Alchemist

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EUREKA! I'VE DONE IT!

Whether secreted away in a smoky basement laboratory or gleefully experimenting in a well-respected school of magic, the alchemist is often regarded as being just as unstable, unpredictable, and dangerous as the concoctions he brews. While some creators of alchemical items content themselves with sedentary lives as merchants, providing tindertwigs and smokesticks, the true alchemist answers a deeper calling. Rather than cast magic like a spellcaster, the alchemist captures his own magic potential within liquids and extracts he creates, infusing his chemicals with virulent power to grant him impressive skill with poisons, explosives, and all manner of self-transformative magic.

Role: The alchemist's reputation is not softened by his exuberance (some would say dangerous recklessness) in perfecting his magical extracts and potion-like creations, infusing these substances with magic siphoned from his aura and using his own body as experimental stock. Nor is it mollified by the alchemist's almost gleeful passion for building explosive bombs and discovering strange new poisons and methods for their use. These traits, while making him a liability and risk for most civilized organizations and institutions of higher learning, seem to fit quite well with most adventuring groups.

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 level 1 in the Class Progression: Alchemist 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
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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, Bombs, Pop Rocks, Implement Bonus
2   +1 (+1)   -4 (+1)   -   -   +3 (+1)   +3 (+1)   +0   9 2d6 (+ Int & Dex Mods) Discovery
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, 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.

Extracts (Su)

Alchemist 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'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 on Class Progression: Alchemist. 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 (but see the Infusion (Discovery)).

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 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.
An extract is "cast" by drinking it, as if imbibing a potion, or by applying it to the alchemist's skin, equipment, or held/wielded object. Extracts always affects only the extract's creator, or attended objects in the creator's possession. 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 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.
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 by spending time experimenting. 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 foll amount of time required has been spent.
Extracts Usable Per Day
The following tables show how many extracts the alchemist can prepare and use each day. 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.
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)   -   -   -   -

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.

Beginning at 1st level, an alchemist can create and use 8 bombs per day, plus an additional 1 bomb for each milieu they reach in the alchemist class above courageous (i.e. 9 bombs per day at level 8, 10 bombs per day at level 15, 11 bombs per day at level 22, and 12 bombs per day at level 29).

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 which has had its catalyst added, but is not thrown, becomes inert at the end of the round in which the catalyst was added. Bombs which become inert are considered expended for the day, and are wasted.

Creating the bomb itself, much like preparing an extract, requires 1 minute per bomb being prepared. As such, preparing 5 bombs requires 5 minutes, and 40 bombs require 40 minutes. Also like extracts, bombs which 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. An alchemist's bomb, like an extract, becomes inert if used or carried by anyone else.

At the time a bomb is prepared, 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.

Bombs are considered weapons and can be selected using 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 size Large or greater, the Alchemist must choose which square of the target's space to throw at. 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.

On a direct hit, an alchemist's bomb inflicts fire damage as detailed in the class progression table above, plus the alchemist's Intelligence modifier. 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 against the target's AC), the bomb deals double damage (including double the alchemist's INT modifier) to that target.

In addition to damaging the target, the bomb explodes in a fiery burst, damaging all other creatures that are in any of the squares adjacent to the target's space (or the targeted square within the target's space, if the target is size large or larger). This burst affects a 3x3x3 cube centered on the target. All creatures in the affected area other than the directly-hit 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 class feature), 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 direct target do not take any critical damage from critical hits.

If the Alchemist misses their 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 bomb sticks to monsters, but leaves your floors spotless and shiny!

Alchemist's Fire (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 alchemist's fires. Alchemist's fires are small bottles of volatile components that explode in a fiery flash when they are smashed into a hard object.

The alchemist's fire behaves exactly like the Alchemist's 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 class level (not character level) + INT modifier.)

Just like the bomb, alchemist's fire has 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.

Alchemist's fire cannot be altered or improved with discoveries, since they are not actually the same as the alchemist's Bombs.

While the damage on the alchemist's fire is underwhelming, the big advantage of this 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.

Alchemist's fire created with this special ability 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 sold off or given away.

Those concerned about the short lifespan of these mixtures should buy their alchemist's fire from a store, since those are crafted over the course of days of work, and will last for years at a time before becoming inert (or until used, of course).

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 their hands (such as an extra appendage).

Discovery (Su)

At 2nd level, and 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.

Tweaking (Ex)

Beginning at 2nd 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, mutagens, and fetishes, but they can also be on watch during this time, and take no penalties to Perception checks when doing so.

Poison Resistance I (Ex)

By the time an alchemist reaches 3rd 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 training bonus to all saving throws made to resist poisons equal to half their CON modifier, rounding down (minimum +1).

This bonus applies to the alchemist even if they are in their mutagen form (see below).

Grand Discovery I (Su)

The alchemist makes a major breakthrough in their experiments. Upon achieving a 5th 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.

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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) Discovery, 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, 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

Extracts Usable Per Day

The alchemist continues to improve in how many extracts they can prepare and use each day. 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.

Level 1st 2nd 3rd 4th 5th 6th
8th 4 4 2 - - -
9th 5 4 3 - - -
10th 5 4 3 1 - -
11th 5 4 4 2 - -
12th 5 5 4 3 - -
13th 5 5 4 3 1 -
14th 5 5 4 4 2 -

Mutagen (Ex)

At 8th level, an alchemist discovers how to create a mutagen that they can imbibe which radically alters their body in strange and unpredictable ways. An alchemist can prepare one dose of mutagen per day, plus one additional dose per day per 10 alchemist levels (dropping fractions). This means the alchemist can prepare up to two doses per day at 10th level, three doses per day at 20th level, and four doses per day at 30th level. 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 allotment of mutagens each day, regardless of whether this is one or several mutagen doses.

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:

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 1d8 and consult the following table. 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.

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 1st level. At 13th level, instead of rolling 1d8, you roll 1d10 each round. At 19th level, you roll 1d12 each round, instead of 1d10. At 25th level, you roll 1d20 each round, instead of 1d12. And finally, at 31st level, you roll 1d20+2 each round, instead of 1d20.

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 are 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.
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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) Poison Use, Venom Sac
12   +6 (+1)   +1 (+1)   -   -   +8 (+1)   +8 (+1)   +4 (+1)   9 12d6+12 (+ Int & Dex Mods) Discovery
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, Poison Resistance II
15   +7   +2   -   -   +9   +9   +5 (+1)   9 15d6+30 (+ Int & Dex Mods) -

Extracts Usable Per Day

The alchemist continues to improve in how many extracts they can prepare and use each day. 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.

Level 1st 2nd 3rd 4th 5th 6th
8th 4 4 2 - - -
9th 5 4 3 - - -
10th 5 4 3 1 - -
11th 5 4 4 2 - -
12th 5 5 4 3 - -
13th 5 5 4 3 1 -
14th 5 5 4 4 2 -
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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
16   +8 (+1)   +3 (+1)   -   -   +10 (+1)   +10 (+1)   +5   9 16d6+32 (+ Int & Dex Mods) Level 6 Extracts, Discovery
17   +8   +3   -   -   +10   +10   +5   9 17d6+34 (+ Int & Dex Mods) Eureka Bombs I
18   +9 (+1)   +4 (+1)   -   -   +11 (+1)   +11 (+1)   +6 (+1)   9 18d6+36 (+ Int & Dex Mods) Discovery, Grand Discovery IV
19   +9   +4   -   -   +11   +11   +6   9 19d6+38 (+ Int & Dex Mods) Poison Resistance III
20   +10 (+1)   +5 (+1)   -   -   +12 (+1)   +12 (+1)   +6   9 20d6+40 (+ Int & Dex Mods) Discovery

Extracts Usable Per Day

The alchemist continues to improve in how many extracts they can prepare and use each day. 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.

Level 1st 2nd 3rd 4th 5th 6th
8th 4 4 2 - - -
9th 5 4 3 - - -
10th 5 4 3 1 - -
11th 5 4 4 2 - -
12th 5 5 4 3 - -
13th 5 5 4 3 1 -
14th 5 5 4 4 2 -

Poison Resistance (Ex)

At 2nd level, an alchemist gains a +2 bonus on all saving throws against poison, due to the near-constant casual contact that the alchemist has with various toxins and contaminants. This bonus increases to +4 at 5th level, and then again to +6 at 8th level. At 11th level, an alchemist becomes completely immune to poison. This includes any ability or effect which applies the Tainted, Poisoned, and/or Blighted conditions.

Poison Use (Ex)

At 2nd level, Alchemists become trained in the use of poison, cannot accidentally poison themselves when applying poison to a weapon. They have learned (probably the hard way) to take extra care when it comes to the truly nasty stuff.

Grand Discovery (Su)

At 20th level and every 3rd level thereafter (i.e. 23rd, 26th, 29th, 32nd, 35th), the alchemist makes a grand discovery, representing a life-changing, earth-shattering discovery. For many alchemists, the promise of one of these grand discoveries is the primary goal of their experiments and hard work. They may choose a grand discovery or they 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, and the Alchemist must meet any prerequisites for the Grand Discovery selected at the time it is chosen.

Paragon of SCIENCE! (Ex)

At 21st level, the alchemist gains a greater understanding of physical forms, and how they interact with space and time and energy, from their time spent in their mutagen form. The alchemist may choose one saving throw type (Fortitude, Reflex, or Will) and add their Constitution modifier to that saving throw as a class bonus. (If they choose Fortitude, this bonus is in addition to the Constitution modifier already included in it.) This bonus is active at all times, including when the alchemist is in their mutagen form (using their non-mutagen form's CON modifier).

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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
21   +10   +5   -   -   +12   +12   +7 (+1)   9 21d6+42 (+ Int & Dex Mods) Extract Accelerants
22   +11 (+1)   +6 (+1)   -   -   +13 (+1)   +13 (+1)   +7   9 22d6+66 (+ Int & Dex Mods) Discovery, Eureka Bombs II
23   +11   +6   -   -   +13   +13   +7   9 23d6+69 (+ Int & Dex Mods) Grand Discovery V
24   +12 (+1)   +7 (+1)   -   -   +14 (+1)   +14 (+1)   +8 (+1)   9 24d6+72 (+ Int & Dex Mods) Discovery, Poison Immunity
25   +12   +7   -   -   +14   +14   +8   9 25d6+75 (+ Int & Dex Mods) -

Extracts Usable Per Day

The alchemist continues to improve in how many extracts they can prepare and use each day. 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.

Level 1st 2nd 3rd 4th 5th 6th
8th 4 4 2 - - -
9th 5 4 3 - - -
10th 5 4 3 1 - -
11th 5 4 4 2 - -
12th 5 5 4 3 - -
13th 5 5 4 3 1 -
14th 5 5 4 4 2 -
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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) Discovery
27   +13   +8   -   -   +15   +15   +9 (+1)   9 27d6+81 (+ Int & Dex Mods) Eureka Bombs III
28   +14 (+1)   +9 (+1)   -   -   +16 (+1)   +16 (+1)   +9   9 28d6+84 (+ Int & Dex Mods) Discovery, Grand Discovery VI
29   +14   +9   -   -   +16   +16   +9   9 29d6+116 (+ Int & Dex Mods) Primal Bombs I
30   +15 (+1)   +10 (+1)   -   -   +17 (+1)   +17 (+1)   +10 (+1)   9 30d6+120 (+ Int & Dex Mods) Discovery

Extracts Usable Per Day

The alchemist continues to improve in how many extracts they can prepare and use each day. 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.

Level 1st 2nd 3rd 4th 5th 6th
22nd 6 6 5 5 5 5
23rd 6 6 6 5 5 5
24th 6 6 6 6 5 5
25th 6 6 6 6 6 5
26th 6 6 6 6 6 6
27th 7 6 6 6 6 6
28th 7 7 6 6 6 6

EUREKA! (Su)

Beginning at 22nd level, 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 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.
  • A EUREKA! bomb may have a maximum number of Discoveries applied equal to 1/3rd the Alchemist's Intelligence modifier, 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 the alchemist's other 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 (Su)

Beginning at 22nd level, the save DC for any poison the alchemist creates themselves is increased by +1. This bonus improves to +2 at level 27 , and +3 at level 33. Crafting your own poisons requires ranks in Profession (Herbalist) (also not handed out for free by the Alchemist class. Sheesh!), as well as time, an appropriate workshop, and half the normal store price of the poison (typically in the form of appropriate components or materials).

Venom Sac (Ex)

The Alchemist is long, long past the point where poisons hold any terror for them. At 25th level, the Alchemist develops a Venom Sac that allows them to store poison in a special receptacle somewhere in their body (player's choice!). The venom sac allows the Alchemist to apply poison to a weapon 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 maximum number of doses of a single type of poison equal to the alchemist's class level (not character level), and filling a Venom Sac requires a standard action per dose of poison (as drinking a potion; if you have a feat, like Quaff (Feat), filling the venom sac is also speedier). Note that the sac does not allow the alchemist to create poisons for free. They must still buy or make them as normal. 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 their Venom Sac must succeed on a skill check against a DC equal to 10 + double the alchemist's character level.

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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) Humours
32   +16 (+1)   +11 (+1)   -   -   +18 (+1)   +18 (+1)   +10   9 32d6+128 (+ Int & Dex Mods) Discovery, Eureka Bombs IV
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, Primal Bombs II
35   +17   +12   -   -   +19   +19   +11   9 35d6+140 (+ Int & Dex Mods) -

Extracts Usable Per Day

The alchemist continues to improve in how many extracts they can prepare and use each day. 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.

Level 1st 2nd 3rd 4th 5th 6th
29th 7 7 7 6 6 6
30th 7 7 7 7 6 6
31st 7 7 7 7 7 6
32nd 7 7 7 7 7 7
33rd 8 8 7 7 7 7
34th 8 8 8 8 7 7
35th 8 8 8 8 8 8

Primal Mastery (Su)

At 35th level, the alchemist has learned so much about the composition of the Universe that they are able to play with forces that scratch at the very fabric of reality. They may define any of their EUREKA bombs as doing Primal damage. Primal damage cannot be resisted by Energy Resistance (ER) or Damage Resistance (DR).

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Apotheotic Milieu (Levels 36+) Progression

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.