Alchemist: Difference between revisions

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==== Instant Alchemy (Ex) ====
==== Instant Alchemy (Ex) ====
At 18th level, an alchemist can create alchemical items with almost supernatural speed. He can create any alchemical item as a full-round action if he succeeds at the Craft (alchemy) check and has the appropriate resources at hand to fund the creation. He can apply poison to a weapon as an immediate action.  As swift alchemy, this ability has no effect upon bombs or mutagens, but allows extracts to be mixed in six seconds.  "Normal" alchemical items can also be created in only a full round (six seconds) but because such items are not empowered by the Alchemist's personal spark, working at such speed requires at a minimum a well-prepared, permanent, and immobile work space, such as Frankenstein's Castle.  No, you can't build a lab in a portable hole, either.
At 18th level, an alchemist can create alchemical items with almost supernatural speed. He can create any alchemical item as a full-round action if he succeeds at the Craft (alchemy) check and has the appropriate resources at hand to fund the creation. He can apply poison to a weapon as an immediate action.  As swift alchemy, this ability has no effect upon bombs or mutagens, but allows extracts to be mixed in six seconds.  "Normal" alchemical items can also be created in only a full round (six seconds) but because such items are not empowered by the Alchemist's personal spark, working at such speed requires at a minimum a well-prepared, permanent, and immobile work space, such as Frankenstein's Castle.  No, you can't build a lab in an Instant Fortress or a portable hole, either.




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; Grand Mutagen (modified) - ''(Req. Alchemist 16, Greater Mutagen)''
; Grand Mutagen (modified) - ''(Req. Alchemist 16, Greater Mutagen)''
An alchemist who selects this discovery can improve the effects of his mutagen even further, gaining the following abilities instead of those listed for the greater mutagen:
An alchemist who selects this discovery can improve the effects of his mutagen even further, gaining the following abilities instead of those listed for the greater mutagen:
:* A +6 bonus to natural armor
:* A +4 bonus to natural armor
:* A +2 Dodge bonus
:* Instantly gains 10 + (3 x Alchemist Level) in hit points, and the Alchemist's maximum hit points increase by the same amount.
:* Instantly gains 10 + (3 x Alchemist Level) in hit points, and the Alchemist's maximum hit points increase by the same amount.
:* +8 alchemy bonus to Strength and a -2 penalty to Intelligence.
:* +8 alchemy bonus to Strength and a -2 penalty to Intelligence.
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* 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 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 affords its targets a save.  You may have a blinding bomb, or a dispelling bomb, but never a blinding and dispelling bomb.
* A EUREKA! bomb may have only one Discovery that affords its targets a save.  You may have a blinding bomb, or a dispelling bomb, but never a blinding and dispelling bomb.
* A EUREKA! bomb may have a maximum number of Discoveries applied equal to the Alchemists Intelligence mod.
* A EUREKA! bomb may have a maximum number of Discoveries applied equal to one third Alchemists Intelligence mod, round down.


At 22nd level the Alchemist may use a EUREKA! bomb once per day, and gains an additional daily use at 24th, 26th, 28th, 30th, 32nd, and 34th levels.  Note that EUREKA! is a separate power from the Alchemist's bomb power, and using EUREKA! does not use up any of his bombs for a given day.  EUREKA! creates an alchemical creation exactly similar to a bomb, aside from the above, and uses all the same rules, feats, and abilities as bombs.  Any feats, class features, or abilities that improve bombs will also improve EUREKA! bombs.
At 22nd level the Alchemist may use a EUREKA! bomb once per day, and gains an additional daily use at 24th, 26th, 28th, 30th, 32nd, and 34th levels.  Note that EUREKA! is a separate power from the Alchemist's bomb power, and using EUREKA! does not use up any of his bombs for a given day.  EUREKA! creates an alchemical creation exactly similar to a bomb, aside from the above, and uses all the same rules, feats, and abilities as bombs.  Any feats, class features, or abilities that improve bombs will also improve EUREKA! bombs.
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The Alchemist is long, long past the point where poisons hold any terror for him.  This power allows the Alchemist to store poison in a special receptacle somewhere in his body (player's choice!).  The venom sac allows the Alchemist to apply poison to a weapon (including natural weapons) once per round as a free action, and may be accessed at any time, including while in mutagen form.  The venom sac is assumed to hold a number of doses of a single type of poison equal to his Alchemist level, and filling a Venom Sac requires a standard action per dose of poison (as drinking a potion; if you have a feat, like accelerated drinker, filling the venom sac is also speedier).  Note that the sac does not allow the Alchemist to create poisons for free.  He must still make and pay for them normally.  Similarly, the venom sac does not permit the alchemist to store multiple types of poisons. Do not mix the poisons!
The Alchemist is long, long past the point where poisons hold any terror for him.  This power allows the Alchemist to store poison in a special receptacle somewhere in his body (player's choice!).  The venom sac allows the Alchemist to apply poison to a weapon (including natural weapons) once per round as a free action, and may be accessed at any time, including while in mutagen form.  The venom sac is assumed to hold a number of doses of a single type of poison equal to his Alchemist level, and filling a Venom Sac requires a standard action per dose of poison (as drinking a potion; if you have a feat, like accelerated drinker, filling the venom sac is also speedier).  Note that the sac does not allow the Alchemist to create poisons for free.  He must still make and pay for them normally.  Similarly, the venom sac does not permit the alchemist to store multiple types of poisons. Do not mix the poisons!


NPC's searching an Alchemist to discover his Venom Sac must succeed on a skill check equal to the Alchemists level plus his Intelligence Modifier.  
NPC's searching an Alchemist to discover his Venom Sac must succeed on a skill check against a DC equal to the Alchemists level plus his Intelligence Modifier.  




; Improved Venom Sac
; Improved Venom Sac
As Venom Sac, except that the Alchemist can apply a dose of poison to his weapons a number of times per round equal to his Intelligence modifier as a free action.
As Venom Sac, except that the Alchemist can apply a dose of poison to his weapons a number of times per round equal to his Intelligence modifier as a free action, and the DC to discover the sac is increased by 5.




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The horrible majesty of your mutation reaches such heights that reality itself begins to distort in your presence, writhing as if it is trying to avoid touching you.
The horrible majesty of your mutation reaches such heights that reality itself begins to distort in your presence, writhing as if it is trying to avoid touching you.
An alchemist who selects Alchemical Abomination can perfect the effects of his mutagen, gaining the following abilities instead of those listed for the True Mutagen:
An alchemist who selects Alchemical Abomination can perfect the effects of his mutagen, gaining the following abilities instead of those listed for the True Mutagen:
:* A +8 bonus to natural armor
:* A +4 bonus to natural armor
:* A +5 deflection bonus
:* A +4 dodge bonus
:* A +5 shield bonus
:* Instantly gains 10 + (4 x Alchemist Level) in hit points, and the Alchemist's maximum hit points increase by the same amount.
:* Instantly gains 10 + (4 x Alchemist Level) in hit points, and the Alchemist's maximum hit points increase by the same amount.
:* Increase size category by one, and increase reach by 5 feet.
:* Increase size category by one, and increase reach by 5 feet.
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; True Mutagen (modified) - ''(Req. Alchemist 20, Grand Mutagen)''
; True Mutagen (modified) - ''(Req. Alchemist 20, Grand Mutagen)''
An alchemist who selects True Mutagen as his grand discovery at level 20 can maximize the effects of his mutagen, gaining the following abilities instead of those listed for the grand mutagen:
An alchemist who selects True Mutagen as his grand discovery at level 20 can maximize the effects of his mutagen, gaining the following abilities instead of those listed for the grand mutagen:
:* A +8 bonus to natural armor
:* A +4 bonus to natural armor
:* A +2 dodge bonus
:* A +2 shield bonus
:* Instantly gains 10 + (4 x Alchemist Level) in hit points, and the Alchemist's maximum hit points increase by the same amount. (That's 90 hit points!)
:* Instantly gains 10 + (4 x Alchemist Level) in hit points, and the Alchemist's maximum hit points increase by the same amount. (That's 90 hit points!)
:* +10 alchemy bonus to Strength and a -2 penalty to Intelligence.
:* +10 alchemy bonus to Strength and a -2 penalty to Intelligence.
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If you insist on creating this horrendous state, you gain the following abilities instead of those listed for Alchemical Abomination:
If you insist on creating this horrendous state, you gain the following abilities instead of those listed for Alchemical Abomination:
:* A +8 bonus to natural armor
:* A +4 bonus to natural armor
:* A +10 bonus to deflection armor
:* A +6 dodge bonus
:* A +8 shield bonus
:* Instantly gains 10 + (5 x Alchemist Level) in hit points, and the Alchemist's maximum hit points increase by the same amount.
:* Instantly gains 10 + (5 x Alchemist Level) in hit points, and the Alchemist's maximum hit points increase by the same amount.
:* Increase size category by one, and increase reach by 5 feet.
:* Increase size category by one, and increase reach by 5 feet.
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If you dare to affront the universe with this unspeakable monstrosity, you 'gain' the following abilities instead of those listed for Unborn Horror:
If you dare to affront the universe with this unspeakable monstrosity, you 'gain' the following abilities instead of those listed for Unborn Horror:
:* A +8 bonus to natural armor
:* A +2 bonus to 'natural' armor
:* A +10 bonus to deflection armor
:* A +8 dodge bonus
:* A +8 shield bonus
:* Instantly gains 100 + (5 x Alchemist Level) in hit points, and the Alchemist's maximum hit points increase by the same amount.
:* Instantly gains 100 + (5 x Alchemist Level) in hit points, and the Alchemist's maximum hit points increase by the same amount.
:* Increase size category to huge, and increase reach by 10 feet.
:* Increase size category to huge, and increase reach by 10 feet.

Revision as of 03:51, 24 February 2014

Go back to the Epic Path page.

EUREKA! I'VE DONE IT!

Description

Alchemists are so insanely over-the-top it's hard to even begin to describe how crazy they are.

No, I lied, it's easy. Here is the Alchemist in two words: "Tumor Familiar."

No, seriously, it's a thing they get! Anybody normal would be freaking out if they grew a huge, horrible tumor, but the freakin' Alchemist? He gives it a brain and makes it into a pet! How awesome is that?!

Alchemists are a wild-eyed hybrid of "Dr. Jekyll" and "Dr. Frankenstein", with a healthy dose of "The Midnight Bomber, What Bombs at Midnight", thrown in for fun. Their most obvious ability is of course their Bombs, explosive alchemical touch attacks with a ton of splash damage, saving throws, and alchemical insanity. Much more subtle are their Extracts, alchemical draughts which do strange and useful things to them when drunk, injected, smoked, sniffed, or inserted in various ways. Much less subtle are their Mutagens, which is where the "Mr. Hyde" and "Frankenstein's Monster" part of the class comes in, as the already wild-eyed Alchemist transforms into a massive-thewed killing engine that can rival the angriest barbarian in a fight.

The best thing about an Alchemist is the insane, weird, and crazy things they do to themselves and their enemies. Play one! They're like nothing else you've ever tried!

Alignment: Any.

Hit Die: d4.

Starting Wealth: Each character begins play with basic (non-armor) clothing worth 10 gp or less.

Class Skills: The alchemist’s class skills are Appraise (Int), Craft (any) (Int), Disable Device (Dex), Fly (Dex), Heal (Wis), Knowledge (arcana) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Sleight of Hand (Dex), Spellcraft (Int), Survival (Wis), Use Magic Device (Cha).

Skill Ranks per Level: 4 + Int modifier.

Table: Alchemist

Level BAB Fort Ref Will Special 1st 2nd 3rd 4th 5th 6th
1st +0 +2 +2 +0 Alchemy, bomb 1d6, Brew potion, Mutagen SmallNew.gif, Throw anything, Tweaking SmallNew.gif 1
2nd +1 +3 +3 +0 Discovery, Poison resistance +2, Poison use 2
3rd +2 +3 +3 +1 Bomb 2d6, Swift Alchemy 3
4th +3 +4 +4 +1 Discovery, Craft Fetish SmallNew.gif 3 1
5th +3 +4 +4 +1 Bomb 3d6, Poison resistance +4 4 2
6th +4 +5 +5 +2 Discovery, Swift poisoning 4 3
7th +5 +5 +5 +2 Bomb 4d6 4 3 1
8th +6/+1 +6 +6 +2 Discovery, Poison resistance +6 4 4 2
9th +6/+1 +6 +6 +3 Bomb 5d6 5 4 3
10th +7/+2 +7 +7 +3 Discovery, Poison immunity 5 4 3 1
11th +8/+3 +7 +7 +3 Bomb 6d6 5 4 4 2
12th +9/+4 +8 +8 +4 Discovery 5 5 4 3
13th +9/+4 +8 +8 +4 Bomb 7d6 5 5 4 3 1
14th +10/+5 +9 +9 +4 Discovery, Persistent mutagen 5 5 4 4 2
15th +11/+6/+1 +9 +9 +5 Bomb 8d6 5 5 5 4 3
16th +12/+7/+2 +10 +10 +5 Discovery 5 5 5 4 3 1
17th +12/+7/+2 +10 +10 +5 Bomb 9d6 5 5 5 4 4 2
18th +13/+8/+3 +11 +11 +6 Discovery, Instant alchemy 5 5 5 5 4 3
19th +14/+9/+4 +11 +11 +6 Bomb 10d6 5 5 5 5 5 4
20th +15/+10/+5 +12 +12 +6 Grand Discovery, Discovery x2 5 5 5 5 5 5

Class Features

Weapon and Armor Proficiency

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


Alchemy (Su)

Alchemists are not only masters of creating mundane alchemical substances such as alchemist’s fire and smokesticks, but also of fashioning magical potion-like extracts in which they can store spell effects. In effect, an alchemist prepares his spells by mixing ingredients into a number of extracts, and then "casts" his spells by drinking the extract. When an alchemist creates an extract or bomb, he infuses the concoction with a tiny fraction of his own magical power. This enables the creation of powerful effects, but also binds the effects to the creator.

General Benefits
When using Craft (alchemy) to create an alchemical item, an alchemist gains a competence bonus equal to his class level on the Craft (alchemy) check. In addition, an alchemist can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check.


Alchemical Creations
An alchemist can create three special types of consumable magical items that look sort of like potions, but behave in very different ways. These creations are extracts, mutagens, and bombs. Extracts and mutagens are transformative elixirs that the alchemist drinks to enhance his abilities; both of these are detailed in their own sections below. Bombs are pretty self-explanatory: you mix them up and they go off like a grenade a few seconds later. Bombs are also described below in their own section.


Extracts

Extracts are the most varied of the three effects Alchemists can create. In many ways, Extracts behave 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 can create only a certain number of extracts of each level per day. His base daily allotment of extracts is given on Table: Alchemist. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day.

When an alchemist mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his 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 his control. Consequently, an alchemist cannot normally pass out his extracts for allies to use (but see the “infusion” discovery below).

An extract, once created, remains potent for 1 day before becoming inert, so an alchemist must re-prepare his extracts every day. This is exactly analogous to a spell-caster consulting his spell book each morning.

Unlike a spell caster memorizing spells, which requires fifteen minutes if less than one-fourth of his daily allotment is required, Alchemists have much simpler rules. 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 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 his daily extract slots open so that he can prepare extracts in the field as needed.


Extract Formulae
Although the alchemist doesn’t actually cast spells, he does have a formulae list that determines what extracts he can create. An alchemist can utilize spell-trigger items if the spell appears on his formulae list, but not spell-completion items (unless he uses Use Magic Device to do so).
An extract is "cast" by drinking it, as if imbibing a potion. The effects of an extract exactly duplicate the spell upon which its formula is based, save that the extract always affects only the extract's creator. The alchemist uses his alchemist class level as the caster level to determine any effect based on caster level.
Creating extracts consumes raw materials, but the cost of these materials is usually insignificant, comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is also required for a formula derived from it. The component is expended during the creation of that particular extract, so preparing expensive extracts ahead of time is a bit of a gamble.
Extracts cannot be made from spells that have magical focus requirements. Alchemist extracts that duplicate divine spells never have a divine focus requirement.
An alchemist can prepare an extract of any formula he knows. To learn or use an extract, an alchemist must have an Intelligence score equal to at least 10 + the extract’s level.
The DC for a saving throw against an alchemist’s extract is 10 + the extract level + the alchemist’s Intelligence modifier.


Formula Books
An alchemist may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract but not when he consumes it. An alchemist begins play with two 1st level formulae of his choice, plus a number of additional forumlae equal to his Intelligence modifier.
At each new alchemist level, the alchemist gains one new formula of any level that he can create. An alchemist can also add formulae to his book just as a wizard adds spells to his spellbook, using the same costs and time requirements.


Spell to Formulae Conversion
An alchemist can study a wizard’s spellbook to learn any formula on the Alchemist's formula list that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An alchemist does not need to decipher arcane writings before copying them.
See also Alchemist Formulae.


Bomb (Su)

In addition to magical extracts, alchemists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies.

An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier.

Bombs are somewhat unstable, and if they are not used in the round they are created, they degrade and become inert. Their method of creation prevents large volumes of explosive material from being created and stored. Sorry folks, no blowing up the entire castle with a vast bomb stockpile, or at least, not with a single alchemist.

In order to create a bomb, the alchemist must use a small vial containing an ounce of liquid catalyst. The alchemist can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spell caster’s component pouch.

Most alchemists create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day. Once created, a catalyst vial remains stable and usable by the alchemist for years.

Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity.

Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack.

Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus.

On a direct hit, an alchemist’s bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist’s Intelligence modifier. The damage of an alchemist’s bomb increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit or by using feats).

Splash damage from an alchemist bomb is always equal to the bomb’s minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier.

Alchemists can learn new types of bombs as discoveries (see the Discovery ability) as they level up. An alchemist’s bomb, like an extract, becomes inert if used or carried by anyone else.


Mutagen (Su)

At 1st level, an alchemist discovers how to create a mutagen that he can imbibe to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time: if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in the alchemist’s possession becomes inert until he picks it up again.

It's a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him the following abilities for 10 minutes per alchemist level:

  • A +2 bonus to natural armor
  • Instantly gains 10 + (1 × Alchemist Level) in hit points, and the Alchemist's maximum hit points increase by the same amount.
  • +4 alchemy bonus to Strength and a -2 penalty to Intelligence.
  • +1 alchemy bonus to Fortitude and Reflex saves, and a -1 penalty to Will saves.
  • A base attack (BAB) equal to his Alchemist level.
  • Natural claw attacks, doing 1d6 base damage each. (Note that this base damage increases to 2d6 damage at level 8 and 3d6 damage at level 15, as per standard melee weapon rules.)
  • Beginning at level 4, the alchemist's natural attacks are considered magic for purposes of overcoming DR.

While under the effects of a mutagen, the alchemist cannot mix extracts or create new bombs. When the mutagen wears off, if the alchemist has more hit points than his normal maximum hit points, the extra hit points are lost.

A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + ½ the alchemist’s level + the alchemist’s Intelligence modifier) or become nauseated for 1 hour. Additionally, a non-alchemist can never gain the benefit of a mutagen. The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.


Natural Attacks
Natural attacks fall into one of two categories, primary and secondary attacks. Primary attacks are made using the alchemist’s full base attack bonus and add the alchemist’s full Strength bonus on damage rolls. Secondary attacks are made using the alchemist’s base attack bonus – 5 and add only ½ the alchemist’s Strength bonus on damage rolls. The alchemist's claws and bite attacks from his mutagen are primary natural attacks. The discoveries "vestigial arm" or "tentacle" can provide the alchemist with secondary natural attacks.
During a standard attack action, natural attacks are much like standard weapons: the alchemist makes one attack at full BAB with a single claw (or bite, if available). During a full attack action, however, the alchemist uses his full BAB to attack with each of his primary natural attacks, and BAB - 5 for each of his secondary natural attacks.
Natural attacks do not benefit from any of the two-weapon fighting feats or the multi-attack feat.
See also natural attacks.


Brew Potion (Ex)

At 1st level, alchemists receive Brew Potion as a bonus feat. An alchemist can brew potions of any formula he knows, up to 3rd level, using his alchemist level as his caster level. The spell must be one that can be made into a potion. The alchemist does not need to meet the prerequisites for this feat.


Tweaking (Ex) -- Optional

An alchemist only needs 4 hours of sleep each night. This is not because he has some supernatural ability to restore his energy faster than other people, it is because he imbibes heavily in stimulants. Additionally, alchemists gain a +4 bonus to endurance checks made to resist fatigue due to not sleeping. Generally, the extra hours an alchemist gains from not sleeping are spent putting together potions, bomb catalysts, or fetishes, but they can also be on watch during this time.


Throw Anything (Ex)

All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.


Discovery (Su)

At 2nd level, and then again every 2 levels thereafter, up to and including 18th level, an alchemist makes an incredible alchemical discovery. 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. The DC of any saving throw called for by a discovery is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier.

See also Discoveries.


Poison Resistance (Ex)

At 2nd level, an alchemist gains a +2 bonus on all saving throws against poison. This bonus increases to +4 at 5th level, and then again to +6 at 8th level. At 10th level, an alchemist becomes completely immune to poison.


Poison Use (Ex)

Alchemists are trained in the use of poison and starting at 2nd level, cannot accidentally poison themselves when applying poison to a weapon.


Swift Alchemy (Ex)

At 3rd level, an alchemist can create alchemical items with astounding speed. It takes an alchemist half the normal amount of time to create alchemical items, and he can apply poison to a weapon as a move action.

Special: When creating "normal" alchemical items, such as alchemical fire or tanglefoot bags, the number of items that are created per skill check is doubled. This doubles the speed with which the alchemist can create catalysts for extracts (30 seconds each, or two per minute), but has no effect on mutagens or bombs.

Creating and using bombs remains a standard action that provokes an attack of opportunity.


Craft Fetish (Su)

At 4th level, an alchemist can create a small fetish item during his regular period of rest. He may only have one such fetish at a time, and he must determine the properties of the item at the time he fashions it. The fetish lasts until broken, but if the alchemist makes a new one, the magic of the existing one dissipates. Like the alchemist's bombs and potions, the fetish becomes inert if used or carried by anyone else.

While unbroken, the fetish protects the alchemist from his own bombs, making him immune to their damage and effects if he happens to be within the bomb's radius. However, as a swift action, the alchemist can break the item to trigger an effect. This ends the protection against his own bomb damage until a new fetish can be created during his next full rest.

At the time he fashions the fetish, the alchemist may choose to imbue it with one of the following abilities, which is triggered when the fetish is broken:

Essence of Battle
Gain a +2 alchemy bonus to attack rolls until the end of the encounter.
Essence of Change
Double the effect(s) of mutagen until the end of his turn, after which the mutagen immediately expires.
Essence of Endurance
Gain temporary hit points equal to twice the alchemist's level + INT mod. These temporary hit points last until the end of the encounter or until they are beaten out of the alchemist.
Essence of Coercion
One enemy within 25 feet is teleported a number of squares equal to the alchemist's INT mod, as part of this swift action. Target gets a Will save for half (round down), with a DC of 10 + half the alchemist's level + INT mod. Requires line of sight and line of effect.


Swift Poisoning (Ex)

At 6th level, an alchemist can apply a dose of poison to a weapon as a swift action.


Persistent Mutagen (Su)

At 14th level, the effects of a mutagen last for 1 hour per level.


Instant Alchemy (Ex)

At 18th level, an alchemist can create alchemical items with almost supernatural speed. He can create any alchemical item as a full-round action if he succeeds at the Craft (alchemy) check and has the appropriate resources at hand to fund the creation. He can apply poison to a weapon as an immediate action. As swift alchemy, this ability has no effect upon bombs or mutagens, but allows extracts to be mixed in six seconds. "Normal" alchemical items can also be created in only a full round (six seconds) but because such items are not empowered by the Alchemist's personal spark, working at such speed requires at a minimum a well-prepared, permanent, and immobile work space, such as Frankenstein's Castle. No, you can't build a lab in an Instant Fortress or a portable hole, either.


Grand Discovery (Su)

At 20th level, the alchemist makes a grand discovery. He immediately learns two normal discoveries, but also learns a third discovery chosen from the linked list below, representing a truly astounding alchemical breakthrough of significant import. For many alchemists, the promise of one of these grand discoveries is the primary goal of their experiments and hard work.


Alchemist Changes

The following forumulae are no longer available to Alchemists:

  • beast shape I
  • beast shape II
  • beast shape III
  • beast shape IV
  • monstrous physique I
  • monstrous physique II
  • monstrous physique III
  • monstrous physique IV
  • undead anatomy I
  • undead anatomy II
  • undead anatomy III
  • elemental body I
  • elemental body II
  • elemental body III
  • vermin shape I
  • vermin shape II
  • mutagenic touch
  • form of the dragon I
  • giant form I
  • plant shape I
  • plant shape II


The following discoveries are no longer available to Alchemists:

  • cognatogen
  • grand cognatogen
  • greater cognatogen
  • feral mutagen


Alchemist Discovery Changes

Vestigial Arm (modified) - (Req. Alchemist 6)

At the time the alchemist chooses this discovery, he may decide whether this extra arm is present at all times, or only while under the effects of a mutagen. The alchemist gains a new arm (left or right) on his torso. The arm is fully under his control and cannot be concealed except with magic or bulky clothing. While affected by a mutagen, vestigial arms grow claws, and act as secondary natural weapons, dealing 1d4 base damage, plus half the alchemist's strength. Secondary natural attacks, as always, are made at BAB - 5. If not affected by a mutagen, the arm can manipulate or hold items as well as the alchemist’s original arms (for example, allowing the alchemist to use one hand to wield a weapon, another hand to hold a potion, and the third hand to throw a bomb). The arm has its own “hand” and “ring” magic item slots (though the alchemist can still only wear two rings and two hand magic items at a time).

Special: An alchemist may take this discovery up to two times.


Tentacle (modified) - (Req. Alchemist 6)

The alchemist gains a prehensile, arm-length tentacle on his body. The tentacle is fully under his control and cannot be concealed except with magic or bulky clothing. While affected by mutagen, the tentacle can be used to make a secondary natural attack, dealing 1d4 damage plus half the alchemist's strength modifier. Secondary natural attacks, as always, are made at BAB - 5. The tentacle can manipulate or hold items as well as the alchemist’s original arms can (for example, allowing the alchemist to use one hand to wield a weapon, the tentacle to hold a potion, and the third hand to throw a bomb). Unlike an arm, the tentacle has no magic item slots.


Greater Mutagen (modified) - (Req. Alchemist 12)

An alchemist who selects this discovery can improve the effects of his mutagen, gaining the following abilities instead of those listed for the standard mutagen:

  • A +4 bonus to natural armor
  • Instantly gains 10 + (2 x Alchemist Level) in hit points, and the Alchemist's maximum hit points increase by the same amount.
  • +6 alchemy bonus to Strength and a -2 penalty to Intelligence.
  • +2 alchemy bonus to Fortitude and Reflex saves, and a -2 penalty to Will saves.
  • A base attack (BAB) equal to his Alchemist level.
  • Natural claw attacks, doing 1d6 base damage each, and a bite attack, doing 1d8 base damage. (Note that this base damage increases at level 8 and at level 15, as per standard melee weapon rules.)
  • The alchemist's natural attacks are considered magic for purposes of overcoming DR.


Grand Mutagen (modified) - (Req. Alchemist 16, Greater Mutagen)

An alchemist who selects this discovery can improve the effects of his mutagen even further, gaining the following abilities instead of those listed for the greater mutagen:

  • A +4 bonus to natural armor
  • A +2 Dodge bonus
  • Instantly gains 10 + (3 x Alchemist Level) in hit points, and the Alchemist's maximum hit points increase by the same amount.
  • +8 alchemy bonus to Strength and a -2 penalty to Intelligence.
  • +3 alchemy bonus to Fortitude and Reflex saves, and a -3 penalty to Will saves.
  • A base attack (BAB) equal to his Alchemist level.
  • Natural claw attacks (1d6 base damage each), a bite attack (1d8 base damage) and a rend (2 claws, 1d8, this is precision damage). (Note that this base damage increases at level 8 and at level 15, as per standard melee weapon rules.)
  • The alchemist's natural attacks are considered magic for purposes of overcoming DR.


Alchemist Grand Discovery Changes

We've added quite a few new grand discoveries. See Alchemist Grand Discoveries for the full list.


Alchemist Example Builds

For those who are non-expert in this class, or who are busy, or who simply don't want to spend hours digging around feats, here's a couple of example builds. Note: This is not a suggested build. Heck, it's probably even not very good. But what it WILL do is let you play without hours of investment, and it will perform more than adequately. If you want to tweak, feel free!


Bomb-Throwing Build

Human, base stats: Str 16, Dex 14, Con 14, int 18, Wis 10, Chr 8.

Example Feats

1st Level: Point Blank Shot, Precise Shot. Lets you put your bombs exactly where you want them

3rd Level: Weapon Focus:Bombs. Still making the bombs better.

5th Level: Extra Discovery: Acid Bombs*. Now that the bombs go where you want them, you start to make them nassssty.

7th Level: Dodge. A point of armor class and unlocks good stuff.

9th Level: Close Quarters Thrower. Throw bombs in melee!

11th Level: Charging Hurler. Lets you keep up with the first round rush and still attack.

13th Level: Far Shot. Throw bombs waaaay further and still hit.

15th Level: Mobility. Avoid those attacks of opportunity.

17th Level: Shot on the Run. Pop around a corner, throw a bomb, hide. So awesome.

19th Level: Clustered Shots. This lets you punch through DR like crazy.


Example Discoveries:

2nd Level: Precise Bombs

4th Level: Explosive Bombs*

6th Level: Breath Weapon Bomb

8th Level: Fast Bombs

10th Level: Force Bomb*

12th Level: Demolition Bomb*

14th Level: Dispelling Bomb*

16th Level: Frost Bomb*

18th Level: Elixir of Life

20th Level: Fast Healing 5, Smoke Bomb*, Inferno Bomb*.


Hulchemist Build

Human, base stats: Str 16, Dex 14, Con 14, int 18, Wis 10, Chr 8

Example Feats

1st Level: Dodge, Mobility. Move around in melee, get hit less, and melee sucks, you want the armor class bad.

3rd Level: Weapon Focus: Natural Attacks. Yeah, you wreck'em in melee, you betcha!

5th Level: Power Attack. Yeah, you wreck'em in melee, you betcha!

7th Level: Point Blank Shot. Still gotta work the bombs!

9th level: Toughness. Hit points, baby!

11th Level: Precise Shot. Workin' the bombs

13th level: Shot on the Run. The corner thing, so awesome.

15th Level: Rending Claws. Oh, yeah, even more melee damage

17th Level: Defensive Combat Training. Stops the bad guys from tackling you all the time

19th Level: Advanced Def Combat Training. No, seriously. Getting grappled sucks.


Example Discoveries:

2nd Level: Enhance Potion

4th Level: Spontaneous Healing

6th Level: Vestigial Arm

8th Level: Vestigial Arm

10th Level: Tentacle

12th Level: Greater Mutagen

14th Level: Parasitic Twin

16th Level: Grand Mutagen

18th Level: Nauseating Flesh

20th Level: True Mutagen, Preserve Organs, Preserve Organs.


Epic Alchemist

Table: Epic Alchemist

Level BAB Fort Ref Will Special 1st 2nd 3rd 4th 5th 6th
21st +15/+10/+5 +13 +13 +7 Bomb 11d6, , Mutagen BAB Progression, Paragon of SCIENCE! 6 5 5 5 5 5
22nd +16/+11/+6 +13 +13 +7 EUREKA! 1/day, Master of Vitriol +5 6 6 5 5 5 5
23rd +16/+11/+6 +14 +14 +8 Bomb 12d6, Grand Discovery 6 6 6 5 5 5
24th +17/+12/+7 +14 +14 +8 Discovery, EUREKA! 2/day 6 6 6 6 5 5
25th +17/+12/+7 +15 +15 +9 Bomb 13d6, Venom Sac 6 6 6 6 6 5
26th +18/+13/+8 +15 +15 +9 EUREKA! 3/day, Grand Discovery 6 6 6 6 6 6
27th +18/+13/+8 +16 +16 +10 Bomb 14d6, Master of Vitriol +10 7 6 6 6 6 6
28th +19/+14/+9 +16 +16 +10 Discovery, EUREKA! 4/day 7 7 6 6 6 6
29th +19/+14/+9 +17 +17 +11 Bomb 15d6, Grand Discovery 7 7 7 6 6 6
30th +20/+15/+10 +17 +17 +11 EUREKA! 5/day 7 7 7 7 6 6
31st +20/+15/+10 +18 +18 +12 Discovery, Bomb 16d6, Improved Venom Sac 7 7 7 7 7 6
32nd +21/+16/+11 +18 +18 +12 EUREKA! 6/day, Grand Discovery 7 7 7 7 7 7
33rd +21/+16/+11 +19 +19 +13 Bomb 17d6, Master of Vitriol +15 8 8 7 7 7 7
34th +22/+17/+12 +19 +19 +13 Discovery, EUREKA! 7/day, 8 8 8 8 7 7
35th +23/+18/+13 +20 +20 +14 Bomb 18d6, Grand Discovery, Primal Mastery 8 8 8 8 8 8
36th Apotheosis!


Epic Class Abilities

Bomb

The Alchemist's bombs continue to grow in power, as per table "Epic Alchemist."


Paragon of SCIENCE!

Instead of the normal +1 competence bonus to Craft (Alchemy) that the Alchemist receives at each level, the epic Alchemist receives a +2 competence bonus to his Craft (Alchemy) skill at each level above 20.


Discovery

Periodically (24th, 28th, 31st, and 34th levels) the Epic Alchemist will make another Discovery, although in his mad quest for greater things, they are little remarked.


Mutagen BAB Progression

The alchemist in mutagen form gains bonuses to hit during epic levels equal to +1 per two epic levels, as with all other classes. This is less than the BAB progression of the mutated alchemist prior to 21, when they got BAB equal to their Alchemist level.


EUREKA!

The Alchemist discovers the secrets to making even more powerful bombs. With a EUREKA! bomb, the alchemist is no longer bound to only one Discovery placed upon a single bomb. With EUREKA!, the Alchemist may apply multiple discoveries to a single EUREKA! bomb, with the following limitations:

  • 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 affords its targets a save. You may have a blinding bomb, or a dispelling bomb, but never a blinding and dispelling bomb.
  • A EUREKA! bomb may have a maximum number of Discoveries applied equal to one third Alchemists Intelligence mod, round down.

At 22nd level the Alchemist may use a EUREKA! bomb once per day, and gains an additional daily use at 24th, 26th, 28th, 30th, 32nd, and 34th levels. Note that EUREKA! is a separate power from the Alchemist's bomb power, and using EUREKA! does not use up any of his bombs for a given day. EUREKA! creates an alchemical creation exactly similar to a bomb, aside from the above, and uses all the same rules, feats, and abilities as bombs. Any feats, class features, or abilities that improve bombs will also improve EUREKA! bombs.


Master of Vitriol

Beginning at 22nd level, the save DC for any poisons the Alchemist creates himself are increased by his Master of Vitriol ability. This is a +5 Save DC increase at level 22, +10 at level 27 , and +15 at level 33 .


Grand Discovery

At 23rd level and every three levels thereafter, 26th, 29th, 32nd, and 35th, the Alchemist makes another life-changing, earth-shattering discovery. He may choose a Grand Discovery or he may choose two normal Discoveries of any type. Although, why would any self-respecting madman choose the lesser option? Quality over quantity! As always, unless specifically noted, no Grand Discovery may be taken more than once.


Venom Sac

The Alchemist is long, long past the point where poisons hold any terror for him. This power allows the Alchemist to store poison in a special receptacle somewhere in his body (player's choice!). The venom sac allows the Alchemist to apply poison to a weapon (including natural weapons) once per round as a free action, and may be accessed at any time, including while in mutagen form. The venom sac is assumed to hold a number of doses of a single type of poison equal to his Alchemist level, and filling a Venom Sac requires a standard action per dose of poison (as drinking a potion; if you have a feat, like accelerated drinker, filling the venom sac is also speedier). Note that the sac does not allow the Alchemist to create poisons for free. He must still make and pay for them normally. Similarly, the venom sac does not permit the alchemist to store multiple types of poisons. Do not mix the poisons!

NPC's searching an Alchemist to discover his Venom Sac must succeed on a skill check against a DC equal to the Alchemists level plus his Intelligence Modifier.


Improved Venom Sac

As Venom Sac, except that the Alchemist can apply a dose of poison to his weapons a number of times per round equal to his Intelligence modifier as a free action, and the DC to discover the sac is increased by 5.


Primal Mastery

The Alchemist has learned so much about the composition of the Universe that he is able to overcome the restrictions of energy types. He may define any of his EUREKA bombs as doing damage of the 'primal' type. Primal damage ignores all immunities and resistances.


Alchemist Grand Discoveries

Acidic Blood - (Req. Acid Bomb)

The alchemist's blood turns to acid permanently. This acid blood inflicts damage any time the alchemist has a Bleed condition. In addition, any time the alchemist takes damage, he may choose to inflict a bleed condition on himself. This bleed condition may be a number of points of damage per round up to his INT mod.

Any time the Alchemist is taking bleed damage, everyone within 1 square of the Alchemist, including the Alchemist, takes acid damage equal to 1d6 per point of bleed damage. This damage occurs at the same time the Alchemist takes the bleed damage himself (the start of the Alchemist's turn). The alchemist rolls the damage only once for all qualifying targets (which can include allies and himself). Targets may make a FORT save for half (DC equal to Alchemist level + CON mod). This damage is only caused by a bleed status (ANY bleed status), not by striking/biting or otherwise molesting the Alchemist. Taking this discovery gives the alchemist throbbing, green veins (or another fitting physical change). Note: While the only prerequisite for this ability is Acid Bomb, Caustic Temperament is also very useful, as the immunity to acid applies against this ability, as well.


Alchemical Abomination - (Req. True Mutagen, Alchemist lv. 23+)

The horrible majesty of your mutation reaches such heights that reality itself begins to distort in your presence, writhing as if it is trying to avoid touching you. An alchemist who selects Alchemical Abomination can perfect the effects of his mutagen, gaining the following abilities instead of those listed for the True Mutagen:

  • A +4 bonus to natural armor
  • A +4 dodge bonus
  • A +5 shield bonus
  • Instantly gains 10 + (4 x Alchemist Level) in hit points, and the Alchemist's maximum hit points increase by the same amount.
  • Increase size category by one, and increase reach by 5 feet.
  • +10 alchemy bonus to Strength and a -2 penalty to Intelligence.
  • +4 alchemy bonus to Fortitude and Reflex saves, and a -4 penalty to Will saves.
  • A base attack (BAB) equal to 20 plus 1 per two Alchemist levels above 20.
  • Natural claw attacks (2d6 base damage each), a bite attack (4d8 base damage) and bonus rend damage if any two claws hit which inflicts 6d8 of bonus damage. (Note that the base claw and bite damage increases with level as per standard melee weapon rules. Thus at level 23, the claws do 6d6 and the bite does 12d8.)
  • The alchemist's natural attacks are considered Epic for purposes of overcoming DR.
  • It's Alive! Once per day, when the alchemist is dropped to 0 or fewer hit points, at the start of his next turn, he instantly heals to the value of half his hit points, and stands up as a free action. The alchemist retains the effects of his mutagen throughout this process.


Atonal - (Req. Sonic Bomb)

The alchemist gains immunity to Sonic damage. The alchemist is not affected by mundane hazardous effects brought on by sonic environments. The alchemist's voice becomes monotone and his movements seem to echo (or another fitting physical change).


Awakened Intellect

The alchemist’s constant exposure to strange chemicals has expanded his mind. His Intelligence score permanently increases by 2 points.


Carpet Bomber - (Req. Breath Weapon Bomb, Explosive Bombs)

The explosive devastation of your bombs reaches new heights. The bomb still does its normal dice of damage on a touch attack with no saving throw allowed, but instead of splash damage, you now do the full damage of the bomb to all creatures within a thirty foot spread of the targeted square. Creatures in the area of effect are allowed a Reflex saving throw for half damage.


Caustic Temperament - (Req. Acid Bomb)

The alchemist gains acid immunity. The alchemist is not affected by mundane hazardous effects brought on by caustic environments. The alchemist gains tough, leathery scales and an acrid smell (or another fitting physical change).


Change Alignment, Greater - (Req. Change Alignment discovery, Infusion discovery)

The effects of the alchemist's change alignment infusion become permanent and can only be reversed by a wish or miracle. A permanent, forced change of alignment may be devastating, and some believe it is little better than zealous slavery or mind control. Others consider a good alignment brought about by any means but purity of heart an affront to freedom. This discovery remains controversial at best.


Corrosive Grasp - (Req. Philosopher's Stone)

The alchemist gains the ability to first rust, then disintegrate, metallic items. An alchemist’s melee touch attacks cause an unattended metal object to swiftly rust and corrode. The alchemist can affect unattended objects weighing less than 100 pounds per Alchemist level with this ability. When first touched, the object takes half its maximum hp in damage and gains the broken condition. A second melee touch destroys the item. Against creatures made primarily of metal(iron golems), the alchemist‘s touch deals the same damage as his bombs would (though it does not use a bomb). An attended object, any magic object, or a metal creature can attempt a Reflex save to negate this effect. The save DC is 10 + 1/2 the character’s alchemist levels + his Intelligence modifier.


Eternal Youth

The alchemist has discovered a cure for aging, and from this point forward he takes no penalty to his physical ability scores from advanced age. If the alchemist is already taking such penalties, they are removed at this time. Furthermore, the alchemist cannot be magically aged, even temporarily.


Fast Healing

The alchemist’s flesh responds to damage with shocking speed—he gains fast healing 5.


Gaussian - (Req. Shock Bomb)

The alchemist gains electricity immunity. The alchemist is not affected by mundane hazardous effects brought on by electric environments (such as non-magical lightning, or "weather"). The alchemist's hair stands straight up and makes buzzing hums when everything is quiet (or another physical change).


Heart of Ice - (Req. Frost Bomb)

The alchemist gains cold immunity. The alchemist is not affected by mundane hazardous effects brought on by cold environments. The alchemist gains thick white shaggy fur (or another fitting physical change).


Hyper-Tweaking

The alchemist who selects this Grand Discovery gains 6 permanent Stat points which you may distribute as you wish, up to two points per Stat. However, he also ages twice as quickly as normal, and attacks which inflict aging conditions have double their normal effect. While there is no prerequisite for Hyper-Tweaking the Eternal Youth grand discovery should be seriously considered, lest the Alchemists career be cut short by early retirement.


Icarus Ascendant - (Req. winged flight or an ability to grant himself wings)

The alchemist's wings are now retractable. If the alchemist has wings naturally (i.e. that do not have a limitation on the number of rounds the alchemist can use them) his flight speed increases by 30 feet and maneuverability becomes perfect if it isn't already. If the alchemist does not have natural wings, he no longer has a limitation on the number of rounds he can fly, his flight speed increases by 20 feet and his maneuverability while flying increases by one step.


The Mad Bomber - (Req. Carpet Bomber)

Your bombs reach untold levels of destructive power. In addition to adding your Int modifier to the damage of your bombs, you also increase the damage of the bombs by a number of dice equal to your Int Mod.


Metaphasic - (Req. Force Bomb)

The alchemist gains immunity to force damage. In addition, the Alchemist is allowed a Fort save against Force effects (mage Sword spells, Hand spells, etc) any time the spell would impose a non-damaging effect upon him. If the Fort save succeeds, the spell has no effect upon him that round. This ability will allow an Alchemist to pass through a Wall of Force, for example, or simply ignore a grapple from a grasping hand. The alchemist is not affected by mundane hazardous effects brought on by force environments, such as Jedi academies. The alchemist sometimes appears translucent (or another fitting physical change).


Midassian Scion - (Req. Philosopher's Stone)

The alchemist may now use his Philosopher's Stone ability a number of times each month equal to his intelligence modifier. The creation of a Philosopher's Stone requires a days work as usual, and each Stone has all the effects and abilities as per normal. Note that if the Alchemists Intelligence modifier is greater than the number of days in a month, any additional benefit is lost. Seriously, get out of the lab.


Mutagenic Immutability - (Req. Eternal Youth)

The alchemist becomes immune to attribute drains and attribute damage.


Mutation Mastery - (Req. Mutation Suppression)

An alchemist who selects Mutation Mastery has learned to embrace the effects of his mutation as a natural part of his being. A number of times per day equal to his Intelligence modifier, he may remove the effects of his Mutagen, placing the Mutagen in suspension. This requires a swift action, and may be sustained for as long as the Alchemist desires. Re-instating the effects of a Mutagen is an immediate action. Note that this does not run out the duration of the Mutation itself. Any time spent under the effects of Mutation Suppression does NOT count towards the duration of the Mutation. The maximum time an Alchemist may suspend the effects of a single Mutation is equal to one day per point of intelligence modifier.


Mutation Suppression - (Req. True Mutagen)

An alchemist who selects Mutation Suppression has learned to control the ravages of his Mutagen to an astonishing degree. A number of times per day equal to his Intelligence modifier, he may suppress the effects of his Mutagen. This requires a swift action, and may be sustained for as long as the Alchemist desires. Re-instating the effects of a Mutagen is an immediate action. Note that this does not extend the duration of the Mutation itself. Any time spent under the effects of Mutation Suppression counts against the duration of the Mutation.


Philosopher's Stone

The alchemist learns how to create a philosopher's stone, and can do so once per month at no cost. Creating a philosopher's stone takes 1 day of work.

Philosopher's Stone (Minor Artifact)
Slot none; Aura strong transmutation; CL 20th; Weight 3 lbs.
Description: This rare substance appears to be an ordinary, sooty piece of blackish rock. If the stone is broken open (break DC 20), a cavity is revealed at the stone's heart. This cavity is lined with a magical type of quicksilver that enables any character with at least 10 ranks in Craft (alchemy) to transmute base metals (iron and lead) into silver and gold. A single philosopher's stone can turn iron into silver (worth 25,000 gp), or lead into gold (worth 50,000 gp). This transmutation power requires at least one full minute to accomplish and may be disturbed by combat, in which case the quicksilver is lost to no benefit. Further, the quicksilver becomes unstable once the stone is opened and loses its potency within 24 hours, so all transmutations must take place within that period.

The quicksilver found in the center of the stone may also be put to another use. If mixed with any cure potion while the substance is still potent, it creates a special oil of life that acts as a true resurrection spell for any dead body it is sprinkled upon.

Destruction: The philosopher's stone can be destroyed by being placed in the heel of a titan's boot for at least 1 entire week.


Poison Touch

The alchemist gains a poisonous touch, as if under the effects of a poison spell. He can suppress or activate this ability as a free action. The physical appearance of how the alchemist generates and delivers his poisonous touch varies from alchemist to alchemist. note that this ability may not be used to fill the Alchemist's Venom Sac.


Protean Resistance - (Req. Vestigial Twin, at least two Grand Discoveries)

The alchemist’s body is so twisted by alchemy that he can alter his very being at will. Once per round, as a swift action, the Alchemist may choose a resistance type from the table below. He may sustain this resistance without effort for as long as he likes.

Damage Source Resistance
Fire Damage Fire 50
Cold Damage Cold 50
Electricity Damage Electricity 50
Sonic Damage Sonic 25
Force Damage Force 25
Acid Damage Acid 50
Magic* SR 35
  • Magic describes any spell without an elemental descriptor or damage type.


Soulfire - (Req. Alchemist lvl 21+)

The alchemist gains fire immunity. The alchemist is not affected by mundane hazardous effects brought on by hot environments. The alchemist gains black cracked skin that smoulders with smoke (or another fitting physical change).


True Mutagen (modified) - (Req. Alchemist 20, Grand Mutagen)

An alchemist who selects True Mutagen as his grand discovery at level 20 can maximize the effects of his mutagen, gaining the following abilities instead of those listed for the grand mutagen:

  • A +4 bonus to natural armor
  • A +2 dodge bonus
  • A +2 shield bonus
  • Instantly gains 10 + (4 x Alchemist Level) in hit points, and the Alchemist's maximum hit points increase by the same amount. (That's 90 hit points!)
  • +10 alchemy bonus to Strength and a -2 penalty to Intelligence.
  • +4 alchemy bonus to Fortitude and Reflex saves, and a -4 penalty to Will saves.
  • A base attack (BAB) equal to 20 plus 1 per two Alchemist levels above 20.
  • Natural claw attacks (1d6 base damage each), a bite attack (1d8 base damage)and bonus rend damage if any two claws hit which inflicts 2d8 of bonus damage. (Note that this base damage increases with level as per standard melee weapon rules. Thus at level 20, the claws do 3d6 and the bite does 3d8.)
  • The alchemist's natural attacks are considered magic for purposes of overcoming DR.
  • It's Alive! Once per day, when the alchemist is dropped to 0 or fewer hit points, at the start of his next turn, he instantly heals to the value of half his hit points, and stands up as a free action. The alchemist retains the effects of his mutagen throughout this process.


Unborn Horror - (Req. Alchemical Abomination, Alchemist lvl. 29+)

An alchemist who selects Unborn Horror...HAS GONE TOO FAR! The very fabric of reality recoils in shivering dismay from the awful...thing...you have become! If the Gods in the Heavens have any influence on your unholy machinations, they say, please, PLEASE, NO MORE!

If you insist on creating this horrendous state, you gain the following abilities instead of those listed for Alchemical Abomination:

  • A +4 bonus to natural armor
  • A +6 dodge bonus
  • A +8 shield bonus
  • Instantly gains 10 + (5 x Alchemist Level) in hit points, and the Alchemist's maximum hit points increase by the same amount.
  • Increase size category by one, and increase reach by 5 feet.
  • +14 alchemy bonus to Strength and a -2 penalty to Intelligence.
  • +8 alchemy bonus to Fortitude and Reflex saves, and a -4 penalty to Will saves.
  • A base attack (BAB) equal to 20 plus 1 per two Alchemist levels above 20.
  • Natural claw attacks (2d8 base damage each), a bite attack (5d10 base damage) and a bonus rend if any two claws hit which does 10d8 rending damage. (Note that this base claw and bite damage increases with level, as per standard melee weapon rules. Thus at level 29, the claws do 10d8 and the bite does 25d10.)
  • The alchemist's natural attacks are considered Epic for purposes of overcoming DR.
  • You gain blindsight to a range of ninety feet. Even you don't know how this vile reality-warped sensorium works....
  • As a swift action, you may make visible the shivering revulsion of reality all about you. As a result you may Sicken all creatures adjacent to you. They receive a Fort saving throw with a DC of 10 + one half your Alchemist level + your Con mod to negate this effect, but you may use a swift action to Sicken every round. If they fail a save, they are Sickened until the beginning of the alchemists next round.
  • It's Alive! Once per day, when the alchemist is dropped to 0 or fewer hit points, at the start of his next turn, he instantly heals to the value of half his hit points, and stands up as a free action. The alchemist retains the effects of his mutagen throughout this process.


WHAT HATH SCIENCE WROUGHT? - (Req. Unborn Horror, Alchemist lvl. 35+)

You were warned. The Gods Themselves begged you not to do this.

What have you unleashed, you mad fiend?

If you dare to affront the universe with this unspeakable monstrosity, you 'gain' the following abilities instead of those listed for Unborn Horror:

  • A +2 bonus to 'natural' armor
  • A +8 dodge bonus
  • A +8 shield bonus
  • Instantly gains 100 + (5 x Alchemist Level) in hit points, and the Alchemist's maximum hit points increase by the same amount.
  • Increase size category to huge, and increase reach by 10 feet.
  • +16 alchemy bonus to Strength and a -2 penalty to Intelligence.
  • +8 alchemy bonus to Fortitude and Reflex saves, and a -4 penalty to Will saves.
  • A base attack (BAB) equal to 20 plus 1 per two Alchemist levels above 20.
  • Natural claw attacks (2d8 base damage each), a bite attack (5d12 base damage) and a rend if any two claws hit which inflicts 15d8 in bonus damage. (Note that this base damage increases with level as per standard melee weapon rules. Thus at level 35 when this form is available, the claws do 10d8 and the bite does 25d12.)
  • The alchemist's natural attacks are considered Epic for purposes of overcoming DR.
  • You gain the trample ability as a monster.
  • Your numerous...appendages...grant you a climb speed equal to your normal move speed, as if you are under the effects of a spider climb spell.
  • You gain blindsight to a range of 150 feet. Even you don't know how this vile reality-warped sensorium works....
  • As a swift action, you may make visible the shivering revulsion of reality all about you. As a result you may Nauseate all creatures adjacent to you. They receive a Fort saving throw with a DC of 10 + one half your Alchemist level + your Con mod to negate this effect, but you may use a swift action to Nauseate every round.
  • It's Alive! Once per day, when the alchemist is dropped to 0 or fewer hit points, at the start of his next turn, he instantly heals to the value of half his hit points, and reanimates as a free action. The alchemist retains the effects of his horrific state throughout this process.