Alchemist: Difference between revisions

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== Mythic Alchemist (Levels 26 - 30) ==
== Mythic Alchemist (Levels 26 - 30) ==

Revision as of 16:04, 7 December 2019

EUREKA! I'VE DONE IT!

In a world of magic, Alchemists are either heretical hacks, cheating their way into effects far beyond their level of ability, or, they are utter visionaries, with an understanding of How Things Work that is so far beyond the conventional wisdom that they can't even explain it to us Mere Mortals. They claim that cyphers and magic are two aspects of a deeper understanding of the flows of energy in the world, an underlying Science that governs everything. This is obviously either genius, or madness.

Or maybe...both?

In any case, compared to everyone else, Alchemists are weird, but certainly powerful, dangerous, and effective. They use magic, possibly more than any other class, but they don't cast spells in any conventional way. Instead of spells, they are able to mix up potion-like 'extracts' that behave suspiciously like spells...except not exactly. They are able to defend themselves extremely well by whipping together ingredients that should do nothing into either annoying little 'pop rocks' or the far more deadly 'bombs' that they delight in tossing around. An Alchemist who's mixing and sparking up bombs is a dangerous foe indeed.

Even more strangely, they have no compunctions about transformative experiments upon themselves, and in a fight can transform themselves into mutated hulks that sprout extra joints, eyes, and even limbs, seemingly at random, while being practically unkillable. In a pinch, an Alchemist can mutate themselves into some unstable monstrosity and wade into the most deadly of battles, and emerge alive, even if not altogether...untouched.

Their demeanor is generally gleeful, as if they Know Stuff that nobody else does. They babble about 'essences' and 'humours', 'sparks' and 'resonances', and treat their aura like a renewable resource rather than a precious part of their being. They claim to follow the discipline of Science, which nobody seems to understand completely. Their clothing tends to be odd, weirdly formal and highly figured, but at the same time, oddly rigorous. Every alchemist looks different, but their strange discipline and skills apparently demands that they are also strangely uniform. They seem to favor heavy protective coats and weirdly-made goggles the way wizards like robes or fighters like platemail. Of course, like wizards and fighters you can find Alchemists dressed like anybody, but the stereotype of the coated and goggled loon laughing wildly about their 'science' is too true to ignore.

Alchemists are weird, wild, and certainly a little unstable, and their delight in all things caustic, toxic, poisonous, and explosive can make them challenging companions, but if you can tolerate them, having an Alchemist as an ally or even a friend is certainly useful. Alchemists can do almost anything, eventually, and can be incredibly useful to have around.

If only they weren't so prone to those outbursts of insane laughter.


Role: The alchemist's wide array of weird abilities make them suitable companions for nearly any adventuring party. Alchemists can do huge damage if they need to, buff themselves so they don't draw on others, and even get into the middle of combat and do pretty well. They might not be the BEST at any of those things, but they aren't terrible, either. An Alchemist that specializes in bombs and attack extracts can be a ranged attacker of tremendous power, while one who concentrates on mutagens and self-healing extracts can be a melee monster. With Discoveries and Grand Discoveries, Alchemists can literally do things no one else can. Alchemists are just useful to have around. Usually.

Alignment: Any

Hit Die: d4

Starting Wealth: 250 gp

Skill Ranks per Level: 3 + Int modifier

Recommended Ability Score Priority:

  • Intelligence: primary; an alchemist's extracts and bomb damage are highly dependent on Intelligence.
  • Dexterity: secondary; dexterity is used to improve the accuracy of the alchemist's ranged attacks and ranged touch attacks, as well as AC.
  • Constitution: tertiary; constitution is used by the alchemist to attempt to control their mutagen's largely-random effects.
  • Strength: low priority.
  • Charisma: low priority.
  • Wisdom: low priority. Very few alchemists could ever be called "wise".

Favored Class: Alchemist

If the Alchemist class is your favored class, you gain the following benefits at level 1. This is in addition to those benefits and class features listed for the Courageous Alchemist (Levels 1 - 5) class tier table, below.

Level Full Attack BAB Fort Ref Will Base AC Class Bailiwick Linked Skill
1st Atk 2nd Atk 3rd Atk 4th Atk
Fav   +0   -5   n/a   n/a   +2   +2   +0   9 Reason Knowledge (Logic)

Natural Talent (Ex)

At 1st level, all characters receive two Natural Talent skills: one in their bailiwick skill, and one in any other skill of their choice. Natural talent allows you to re-map a skill to use any ability score you wish, rather than the ability score it normally uses. You may not select a skill for natural talent that you cannot put ranks into (such as a bailiwick skill not available to your class). Natural talent skills never suffer an armor check penalty, even if the chosen ability modifier is STR or DEX.

All characters receive an additional natural talent skill at character (not class) levels 11, 21, and 31. Additional natural talents may also be gained through Self-Improvement.

Base To-Hit

An alchemist's base to-hit numbers are calculated normally. They do not receive any bonus ability modifiers to their melee or ranged to-hit rolls.

  • Melee To-Hit: Base Attack Bonus (BAB) + Strength Modifier
  • Ranged To-Hit: Base Attack Bonus (BAB) + Dexterity Modifier

Base Weapon Damage

An alchemist's base weapon damage numbers are calculated normally. They do not receive any bonus ability modifiers to their melee or ranged damage rolls.

  • Melee Damage: Base Weapon Damage + Strength Modifier
  • Thrown Weapon Damage: Base Weapon Damage + Strength Modifier (does not include bombs)
  • Projectile Weapon Damage: Base Weapon Damage (may add Strength Modifier only if the weapon has the Mighty quality)

Base Armor Class

An alchemist's base armor class is 9.

  • Armor Class: 9 + Armor bonus + Dexterity modifier + Shield bonus + Size Modifier

Alchemical Bombs Usable Per Day

If alchemist is your favored class, the maximum number of Alchemical Bombs you can create and use each day is increased by three. This number is added to the bombs per day you can create at each experience tier of the class.

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Courageous Alchemist (Levels 1 - 5)

Level Full Attack BAB Saving Throws Base AC Bomb Damage Class Features
1st Atk 2nd Atk 3rd Atk 4th Atk Fort Refl Will
1   +0   -5   -   -   +2   +2   +0   9 1d6 (+ Int & Dex Mods) Level 1 Extracts, Alchemical Bombs, Pop Rocks, Implement Bonus
2   +1 (+1)   -4 (+1)   -   -   +3 (+1)   +3 (+1)   +0   9 2d6 (+ Int & Dex Mods) Discovery I
3   +1   -4   -   -   +3   +3   +1 (+1)   9 3d6 (+ Int & Dex Mods) Grand Discovery I
4   +2 (+1)   -3 (+1)   -   -   +4 (+1)   +4 (+1)   +1   9 4d6 (+ Int & Dex Mods) Discovery II, Level 2 Extracts
5   +2   -3   -   -   +4   +4   +1   9 5d6 (+ Int & Dex Mods) Tweaking

Weapon and Armor Proficiency

Alchemists are proficient with all simple weapons and bombs. They are also proficient with light armor, but not with shields.

Alchemist Extracts (Su)

Beginning at 1st level, an alchemist can mix chemicals, plants, algae, and other "found" substances together into Extracts, which can create a wide variety of profound and useful effects. Alchemist Extracts behave in many ways like Spells in potion form, and as such their effects can be dispelled by effects like Dispel Magic, using the alchemist's level as the caster level. Unlike potions, though, extracts can have powerful effects and can duplicate spells that a potion normally could not. An alchemist's extracts are considered to be arcane in nature (rather than divine).

An alchemist can create only a certain number of extracts of each level per day. Their base daily allotment of extracts is given in the Extracts Usable Per Day section, below. In addition, they receive bonus extracts per day if they have a high Intelligence score, in the same way a wizard receives bonus spells per day.

When an alchemist mixes an extract, they infuse the chemicals and reagents in the extract with magic siphoned from their own magical aura. Due to this magical infusion, an extract immediately becomes inert if it leaves the alchemist's possession, but magically reactivates as soon as it returns to their control. Consequently, an alchemist cannot normally pass out their extracts for allies to use (though there are discoveries and a grand discovery that allow this to happen).

An extract, once created, remains potent until the end of the Alchemist's next full night's rest, or 24 hours, whichever is sooner, before becoming inert, so an alchemist must re-prepare their extracts every day. This is exactly analogous to a spell-caster consulting their spell book each morning.

Mixing an extract takes 1 minute of work per extract, no matter how many extracts are mixed at a time. Five extracts take five minutes, forty extracts take forty minutes. Most alchemists prepare many extracts at the start of the day or just before going on an adventure, but it's not uncommon for an alchemist to keep some (or even all) of their daily extract slots open so that they can prepare extracts in the field as needed.

Using an extract is typically a standard action, and requires a concentration check to use while threatened by an enemy in combat. The alchemist may make a Reason check to Concentrate to use the extract when threatened, exactly as if casting defensively (vs. a DC of 10 + (extract level x 4)). If the check fails, the extract is wasted, as is the standard action to use it, but no attack of opportunity is provoked.

Extract Formulae

Extracts are made up of formulae, akin to recipes, which describe how they are made. A complete listing of all possible extract formulae is located here. An alchemist can prepare an extract of any formula they know. To learn or use an extract, an alchemist must have an Intelligence score equal to at least 10 + the extract's level.

Note that, despite having names very similar to spells on other character class spell lists, Alchemist Extracts frequently behave differently from their spell counterparts. When referencing the effects of an extract, be sure to use the page for the extract, and not a similarly named spell on another spell list.

An extract is usually "cast" by drinking it, as if imbibing a potion, or by applying it to the alchemist's skin, equipment, or held/wielded object. Extracts nearly always affect the extract's creator, or attended objects in the creator's possession, though some rare exceptions to this do exist. The alchemist's effective caster level is equal to their alchemist class level.

Creating extracts consumes raw materials, but unless a material component is specifically listed, the cost of these materials is assumed to be zero. If an extract requires a material component, the extract's listing will describe this component and how much it costs. Material components that cost 1 gold piece (gp) or less can be cast if the alchemist possess an appropriate Component Pouch for that level of extract (rather than requiring the alchemist to specifically acquire a number of each material component separately).

Extracts Known

An alchemist may know any number of extract formulae. An alchemist begins play knowing two 1st level extract formulae, plus a number of additional 1st level formulae equal to their Intelligence modifier. At each new alchemist level, the alchemist may learn two new extract formulae, chosen from any extract level that they are able to prepare.

Alchemists may keep extensive notes or chronicle their experiments, but they don't specifically require a spellbook, or its equivalent, to maintain their list of extract formulae. Some alchemists just memorize everything, while others may rely in mnemonic devices to remember, and still others use crib notes, tattoos, or other means of reminding themselves how everything is supposed to go together. In any event, coming across an alchemist's journal that isn't your own is likely to lead almost exclusively to confusion and false assumptions (and maybe a few laughs from the mad ravings in the margins), as each alchemist uses their own means of recording their most important accomplishments. It's definitely not the sort of thing you could attempt to use for your own advancement or knowledge.

At each character level after the first, the alchemist may swap out one known extract formula for a different one of any level they can prepare, for free (even if the swapped out extract was of a different level). Any other swapping must occur via the Reselection process.

In addition, an alchemist may attempt to teach themselves additional extract formulae through experimentation. The alchemist may only experiment in a workshop, or an equivalent area of relative quiet, with sufficient tools and materials to perform experiments. The alchemist makes a Reason check and compares the result to the different skill difficulty categories for their own character level. An alchemist may only attempt to learn an extract formula of an extract level they are able to prepare, based on their current alchemist level. The difficulty category they achieve with their roll, along with the level of the extract being attempted, determines how long it takes to learn the new extract formulae, as shown in the table below:

Result Days to Complete
Failure 'extract level' days
Easy 'extract level' days - 1 day
Result Days to Complete
Average 'extract level' days - 2 days
Challenging 'extract level' days - 3 days
Result Days to Complete
Hard 'extract level' days - 4 days
Impossible 1 day, regardless of extract level

Regardless of the result, no extract formula can ever take less than 1 full day to learn. A 'full day' is defined as working exclusively on learning the formula, and not spending more than 1 hour doing anything else that day, with the exception of meals and short breaks. If more than an hour is spent on any activity other than learning the formula, that day does not count toward learning the formula.

Days spent learning an extract formula do not need to be consecutive. A alchemist can spend 1 day trying to learn a new formula, adventure for a week, then spend the remaining days to complete the formula, and there is no penalty for this, other than not being able to use the new extract until the full amount of time required has been spent.

Extracts Usable Per Day (Courageous Tier)

The following table shows how many extracts the alchemist can prepare and use each day from levels 1 through 5. Higher level alchemists are able to concoct and sustain the energies of more extracts. Any unused extracts become inert and useless after 24 hours or at the end of a full night's rest, whichever comes sooner.

The plusses in parentheses after some of the numbers in the table below indicate when the value has increased (hereafter referred to as 'deltas'). Characters who are multi-classing only receive the delta values of each extract level, rather than the full amount listed (unless, of course, they are the same).

Level 1st 2nd 3rd 4th 5th 6th
1st   1 (+1)   -   -   -   -   -
2nd   2 (+1)   -   -   -   -   -
3rd   3 (+1)   -   -   -   -   -
4th   3   1 (+1)   -   -   -   -
5th   4 (+1)   2 (+1)   -   -   -   -

Alchemical Bombs (Su)

Alchemists are adept at swiftly mixing various volatile chemicals and infusing them with a portion of their magical aura to create powerful bombs that they can hurl at their enemies.

Bombs are created in two steps: creating the bomb itself, and adding the catalyst. The catalyst is added immediately before the bomb is thrown, as adding it makes the bomb extremely unstable. A bomb that has had its catalyst added, but is not thrown, becomes inert at the end of the round in which the catalyst was added. Bombs that become inert are considered expended for the day, and are wasted.

Creating bombs for the day takes 1 hour, regardless of how many bombs are being prepared. Like extracts, bombs that are not expended prior to the alchemist's next full night's rest (or 24 hours, whichever is sooner) become inert and are considered expended for the day. As a result, the alchemist must prepare fresh bombs each day, and cannot save up unused bombs from previous days. Also like extracts, an alchemist's bomb becomes inert if used or carried by anyone else.

During this 1 hour prep-time, the alchemist determines what discoveries, if any, are going to be applied to that bomb. The default bomb, with no discoveries applied, inflicts an amount of fire (energy, common) damage based on the Alchemist's level, as described in the class progression table, above. Discoveries cannot be applied to a bomb "on the fly" right before they are thrown — bombs must be prepared in advance, much in the way that a wizard memorizes spells.

Bombs are considered weapons and can be boosted with feats such as Point-Blank Shot (Feat) and Weapon Focus (Feat). The fire damage caused by an alchemist's bombs is considered magical for purposes of overcoming ER, or other forms of resistance against non-magical damage (e.g. Incorporeal).

Throwing a bomb is a Ranged Touch Attack. An alchemist draws the bomb, adds the catalyst, and throws it, all as part of an attack action (either as a Standard Action, or up to one per attack during a Full Attack Action). Throwing a bomb provokes an attack of opportunity from any nearby enemies that threaten you (as with any ranged attack made while in melee).

An alchemist must have at least one hand free to throw a bomb.

Thrown bombs have a range increment of 20 feet (max range of 100 feet) and follow the rules for Splash Weapons. If the target creature is sized-large or larger, the Alchemist must choose which square of the target's space to target. Range modifiers are always calculated to the targeted square, even if the target creature is so large that a closer square would be in a different range band.

The initial target of the bomb, that is, the target against whom the alchemist rolls a ranged touch attack, is referred to as the 'primary target'. On a direct hit, an alchemist's bomb inflicts fire damage as detailed in the class progression table above, plus the alchemist's Intelligence and Dexterity modifiers to the primary target. Because bombs are considered weapons, they critically threaten a directly hit target on a to-hit result of a natural 20. If the critical hit is confirmed (by making a second successful to-hit roll, as a touch attack, against the target's AC), the bomb deals double damage (including double the alchemist's INT and DEX modifiers) to the primary target.

In addition to damaging the primary target, the bomb explodes in a fiery burst, damaging all other creatures that are in any of the squares adjacent to the primary target's space (or the targeted square within the primary target's space, if the target is sized-large or larger). This burst affects a 3x3x3 cube centered on the primary target (although if the primary target is standing on the ground, the bottom nine squares of this cube are in the ground squares beneath the target, and therefore wasted). All creatures in the affected area other than the primary target take half damage from the bomb, as though they had succeeded on a Reflex saving throw against the damage. Creatures that take reduced damage from succeeding on a reflex saving throw (such as those with the Evasion ability), may apply such abilities automatically, since they are treated as having succeeded on a Reflex saving throw. Note that creatures in the area of effect that were not the primary target do not take any critical damage from critical hits.

If a splash target has the 'minion' role, it has special rules for resisting automatic damage. Namely, they must actually roll their reflex save, instead of automatically succeeding on it. In such a case, the Reflex saving throw of a bomb is 10 + half the alchemist's character level + DEX modifier. Note that this saving throw is only ever used in the case of a monster with the minion role being in the splash radius of a bomb. If a minion-role monster is the primary target of the bomb, then simply hitting them with the ranged touch attack is enough; the primary target of a bomb, if directly hit, never gets a saving throw against the damage.

If the Alchemist misses their primary target, then the bomb scatters as per the splash weapon rules. After the scatter is resolved, if it hits a solid surface (such as the ground; the GM adjudicates any unusual cases) it explodes anyway. The Alchemist may also deliberately aim for a non-creature target, such as a wall, pillar, or the ground. The AC of such terrain features is usually AC 5, as long as the target is immobile and fills a full square. Bombs that explode after hitting a solid terrain feature, either deliberately or after a miss and scatter, inflict half damage to all creatures caught in the explosion (as though they had all succeeded on a Reflex saving throw), and cannot critically hit, since there is no directly-hit target involved.

The fire damage from bombs is nearly instantaneous, and, as a result, cannot normally set unattended objects on fire. The GM may rule that especially flammable objects may ignite, but generally, the bomb does not affect objects the way it affects creatures. Our new scorch-free bombs stick to monsters, but leave your floors spotless and shiny!

Bombs Usable Per Day

If this is the first tier of Alchemist class levels your character has taken, you can create and use a maximum of 5 bombs per day. For each additional tier of Alchemist class levels your character takes, your maximum bombs per day will increase by an additional two. Remember that, if Alchemist is your favored class, your maximum bombs are 3 higher than those characters who have a different favored class. Therefore, if you are a 1st level alchemist, and alchemist is your favored class, you can create and use a maximum of 8 bombs per day.

Pop Rocks (Su)

Even at 1st level, an alchemist is an expert at mixing... things... together in such a way that they consistently blow up. As a swift action, the alchemist can create up to three pop rocks. Pop rocks are small bottles of volatile components that explode in a fiery flash when they are smashed into a hard object.

Pop rocks behave exactly like the alchemical bombs (described above) except that they always deal 1d6 + the alchemist's class level (not character level) points of fire (energy, common) damage to the primary target, and half that amount to all splashed targets. Targets in the splash radius are assumed to have succeeded on a Reflex saving throw, which is why they take half damage. (Creatures with the Minion role have special rules about automatic damage, so they would actually have to roll a Reflex saving throw, but they are the exception. In such a case, the DC of the Reflex saving throw is 10 + half the alchemist's character level + DEX modifier.)

Just like an alchemical bomb, pop rocks are thrown weapons that require a ranged touch attack to hit the primary target, with a range increment of 20 feet, a maximum range of 100 feet, and the splash radius is a 15-foot cube (a 3x3x3 square area) with the center 5-foot cube being centered on one square of the primary target's space (creatures sized-medium or smaller fit entirely within this 5-foot space, obviously). Note that, if your primary target is standing on the ground, the bottom 9 squares of the cube are 'wasted', since they affect only the ground. Since this damage is not siege damage, it has no effect on the ground.

If the alchemist misses the primary target, the pop rocks scatter as a splash weapon, and deal only half damage to all targets in the affected area, as though all targets had succeeded on a Reflex saving throw.

Pop rocks cannot be altered or improved with discoveries, since they are not actually the same as the alchemical bombs. However, any feat that the alchemist possesses, such as Point-Blank Shot or Weapon Focus that applies to the alchemical bombs also applies to the alchemists' pop rocks.

While the damage of the pop rocks is underwhelming, the big advantage of them is that the alchemist can produce them an unlimited number of times per day. Furthermore, since a single swift action can be used to create up to three at a time, they can be used during a full attack action, even if the Alchemist is under the effects of a Haste spell, or similar effect that grants a bonus attack.

Once created, pop rocks must be used before the start of the alchemist's next turn or they become inert. Even the bottles used to manufacture them become brittle and riddled with holes, making them useless junk after just a few seconds of existence. Furthermore, their potency is directly linked to the aura of the alchemist that created them. Like bombs, if they are given away, or taken from the alchemist, they immediately become inert before they can be used. As a result of all of this, alchemist fire created with this ability cannot be stored, saved up, sold off, or given away.

Implement Bonus (Su)

Beginning at 1st level, while wielding a rod, staff, or wand, or any weapon with the Implement quality, you gain an implement bonus to all to-hit rolls you make when casting a spell or activating a spell-like ability. This bonus applies to melee touch attacks, ranged touch attacks, standard melee attacks, or standard ranged attacks. Divine casters may also use their holy symbol as an implement.

The implement bonus is equal to +1 at 1st level, and increases by an additional +1 per 4 class levels, dropping fractions, to a maximum of +9 at level 33 (i.e. +2 at 5th, +3 at 9th, +4 at 13th, +5 at 17th, +6 at 21st, +7 at 25th, +8 at 29th, and +9 at 33rd). Note that, if you multi-class into another class that also gets this bonus, the class levels stack for purposes of calculating this bonus.

If you are not actively wielding a rod, staff, or wand, you do not get this bonus.

Furthermore, casters can flick, twirl, or swoosh a wielded rod, staff, or wand to complete the somatic gestures of any spells they cast, in place of using their empty hand(s). That is, an implement counts as an empty hand for purposes of completing somatic gestures.

When wielding a magic staff in both hands, a caster need only have material components in a readily available storage location (like a Component Pouch). The staff will draw out and consume the components as part of casting the spell, eliminating the need for the caster to pause in wielding the staff to draw the component themselves. This only works if the component is in an accessible place that could normally be pulled from as part of casting a spell. If the component is tucked away in a (non-magical) backpack, stored in a portable hole, or left in the caster's bedside table back in town, the staff has no power to pull components from there.

If you enchant your implement with an enhancement bonus, that bonus is also added to your spell and spell-like ability to-hits, stacking with the implement bonus. However, the enhancement bonus does not add its bonus to the spell or spell-like ability's damage, the way it does with weapon damage, except with ray spells, since rays are treated like weapons. For the rules on enchanting weapons, and how much it costs to do so, see Magic Weapons.

An alchemist may also apply their implement bonus when throwing bombs, but only if they are using one hand to wield a wand or rod, and the other throw the bomb. Since staves require two hands to wield, they cannot be used to add an implement bonus to a thrown bomb, unless the alchemist has some other way of throwing the bomb besides using the two hands they were born with.

Discovery I (Su)

At 2nd level, the alchemist can select one Alchemist Discovery. Once chosen, the selection cannot be changed, except through the re-selection process.

Unless otherwise noted, an alchemist cannot select an individual discovery more than once. Some discoveries can only be made if the alchemist has met certain prerequisites first, such as uncovering other discoveries. Discoveries that modify bombs that are marked with an asterisk (*) do not stack. Only one such discovery can be applied to an individual bomb.

Grand Discovery I (Su)

The alchemist makes a major breakthrough in their experiments. Upon achieving a 3rd level in the alchemist class, the alchemist chooses one of the abilities listed below, representing this breakthrough. Once selected, the ability cannot be changed, except through the re-selection process.

Infinite Bombs

An alchemist with this grand discovery can forever alter their Pop Rocks class feature such that they behave in all ways as bombs. This means that their pop rocks deal full bomb damage to the primary target, half bomb damage to splash targets, and can have alchemist discoveries applied to them. The alchemist must still spend a swift action to create three pop rocks in a given round, and pop rocks still become inert if unused by the start of the alchemist's next turn (or immediately inert if set down, given away, or stolen).

Laminated Dermis

An alchemist with this grand discovery increases their maximum hit points by an amount equal to their Dexterity score (not modifier). This multiplied by the tier of Alchemist class levels the character possesses. That is, if they have three tiers of Alchemist class levels, they add three times their Dexterity score to their maximum hit points.

In addition, if the alchemist has a mutagen form, that form increases its maximum hit points by an amount equal to the character's Dexterity score (not modifier) times one half the character's Alchemist class level (not character level), rounding down. That is, a 15th level alchemist with this ability would add 7 times their Dexterity score to their maximum hit points while in mutagen form.

Mutagenic Immutability

Once per encounter, as a swift action, the alchemist with this grand discovery can reduce a status condition they are currently suffering under by one step. Thus, a strong condition is reduced to a moderate condition, a moderate condition is reduced to a weak condition, and a weak condition is simply removed. Furthermore, any condition which would normally prevent all actions (e.g. Paralyzed) cannot prevent the alchemist from using this action.

In addition, if the alchemist has a mutagen form, any time that form is ended, including if the alchemist voluntarily ends the mutagen effect, any status condition that the alchemist was suffering under is immediately ended. (Note that "dead", "blooded", "staggered", and other hit-point related statuses are not considered conditions.)

Spontaneous Formulation

An alchemist with this grand discovery no longer needs to prepare their extracts in advance. Instead, extracts are prepared as part of the same action in which they are used. (This effectively makes the alchemist a spontaneous caster, akin to the way a Sorcerer casts their spells.) Extracts still require their listed verbal, somatic, or material components to be used.

Discovery II (Su)

At 4th level, the alchemist can select one Alchemist Discovery. Once chosen, the selection cannot be changed, except through the re-selection process.

Unless otherwise noted, an alchemist cannot select an individual discovery more than once. Some discoveries can only be made if the alchemist has met certain prerequisites first, such as uncovering other discoveries. Discoveries that modify bombs that are marked with an asterisk (*) do not stack. Only one such discovery can be applied to an individual bomb.

Tweaking (Ex)

Beginning at 5th level, an alchemist only needs 4 hours of sleep each night in order to qualify for a full night's rest. This is not because they have some supernatural ability to restore their energy faster than other people, it is because they imbibe heavily in stimulants. Additionally, alchemists gain a +4 bonus to Fortitude saves made to resist fatigue due to not sleeping. Generally, the extra hours an alchemist gains from not sleeping are spent putting together extracts, bombs, and mutagens, but they can also be on watch during this time, and take no penalties to Perception checks when doing so.

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Intrepid Alchemist (Levels 6 - 10)

Level Full Attack BAB Saving Throws Base AC Bomb Damage Class Features
1st Atk 2nd Atk 3rd Atk 4th Atk Fort Refl Will
6   +3 (+1)   -2 (+1)   -   -   +5 (+1)   +5 (+1)   +2 (+1)   9 6d6 (+ Int & Dex Mods) (Alchemist Extracts), (Alchemical Bombs), (Implement Bonus), Discovery III, Mutagen
7   +3   -2   -   -   +5   +5   +2   9 7d6 (+ Int & Dex Mods) Level 3 Extracts, Mana Burning
8   +4 (+1)   -1 (+1)   -   -   +6 (+1)   +6 (+1)   +2   9 8d6+8 (+ Int & Dex Mods) Discovery IV, Grand Discovery II
9   +4   -1   -   -   +6   +6   +3 (+1)   9 9d6+9 (+ Int & Dex Mods) Poison Resistance I
10   +5 (+1)   +0 (+1)   -   -   +7 (+1)   +7 (+1)   +3   9 10d6+10 (+ Int & Dex Mods) Level 4 Extracts, Discovery V

Alchemist Extracts (Intrepid Tier)

If you do not already have the Alchemist Extracts class feature, you gain it at 6th level. See Alchemist Extracts for details on how this works. You do not gain the 'Extracts Usable Per Day' amounts listed in previous tiers of the Alchemist class unless you actually took those previous tiers.

Remember that you do receive bonus extracts per day if you have a high Intelligence score, in the same way a wizard receives bonus spells per day.

Extracts Usable Per Day (Intrepid Tier)

The following table shows how many extracts the alchemist can prepare and use each day from levels 6 through 10. Higher level alchemists are able to concoct and sustain the energies of more extracts. Any unused extracts become inert and useless after 24 hours or at the end of a full night's rest, whichever comes sooner.

The pluses in parentheses after some of the numbers in the table below indicate when the value has increased from the previous level (hereafter referred to as 'delta values'). Characters who are multi-classing only receive the delta values of each extract level, rather than the full amount listed (unless, of course, they are the same).

Level 1st 2nd 3rd 4th 5th 6th
6th   4   3 (+1)   -   -   -   -
7th   4   3   1 (+1)   -   -   -
8th   4   4 (+1)   2 (+1)   -   -   -
9th   5 (+1)   4   3 (+1)   -   -   -
10th   5   4   3   1 (+1)   -   -

Alchemical Bombs (Intrepid Tier)

If you do not already have the Alchemical Bombs class feature, you gain it at 6th level. Bombs deal damage as listed for this tier, regardless of whether you took Alchemist class levels from levels 1 through 5. See Alchemical Bombs for details on how this works.

Bombs Usable Per Day (Intrepid Tier)

If this is the first tier of Alchemist class levels your character has taken, you can create and use a maximum of 5 bombs per day. If you already have one or more class tiers of the Alchemist class, then you are able to craft 2 additional bombs per day per class tier of Alchemist you have taken after the first. Remember that, if Alchemist is your favored class, your maximum bombs are 3 higher than those characters that have a different favored class. This means that if you have been an alchemist since first level, and it is your favored class, you can throw a maximum of 10 bombs per day at 6th level (3 for favored class, 5 from courageous tier, and 2 from intrepid tier).

Implement Bonus (Intrepid Tier)

If you do not already have the Implement Bonus class feature, you gain it at 6th level. See Implement Bonus for details on how this works.

Discovery III (Su)

At 6th level, the alchemist can select one Alchemist Discovery. Once chosen, the selection cannot be changed, except through the re-selection process.

Unless otherwise noted, an alchemist cannot select an individual discovery more than once. Some discoveries can only be made if the alchemist has met certain prerequisites first, such as uncovering other discoveries. Discoveries that modify bombs that are marked with an asterisk (*) do not stack. Only one such discovery can be applied to an individual bomb.

Mutagen (Ex)

At 6th level, an alchemist discovers how to create a mutagen that they can imbibe that radically alters their body in strange and unpredictable ways. An alchemist can prepare one dose of mutagen per day. As with extracts and bombs, doses of mutagen that are not in the alchemist's possession, or that remain unused at the end of the alchemist's next full night's rest (or 24 hours, whichever is sooner), become inert and are considered expended for the day. As a result, the alchemist must prepare a fresh dose each day, and cannot 'save up' unused doses from previous days.

It takes a full hour to prepare the alchemist's mutagen each day.

A mutagen cannot be used by anyone other than the alchemist that created it. Anyone else who consumes it will become nauseated for 1 round, but gains no other effects, since the mutagen is tightly attuned to the creating alchemist's aura.

Drawing and consuming a mutagen is a swift action that may only be performed during combat (i.e. while an initiative order is in effect), and its effects last until the end of the current encounter, or until the alchemist dismisses the effect, or is knocked unconscious (or killed, obviously).

While under the effects of a mutagen, the alchemist loses access to all of their normal stats and class features, and instead replaces them with the following template, based on their character level (not alchemist class level):

Melee Attacks (No Ranged)
CR 1 CR 2 CR 3 CR 4 CR 5 CR 6 CR 7 CR 8 CR 9 CR 10
CR 11 CR 12 CR 13 CR 14 CR 15 CR 16 CR 17 CR 18 CR 19 CR 20
CR 21 CR 22 CR 23 CR 24 CR 25 CR 26 CR 27 CR 28 CR 29 CR 30
CR 31 CR 32 CR 33 CR 34 CR 35

While in this new form, your body is unstable, and undergoes constant mutations. Immediately upon imbibing the mutagen, and at the start of each of your turns that the mutagen remains in effect, roll 1d10+2 and consult the mutations table, below. You may choose a single effect on the table equal to, or less than the result you rolled, but you may never choose a result that you have already used this encounter. If you make a roll and all available results have already been used this encounter, your body mutates in an unexpectedly useless way this round.

Alchemists with a high Constitution may attempt to control this mutation a little better. If you have a positive Con modifier, you may add or subtract that Con modifier from a Mutation roll. You can make this adjustment once per day for each tier of Alchemist you have taken. This is cumulative with the base +2 to the d10 roll that you gain with each tier of Alchemist that you have taken. A dedicated Alchemist can thus gain (with investment into their Constitution stat) a pretty good degree of control over their mutations. Note that any adjusted roll which is above or below the listed options in the chart is treated as either the highest or lowest possible result.


Mutations Table
Result Mutation Granted
1 Lesser Swim: Your hands and feet elongate and become webbed. You gain a Lesser Swim speed equal to your Walk speed until the start of your next turn.
2 Lesser Climb: You can temporarily control the stickiness of your flesh, making it easy to grip any surface. You gain a Lesser Climb speed equal to your Walk speed until the start of your next turn.
3 Flanking: You sprout eyes on the backs of your elbows and knees. You cannot be flanked this round; you also gain a +3 to hit if flanking (instead of +2) until the start of your next turn.
4 Energy Resist: Your skin exudes a coating of some viscous substance that is highly resistant to elemental damage. You gain ER Common (Acid,  Cold,  Fire,  Lightning,  Sonic) equal to your character level until the start of your next turn.
5 Vaulting: Your knee joints reverse, giving you a powerful leaping ability. You gain a Vaulting speed equal to your Walk speed until the start of your next turn.
6 Damage Resist: Your bones become hyper-dense, and protrude as spikes and plates from the surface of your flesh. You gain DR Common (Bludgeoning,  Crushing,  Piercing,  Slashing,  Slime) equal to your character level until the start of your next turn.
7 See Around Corners: Your arms grow three new joints (each!), and long hairs on them allow you to detect the slightest movement of nearby enemies. You suffer no to-hit penalty vs. enemies with Partial Cover.
8 Fleshy Double: You shed a lumpy blob of yourself as you step to the side, leaving your enemies confused as to which of you is 'you'. As long as you displace at least 15 feet from your starting square this turn, one attack that would normally hit you may be declared a miss, instead, as a triggered interrupt (immediate action). The attack must occur before the start of your next turn, or the ability is lost.
9 Tremorsense: The nerves in your feet become hyper-sensitive, granting you a preternatural ability to sense those touching the ground nearby. You gain Tremorsense with a range of 30 feet until the start of your next turn.
10 Lesser Flight: You sprout a pair (or quartet) of vestigial, bony wings. Despite the fact that they shouldn't be able to hold you aloft, you gain a Lesser Flight speed equal to your Walk speed until the start of your next turn.
11 Skittering Stride: Your legs sprout two new legs (each!) from the knee down, making your gait unpredictable and abrupt. Until the start of your next turn, any Walk-based movement you make does not provoke attacks of opportunity.
12 Tentacle Push: A long, powerful tentacle, corded with muscle, sprouts from your side. You may perform a Reposition maneuver against an adjacent creature as a swift action at any point during your turn this round.
13 Knitted Flesh: Your skin begins bubbling, as though boiling. As a vaporous steam escapes from your pores, your wounds begin to rapidly close on their own. You instantly heal a number of hit points equal to your character level. Once the healing is applied, this mutation has no further effect.
14 Trebuchet Arms: Your arms lengthen and narrow, losing all muscle tone, while growing a third joint that is floppy and hard to control. However, it does seem to carry momentum surprisingly well. Until the start of your next turn, the range increment for any Bomb you throw is doubled. Requires: Greater Mutagen (Discovery)
15 Longarms: Your arms bulge and ripple with suddenly-oversized muscles, the bones elongating until your knuckles brush the ground, though you stand upright. You gain Inclusive Reach out to 10 feet (instead of 5 feet), until the start of your next turn.
16 Too Poisonous for Poison: Your blood turns clear, carrying the strong scent of ammonia. Nothing could live in that! You are immune to any new status conditions inflicted this round. This mutation has no effect on existing conditions, however.
17 Ablative Armor: You grow a shiny exoskeleton, covering your skin like a bug's shell, and made up of several layers of hard chitin that break off as it is damaged. You gain a number of temporary hit points equal to your character level. Unlike other mutations, these temporary hit points persist until they are removed by damage, or until the encounter ends.
18 Adrenaline Spike: Your nervous system kicks into overdrive, making your movements almost too fast to follow. Any move actions you take this round are considered swift actions.
19 Caustic Pus: Your skin is instantly covered in boils and pustules, all on the verge of popping messily. All enemies that hit you with melee attacks before the start of your next turn take Acid (energy, common) damage equal to your character level. This occurs after each melee-based hit is resolved, and can affect the same creature more than once, if it hits you more than once.
20 That Brain Thing: Despite the chaos around you, and the mad science flowing through your ever-changing body, your thoughts coalesce with perfect clarity for just an instant. You may activate an Extract as a move action this round (instead of a standard action). Requires: Grand Mutagen (Discovery)
21 Recomposition: Your body transforms into a swarm of fleshy, bulgy flies for an instant, which spread out, then reconvene nearby, combining back into your 'normal' body once again. You gain a Lesser Teleport speed equal to your Walk speed until the start of your next turn.
22 Reflexive Blitz: Without even taking the time for conscious thought, your hand grabs a bomb and throws it at a nearby enemy. Wait! Just how many hands do you have? You may throw a Bomb as a move action this round (instead of a standard action). Requires: Greater Mutagen (Discovery)
23 Shell Game: Tendrils of your flesh reach out and wrap around a nearby ally, covering them completely. As the tendrils part, they reveal you where your ally once was, and your ally where you once were. Neither of you is completely comfortable with what you have just shared. You may swap places with a willing ally within 30 feet as a swift action at any point during this turn.
24 Rubber Band Arms: Your arms appear perfectly normal (well, normal for you, anyway), except you can feel the bones changing into something much more stretchy and flexible. Until the start of your next turn, you gain Inclusive Reach out to 15 feet (instead of 5 feet).

As you can see, there are quite a few results on this table that are not possible at 6th level. At higher tiers of the alchemist class, the roll to determine which mutation occurs becomes better, allowing access to higher-numbered results on the table.

Remember that you may choose any result equal to or less than the result you roll each round, as long as that result has not already been used in this encounter.

As mentioned above, while under the effects of a mutagen, the alchemist loses access to all of their stats, skills, feats, all class features, including extracts, bombs, discoveries, even their racial traits. While in this form, you are a wholly different, and spectacularly weird, thing. However, there are a number of discoveries which specifically do remain in effect while in mutagen form (such as Greater Mutagen (Discovery). These discoveries improve the alchemist's control over the unstable form, granting them much more utility while transformed.

All damage taken while in your mutagen form is applied against the hit points of the mutagen form, not against the Alchemist's own hit points. Once the mutagen form wears off (typically at the end of the encounter), all of that damage transfers to your normal form as non-lethal damage. If you are driven unconscious (your hit points reduced to zero or less) while in your mutagen form, the effect is immediately dismissed, you revert to your normal form, and all damage your mutagen form suffered (including any negative hit points the 'final blow' gave you) is doubled, and then applied to your normal hit points as non-lethal damage. This is very likely to drive you unconscious, also leaving you helpless.

If you had damage prior to taking the mutagen, that damage remains (as normal damage) after the mutagen wears off, but none of that damage is present while in your mutagen form; your mutagen form always begins an encounter with its full store of hit points, regardless of how damaged the alchemist was when they drank the mutagen.

If the alchemist is suffering from any status condition, poison, or disease, when they take the mutagen, however, that condition is also present in the mutagen form. Similarly, if your mutagen form was suffering from any disease, poison, or any other condition of any sort when the effect ends, then that condition transfers to your true form as well.

While you are in your mutagen form, you may still be healed by your allies, and you still count as their ally for any abilities they possess.

Using the mutagen lays an arcane charge on the alchemist. If the alchemist already has an arcane charge present, they must choose whether to keep the existing effect or replace it with the mutagen effect. Only one arcane charge can ever be present at a time.

Mutagen is an extraordinary ability, so it is not subject to being dispelled via Dispel Magic or similar effects, and it works just fine in areas of anti-magic. It is science of the maddest, weirdest kind.

  • Note: In the context of mana burning, a 'spell' can refer to any of spells, extracts, or poultices. Any time a 'spell' is referred to in this section, it applies to any or all of these three types. If you are multi-classed, dual-classed, or otherwise have access to spells, extracts, and/or poultices, any of them may be burned to boost any of the others. They are interchangeable with regards to mana burning.

When casting a spell, Mana Burning allows you to expend one or more additional spells as part of the same action as casting the spell, in order to increase that spell's destructive power.

To understand mana burning, you must understand four concepts: spell level, caster level, character level, and Circle.

A spell's level is a measure of how difficult it is to learn, and usually a factor in how powerful its effects are. Paladins and Rangers only have spells that go up to level 4, Bards and Alchemists only have spells that go up to level 6. Clerics, Druids, Sorcerers, and Wizards have spells that go up to level 9. Conventional spells do not go above level 9, though you can apply metamagic feats to a spell to cause its level to go as high as level 17 (assuming your character class grants spell slots that high).

Caster level is how many levels a character possesses in a specific spellcasting class. If you are multi-classed or dual-classed, your caster level only goes up if you level in a class that can cast spells. If you gain levels in a non-spellcasting class, your caster level remains frozen at the sum of the levels you gained in spellcasting classes only. Caster level is usually used to determine how difficult it is to resist the effects of a spell (if it grants a saving throw). Other variables in a spell can also be affected by caster level, such as a spell's range, or even how many targets it can affect at once.

Character level is the character's total level. That is, it is the sum of all class levels from any class the character has taken. If a character doesn't multi-class or dual-class (i.e. they only have one character class), their character level is equal to their class level. If their sole class is a spellcasting class, their character level is also equal to their caster level.

Finally, Circles are a measure of how much base damage a spell does, relative to the caster's character level. If a spell has a Circle listed, it will be highlighted in orange in the spell's description. Every spell has a Level, but not every spell has a Circle. If a spell does not have a Circle, it generally does no damage, or has a custom damage profile. Spells that do not have a Circle listed cannot be mana burned.

Mana Burned spells (or spell slots) are used up for the day, exactly as though they had been cast. For each additional spell you burn in the casting, you increase the spell's Circle by one step, increasing the spell's base damage dealt. You cannot mana burn cantrips (or orisons, or powerful cantrips), but you can mana burn any spell you have either memorized (if you must prepare spells in advance) or have available (if you can spontaneously cast spells).

Aside from certain arcane bloodlines and certain expensive magic items, the only way to increase a spell's Circle is by mana burning one or more additional spells at the same time that the spell is being cast (as part of the same action). This means, for example, that memorizing a spell in a higher level slot than the minimum required does not raise the spell's circle. Similarly, memorizing a spell in a higher level slot because it has one or more Metamagic Feats applied to it does not increase the spell's Circle.

For each extra spell burned (beyond the spell actually being cast), the spell's Circle moves up one step on the damage scale.

Mana Burn Circle Damage

Spell Circle Burn Cost Req'd Char Level Base Dice Max Dice
0 N/A N/A 1d4 per 2 character levels max of 4d4 at character level 8
1 N/A 1st 1d6 per character level max of 4d6 at character level 4
2 +1 3rd 1d6 per character level max of 6d6 at character level 6
3 +1 5th 1d6 per character level max of 10d6 at character level 10
4 +1 7th 1d6+1 per character level max of 12d6+12 at character level 12
5 +1 9th 1d6+1 per character level max of 15d6+15 at character level 15
6 +1 11th 1d6+2 per character level max of 16d6+32 at character level 16
7 +1 13th 1d6+2 per character level max of 20d6+40 at character level 20
8 +1 15th 1d6+3 per character level max of 21d6+63 at character level 21
9 +1 17th 1d6+3 per character level max of 25d6+75 at character level 25
10 +1 19th 1d6+4 per character level max of 25d6+100 at character level 25
11 +1 21st 1d6+5 per character level max of 25d6+125 at character level 25
12 +1 23rd 1d6+6 per character level max of 27d6+162 at character level 27
13 +1 25th 1d6+7 per character level max of 27d6+189 at character level 27
14 +1 27th 1d6+8 per character level max of 29d6+232 at character level 29
15 +1 29th 1d6+9 per character level max of 29d6+261 at character level 29
16 +1 31st 1d6+10 per character level max of 30d6+300 at character level 30
17 +1 33rd 1d6+11 per character level max of 30d6+330 at character level 30
18 +1 35th 1d6+12 per character level max of 30d6+360 at character level 30


There is also a maximum spell circle you can raise a given spell, based on your character level. This maximum is: (total character level + 1) ÷ 2, round down. Note that this is NOT based on the character's caster level or class level, but their total character level, making this an attractive option for multi-classed or dual-classed characters. Furthermore, the maximum is unaffected by classes who learn higher level spell slots at a slower pace than full casters. For example, even though a bard cannot cast 3rd level spells at 5th level, they can cast a 2nd level spell and mana burn it to Circle 3 damage, dealing the equivalent of a third level spell.

All benefits of any Metamagic Feats applied to the spell being cast are applied after all Mana Burning has been done. That is, you can memorize a Maximized Fireball (using a sixth level spell slot — 3 for the spell's normal spell level, and 3 for the Maximize metamagic feat), and then burn four additional spell slots of any other spell level to increase the Maximized Fireball's Circle 3 damage to Circle 7 damage (assuming you are high enough level to use Circle 7 damage), and the fireball will inflict maximized Circle 7 damage.

  • Example: A 18th level wizard casts the old classic, fireball. Fireball does Circle 3 damage (1d6 per character level, max 10d6). The wizard mana burns it up to Circle 9 damage (1d6+3 per level, max 25d6+75). In order to do this, the wizard must expend the base 3rd level slot for the Fireball spell, and then six spell slots of any spell level to move the Circle up by six steps. Since the wizard is 18th level, Circle 9 is the maximum Circle they could mana burn a spell up to, and by bumping the Fireball spell to Circle nine, they will deal 18d6+54 points of damage with it, far exceeding the normal limits of a fireball.

Discovery IV (Su)

At 8th level, the alchemist can select one Alchemist Discovery. Once chosen, the selection cannot be changed, except through the re-selection process.

Unless otherwise noted, an alchemist cannot select an individual discovery more than once. Some discoveries can only be made if the alchemist has met certain prerequisites first, such as uncovering other discoveries. Discoveries that modify bombs that are marked with an asterisk (*) do not stack. Only one such discovery can be applied to an individual bomb.

Grand Discovery II (Su)

The alchemist makes a major breakthrough in their experiments. Upon achieving a 8th level in the alchemist class, the alchemist chooses one of the abilities listed below, representing this breakthrough. Once selected, the ability cannot be changed, except through the re-selection process.

Alchemical Abomination

An alchemist with this grand discovery can select each mutation on the Mutagen mutation table up to twice per encounter, instead of only once per encounter. They must still roll the die for the mutation each round, and select any one mutation on the table with a number equal to or less than that roll. This grand discovery allows the alchemist to exert much greater control over their mutations while in mutagen form, and makes it far less likely that they will spend a round without a useful mutation.

Hyper-Tweaking

An alchemist with this grand discovery immediately gains 6 bonus stat points to add to their ability scores. These points add 1 point to the existing ability score for each point spent. No more than +2 may be added to any single ability score from this grand discovery, however. Once added, these bonus points are considered permanent, and they cannot be changed, except through the re-selection process.

Midassian Scion

An alchemist with this grand discovery can convert sellable goods, the treasure typically dropped by monsters, into gold without the need to visit a store or shopkeeper. Gold is considerably lighter and less bulky than sellable goods, so this is very convenient.

Furthermore, the alchemist with this grand discovery can convert Remnants to gold! Remnants normally have no monetary value, but with this grand discovery, they can be converted to a single treasure parcel of a single monster of equal CR to the Alchemist's character level. (A treasure parcel is the gold value of treasure the monster normally drops). This amount increases as the Alchemist increases their character level, meaning that a remnant dropped by a CR 1 monster can be saved until the alchemist gains several levels and it will be worth more. Note that the tier of the remnant (e.g. languid, bright, empyrean, etc.) has no effect on the gold value of it, only the current level of the Alchemist with this grand discovery.

Protean Resistance

An alchemist with this grand discovery chooses one common energy type (Common (Acid,  Cold,  Fire,  Lightning,  Sonic)), and gains Energy Resistance (ER) equal to their character level against that energy type. Once selected, it cannot be changed, except through the re-selection process.

In addition, as a swift action during combat, the alchemist with this grand discovery can choose any other energy damage type (including uncommon and rare energy damage types) and gain ER equal to their character level against that energy type until the end of the current encounter. There is no limit to the number of times this can be performed in a combat, as long as the alchemist has enough swift actions to do so.

This grand discovery does not function when the Alchemist is in their mutagen form.

Poison Resistance I (Ex)

By the time an alchemist reaches 9th level, they have already performed so many "experiments" on their own bodies that they have begun to develop a strong resistance to any type of poison. The alchemist gains a +4 training bonus to all saving throws made to resist poisons.

This bonus applies to the alchemist even if they are in their mutagen form.

Discovery V (Su)

At 10th level, the alchemist can select one Alchemist Discovery. Once chosen, the selection cannot be changed, except through the re-selection process.

Unless otherwise noted, an alchemist cannot select an individual discovery more than once. Some discoveries can only be made if the alchemist has met certain prerequisites first, such as uncovering other discoveries. Discoveries that modify bombs that are marked with an asterisk (*) do not stack. Only one such discovery can be applied to an individual bomb.


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Heroic Alchemist (Levels 11 - 15)

Level Full Attack BAB Saving Throws Base AC Bomb Damage Class Features
1st Atk 2nd Atk 3rd Atk 4th Atk Fort Refl Will
11   +5   +0   -   -   +7   +7   +3   9 11d6+11 (+ Int & Dex Mods) (Alchemist Extracts), (Alchemical Bombs), (Implement Bonus), (Mana Burning), (Mutagen), Poison Use
12   +6 (+1)   +1 (+1)   -   -   +8 (+1)   +8 (+1)   +4 (+1)   9 12d6+12 (+ Int & Dex Mods) Discovery VI, Venom Sac
13   +6   +1   -   -   +8   +8   +4   9 13d6+13 (+ Int & Dex Mods) Level 5 Extracts, Grand Discovery III
14   +7 (+1)   +2 (+1)   -   -   +9 (+1)   +9 (+1)   +4   9 14d6+14 (+ Int & Dex Mods) Discovery VII, Poison Resistance II
15   +7   +2   -   -   +9   +9   +5 (+1)   9 15d6+30 (+ Int & Dex Mods) Spontaneous Bomber

Alchemist Extracts (Heroic Tier)

If you do not already have the Alchemist Extracts class feature, you gain it at 11th level. See Alchemist Extracts for details on how this works. You do not gain the 'Extracts Usable Per Day' amounts listed in previous tiers of the Alchemist class unless you actually took those previous tiers.

Remember that you do receive bonus extracts per day if you have a high Intelligence score, in the same way a wizard receives bonus spells per day.

Extracts Usable Per Day (Heroic Tier)

The following table shows how many extracts the alchemist can prepare and use each day from levels 11 through 15. Higher level alchemists are able to concoct and sustain the energies of more extracts. Any unused extracts become inert and useless after 24 hours or at the end of a full night's rest, whichever comes sooner.

The pluses in parentheses after some of the numbers in the table below indicate when the value has increased from the previous level (hereafter referred to as 'delta values'). Characters who are multi-classing only receive the delta values of each extract level, rather than the full amount listed (unless, of course, they are the same).

Level 1st 2nd 3rd 4th 5th 6th
11th   5   4   4 (+1)   2 (+1)   -   -
12th   5   5 (+1)   4   3 (+1)   -   -
13th   5   5   4   3   1 (+1)   -
14th   5   5   4   4 (+1)   2 (+1)   -
15th   5   5   5 (+1)   4   3 (+1)   -

Alchemical Bombs (Heroic Tier)

If you do not already have the Alchemical Bombs class feature, you gain it at 11th level. Bombs deal damage as listed for this tier, regardless of whether you took Alchemist class levels from one or more previous class tiers. See Alchemical Bombs for details on how this works.

Bombs Usable Per Day (Heroic Tier)

If this is the first tier of Alchemist class levels your character has taken, you can create and use a maximum of 5 bombs per day. If you already have one or more class tiers of the Alchemist class, then you are able to craft 2 additional bombs per day per class tier of Alchemist you have taken after the first. Remember that, if Alchemist is your favored class, your maximum bombs are 3 higher than those characters that have a different favored class. This means that if you have been an alchemist since first level, and it is your favored class, you can throw a maximum of 12 bombs per day at 11th level (3 for favored class, 5 from courageous tier, 2 from intrepid tier, and 2 from heroic tier).

Implement Bonus (Heroic Tier)

If you do not already have the Implement Bonus class feature, you gain it at 11th level. See Implement Bonus for details on how this works.

Mana Burning (Heroic Tier)

If you do not already have the Mana Burn class feature, you gain it at 11th level. See Mana Burning for details on how this works.

Mutagen (Heroic Tier)

If you do not already have the Mutagen class feature, you gain it at 11th level. See Mutagen for details on how this works.

In addition, at 11th level, the alchemist gains the ability to create one additional dose of mutagen per day. This means they can now create two doses per day.

Rolling on the Mutations Table

If this tier is the first Alchemist class tier you have taken, you roll 1d10+2 on the Mutations table each round while in mutagen form. If you already had the Mutagen class feature from a previous tier of the Alchemist class, you add an additional +2 to this die roll per class tier after the one in which you first received the mutagen class feature (i.e. 1d10+4 if this is the second alchemist class tier you've taken that contained the mutagen class feature, 1d10+6 if it is the third, etc.). Remember that you may choose any one effect equal to, or less than, the result you rolled on the table, but you can only use a given mutation ability once per encounter. That is, if you have already used a particular mutation in any previous round of this encounter, you may not select it again. See the Mutations Table above, for details.

Poison Use (Ex)

At 11th level, the alchemist learns to use poisons with a greater degree of confidence than most people. The alchemist can no longer critically fail to apply a poison, even on a die result of a natural 1. Instead, any failure (including a natural 1 on the die) is treated as a regular failure (not a critical failure), no matter how far below the target CR the check actually is. This means it is not possible for the alchemist to accidentally poison themselves when applying poison to a weapon.

In addition, when an alchemist successfully hits a creature with a poisoned weapon, the poison automatically deals its bonus damage. The creature still receives a Fortitude save to attempt to resist the status condition of the poison (if any). Creatures that succeed on the saving throw are unaffected by the status condition, as normal, but still take the full amount of the poison's bonus damage.

Discovery VI (Su)

At 12th level, the alchemist can select one Alchemist Discovery. Once chosen, the selection cannot be changed, except through the re-selection process.

Unless otherwise noted, an alchemist cannot select an individual discovery more than once. Some discoveries can only be made if the alchemist has met certain prerequisites first, such as uncovering other discoveries. Discoveries that modify bombs that are marked with an asterisk (*) do not stack. Only one such discovery can be applied to an individual bomb.

Venom Sac (Ex)

At 11th level, the alchemist permanently alters their own physiology to create a special gland somewhere in their bodies that produces a constant trickle of poison. Each day, the alchemist's venom sac can produce up to six doses of "Simple Venom" with a CR equal to the Alchemist's class level (not character level). Simple venom just inflicts bonus poison damage equal to its CR, assuming the target fails their save, but does not inflict any sort of status condition like more complex poisons.

The alchemist must still spend a standard action, and succeed on a Sleight of Hand check to apply the poison to a weapon. Once applied, a single dose of poison persists on the weapon until the end of the next encounter, the end of the Alchemist's next full night's rest, or 24 hours, whichever is sooner. Poison can only affect the first struck target each round; any subsequently struck targets that round take only normal weapon damage, even if the attack hits multiple creatures as part of the same attack action (e.g. cleave or whirlwind attack). See Poisons for details.

Grand Discovery III (Su)

The alchemist makes a major breakthrough in their experiments. Upon achieving a 13th level in the alchemist class, the alchemist chooses one of the abilities listed below, representing this breakthrough. Once selected, the ability cannot be changed, except through the re-selection process.

Icarus Ascendant

An alchemist that chooses this grand discovery gains a Greater Flight speed equal to their Walk speed. In addition, if the alchemist also has the Icarus Resplendent discovery, the alchemist also gains a Hover speed equal to their Walk speed. Any magic item, class feature, spell, or other ability that increases or decreases the alchemist's Walk speed also increases the speed of Greater Flight (and possibly Hover) granted by this grand discovery.

Mad Bomber

An alchemist with this grand discovery permanently increases the damage of their Alchemical Bombs by an amount equal to their Intelligence Score (not modifier). This increase also applies to damage dealt by the Alchemist's Pop Rocks class feature, if they have it. Furthermore, if the alchemist has the Greater Mutagen discovery, this increased damage is applied to bombs thrown while in mutagen as well, using the Alchemist's natural form Intelligence Score (not the mutagen form's Intelligence score).

Mutagenic Durability

An alchemist with this grand discovery gains ER x/Common (Acid,  Cold,  Fire,  Lightning,  Sonic) and DR x/Common (Bludgeoning,  Crushing,  Piercing,  Slashing,  Slime) while in their mutagen form, where "x" is equal to the Alchemist's character level. During any round in which the alchemist selects the "4. Energy Resist" or "6. Damage Resist" mutations from the mutagen's mutations table, the effects of those mutations is stacked with the effects of this grand discovery. If the alchemist has taken discoveries (or a grand discovery) that improve either or both of these mutations on the mutations table, (improving them to ER x/-, and/or DR x/-), this grand discovery instead doubles the value of these mutations during the round in which they are active. This grand discovery only provides its benefits to the alchemist while they are in their mutagen form.

Philosopher's Stone

An alchemist that chooses this grand discovery crafts a philosopher's stone — a slightly glowing orb of tremendous power. The philosopher's stone is usable as an implement, meaning that when it is wielded in one of the alchemist's hands, it provides the alchemist with their implement bonus. The philosopher's stone also provides the alchemist with the ability to mana burn their extracts past the normal level limits of mana burning — that is, the alchemist can increase the circle of an extract as high as they want, as long as they expend the appropriate number of extracts to do so, even if their character level isn't actually high enough for the circle. For example, a 13th level alchemist would normally be limited to mana burning their extracts up to a maximum of circle 6. With a philosopher's stone, and by spending enough extracts to pull it off, that 13th level alchemist could mana burn an extract all the way up to circle 17 (the highest circle possible, that would normally require a level 34 caster)! Mana burn your heart out, you mad genius!

Discovery VII (Su)

At 14th level, the alchemist can select one Alchemist Discovery. Once chosen, the selection cannot be changed, except through the re-selection process.

Unless otherwise noted, an alchemist cannot select an individual discovery more than once. Some discoveries can only be made if the alchemist has met certain prerequisites first, such as uncovering other discoveries. Discoveries that modify bombs that are marked with an asterisk (*) do not stack. Only one such discovery can be applied to an individual bomb.

Poison Resistance II (Ex)

Upon reaching 14th level of the alchemist class, the alchemist has even less to fear from poisons, since they practically have an entire pharmacy of drugs and poisons coursing through their blood at all times, at this point. Any time the alchemist is subjected to a poison, they take no damage from the poison, regardless of whether the poison inflicts lethal or non-lethal damage. The alchemist is still susceptible to any status conditions the poison might inflict, however, and must save against such effects normally.

Spontaneous Bomber (Su)

At 15th level, the alchemist becomes very confident in their ability to create and throw their alchemical bombs. The alchemist no longer needs to spend a hour each day crafting their bombs in advance. Instead, they can craft bombs 'on the fly' during combat, as part of the same standard action as throwing them. This includes applying any discovery they might have that modifies the bomb; such discoveries can also be applied spontaneously, just prior to throwing the bomb. Let's face it — alchemists are not notorious for their long-term planning skills; they're far better at improvising and adapting to a situation, and this class feature lets them do just that with their bombs.

The alchemist must, of course, declare any discovery they are applying to the bomb before it is thrown. Furthermore, bombs are still limited to only a single bomb discovery being applied to them at a time.

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Undaunted Alchemist (Levels 16 - 20)

Level Full Attack BAB Saving Throws Base AC Bomb Damage Class Features
1st Atk 2nd Atk 3rd Atk 4th Atk Fort Refl Will
16th   +8 (+1)   +3 (+1)   -   -   +10 (+1)   +10 (+1)   +5   9 16d6+32 (+ Int & Dex Mods) (Alchemist Extracts), (Alchemical Bombs), (Implement Bonus), (Mana Burning), (Mutagen), Discovery VIII
17th   +8   +3   -   -   +10   +10   +5   9 17d6+34 (+ Int & Dex Mods) Eureka Bombs
18th   +9 (+1)   +4 (+1)   -   -   +11 (+1)   +11 (+1)   +6 (+1)   9 18d6+36 (+ Int & Dex Mods) Discovery IX, Grand Discovery IV
19th   +9   +4   -   -   +11   +11   +6   9 19d6+38 (+ Int & Dex Mods) Poison Resistance III
20th   +10 (+1)   +5 (+1)   -   -   +12 (+1)   +12 (+1)   +6   9 20d6+40 (+ Int & Dex Mods) Discovery X

Alchemist Extracts (Undaunted Tier)

If you do not already have the Alchemist Extracts class feature, you gain it at 16th level. See Alchemist Extracts for details on how this works. You do not gain the 'Extracts Usable Per Day' amounts listed in previous tiers of the Alchemist class unless you actually took those previous tiers.

Remember that you do receive bonus extracts per day if you have a high Intelligence score, in the same way a wizard receives bonus spells per day.

Extracts Usable Per Day (Undaunted Tier)

The following table shows how many extracts the alchemist can prepare and use each day from levels 16 through 20. Higher level alchemists are able to concoct and sustain the energies of more extracts. Any unused extracts become inert and useless after 24 hours or at the end of a full night's rest, whichever comes sooner.

The pluses in parentheses after some of the numbers in the table below indicate when the value has increased from the previous level (hereafter referred to as 'delta values'). Characters who are multi-classing only receive the delta values of each extract level, rather than the full amount listed (unless, of course, they are the same).

Level 1st 2nd 3rd 4th 5th 6th
16th   5   5   5   4   3   1 (+1)
17th   5   5   5   4   4 (+1)   2 (+1)
18th   5   5   5   5 (+1)   4   3 (+1)
19th   5   5   5   5   5 (+1)   4 (+1)
20th   5   5   5   5   5   5 (+1)

Alchemical Bombs (Undaunted Tier)

If you do not already have the Alchemical Bombs class feature, you gain it at 16th level. Bombs deal damage as listed for this tier, regardless of whether you took Alchemist class levels from one or more previous class tiers. See Alchemical Bombs for details on how this works.

Bombs Usable Per Day (Undaunted Tier)

If this is the first tier of Alchemist class levels your character has taken, you can create and use a maximum of 5 bombs per day. If you already have one or more class tiers of the Alchemist class, then you are able to craft 2 additional bombs per day per class tier of Alchemist you have taken after the first. Remember that, if Alchemist is your favored class, your maximum bombs are 3 higher than those characters that have a different favored class. This means that if you have been an alchemist since first level, and it is your favored class, you can throw a maximum of 14 bombs per day at 16th level (3 for favored class, 5 from courageous tier, 2 each from intrepid, heroic, and undaunted tiers).

Implement Bonus (Undaunted Tier)

If you do not already have the Implement Bonus class feature, you gain it at 16th level. See Implement Bonus for details on how this works.

Mana Burning (Undaunted Tier)

If you do not already have the Mana Burn class feature, you gain it at 16th level. See Mana Burning for details on how this works.

Mutagen (Undaunted Tier)

If you do not already have the Mutagen class feature, you gain it at 16th level. See Mutagen for details on how this works.

Rolling on the Mutations Table (Undaunted Tier)

If this tier is the first Alchemist class tier you have taken, you roll 1d10+2 on the Mutations table each round while in mutagen form. If you already had the Mutagen class feature from a previous tier of the Alchemist class, you add an additional +2 to this die roll per class tier after the one in which you first received the mutagen class feature (i.e. 1d10+4 if this is the second alchemist class tier you've taken that contained the mutagen class feature, 1d10+6 if it is the third, etc.). Remember that you may choose any one effect equal to, or less than, the result you rolled on the table, but you can only use a given mutation ability once per encounter. That is, if you have already used a particular mutation in any previous round of this encounter, you may not select it again. See the Mutations Table above, for details.

Discovery VIII (Su)

At 16th level, the alchemist can select one Alchemist Discovery. Once chosen, the selection cannot be changed, except through the re-selection process.

Unless otherwise noted, an alchemist cannot select an individual discovery more than once. Some discoveries can only be made if the alchemist has met certain prerequisites first, such as uncovering other discoveries. Discoveries that modify bombs that are marked with an asterisk (*) do not stack. Only one such discovery can be applied to an individual bomb.

Eureka Bombs (Su)

At 17th level, the alchemist gains the ability to create Eureka Bombs. With a Eureka bomb, the alchemist is no longer bound to only one Discovery placed upon a single bomb. The Alchemist may apply multiple discoveries to a single EUREKA! bomb, with the following limitations:

  • A Eureka Bomb can have two discoveries applied to it at the same time, plus one additional discovery per 10 class levels of Alchemist that the character possesses (dropping fractions). For example, if the character is now 17th level and has been an alchemist for all 17 of those levels, their Eureka bombs can have up to 3 discoveries applied to them at the same time. This number will increase to 4 at 20 class levels of alchemist, and reach its maximum of 5 at 30 class levels of alchemist.
  • A Eureka bomb may only have one Discovery that changes the damage type. You may have fire or cold or sonic, etc, but never a fire/cold.
  • A Eureka bomb may have only one Discovery that inflicts a status condition or affords its target(s) a saving throw. You may have a blinding bomb, or a dispelling bomb, but never a blinding and dispelling bomb.

The alchemist is able to produce a number of eureka bombs per day equal to the number of Alchemist class tiers they have taken (counting this one), to a maximum of 7 per day, if all seven Alchemist class tiers are taken.

Eureka bombs are in addition to the number of alchemical bombs the alchemist can normally produce each day, and they can be created during the same 1-hour preparation period that bombs normally require (unless the alchemist also has the Spontaneous Bomber class feature, in which case, they can be created as part of the same action as throwing the eureka bomb).

Eureka bombs are an alchemical creation exactly similar to an alchemical bomb, aside from the above, and uses all the same rules, feats, and abilities as bombs. Any feats, class features, or abilities that improve alchemical bombs will also improve eureka bombs. See Alchemical Bombs for details.

Discovery IX (Su)

At 18th level, the alchemist can select one Alchemist Discovery. Once chosen, the selection cannot be changed, except through the re-selection process.

Unless otherwise noted, an alchemist cannot select an individual discovery more than once. Some discoveries can only be made if the alchemist has met certain prerequisites first, such as uncovering other discoveries. Discoveries that modify bombs that are marked with an asterisk (*) do not stack. Only one such discovery can be applied to an individual bomb, unless you are using a Eureka Bomb.

Grand Discovery IV (Su)

The alchemist makes a major breakthrough in their experiments. Upon achieving a 18th level in the alchemist class, the alchemist chooses one of the abilities listed below, representing this breakthrough. Once selected, the ability cannot be changed, except through the re-selection process.

Alchemical Perfection

An alchemist who selects this grand discovery alters perception and reflexes permanently, such that all melee attacks made while in their primary (non-mutagen) form are resolved as Melee Touch Attacks. In addition, the alchemist gets to add their Dexterity modifier to their to-hit and damage rolls when making melee attacks. This grand discovery has no effect on the alchemist's mutagen form.

Aura Masking

An alchemist with this grand discovery gains the ability to alter or hide the magical aura of people and objects, without altering their physical appearance. By spending a full minute concentrating, the alchemist can mask the aura of a subject or object, to defeat detection, identification, or scrying attempts against that subject or object. This can include effects like:

  • Make someone unscryable, or undetectable by magic
  • Alter the apparent alignment of a subject to a different alignment (note that this doesn't change their actual alignment, just how their alignment is detected or perceived).
  • Make a magic item identify as a different magic item
  • Make a magic item appear to be a mundane (non-magical) item.

Anyone attempting to scry, detect, identify, or otherwise magically perceive the altered aura must make a bailiwick skill check versus a Hard DC based on the alchemist's character level (not class level). Those who fail the check are deceived, while those who succeed on the check perceive the object's true aura. Anyone who succeeds on the check by 5 or more can also detect that the aura of the object they are scrying was falsely masked, and anyone succeeding by 10 or more can identify the alchemist who masked it. So be careful who you use this around. The king's vizier (who is probably a lich in disguise, let's face it) just might see right through this! However, against same-level or lower creatures, this is a great way to avoid those pesky paladin 'detect alignment' abilities, or sneak into that evil cult's lair without getting struck down by the demon-god that they worship right as you walk through the door (could happen later, though).

There is no limit to the number of times per day the alchemist can use this ability, other than the time required to perform it (one minute per use). The effect lasts until the alchemist takes a full night's rest, or 24 hours, whichever occurs sooner. The alchemist must be able to touch the subject or object they wish to mask. Subjects of the aura masking must be willing allies, or the alchemist themselves. Objects being masked must either be unattended, or worn/wielded by a willing ally, or by the alchemist themselves.

Performing an aura masking is an obvious action, and anyone witnessing it can clearly see that some sort of magic ritual is taking place, even if they are unable to identify exactly what is being done. (They can make a Spellcraft or Divinity check to attempt to determine what is being done, as though they are identifying a spell as it is being cast, if they wish, versus a DC of 10 + double the Alchemist's character level.) Shopkeepers will get really mad if they catch you trying to use this on their wares, to get yourself a "discount".

The alchemist cannot use Aura Masking to alter the aura of using Aura Masking. In fact, aura masking cannot be used to hide any active casting or other active manipulation of aura. Only effects that are permanent, such as a magic item's enchantment, or a character's own aura, can be masked with this ability.

Aura masking does not alter the physical characteristics or appearance of the object or subject in any way. This means that, while the alchemist can alter the aura of a flaming sword to detect as a mundane non-magical sword, anyone near it will still see its flames and feel its heat. Characters are encouraged to combine this ability with the Disguise skill, illusion spells, or other appearance-altering abilities, if they really want to confuse or deceive anyone that gets too nosey.

Persistent Spark

When an alchemist with this grand discovery creates an extract of any level, they can infuse it with an extra bit of their own magical power. The extract created now persists even after the alchemist sets it down, and, as a result, can be used by any of the alchemist's allies to gain its effects. Having already created it, the extract continues to occupy one of the alchemist's daily extract slots, regardless of who actually ends up using it.

An ally using the extract must expend the same action listed in the "Casting Time" of the extract as if the alchemist were using it themselves. In most cases, this is a standard action. If the extract uses any variables based on the caster, such as caster level, character level, caster stat, or any other variable, it uses the Alchemist's stats, not the ally to whom it was gifted.

Infused extracts become inert and useless at the start of the alchemist's next full night's rest, or after 24 hours, whichever is sooner.

This grand discovery is the same as the Lesser Infusion, Greater Infusion, Major Infusion, and Perfect Infusion discoveries. If you have this grand discovery, you do not need any of those, as this completely replaces them.

Sovereign Solution

An alchemist with this grand discovery has their mutagen's mutation table improved as though they had taken the Prehensile Organs, Explosive Halitosis, Hyperextended Joints, and Reticulated Membranes discoveries. This means they use the table on the Reticulated Membranes page instead of the mutations table listed on the [[Intrepid Alchemist section of this page. Furthermore, if you have this grand discovery, you do not need any of those, as this completely replaces them.

Poison Resistance III (Ex)

At 19th level, the alchemist becomes so inured to the effects of poisons that they become immune to the fruition effects of all poisons. The fruition effect of a poison is the final effect that a poison inflicts on its victim if all saving throws against it are failed, and it is allowed to run its course. Fruition effects are often quite nasty, and in many higher level poisons result in the death of the victim (or worse!).

Discovery X (Su)

At 20th level, the alchemist can select one Alchemist Discovery. Once chosen, the selection cannot be changed, except through the re-selection process.

Unless otherwise noted, an alchemist cannot select an individual discovery more than once. Some discoveries can only be made if the alchemist has met certain prerequisites first, such as uncovering other discoveries. Discoveries that modify bombs that are marked with an asterisk (*) do not stack. Only one such discovery can be applied to an individual bomb, unless you are using a Eureka Bomb.

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Valorous Alchemist (Levels 21 - 25)

Level Full Attack BAB Saving Throws Base AC Bomb Damage Class Features
1st Atk 2nd Atk 3rd Atk 4th Atk Fort Refl Will
21st   +10   +5   -   -   +12   +12   +7 (+1)   9 21d6+42 (+ Int & Dex Mods) (Alchemist Extracts), (Alchemical Bombs), (Implement Bonus), (Mana Burning), (Mutagen), Extract Accelerants
22nd   +11 (+1)   +6 (+1)   -   -   +13 (+1)   +13 (+1)   +7   9 22d6+66 (+ Int & Dex Mods) Discovery XI
23rd   +11   +6   -   -   +13   +13   +7   9 23d6+69 (+ Int & Dex Mods) Grand Discovery V
24th   +12 (+1)   +7 (+1)   -   -   +14 (+1)   +14 (+1)   +8 (+1)   9 24d6+72 (+ Int & Dex Mods) Discovery XII, Poison Immunity
25th   +12   +7   -   -   +14   +14   +8   9 25d6+75 (+ Int & Dex Mods) -

Alchemist Extracts (Valorous Tier)

If you do not already have the Alchemist Extracts class feature, you gain it at 21st level. See Alchemist Extracts for details on how this works. You do not gain the 'Extracts Usable Per Day' amounts listed in previous tiers of the Alchemist class unless you actually took those previous tiers.

Remember that you do receive bonus extracts per day if you have a high Intelligence score, in the same way a wizard receives bonus spells per day.

Extracts Usable Per Day (Valorous Tier)

The following table shows how many extracts the alchemist can prepare and use each day from levels 21 through 25. Higher level alchemists are able to concoct and sustain the energies of more extracts. Any unused extracts become inert and useless after 24 hours or at the end of a full night's rest, whichever comes sooner.

The pluses in parentheses after some of the numbers in the table below indicate when the value has increased from the previous level (hereafter referred to as 'delta values'). Characters who are multi-classing only receive the delta values of each extract level, rather than the full amount listed (unless, of course, they are the same).

Level 1st 2nd 3rd 4th 5th 6th
21st   6 (+1)   5   5   5   5   5
22nd   6   6 (+1)   5   5   5   5
23rd   6   6   6 (+1)   5   5   5
24th   6   6   6   6 (+1)   5   5
25th   6   6   6   6   6 (+1)   5

Alchemical Bombs (Valorous Tier)

If you do not already have the Alchemical Bombs class feature, you gain it at 21st level. Bombs deal damage as listed for this tier, regardless of whether you took Alchemist class levels from one or more previous class tiers. See Alchemical Bombs for details on how this works.

Bombs Usable Per Day (Valorous Tier)

If this is the first tier of Alchemist class levels your character has taken, you can create and use a maximum of 5 bombs per day. If you already have one or more class tiers of the Alchemist class, then you are able to craft 2 additional bombs per day per class tier of Alchemist you have taken after the first. Remember that, if Alchemist is your favored class, your maximum bombs are 3 higher than those characters that have a different favored class. This means that if you have been an alchemist since first level, and it is your favored class, you can throw a maximum of 16 bombs per day at 21st level (3 for favored class, 5 from courageous tier, 2 each from intrepid, heroic, undaunted, and valorous tiers).

Implement Bonus (Valorous Tier)

If you do not already have the Implement Bonus class feature, you gain it at 21st level. See Implement Bonus for details on how this works.

Mana Burning (Valorous Tier)

If you do not already have the Mana Burn class feature, you gain it at 21st level. See Mana Burning for details on how this works.

Mutagen (Valorous Tier)

If you do not already have the Mutagen class feature, you gain it at 21st level. See Mutagen for details on how this works.

In addition, at 21st level, the alchemist gains the ability to create one additional dose of mutagen per day. If the alchemist also took the Heroic Alchemist class tier (levels 11 - 15), they can now create three doses per day. If they skipped Heroic tier Alchemist, they can only create two doses per day.

Rolling on the Mutations Table (Valorous Tier)

If this tier is the first Alchemist class tier you have taken, you roll 1d10+2 on the Mutations table each round while in mutagen form. If you already had the Mutagen class feature from a previous tier of the Alchemist class, you add an additional +2 to this die roll per class tier after the one in which you first received the mutagen class feature (i.e. 1d10+4 if this is the second alchemist class tier you've taken that contained the mutagen class feature, 1d10+6 if it is the third, etc.). Remember that you may choose any one effect equal to, or less than, the result you rolled on the table, but you can only use a given mutation ability once per encounter. That is, if you have already used a particular mutation in any previous round of this encounter, you may not select it again. See the Mutations Table above, for details.

Extract Accelerants (Su)

At 21st level, the alchemist gains the ability to convert their Pop Rocks into extract slots for purposes of mana burning. Instead of throwing the pop rocks as weaker versions of alchemical bombs, the alchemist can convert one or all of them into fake extract slots as a free action, and use them up when activating an extract. This functions identically to mana burning one or more extract slots to increase the circle of an extract as it is being cast, but it doesn't use up the alchemist's actual extract slots. Instead, it draws on the highly renewable resource of the Pop Rocks.

Remember that pop rocks become inert at the end of your current turn if they are unused when your turn ends, so they cannot be stored up between rounds. However, since you can create three per swift action you expend, you could theoretically summon quite a few and still have a standard action left to use them with the activation of an extract.

Pop rocks converted to extract slots cannot be used to actually activate an extract. That is, they aren't real extract slots; they are only usable for mana burning purposes.

The alchemist must still expend the action listed in the "Casting Time" section of the extract, in addition to the swift action to summon the pop rocks, though the action to convert the pop rocks into mana-burnable extract slots is free, no matter how many pop rocks are being converted.

Discovery XI (Su)

At 22nd level, the alchemist can select one Alchemist Discovery. Once chosen, the selection cannot be changed, except through the re-selection process.

Unless otherwise noted, an alchemist cannot select an individual discovery more than once. Some discoveries can only be made if the alchemist has met certain prerequisites first, such as uncovering other discoveries. Discoveries that modify bombs that are marked with an asterisk (*) do not stack. Only one such discovery can be applied to an individual bomb, unless you have access to the Eureka Bombs class feature.

Grand Discovery V (Su)

The alchemist makes a major breakthrough in their experiments. Upon achieving a 23rd level in the alchemist class, the alchemist chooses one of the abilities listed below, representing this breakthrough. Once selected, the ability cannot be changed, except through the re-selection process.

Appendage Asymmetry

An alchemist that selects this grand discovery gains a third arm-like appendage, which can take any appearance the alchemist chooses, such as a claw, a tentacle, or just a regular humanoid-looking arm that matches their other two. Once the appearance has been chosen, it cannot be changed. Any time the alchemist makes a full attack action, the new arm-like appendage can be used to make a bonus attack at the alchemist's full BAB. This bonus attack stacks with bonus attacks from effects like Haste. Since it has a functioning hand-like appendage on its end, it can also be used to carry things, wear a shield, or even wield a weapon, though the alchemist still needs to be proficient with the weapon or shield in question or suffer non-proficiency penalties.

The arm-like appendage can also be retracted into the alchemists body as a standard action, and brought back out with another standard action. This can be really handy (HA! Get it?) when you need to look "normal" for some reason.

The arm-like appendage cannot wear magic items, such as rings, bracers, or gloves, since it doesn't actually extend the alchemist's aura, it just remolds it into a less symmetrical shape. Symmetry is for amateurs!

Carpet Bomber

An alchemist that selects this grand discovery can modify their bombs such that, instead of requiring a ranged touch attack roll against a primary target and doing splash damage against adjacent targets, the bomb now inflicts its full damage to all targets within a 5x5x5 cubic area of effect. Targets are allowed a Reflex save, versus a DC of 10 + half the alchemist's character level + the alchemist's DEX modifier, for half damage.

If the alchemist has the Explosive Bomb discovery, the area of effect is instead a 7x7x7 cubic area. Note that the area of effect caused by carpet bomber affects friends and foes alike. Aim carefully!

Since there is no longer any to-hit roll needed, range increment penalties are no longer applied to anything, meaning you can throw the bomb anywhere within its maximum range. However, the maximum range of the bomb is unchanged by this grand discovery, being equal to five times the bomb's range increment (20 foot increment, 100 foot maximum range, unless you have some ability that increases this).

This bomb effect is optional, meaning the alchemist can decide whether they want to use it or not, but they must announce it before they throw the bomb. A bomb using carpet bomber can still have a discovery applied to it (or more than one discovery, if a Eureka Bomb is being used). Carpet bomber doesn't count as a discovery being applied to the bomb.

Contagion

Once per round, an alchemist who has selected this grand discovery can automatically spread a beneficial extract's effect that is present on themselves to an adjacent ally. To do this, the alchemist simply has to move into a space adjacent to the ally during any point in their turn. The extract's effects spread contagiously to the ally as a free action, and last until the end of the ally's next turn.

An ally who has been affected by a contagious extract gains an Arcane Charge, even if the extract doesn't normally apply an Arcane Charge. The charge goes away as soon as the contagion effect ends (at the end of the ally's next turn). Creatures can never have more than one Arcane Charge present on themselves at the same time; if an arcane charge is already present on the ally when this effect is passed to them, the ally can choose which effect they want to keep, and which one goes away.

The alchemist can never affect more than one ally with this ability in a given round, even with the use of action points.

WHAT HATH SCIENCE WROUGHT?

An alchemist with this grand discovery has figured out how to successfully mix wildly unstable mutagens. Each round that the alchemist is under the effects of their mutagen, they can select up to two mutations from the mutations table each round, instead of just one. Note that the mutations selected must both still come from any part of the table less than or equal to the die result of their mutation roll. Furthermore, once a mutation has been used in the current encounter, it cannot be selected a second time, unless the alchemist also has the Alchemical Abomination grand discovery (from level 8 alchemist).

Discovery XII (Su)

At 24th level, the alchemist can select one Alchemist Discovery. Once chosen, the selection cannot be changed, except through the re-selection process.

Unless otherwise noted, an alchemist cannot select an individual discovery more than once. Some discoveries can only be made if the alchemist has met certain prerequisites first, such as uncovering other discoveries. Discoveries that modify bombs that are marked with an asterisk (*) do not stack. Only one such discovery can be applied to an individual bomb, unless you have access to the Eureka Bombs class feature.

Poison Immunity (Ex)

At 24th level, the alchemist becomes immune to poisons.

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Mythic Alchemist (Levels 26 - 30)

Level Full Attack BAB Saving Throws Base AC Bomb Damage Class Features
1st Atk 2nd Atk 3rd Atk 4th Atk Fort Refl Will
26   +13 (+1)   +8 (+1)   -   -   +15 (+1)   +15 (+1)   +8   9 26d6+78 (+ Int & Dex Mods) (Alchemist Extracts), (Alchemical Bombs), (Implement Bonus), (Mana Burning), (Mutagen), Discovery XIII
27   +13   +8   -   -   +15   +15   +9 (+1)   9 27d6+81 (+ Int & Dex Mods) Primal Mastery I
28   +14 (+1)   +9 (+1)   -   -   +16 (+1)   +16 (+1)   +9   9 28d6+84 (+ Int & Dex Mods) Discovery XIV, Grand Discovery VI
29   +14   +9   -   -   +16   +16   +9   9 29d6+116 (+ Int & Dex Mods) -
30   +15 (+1)   +10 (+1)   -   -   +17 (+1)   +17 (+1)   +10 (+1)   9 30d6+120 (+ Int & Dex Mods) Discovery XV

Alchemist Extracts (Mythic Tier)

If you do not already have the Alchemist Extracts class feature, you gain it at 26th level. See Alchemist Extracts for details on how this works. You do not gain the 'Extracts Usable Per Day' amounts listed in previous tiers of the Alchemist class unless you actually took those previous tiers.

Remember that you do receive bonus extracts per day if you have a high Intelligence score, in the same way a wizard receives bonus spells per day.

Extracts Usable Per Day (Mythic Tier)

The following table shows how many extracts the alchemist can prepare and use each day from levels 26 through 30. Higher level alchemists are able to concoct and sustain the energies of more extracts. Any unused extracts become inert and useless after 24 hours or at the end of a full night's rest, whichever comes sooner.

The pluses in parentheses after some of the numbers in the table below indicate when the value has increased from the previous level (hereafter referred to as 'delta values'). Characters who are multi-classing only receive the delta values of each extract level, rather than the full amount listed (unless, of course, they are the same).

Level 1st 2nd 3rd 4th 5th 6th
26th   6   6   6   6   6   6 (+1)
27th   7 (+1)   6   6   6   6   6
28th   7   7 (+1)   6   6   6   6
29th   7   7   7 (+1)   6   6   6
30th   7   7   7   7 (+1)   6   6

Alchemical Bombs (Mythic Tier)

If you do not already have the Alchemical Bombs class feature, you gain it at 26th level. Bombs deal damage as listed for this tier, regardless of whether you took Alchemist class levels from one or more previous class tiers. See Alchemical Bombs for details on how this works.

Bombs Usable Per Day (Mythic Tier)

If this is the first tier of Alchemist class levels your character has taken, you can create and use a maximum of 5 bombs per day. If you already have one or more class tiers of the Alchemist class, then you are able to craft 2 additional bombs per day per class tier of Alchemist you have taken after the first. Remember that, if Alchemist is your favored class, your maximum bombs are 3 higher than those characters that have a different favored class. This means that if you have been an alchemist since first level, and it is your favored class, you can throw a maximum of 18 bombs per day at 26th level (3 for favored class, 5 from courageous tier, 2 each from intrepid, heroic, undaunted, valorous, and mythic tiers).

Implement Bonus (Mythic Tier)

If you do not already have the Implement Bonus class feature, you gain it at 26th level. See Implement Bonus for details on how this works.

Mana Burning (Mythic Tier)

If you do not already have the Mana Burn class feature, you gain it at 26th level. See Mana Burning for details on how this works.

Mutagen (Mythic Tier)

If you do not already have the Mutagen class feature, you gain it at 26th level. See Mutagen for details on how this works.

Rolling on the Mutations Table (Mythic Tier)

If this tier is the first Alchemist class tier you have taken, you roll 1d10+2 on the Mutations table each round while in mutagen form. If you already had the Mutagen class feature from a previous tier of the Alchemist class, you add an additional +2 to this die roll per class tier after the one in which you first received the mutagen class feature (i.e. 1d10+4 if this is the second alchemist class tier you've taken that contained the mutagen class feature, 1d10+6 if it is the third, etc.). Remember that you may choose any one effect equal to, or less than, the result you rolled on the table, but you can only use a given mutation ability once per encounter. That is, if you have already used a particular mutation in any previous round of this encounter, you may not select it again. See the Mutations Table above, for details.

Discovery XIII (Su)

At 26th level, the alchemist can select one Alchemist Discovery. Once chosen, the selection cannot be changed, except through the re-selection process.

Unless otherwise noted, an alchemist cannot select an individual discovery more than once. Some discoveries can only be made if the alchemist has met certain prerequisites first, such as uncovering other discoveries. Discoveries that modify bombs that are marked with an asterisk (*) do not stack. Only one such discovery can be applied to an individual bomb, unless you have access to the Eureka Bombs class feature.

Primal Mastery I (Su)

At 27th level, the alchemist can now make their Eureka Bombs deal Primal (undefined damage type) damage. Primal damage cannot be resisted with Energy Resistance (ER) or Damage Resistance (DR). A Eureka Bomb that deals primal damage counts as having one of its discoveries used up by this effect. Furthermore, a Eureka Bomb that deals primal damage cannot have any other damage-type discoveries added to it (for example, you can't deal primal damage AND cold damage with the same bomb).

Discovery XIV (Su)

At 28th level, the alchemist can select one Alchemist Discovery. Once chosen, the selection cannot be changed, except through the re-selection process.

Unless otherwise noted, an alchemist cannot select an individual discovery more than once. Some discoveries can only be made if the alchemist has met certain prerequisites first, such as uncovering other discoveries. Discoveries that modify bombs that are marked with an asterisk (*) do not stack. Only one such discovery can be applied to an individual bomb, unless you have access to the Eureka Bombs class feature.

Grand Discovery VI (Su)

The alchemist makes a major breakthrough in their experiments. Upon achieving a 28th level in the alchemist class, the alchemist chooses one of the abilities listed below, representing this breakthrough. Once selected, the ability cannot be changed, except through the re-selection process.

Acidic Blood

An alchemist that selects this grand discovery has figured out how to permanently turn their own blood into acid. This has several effects:

  • First, the alchemist becomes immune to the Acid (energy, common) damage type.
  • Second, any time the alchemist is suffering under a Bleed or Ruptured condition, they inflict acid damage to all adjacent enemy creatures each round. The amount of acid damage inflicted is 1d6 per point of Bleed or Ruptured that the alchemist is suffering under. This damage occurs at the same time that the Alchemist takes the bleed or ruptured damage themselves (i.e. at the start of each of the alchemist's turns). This damage is rolled only once for all affected enemy creatures. There is no save against this damage, and the damage is ONLY applied against enemies; allies of the alchemist, even if they are adjacent to the alchemist, are unaffected. This seems strangely thoughtful and courteous for an alchemist, but there it is. This function of Acidic Blood ONLY functions if the alchemist is suffering from a Bleed or Ruptured condition at the start of their turn.
  • Third, the alchemist can voluntarily give themselves a Bleed condition any time they take damage from an enemy creature. The amount of this bleed can never be greater than the amount of damage taken, or the Alchemist's own INT modifier value, whichever is smaller. The alchemist can choose a bleed smaller than this maximum value, if they prefer.

Recurring Mutation

An alchemist with this grand discovery gains greater control over the mutations caused by their mutagen. Each round the alchemist is in mutagen form, after they roll on the mutations table at the start of their turn, the alchemist may choose to keep the mutation that they selected last round, instead of choosing a new mutation from the table. This is purely optional; they can choose a new mutation from the table equal to, or less than, the result they rolled, as normal, if they prefer.

If the alchemist also has the WHAT HATH SCIENCE WROUGHT? grand discovery (from alchemist level 23), they can persist the mutation from the previous round and select a new mutation from the table equal to, or less than, the result they rolled, or they can choose two new mutations as normal.

The alchemist can repeat this process each round, either continuing to persist the same mutation the entire combat, or changing to a new mutation that they've rolled for. As always, once a mutation has been used in this encounter (and is no longer being persisted), it cannot be selected a second time.

Soulfire

An alchemist with this grand mutation can directly manipulate their own luck, or the luck of others. Once per round as a free action, the alchemist can either add +3 to a single d20 result (and this result doesn't have to be one that the alchemist rolled themselves), or the alchemist can inflict a -3 penalty to a single d20 roll of an enemy creature. This adjustment of d20 rolls can occur after the die has been rolled, but must be declared before any new rolls (such as damage rolls) are rolled.

This ability can never be used more than once per round, even with the use of action points.

Spontaneous Combustion

An alchemist with this grand discovery can make their offensive-oriented extracts more powerful. Any time the alchemist activates an extract that deals damage, they can increase the damage dealt by an amount equal to the Alchemist's Intelligence stat (not modifier).

Discovery XV (Su)

At 30th level, the alchemist can select one Alchemist Discovery. Once chosen, the selection cannot be changed, except through the re-selection process.

Unless otherwise noted, an alchemist cannot select an individual discovery more than once. Some discoveries can only be made if the alchemist has met certain prerequisites first, such as uncovering other discoveries. Discoveries that modify bombs that are marked with an asterisk (*) do not stack. Only one such discovery can be applied to an individual bomb, unless you have access to the Eureka Bombs class feature.

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Legendary Alchemist (Levels 31 - 35)

Level Full Attack BAB Saving Throws Base AC Bomb Damage Class Features
1st Atk 2nd Atk 3rd Atk 4th Atk Fort Refl Will
31   +15   +10   -   -   +17   +17   +10   9 31d6+124 (+ Int & Dex Mods) (Alchemist Extracts), (Alchemical Bombs), (Implement Bonus), (Mana Burning), (Mutagen), Humours
32   +16 (+1)   +11 (+1)   -   -   +18 (+1)   +18 (+1)   +10   9 32d6+128 (+ Int & Dex Mods) Discovery XVI
33   +16   +11   -   -   +18   +18   +11 (+1)   9 33d6+132 (+ Int & Dex Mods) Grand Discovery VII
34   +17 (+1)   +12 (+1)   -   -   +19 (+1)   +19 (+1)   +11   9 34d6+136 (+ Int & Dex Mods) Discovery XVII
35   +17   +12   -   -   +19   +19   +11   9 35d6+140 (+ Int & Dex Mods) Primal Mastery II

Alchemist Extracts (Legendary Tier)

If you do not already have the Alchemist Extracts class feature, you gain it at 31st level. See Alchemist Extracts for details on how this works. You do not gain the 'Extracts Usable Per Day' amounts listed in previous tiers of the Alchemist class unless you actually took those previous tiers.

Remember that you do receive bonus extracts per day if you have a high Intelligence score, in the same way a wizard receives bonus spells per day.

Extracts Usable Per Day (Legendary Tier)

The following table shows how many extracts the alchemist can prepare and use each day from levels 31 through 35. Higher level alchemists are able to concoct and sustain the energies of more extracts. Any unused extracts become inert and useless after 24 hours or at the end of a full night's rest, whichever comes sooner.

The pluses in parentheses after some of the numbers in the table below indicate when the value has increased from the previous level (hereafter referred to as 'delta values'). Characters who are multi-classing only receive the delta values of each extract level, rather than the full amount listed (unless, of course, they are the same).

Level 1st 2nd 3rd 4th 5th 6th
31st   7   7   7   7   7 (+1)   6
32nd   7   7   7   7   7   7 (+1)
33rd   8 (+1)   8 (+1)   7   7   7   7
34th   8   8   8 (+1)   8 (+1)   7   7
35th   8   8   8   8   8 (+1)   8 (+1)

Alchemical Bombs (Legendary Tier)

If you do not already have the Alchemical Bombs class feature, you gain it at 31st level. Bombs deal damage as listed for this tier, regardless of whether you took Alchemist class levels from one or more previous class tiers. See Alchemical Bombs for details on how this works.

Bombs Usable Per Day (Legendary Tier)

If this is the first tier of Alchemist class levels your character has taken, you can create and use a maximum of 5 bombs per day. If you already have one or more class tiers of the Alchemist class, then you are able to craft 2 additional bombs per day per class tier of Alchemist you have taken after the first. Remember that, if Alchemist is your favored class, your maximum bombs are 3 higher than those characters that have a different favored class. This means that if you have been an alchemist since first level, and it is your favored class, you can throw a maximum of 20 bombs per day at 31st level (3 for favored class, 5 from courageous tier, 2 each from intrepid, heroic, undaunted, valorous, mythic, and legendary tiers).

Implement Bonus (Legendary Tier)

If you do not already have the Implement Bonus class feature, you gain it at 31st level. See Implement Bonus for details on how this works.

Mana Burning (Legendary Tier)

If you do not already have the Mana Burn class feature, you gain it at 31st level. See Mana Burning for details on how this works.

Mutagen (Legendary Tier)

If you do not already have the Mutagen class feature, you gain it at 31st level. See Mutagen for details on how this works.

In addition, at 31st level, the alchemist gains the ability to create one additional dose of mutagen per day. This stacks with the extra doses granted by the Heroic Alchemist class tier (levels 11 - 15) and the Valorous Alchemist class tier (levels 21 - 25), assuming the alchemist took those tiers. If all of those tiers were taken, the alchemist can now create four doses of mutagen per day.

Rolling on the Mutations Table (Legendary Tier)

If this tier is the first Alchemist class tier you have taken, you roll 1d10+2 on the Mutations table each round while in mutagen form. If you already had the Mutagen class feature from a previous tier of the Alchemist class, you add an additional +2 to this die roll per class tier after the one in which you first received the mutagen class feature (i.e. 1d10+4 if this is the second alchemist class tier you've taken that contained the mutagen class feature, 1d10+6 if it is the third, etc.). Remember that you may choose any one effect equal to, or less than, the result you rolled on the table, but you can only use a given mutation ability once per encounter. That is, if you have already used a particular mutation in any previous round of this encounter, you may not select it again. See the Mutations Table above, for details.

Humours (Su)

The alchemist fundamentally alters their own metabolism. Forever! Upon achieving a 31st level in the alchemist class, the alchemist chooses one of the Humours listed below, representing this metabolic change. Once selected, the ability cannot be changed, except through the re-selection process.

Choleric Humour

An alchemist that chooses to enhance their Choleric Humour can make their offensive-oriented extracts more powerful. Any time the alchemist activates an extract that deals damage, they can increase the damage dealt by an amount equal to the Alchemist's Dexterity stat (not modifier).

Phlegmatic Humour

An alchemist that chooses to enhance their Phlegmatic Humour adds a +4 training bonus to their Armor Class and Fortitude Saves permanently. This bonus is applied to both the alchemist's natural form and their mutagen form.

Sanguine Humour

An alchemist that chooses to enhance their Sanguine Humour becomes immune to damage from their own bombs, even if the bomb is dealing Primal (undefined damage type) damage. Furthermore, the alchemist can smash one of their bombs against their own foreheads to cause a localized explosion around themselves. When used this way, the bomb no longer requires a to-hit roll, and instead deals full bomb damage to all creatures within 10 feet of the alchemist's space. Creatures in the affected area may make a Reflex saving throw, versus a DC of 10 + half the alchemist's character level + the alchemist's DEX modifier, for half damage.

Vitreous Humour

An alchemist that chooses to enhance their Vitreous Humour gains a bonus melee attack at their highest BAB any time they make a full attack. This bonus melee attack stacks with any other bonus attacks, such as that granted by Haste. However, this bonus attack can only be used for melee attack; it cannot be used to throw bombs or make ranged attacks.

Discovery XVI (Su)

At 32nd level, the alchemist can select one Alchemist Discovery. Once chosen, the selection cannot be changed, except through the re-selection process.

Unless otherwise noted, an alchemist cannot select an individual discovery more than once. Some discoveries can only be made if the alchemist has met certain prerequisites first, such as uncovering other discoveries. Discoveries that modify bombs that are marked with an asterisk (*) do not stack. Only one such discovery can be applied to an individual bomb, unless you have access to the Eureka Bombs class feature.

Grand Discovery VII (Su)

The alchemist makes a major breakthrough in their experiments. Upon achieving a 33rd level in the alchemist class, the alchemist chooses one of the abilities listed below, representing this breakthrough. Once selected, the ability cannot be changed, except through the re-selection process.

Acerbic Venom

An alchemist with this grand discovery has learned to alchemically enhance the poisons they use. Any poison the alchemist applies to one of their own weapons (not an ally's weapon or any other poisoned object that leaves the alchemist's aura) has its effective Potency Level increased by +4 for free, as part of the same action as applying the poison to the weapon. See the Poisons page for details on how poisons work.

Auto-Cannibalism

An alchemist with this grand discovery can inflict harm on themselves to gain a wide variety of benefits. The alchemist can declare they are using Auto-Cannibalism to do one of the following:

  • Spend 5 hit points to increase all of your movement speeds by 5 feet until the end of the alchemist's current turn. This can be increased in increments of 5 hit points to gain additional movement, with no limit, other than the alchemist's own willingness to suffer. You must still take a move action to actually use this increased speed.
  • Spend 10 hit points to gain +1 to Armor Class as an immediate action. This can be increased in increments of 10 hit points to gain additional Armor Class, with no limit. Armor class increases from this ability can be applied to an attack that has already hit you, in an attempt to make it miss. Once activated, the increased armor class lasts until the start of your next turn.
  • Spend 10 hit points to gain +1 to a saving throw you just made, as an immediate action. This can be increased in increments of 10 hit points to gain additional bonuses to the saving throw, with no limit. The saving throw bonus is applied to a roll you already made, retroactively. Furthermore, the bonus to that saving throw persists until the start of your next turn, applying to any other saves you need to make before that.
  • Spend 1 hit point to add +1 damage to a single attack you just made, as a free action. This can be increased in increments of 1 hit point to gain additional damage, with no limit. This bonus damage only applies to a single attack, and the damage type inflicted is the same as the damage of the attack being modified.

Damage you do to yourself with this ability cannot be reduced by Damage Resistance (DR) or Energy Resistance (ER). This ability can be used in your natural (non-mutagen) form, and your mutagen form.

Flesh Warping

An alchemist with this grand discovery has learned to close their own wounds through sheer willpower and a curious application of SCIENCE! Once per encounter as a swift action, the alchemist can heal themselves of damage an amount equal to 25% of their maximum hit points. This ability can be used in either their mutagen form or their natural form, and heals hit point damage based on the maximum hit points of the form they are in. This ability is considered instantaneous healing, and can only be used during combat (i.e. when an initiative order is in effect).

Unborn Horror

  • This grand discovery requires the Greater Mutagen discovery as a prerequisite. If you do not have that discovery, this grand discovery has no effect.

While an alchemist with this grand discovery consumes a dose of their mutagen, instead of the standard template, they may instead use the following template when they transform:

Melee Attacks (Strong Ranged)
CR 1 CR 2 CR 3 CR 4 CR 5 CR 6 CR 7 CR 8 CR 9 CR 10
CR 11 CR 12 CR 13 CR 14 CR 15 CR 16 CR 17 CR 18 CR 19 CR 20
CR 21 CR 22 CR 23 CR 24 CR 25 CR 26 CR 27 CR 28 CR 29 CR 30
CR 31 CR 32 CR 33 CR 34 CR 35

This new form offers the alchemist a stronger ranged attack, allowing them to throw bombs even as their body undergoes the constant transformations of the mutagen. The alchemist uses the ranged touch attack to-hit number (listed in the special abilities section of the template), and each ranged touch attack they make uses up one of their bombs for the day. The alchemist's bombs still have a range increment of 20 feet, with a maximum range of 100 feet. However, they now deal damage equal to the damage listed under the template's ranged attack, as fire (energy, common) damage, instead of the damage they normally deal with the alchemist's bombs (when in their natural form).

In addition, if the alchemist makes a full attack action while in this form, they can throw up to 3 bombs per round, all at the same to-hit number listed under "Full Ranged Attack" on the template. Unlike the alchemist's to-hits in their 'natural' form, the second and third attacks of their full attack in this mutagen form do not suffer a -5 and -10 penalty (respectively) to-hit.

The alchemist cannot use any bomb discoveries, feats, or other abilities that are normally available to them outside of your mutagen form (unless you also have the Mutation Mastery (Discovery)); only basic fire-based bombs can be used in this form.

Discovery XVII (Su)

At 34th level, the alchemist can select one Alchemist Discovery. Once chosen, the selection cannot be changed, except through the re-selection process.

Unless otherwise noted, an alchemist cannot select an individual discovery more than once. Some discoveries can only be made if the alchemist has met certain prerequisites first, such as uncovering other discoveries. Discoveries that modify bombs that are marked with an asterisk (*) do not stack. Only one such discovery can be applied to an individual bomb, unless you have access to the Eureka Bombs class feature.

Primal Mastery II (Su)

At 35th level, the alchemist can make any of their bombs deal Primal (undefined damage type) damage, whether a regular alchemical bomb or a eureka bomb. Primal damage cannot be resisted with Energy Resistance (ER) or Damage Resistance (DR). A bomb that deals primal damage counts as having one of its discoveries used up by this effect. A Eureka Bomb that deals primal damage cannot have any other damage-type discoveries added to it (for example, you can't deal primal damage AND cold damage with the same bomb).


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Apotheotic Alchemist (Levels 36+)

Level Class Features
36+ Apotheosis!

Apotheosis!

Upon reaching level 36, and at every level above that, the character begins to gather their mantle of divinity around themselves. This can take many forms, but it is the first step to the ascension to godhood.

Reaching apotheosis is usually signified by a paradigm shift in the campaign. Traditional adventuring, such as fighting monsters and looting treasure, is largely beneath the dignity and power of such advanced creatures. Instead, they compete within the powers and intrigues of the Celestial Bureaucracy itself, gathering power, followers, allies, and potens machenvar to seize their places of power. Apotheotic creatures usually choose a theme around which their powers are centered, and use this theme as a common belief to gather their followers (or worshipers).

GMs are encouraged to completely break the rules, remove limitations and restrictions, and generally experiment with the extreme limits of power that this level of play offers. Characters are of a power level comparable to the most extreme super-heroes of comics and film, and can perform feats well beyond anything a mortal could ever dream. GMs are cautioned that games at this level can be very difficult to run, and presenting challenges for apotheotic characters can be a very daunting task, to put it mildly. However, if you can pull it off, it's likely that your players will talk about how insane and awesome your campaign was for years after it ends.