Alchemist Discoveries

As an Alchemist gains levels they make numerous **Discoveries** which expand their knowledge of alchemy.

## Discoveries

At 2nd level, and then again at every even-numbered level thereafter, an Alchemist gains a single discovery from the list below of her choosing, provided she meet the requirements. Should she desire, the Alchemist may instead gain an alchemical feat for which she meets the prerequisites.

### **Alchemical Arrows**

The Alchemist has discovered how to create various types of alchemical arrows.

An Alchemist must have at least 5 ranks in Craft (Bowmaking) in order to make this discovery.

### **Alchemical Golems**

The Alchemist has discovered how to create various golems animated by alchemy and not magic.

An Alchemist must be at least 10th level in order to make this discovery.

### **Alchemical Intoxicants**

The Alchemist has discovered how to create alchemically potent alcoholic drinks.

An Alchemist must have at least 5 ranks in Craft (Brewing, Distilling or Winemaking) in order to make this discovery.

### **Alchemical Teas**

The Alchemist has discovered how to create alchemically potent teas and coffess.

An Alchemist must have at least 5 ranks in Craft (Coffeemaking or Teamaking) in order to make this discovery.

### **Alkahest**

The Alchemist has discovered how to create alkahest; a legendary universal solvent capable of dissolving any and all materials - even adamantine.

An Alchemist must be at least 12th level and know the Improved Acids discovery in order to make this discovery.

### **Carmot**

The Alchemist has discovered how to create carmot; a legendary alchemical substance and a necessary precursor to the Philosopher's Stone itself.

An Alchemist must be at least 18th level and know both the Alkahest and Elemental Alchemy discoveries in order to make this discovery.

### **Culinary Alchemy**

The Alchemist has discovered how to create alchemically potent foodstuffs.

An Alchemist must have at least 5 ranks in Craft (Cooking) in order to make this discovery.

### **Disease Alchemy**

The Alchemist has discovered how to create alchemically engineered diseases and contagions. Such knowledge, used or not, has also granted her considerable insight into the nature and thus the treatment of disease as well, and such a discovery is of equal use to those who would heal rather than harm.

An Alchemist must have at least 5 ranks in Heal in order to make this discovery.

### **Elemental Alchemy**

The Alchemist has discovered how to utilize the elements in their most basic and primal forms. Such knowledge enables the Alchemist to perform advanced transmutations and also to create and bottle not only raw elemental substances, but even elemental creatures.

An Alchemist must be at least 6th level in order to make this discovery.

### **Elixirs**

The Alchemist has discovered how to create elixirs; powerful and long-lasting alchemical potions.

An Alchemist must be at least 6th level in order to make this discovery.

### **Elixir of Youth**

The Alchemist has discovered how to create the famous Elixir of Youth.

An Alchemist must be at least 18th level and know the Elixirs discovery in order to make this discovery.

### **Floral Alchemy**

The Alchemist has discovered a number of alchemical formulae and processes relating to plants and fungi.

An Alchemist must have at least 5 ranks in Knowledge (Nature) in order to make this discovery.

### **Homunculus, Mandrake**

The Alchemist has discovered how to create Mandrake Homunculi.

An Alchemist must be at least 6th level and know the Floral Alchemy discovery in order to make this discovery.

### **Ice-9**

The Alchemist has discovered how to create Ice-9, a powerful and extremely dangerous alchemical substance.

An Alchemist must be at least 16th level and know the Elemental Alchemy discovery in order to make this discovery.

### **Improved Acids**

The Alchemist has discovered how to create various types of potent or specialized acids.

### **Improved Bombs**

The Alchemist has discovered how to create various types of potent or specialized alchemical bombs.

### **Improved Poisons**

The Alchemist has discovered how to create various types of potent or specialized poisons.

### **Improved Homunculi**

The Alchemist has discovered how to create improved and variant types of homunculi.

An Alchemist must know both the Mandrake Homunculus and the Mutagen discoveries in order to make this discovery.

### **Improved Oozes**

The Alchemist has discovered how to create improved and variant types of oozes.

An Alchemist must know both the Ooze Alchemy and the Mutagen discoveries in order to make this discovery.

### **Mutagen**

The Alchemist has discovered how to create alchemical mutagens; alchemical substances which cause random mutations in those who imbibe or inject them.

An Alchemist must know the Serum discovery in order to make this discovery.

### **Mutagen, Grand**

The Alchemist has discovered how to create even more potent alchemical mutagens which cause even more mutations.

An Alchemist must be at least 16th level and know the Greater Mutagen discovery in order to make this discovery.

### **Mutagen, Greater**

The Alchemist has discovered how to create potent alchemical mutagens which cause more mutations.

An Alchemist must know the Mutagen discovery in order to make this discovery.

### **Ooze Alchemy**

The Alchemist has discovered how to bottle, transmute, and even create oozes.

An Alchemist must be at least 4th level and have at least 5 ranks in Knowledge (Dungeoneering) in order to make this discovery.

### **Positoxins**

The Alchemist has discovered how to create positoxins, alchemical substances which, while generally harmless to living creatures, are poisonous to the Undead.

An Alchemist must know the Improved Poisons and Spiritual Alchemy discoveries in order to make this discovery.

### **Reanimation Compound**

The Alchemist has discovered how to create an alchemical compound capable of raising the dead as Zombies.

An Alchemist must be at least 4th level and of non-Good alignment in order to make this discovery.

### **Sanguine Alchemy**

The Alchemist has discovered a number of alchemical formulae and processes relating to blood.

An Alchemist must be at least 8th level and have at least 5 ranks in Heal in order to make this discovery.

### **Serum**

The Alchemist has discovered how to create serums; alchemical concoctions which, when injected or imbibed, cause the user's physical abilities to increase at the expense of their mental faculties.

### **Serum, Grand**

The Alchemist has discovered how to create even stronger serums which alter even more of the user's abilities.

An Alchemist must be at least 16th level and know the Greater Serum discovery in order to make this discovery.

### **Serum, Greater**

The Alchemist has discovered how to create stronger serums which alter more of the user's abilities.

An Alchemist must be at least 6th level and know the Serum discovery in order to make this discovery.

### **Spiritual Alchemy**

The Alchemist has discovered how to work alchemy not only upon the physical elements, but metaphysical ones as well.

An Alchemist must be at least 8th level and have at least 5 ranks in Knowledge (Religion) in order to make this discovery.

### **Wildfire**

The Alchemist has discovered how to create an extremely potent variant of alchemist's fire known as wildfire.

An Alchemist must be at least 10th level in order to make this discovery.