealing damage.

## **Shock Bomb [Substance]**

*Benefit*: When the alchemist creates a bomb, they can choose to have it inflict electricity damage. Creatures that take a direct hit from a shock bomb are dazzled for a number of rounds equal to the alchemist’s level and must make a successful Reflex save or be fatigued for 1 round.

## **Smoke Bomb [Substance]**

*Benefit*: When the alchemist creates a bomb, they can choose to have it create a cloud of thick smoke when it detonates. The cloud functions as *fog cloud*, filling an area equal to twice the bomb’s splash radius for 1 round per level.

**Special**: The alchemist can choose to have any bomb they create explode without making noise or dealing damage.

## **Stink Blast**

*Prerequisite(s)*: Alchemist 6, smoke bomb

*Quintessence Cost*: 1

*Benefit*: Whenever the alchemist creates a smoke bomb, they can choose to instead create a stink bomb. The effects of the smoke created by an alchemist’s bomb can duplicate the effects of *stinking cloud* instead of *fog cloud*, filling an area equal to twice the bomb’s splash radius.

## **Tangling Bomb [Substance]**

*Quintessence Cost*: 1

*Benefit*: A creature that takes a direct hit from a tangling bomb must save against the bomb’s DC or be entangled and glued to the floor as if it had failed its save against a tanglefoot bag (a tangling bomb affects creatures regardless of their size). Creatures in the splash area that fail their saves are entangled but not glued to the floor; those who make this save are not entangled at all.

## **Vacuum Bomb [Substance]**

*Benefit*: When the alchemist creates a bomb, they can choose to have it be unable target a creature, instead targeting a single square and only dealing splash damage. All creatures within 15 feet of that square except for allies must make a successful Reflex saving throw or be pulled 10 feet towards the square. If two or more creatures would enter the same square because of this discovery, they take damage equal to two times the alchemist’s Intelligence modifier and must make a successful Reflex saving throw or fall prone in the space they currently occupy.

**Special**: If the explosion would target more than one square (such as due to applying a [shape] discovery to it), the alchemist selects any square in the bomb’s blast radius as the targeted square.

**Special**: The alchemist can choose to have any bomb they create explode without making noise or dealing damage.

## **Void Bomb [Substance]**

*Prerequisite(s):* Alchemist 6th.

*Quintessence Cost:* 1

*Benefit:* When the alchemist creates a bomb, they can choose to have it create a powerful gravitic force. Void bombs deals bludgeoning damage, and a creature hit by the bomb must succeed at a Reflex save against the bomb’s DC. If it fails, it is knocked prone and all of its movement speeds are reduced to 5 feet for 1 round. If it succeeds, all of its movement speeds are reduced to 5 feet for 1 round. Other creatures within 5 feet of the bomb’s target take no damage but must succeed at a Reflex save against the bomb’s DC or have all their movement speeds reduced to 5 feet for 1 round.

## **Wildcard Demolitionist**

*Prerequisite(s):* 3 or more [shape] or [substance] discoveries.

*Benefit:* The alchemist gains a [shape] or [substance] discovery of their choice; once per day, they can choose to change that discovery to a different [shape] or [substance] discovery for which they qualify.

# **Mutagenic Discoveries**

Mutagenic discoveries can be taken by any character with the mutagenic discipline. Some discoveries will come with a quintessence cost listed in their description. This is the amount of quintessence required to apply that discovery to a mutagen (in addition to the cost needed to create a mutagen). Some discoveries will come with the [Evolution] tag; a mutagen can only apply a single discovery with an [Evolution] discovery applied to it. In addition, an [Evolution] discovery cannot grant an alchemist more than 5 natural attacks; if it would do so, the alchemist has to choose which natural attacks to gain and lose (Eg; an alchemist with four claw attacks and the winged evolution could spend 1 quintessence to gain a single wing buffet attack, but not both).

## **Aquatic Adaptation**

*Benefit*: Whenever the alchemist imbibes a mutagen, they gain a swim speed of 30 feet and can breathe underwater indefinitely. In addition, the alchemist can notice other creatures by scent in a 180-foot radius underwater and can detect blood in the water at ranges of up to a mile.

## **Beast Strike**

*Benefit*: Whenever the alchemist makes a melee attack with an attack action and successfully hits a creature, they can spend 1 quintessence as a free action. If they do, the damage from that attack is maximized.

**Special**: The alchemist gains 1 additional quintessence.

## **Bestial Mutagen [Evolution]**

*Benefit*: Whenever the alchemist imbibes a mutagen with this discovery applied, they gain either a gore or bite attack (chosen when they apply this discovery to the mutagen). This is a primary natural attack that deals 1d8 damage (piercing for gore attacks and piercing, bludgeoning, and slashing for bite attacks).

**Special**: If an alchemist possesses this discovery, whenever they imbibe any mutagen, they gain the scent special quality, allowing them to detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents can be detected at twice the normal range. Scent does not allow the alchemist to precisely locate the creature, only to detect its presence. It can detect the direction with a move action. The alchemist can pinpoint the creature’s location if it is within 5 feet and can use scent to track creatures.

## **Boost Concoction**

*Prerequisite(s)*: Alchemist 6th.

*Benefit*: Whenever the alchemist imbibes a mutagen, once per round they can move 10 feet as a free action (this movement provokes attacks of opportunity as normal). At 10th level and every four levels thereafter, they can move an additional 5 feet with this ability.

## **Combined Mutagen**

*Prerequisite(s)*: Alchemist 8th.

*Quintessence Cost*: 1

*Benefit*: Whenever the alchemist creates this mutagen, they can apply a 1st-level extract to it, imbibing both at the same time. At 12th level, they can instead apply a 2nd-level extract to it. At 16th level, they can apply a 3rd-level extract to it. At 20th level, they can apply a 4th-level extract to it.

**Special**: This cannot be used with the speed mutagen discovery.

## **Boost Concoction**

*Prerequisite(s):* Alchemist 6th.

*Benefit:* Whenever the alchemist imbibes a mutagen, once per round they can move 10 feet as a free action (this movement provokes attacks of opportunity as normal). At 10th level and every four levels thereafter, they can move an additional 5 feet with this ability.

## **Dampening Mutagen [Evolution]**

*Prerequisite(s):* Alchemist 6th.

*Quintessence Cost:* 1

*Benefit:* Whenever the alchemist imbibes a mutagen with this discovery applied, they gain a circumstance bonus to Stealth checks equal to their class level, masking both their visual and auditory presence. In addition, blindsense, blindsight, and tremorsense do not automatically detect them, requiring a Perception check to discern their location. The alchemist can spend an additional 2 quintessence to become invisible for the duration of their mutagen, although attacking a creature or any effect which would end the effect of the *invisibility* spell ends their invisibility, but not the duration of their mutagen.

*Special:* If an alchemist possesses this discovery, whenever they imbibe any mutagen, they gain a circumstance bonus to Stealth checks equal to 1/2 their class level. In addition, blindsense and tremorsense do not automatically detect them, requiring a Perception check to discern their location.

## **Dual Evolution**

*Prerequisite(s)*: Alchemist 6th, 2 or more [evolution] discoveries.

*Quintessence Cost*: 1

*Benefit*: The alchemist can apply two different [Evolution] discoveries to the same mutagen. The alchemist must pay any quintessence cost for the discoveries as well as the cost of this discovery when doing so.

## **Elastic Mutagen [Evolution]**

*Quintessence Cost*: 2

*Benefit*: Whenever the alchemist imbibes a mutagen with this discovery applied, their natural reach is increased by 5 feet. At 10th level, they can spend an additional 4 quintessence when applying this discovery to a mutagen to instead increase their natural reach by 10 feet.

**Special**: If an alchemist possesses this discovery, whenever they imbibe any mutagen, they can spend a swift action to increase their natural reach by 5 feet until the end of their turn.

## **Elemental Mutagen**

*Benefit*: The alchemist chooses an element (air, earth, fire, or water) whenever they create a mutagen. Whenever the alchemist imbibes a mutagen with this discovery applied, they gain resistance 5 to the associated energy type and a +2 competence bonus on an associated skill check. For every four class levels the alchemist possesses, this resistance is increased by 5 and the competence bonus is increased by 3; the alchemist also gains the skill unlock for the associated skill. The elements and their associated energies and skills are air (electricity, Fly), earth (acid, Climb), fire (fire, Acrobatics), and water (cold, Swim).

## **Evolutionary Adaptation**

*Benefit:* The alchemist is always treated as though they have imbibed a mutagen for the special effect of [Evolution] discoveries.

*Special:* The alchemist gains 1 additional quintessence.

## **Feral Mutagen [Evolution]**

*Quintessence Cost*: 1

*Benefit*: Whenever the alchemist imbibes a mutagen with this discovery applied, they gain two claw attacks on a pair of hands of their choice. These are primary attacks and are made using the alchemist’s full base attack bonus. The claw attacks deal 1d6 points of damage (1d4 if the alchemist is Small). While the mutagen is in effect, the alchemist gains a +2 competence bonus on Intimidate skill checks. In addition, the alchemist gains a burrow speed of 20 feet. For every 3 class levels the alchemist possesses, their competence bonus on Intimidate checks increases by +2 and their burrow speed increases by 5 feet.

**Special**: If an alchemist possesses this discovery, whenever they imbibe any mutagen, they gain a burrow speed of 10 feet.

## **Illuminated Eyes**

*Benefit:* Whenever the alchemist imbibes a mutagen, they gain the see in darkness ability as well as being treated as though under the effects of a *see invisibility* spell. At 10th level, the alchemist can spend 2 points of quintessence while under the effects of their mutagen to gain the effects of a *true seeing* spell for a number of minutes equal to their alchemist level.

## **Leg Mutagen [Evolution]**

Quintessence Cost: 1

Benefit: Whenever the alchemist imbibes a mutagen with this discovery applied, they gain a pair of talon attacks on their legs. These are secondary attacks and are made using the alchemist’s full base attack bonus. The talon attacks deal 1d4 points of damage (1d3 if the alchemist is Small). In addition, the alchemist gains a climb speed of 30 feet which does not require their hands to use and their base land speed is increased by 10 feet. For every 4 class levels the alchemist possesses, their base land speed and climb speed increase by 10 feet.

**Special**: If an alchemist possesses this discovery, whenever they imbibe any mutagen, they gain a climb speed of 15 feet.

## **Multi-Arm Mutagen [Evolution]**

*Quintessence Cost*: 1

*Benefit*: Whenever the alchemist imbibes a mutagen with this discovery applied, they gain an additional pair of arms, complete with hands. The alchemist does not gain any additional natural attacks for an additional pair of arms, but they can be used to wield weapons. These limbs have their own “hand” or “ring” magic item slots (though the alchemist can still only wear two rings or two hand magic items at a time).

**Special**: If an alchemist possesses this discovery, whenever they imbibe any mutagen, they can choose to grow a vestigial arm (this special ability does not allow the alchemist to grow a third arm if used with vestigial appendage).

The arm is fully under their control and cannot be concealed except with magic or bulky clothing. The arm does not give the alchemist any extra attacks or actions per round, though the arm can wield a weapon and make attacks as part of the alchemist’s attack routine (using two-weapon fighting). The arm can manipulate or hold items as well as the alchemist’s original arms (for example, allowing the alchemist to use one hand to wield a weapon, another hand to hold a potion, and the third hand to throw a bomb).

## **Mutable Visage [Evolution]**

*Quintessence Cost:* 1

*Benefit:* Whenever the alchemist imbibes a mutagen with this discovery applied, they are treated as though under the effects of an *alter self* spell, although their abilities scores are not altered by this ability. The alchemist can spend 1 additional quintessence when applying this discovery to a mutagen to allow themselves to alter their appearance at will as a standard action.

## **Ooze Mutagen [Evolution]**

*Quintessence Cost*: 2

*Benefit*: Whenever the alchemist imbibes a mutagen with this discovery applied, their physical form becomes soft and rubbery, like an ooze. The alchemist is treated as two sizes smaller for the purpose of squeezing through tight spaces and can convert an amount of damage equal to their Intelligence modifier taken from any source into non-lethal damage (if the alchemist is immune to non-lethal damage, this ability does not function) and gains blindsense 30 feet. In addition, they can choose to secrete acid as a free action (being able to end this effect as a free action), causing their natural weapons to deal an amount of acid damage equal to their Intelligence modifier; this acid does not damage anything they wear.

**Special**: If an alchemist possesses this discovery, whenever they imbibe any mutagen, they can choose to take on a vaguely oozelike appearance, gaining blindsense 30 feet.

## **Quintessential infusion**

*Prerequisite(s):* Quintessence surge class feature.

*Benefit:* Whenever the alchemist imbibes a mutagen, they are treated as though they had spent 1 quintessence to active their quintessence surge class feature.

*Special:* The alchemist gains 1 additional quintessence.

## **Pheromone Mutagen**

*Quintessence Cost:* 1

*Benefit:* Whenever the alchemist imbibes a mutagen with this discovery applied, they gain a +5 circumstance on all Bluff, Diplomacy, and Sense Motive checks on living creatures within 60 feet. As long as the alchemist is within 30 feet of a creature, they can target that creature with their pheromones, treating them as the target of a *charm person* spell; the DC of this discovery is 10 + 1/2 the alchemist’s class level + their Intelligence modifier. A creature can only be targeted by this discovery once per day but is unaware they were targeted even if they successfully save against this discovery. At 10th level, the alchemist can spend 1 point of quintessence while targeting a creature, instead treating them as the target of a *charm monster* spell, although it retains the same duration as *charm person*.

## **Second Soul Unleashed**

*Prerequisite(s):* Parasitic twin discovery, alchemist 10th.

*Benefit:* Whenever the alchemist imbibes a mutagen, they can choose to allow their parasitic twin to take control of their body and reduces the action needed to imbibe their mutagen by 1 step (from standard to move or from move to swift). Doing so reduces the quintessence cost of any discovery they apply to their mutagen by 1 (to a minimum of 0) except for dual evolution, as the parasitic twin uses its own secret reserves of quintessence to power the transformation. While under the effects of their mutagen, while in combat, the alchemist must roll 1d100; on a roll of 20 or higher, they are in full control of their actions and may act normally. On a roll of 19 or lower, the parasitic twin decides their actions (as decided by the GM); the parasitic twin is partial to violence and melee attacks and will never use consumables or items with limited charges during actions in which it is dominant. Outside of combat, the parasitic twin will be generally agreeable and curious, although it can be quick to anger. While dominant, the parasitic twin is treated as a unique creature rather than being treated as the alchemist for the purpose of effects which would target a specific creature.

After 10 minutes, the alchemist can spend 1 quintessence as a full-round action to suppress the parasitic twin, forcing its consciousness to become dormant again. All mind affecting effects currently active at that time are instantly ended, and the alchemist can force their parasitic twin to become dormant even if the parasitic twin is not in control of its actions, such as due to being dominated or confused.

**Parasitic Twin Outside Of Combat**
While a parasitic twin and its host may be the best of friends, this should not remove the d100 roll each round of combat. Treat this as the parasitic twin asserting its own autonomy in a body it so rarely is allowed to control.

While the GM should step in if they feel the player is abusing this discovery, this should be a last resort. Allow the player as much freedom as possible to customize this parasitic twin, and consider the following sources of inspiration for the origin of the parasitic twin:
* A sibling who was lost in the womb
* The spirit of a companion who was lost in combat
* A departed loved one
* A version of the character from another dimension
* A party member who died
* A repressed concept of who the character wants to be

These are only suggestions, there are many different ways to customize a parasitic twin, so feel free to explore this concept to enrich your roleplaying experience. Consider even giving a way for the parasitic twin to free itself from its host’s body!

## **Speed Mutagen**

*Prerequisite(s)*: Alchemist 6th.

*Quintessence Cost*: 1

*Benefit*: The alchemist can imbibe their mutagen as a move action.

## **Spined Evolution**

*Prerequisite(s):* Spined mutagen, Alchemist 6th.

*Quintessence Cost:* 2

*Benefit:* Whenever an alchemist with the spined mutagen discovery imbibes a mutagen with that discovery applied, their spines grow more dangerous. The alchemist now gains the Improved Unarmed Strike feat, although their unarmed strikes deal both piercing and bludgeoning damage, and once per round as a free action when the alchemist successfully attacks a feature with their unarmed strike, they can choose to break the spines off in a creature. A creature who has spines broken off into it takes damage equal to the alchemist’s Intelligence modifier at the beginning of each of their rounds, requiring a move action to remove a spine.

## **Spined Mutagen [Evolution]**

*Quintessence Cost*: 1

*Benefit*: Whenever the alchemist imbibes a mutagen with this discovery applied, they grow a layer of razor sharp spines all over their body. Whenever the alchemist is attacked with a non-reach melee attack while covered in spines, the attacking creature take damage equal to the alchemist’s Intelligence modifier + 1/2 their alchemist level. In addition, the alchemist can fire spines at those around them as though they were a ranged projectile weapon with a max range increment of 60 feet. These spines deal 1d6 + the alchemist’s Intelligence modifier, and for every 5 class levels the alchemist possesses, their damage increases by 1d6. Spines fired off by this ability instantly regrow.

**Special**: If an alchemist possesses this discovery, whenever they imbibe any mutagen, they can choose to grow a lesser set of spines. Whenever the alchemist is attacked with a natural attack while covered in lesser spines, the attacking creature takes damage equal to the alchemist’s Intelligence modifier.

## **Split Evolution**

*Prerequisite(s)*: Ooze mutagen, alchemist 8th.

*Benefit*: Whenever the alchemist takes slashing or piercing damage while under the effect of the ooze mutagen discovery, they can choose to split themselves into two different halves; these two halves are perfect copies of the alchemist, splitting the alchemist’s remaining hit points between the two. The copies use the same statistics, share the same resources, and have identical equipment (except artifacts, which only one copy has). Similarly, if one of the copies expends a charge or daily use from a magic item that a copy has, the charge or daily use is expended from both copies. If one copy drops or gives away an item, the duplicate item disappears from the other copy as well. The two copies act independently, although they can only use a full round action worth of actions between them (one move action, one standard action, one swift action or any combination of the listed actions).

At the end of the alchemist’s next turn, they select one of the copies, which is treated as the alchemist’s true body; the other copy dissolves into a puddle of sludge and dissipates. If one of the copies is destroyed before this happens, the remaining copy immediately becomes the alchemist, and the alchemist gains 1 permanent negative level. If both copies are destroyed simultaneously (such as from a *fireball*), both copies collapse into formless goo and the alchemist can only be restored to life via *resurrection* or similarly powerful magic.

## **Tentacled Mutagen [Evolution]**

*Quintessence Cost*: 2

*Benefit*: Whenever the alchemist imbibes a mutagen with this discovery applied, they grow a pair of tentacles from their body. These tentacles are primary natural attacks which deal 1d4 bludgeoning damage (1d3 for small alchemist) but are unable to hold or manipulate objects.

**Special**: If an alchemist possesses this discovery, whenever they imbibe any mutagen, they can choose to grow a single small tentacle (an alchemist cannot grow more than 2 tentacles due to this discovery) from their body. This tentacle is a secondary natural attack which deals 1d3 bludgeoning damage (1d2 for small alchemists).

## **Wildcard Mutant**

*Prerequisite(s):* 3 or more [evolution] discoveries.

*Benefit:* The alchemist gains an [evolution discovery] of their choice; once per day, they can choose to change that discovery to a different [evolution] discovery for which they qualify.

## **Winged Mutagen [Evolution]**

*Prerequisite(s)*: Alchemist 6th.

*Quintessence Cost*: 2

*Benefit*: Whenever the alchemist imbibes a mutagen with this discovery applied, they grow a set of wings which grants them a 60 foot flight speed with good maneuverability. The alchemist can spend an additional 1 quintessence when applying this discovery to a mutagen to grant them two wing buffet attacks. These attacks are secondary attacks and deal 1d4 points of damage (1d6 if Large, 1d8 if Huge).

**Special**: If an alchemist possesses this discovery, whenever they imbibe any mutagen, they can choose to grow a pair of vestigial wings, granting them the ability to *glide* as per the spell.

# **Tinker Discoveries**

Tinker discoveries can be taken by any character with the tinker discipline.

## **Alchemical Duplicate**

*Prerequisite(s):* Alchemist 6th.

*Benefit:* The alchemist gains the ability to create a duplicate body for themselves out of iron and metal; creating a duplicate costs 500 gp in alchemical materials and requires 1 day to create. The duplicate is a perfect recreation of the alchemist’s original body. As a full-round action, the alchemist can shift their consciousness from their current body to any one of their available duplicates, which must be on the same plane as the alchemist. While in the duplicate, the alchemist retains all abilities not related to their body (such as natural attacks). If killed in a duplicate, the alchemist transfers to their own body automatically; if killed in their own body, they are dead. Unused duplicates (including their abandoned original body) appear to be lifeless corpses.

## **Customize Self (Fantastical)**

*Prerequisite(s)*: Automaton with fantastical customizations, customize self (major).

*Benefit*: Choose a fantastical customization. The alchemist gains its benefit, but not any increase to armor bonus or ability scores it would grant an automaton.

**Special**: If the customization you choose refers to or modifies the automaton’s slam attack and you do not have one, you may instead treat your unarmed strike as if it were a slam for the purposes of that customization. This does not give you the ability to make unarmed strikes as if armed. You may select this discovery more than once, choosing a different fantastical customization each time.

## **Customize Self (Major)**

*Prerequisite(s)*: Automaton with major customizations, customize self (minor).

*Benefit*: Choose a major customization. The alchemist gains its benefit, but not any increase to armor bonus or ability scores it would grant an automaton.

**Special**: If the customization you choose refers to or modifies the automaton’s slam attack and you do not have one, you may instead treat your unarmed strike as if it were a slam for the purposes of that customization. This does not give you the ability to make unarmed strikes as if armed. You may select this discovery more than once, choosing a different minor customization each time.

## **Customize Self (Minor)**

*Benefit*: Choose a minor customization. The alchemist gains its benefit, but not any increase to armor bonus or ability scores it would grant an automaton.

**Special**: If the customization you choose refers to or modifies the automaton’s slam attack and you do not have one, you may instead treat your unarmed strike as if it were a slam for the purposes of that customization. This does not give you the ability to make unarmed strikes as if armed. You may select this discovery more than once, choosing a different minor customization each time.

## **Exude Toxin**

*Prerequisite*: Alchemist 8, toxicologist discipline, automaton with exude substance customization.

*Benefit*: The alchemist may infuse a toxin into their automaton in place of an alchemical substance. Doing so consumes a toxin, but the toxin counts against the total number of toxins the alchemist may possess at one time until the automaton uses it. The automaton may then apply the toxin to its slam attack as a move action.

## **Grow Homunculus**

*Prerequisite(s)*: Alchemist 8

*Benefit*: The alchemist gains a homunculus familiar, as the arcane bond wizard class feature, and can add new abilities for half the normal price and without making a Heal check. This does not allow you to have two familiars (including a tumor familiar) or a familiar and a bonded item.

## **Mechanical Alchemy**

*Prerequisite(s):* Alchemist 8th.

*Quintessence Cost:* 1

*Benefit:* As a full-round action, the alchemist can create a non-magical object in a space adjacent to them as *minor creation*, using their alchemist level as the spell’s caster level. At 12th level, they can instead create objects as *major creation*.

## **Mechanical Mind**

*Benefit*: The alchemist gains a +2 competence bonus to saving throws against mind-affecting effects. This increases by +2 at 5th level and every 4 levels thereafter. If they fail a saving throw against a mind-affecting effect, they may reroll their saving throw as an immediate action, but are confused until the end of their next turn.

## **Extra Customization**

*Benefit*: Choose a customization of a level (minor, major, fantastical) it has access to. The alchemist’s automaton gains that customization.

## **Extract Chamber**

*Benefit*: When the alchemist prepares an extract they may choose to infuse it into their automaton. (The automaton must be present while the alchemist prepares the extract.) The alchemist cannot use this extract or give it to another creature to use, but as long as their automaton is within 100 feet they may cause their automaton to be affected by it as a standard action. Extracts infused into an automaton expire after one day as normal.

## **Minor Automaton**

*Quintessence Cost*: 1

*Benefit*: The alchemist can create a minor automaton with 10 minutes of work. This functions as unseen servant, with the following modifications. It is not invisible and is treated as a tiny object. Like an automaton, it may have almost any appearance its creator wishes. It may be attacked and has 4 HP. It has any movement modes the alchemist’s automaton does, but its speed is never more than 15 feet It falls apart and ceases to function if it goes more than 100 feet away from the alchemist. The alchemist may have a single minor automaton at a time, plus an additional minor automaton at 6th, 12th, and 18th level. If the alchemist creates any minor automata beyond this limit, the oldest automaton falls apart and ceases to function.

## **Mortar**

*Prerequisite(s)*: Alchemist 8th, at least one substance discovery, automaton with retort customization or minor customize self (retort)

*Quintessence Cost*: Special; see below

*Benefit*: When the alchemist’s automaton uses its retort ability, they can spend 1 point of quintessence as a free action, even if it isn’t their turn, to infuse its projectile with alchemical substances similar to their bombs. It may apply the effect of one substance discovery to the attack. The retort still does the same amount of damage as normal, but the damage type may change and it may have additional effects. If the substance discovery has a quintessence cost, the alchemist must pay that in addition to the cost of this ability. If the alchemist has the minor customize self (retort) discovery, they can apply this to their own retorts with the same effect.

**Special**: If you or your automaton have the barrage discovery, you may apply this to the first attack you make when you use it, just as if using it with retort.

# **Toxicologist Discoveries**

Toxicologist discoveries can be taken by any character with the toxicologist discipline. Some discoveries will come with a quintessence cost listed in their description. This is the amount of quintessence required to apply that discovery to a toxin (in addition to the cost needed to create a poison). Some discoveries will come with the [Additive] tag; a toxin can only apply a single discovery with an [Additive] discovery applied to it.

## **Billowing Toxin**

Benefit: Whenever the alchemist throws an inhaled toxin, rather than affecting a 5-foot square, it instead affects a 10-foot square.

## **Caracurines Toxin [Additive]**

*Quintessence Cost*: 1

*Benefit*: When an alchemist applies this discovery to a toxin, a creature who fails their saving throw has either 1 arm, 1 leg, or 1 wing paralyzed instead of becoming sickened.

A creature with a paralyzed arm cannot use that arm to wield a weapon, hold a shield, hold any items, manipulate items, or use natural attacks associated with that limb (such as claws or slam attacks)

A creature with a paralyzed leg has their base land speed reduced to 5 feet (unless it would normally be lower), cannot run, takes a -5 penalty to all athletics checks, and cannot use natural attacks associated with that limb (such as claw or talon attacks)

A creature with a paralyzed wing cannot use that wing to fly or make natural attacks associated with that limb (such as wing buffets)

## **Ciguatoxin [Additive]**

Quintessence Cost: 1

Benefit: When an alchemist applies this discovery to a toxin, they choose either Strength, Constitution, or Dexterity. A creature who fails their saving throw takes a penalty to this ability score equal to the alchemist’s Intelligence modifier instead of becoming sickened. At 8th level, at the beginning of that creature’s next turn, the creature must make a Fortitude saving throw. If this saving throw is unsuccessful, the creature loses that penalty and takes ability damage to that score equal to the penalty they suffered from this effect. At 14th level, if the creature fails the saving throw at the beginning of their turn, they instead take ability drain to that ability score.

## **Delayed Toxin**

*Quintessence Cost*: 1

*Benefit*: The alchemist can choose to have their toxin not take immediate effect and are always aware if a creature has made a successful saving throw against their toxin. When a creature has failed a saving throw against the alchemist’s toxin, they can choose for it to lay dormant in their system for a number of hours equal to their Intelligence modifier. At 10th level, the alchemist can instead choose for it to lay dormant for a number of days equal to their Intelligence modifier and can select a specific triggering action which will activate it (such as speaking to a specific individual, bringing up a specific topic, or casting a specific spell).

## **Euphorbia Toxin [Additive]**

*Quintessence Cost*: 2

*Benefit*: When an alchemist applies this discovery to a toxin, a creature who fails their saving throw is *fatigued* instead of becoming *sickened*. If the creature is fatigued at the beginning of their next turn, they must make a Fortitude saving throw. If they fail this saving throw, they are instead *staggered* for 1 minute. At 10th level, if the creature fails this saving throw, they instead lose consciousness and fall asleep for a number of hours equal to the alchemist’s Intelligence modifier. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action).

## **Gorgon’s Claw [Additive]**

*Prerequisite(s):* Alchemist 10th.

*Quintessence Cost:* 3

*Benefit:* When an alchemist applies this discovery to a toxin, a creature who fails their saving throw is shaken instead of becoming sickened. At the beginning of each of that creature’s turns, as long as they are under the effects of the toxin, they must make a successful saving throw or become permanently petrified.

## **Hag’s Blood [Additive]**

*Prerequisite(s):* Alchemist 6th.

*Quintessence Cost:* 2

*Benefit:* When an alchemist applies this discovery to a toxin, a creature who fails their saving throw is treated as though under the effects of a *bestow curse* spell, the effect of the curse being chosen upon applying this discovery to a toxin. Unlike other toxins, this effect is permanent until removed. This is a supernatural curse effect.

## **Hemlock Toxin**

*Prerequisite(s)*: Alchemist 10th.

*Quintessence Cost*: 2

*Benefit*: When an alchemist applies this discovery to a toxin, a creature who fails their saving throw is treated as though they had just failed a Constitution check while suffocating, reducing their hit points to 0. At the beginning of each of that creature’s turns, as long as they are under the effects of the toxin, they must make a successful saving throw; each failed saving throw is treated as a failed Constitution check, causing the creature to be reduced to -1 hit points and suffocating respectively.

## **Hyoscyamine Toxin**

*Benefit:* When an alchemist applies this discovery to a toxin, a creature who fails their saving throw is unable to create new memories for the next 8 hours in addition to any other effects of discoveries applied to the toxin. All events which occur within that time will be forgotten by them, unable to be recovered through natural means. In addition, all Bluff checks made about the forgotten time gain a +6 circumstance bonus due to the creature’s hazy recollection.

## **Liquid Mercury [Additive]**

*Quintessence Cost:* 1

*Benefit:* When an alchemist applies this discovery to a toxin, choose either Intelligence, Wisdom, or Charisma. A creature who fails their saving throw takes a penalty to this ability score equal to their Intelligence modifier instead of becoming sickened. At 8th level, at the beginning of that creature’s next turn, they must make a Fortitude saving throw. If this saving throw is unsuccessful, the creature loses that penalty and takes ability damage to that score equal to the penalty they suffered from this effect. At 14th level, if the creature fails the saving throw at the beginning of their turn, they instead take ability drain to that ability score.

## **Metopium Toxin [Additive]**

*Prerequisite(s)*: Alchemist 4th

*Quintessence Cost*: 1

When an alchemist applies this discovery to a toxin, a creature who fails their saving throw treats all creatures as though they have concealment instead of becoming sickened. At 8th level, the creature is instead blinded.

## **Microbial Toxin [Additive]**

*Prerequisite(s):* Alchemist 6th.

*Quintessence Cost:* 1

*Benefit:* When an alchemist applies this discovery to a toxin, a creature who fails their saving throw contracts one of the following diseases: blinding sickness, bubonic plague, cackle fever, filth fever, leprosy, mindfire, red ache, shakes, or slimy doom. The disease is contracted immediately (the onset period does not apply). Use the disease’s listed frequency and the toxin’s DC to determine further effects. For more information see Diseases.

## **Muscarine Toxin [Additive]**

*Prerequisite*: Alchemist 6th.

*Quintessence Cost*: 2

*Benefit*: When an alchemist applies this discovery to a toxin, a creature who fails their saving throw is *confused* instead of becoming sickened.

## **Mutilating Toxin [Additive]**

*Prerequisite(s)*: Alchemist 8th.

*Benefit*: The damage dealt by the alchemist’s toxin cannot be healed by magic but only through natural healing.

(*Editor's Note:* Mutilating Toxin originally had "Destructive Toxin" as a prerequisite. Destructive Toxin was removed during development when the toxin of the toxicologist was changed to innately deal damage. Thus, I have removed the non-existent prerequisite.)

## **Necrotic Toxin [Additive]**

*Prerequisite(s):* Alchemist 12th.

*Quintessence Cost:* 2

*Benefit:* When an alchemist applies this discovery to a toxin, a creature who fails their saving throw gains 2 negative levels instead of becoming sickened; these negative levels last are permanent. At 18th level, the amount of negative levels gained from this increases by 2.

## **Nick of the Blade**

*Benefit:* Whenever the alchemist makes a melee attack with a contact toxin applied to their weapon, if they miss a creature’s armor class by 5 or less, they can choose to expose that creature to their toxin as though their attack had been successful.

## **Numbing Agent**

*Quintessence Cost*: 1

*Benefit*: When an alchemist applies this discovery to a toxin, it no longer deals damage or sickens a creature. Instead, the creature gains a number of temporary hit points equal to the alchemist’s class level + their Intelligence modifier which last for a number of minutes equal to their Intelligence modifier. At 10th level, they instead gain temporary hit points equal to two times the alchemist’s class level + their Intelligence modifier, and last for a number of hours equal to their Intelligence modifier.

## **Psychosomatic Toxins**

*Benefit*: Whenever an alchemist creates a toxin, they can choose for it to require a successful Will saving throw instead of a successful Fortitude saving throw (this applies to all saving throws the discovery mentions). Toxins with this discovery applied to them are mind-affecting effects.

**Special**: The alchemist gains 1 additional quintessence.

## **Second-Hand Toxin**

*Benefit:* Whenever a creature fails a saving throw against an ingested toxin the alchemist created, for the next 24 hours, the next creature to come into physical contact with who failed that saving throw is treated as though they were exposed to that toxin, despite it being ingested.

## **Specialized Toxin**

*Benefit*: Select one creature type; the alchemist’s toxins ignore any immunity that creature type may possess to poison effects. At 4th level and every four levels afterwards, they can select an additional creature type. They can instead choose to select the same creature type a second time, causing those creatures to take a -2 penalty to saving throws against the alchemist’s toxins.

## **Swift Application**

*Benefit*: The alchemist can apply toxin to a weapon as a swift action; if they can already do so, they can apply it as a free action once per round.

## **Tetrodotoxin [Additive]**

*Benefit:* When an alchemist applies this discovery to a toxin, any creature affected by that toxin can choose to enter a state of fake death rather than being sickened and taking damage, appearing to be dead (if an unwilling target is affected, this toxin has no effect). This effect makes them appear to be dead to all methods of detection including magic. The creature cannot see, but is otherwise aware of their surroundings, and can spend 1 full-round action to rouse themselves back to life. This toxin lasts for 24 hours, after which the creature is automatically brought back to life. At 10th level, this toxin instead lasts for 1 week.

*Special:* An alchemist with this discovery gains a +4 alchemical bonus to saving throws against death effects and can use the effect of this discovery without applying it to a poison as an immediate reaction as long as they have been dealt damage within 1 round and have this toxin on their person.

## **Thallium Toxin**

*Quintessence Cost:* 1

*Benefit:* When an alchemist applies this discovery to a toxin, a creature who fails their saving throw takes bleed damage equal the alchemist’s Intelligence modifier for 1 minute; this bleed damage stacks with all other bleed damage, including itself.

## **Toxic Shrapnel**

*Prerequisite(s)*: Alchemist 4th, bomb class feature.

*Quintessence Cost*: 1

*Benefit*: Whenever the alchemist creates a bomb, they can apply a toxin to it. If the bomb lands a direct hit against a creature, that creature is exposed to the toxin and forced to make a saving throw against it. All creatures who take splash damage from this bomb must also make a saving throw against it, but gain a +4 bonus to their saving throws.

## **Wildcard Toxicologist**

*Prerequisite(s):* 3 or more additive discoveries.

*Benefit:* The alchemist gains an [additive] discovery of their choice; once per day, they can choose to change that discovery to another [additive] discovery for which they qualify.

## **Yohimbine Toxin [Additive]**

*Prerequisite(s)*: Alchemist 4th.

*Quintessence Cost*: 1

*Benefit*: When an alchemist applies this discovery to a toxin, a creature who fails their saving throw is shaken instead of becoming sickened. If the creature is shaken at the beginning of their next turn, they must make a Will saving throw. If they fail this saving throw, they are instead frightened. At 10th level, if the creature fails this Will saving throw, they are instead panicked.

# **Grand Discoveries**

## **Alchemical Lich**

*Prerequisite(s):* Mummification.

*Benefit:* The alchemist gains the lich template, ignoring its requirements, and uses their Intelligence modifier in place of their Charisma to determine their hit points as well as the saving throws of any ability gained from this template. Unlike a normal lich, an alchemical lich does not need to be evil, being able to be any alignment they desire. An alchemical lich is treated as a living creature for the purposes of any extract they create whenever it would benefit them. The can also cause their melee touch attack to deal damage equal to their bombs, as well as apply any discovery they possess to it as long as it would not change the area of the bomb (although they must still pay any quintessence cost associated with it); they cannot use this ability when using their touch attack to heal a creature. Upon selecting this discovery, the alchemist automatically gains a phylactery.

## **Awakened Genius**

*Benefit*: The alchemist’s constant exposure to strange chemicals has expanded their mind. Their Intelligence score permanently increases by 4 points and they reduce the quintessence cost of class features and discoveries by 1 (to a minimum of 1).

## **Elemental Avatar**

*Benefit:* The alchemist selects 1 type of energy (acid, cold, electric, or fire); whenever they would receive damage of this energy type, they instead heal an amount of hit points equal to that damage.

## **Final Mutagen**

*Prerequisite(s)*: Mutagenic discipline.

*Quintessence Cost*: 2

*Benefit*: The alchemist’s mutagen now grants a +8 natural armor bonus and a +8 alchemical bonus to Strength, Dexterity, and Constitution.

## **Permanent Toxin**

*Prerequisite(s)*: Toxicologist discipline.

*Quintessence Cost*: 2

*Benefit*: When applying a discovery to a toxin, an alchemist can also apply this discovery. The DC of that toxin increases by 5, and the effects of it are permanent unless removed by a *miracle* or *wish* spell.

## **Philosopher’s Stone**

*Benefit*: The alchemist learns how to create a philosopher’s stone, and can do so once per month at no cost. Creating a philosopher’s stone takes 1 day of work. Creating this stone cures the alchemist of aging, and from this point forward they take no penalty to no physical ability scores from advanced age. If the alchemist is already taking such penalties, they are removed at this time, and the alchemist can revert themselves back to their appearance as a young adult. In addition, the alchemist is immune to death effects, diseases, poisons, and no longer requiring food, water, or air.

## **Refuge**

*Prerequisite*: Tinker discipline.

*Benefit*: When the alchemist is reduced below 0 HP while within 100 feet of their automaton, they may choose to have their spirit flee their body and inhabit their automaton, even if they would have been killed. Their body is reduced to dust, but the automaton survives and begins creating a new body for the alchemist, which is complete in 1d10+1 days. During this time the alchemist may take no actions except to command the automaton and does not have quintessence, and if the automaton is destroyed the alchemist dies.

## **Unnatural Regeneration**

*Benefit:* The alchemist gains regeneration 5, selecting an energy type to negate their regeneration (acid, cold, electric, or fire).