Alchemist

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EUREKA! I'VE DONE IT!

Description

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

Bailiwick Skill: Reason

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 stat the alchemist uses to try 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".

Table: Alchemist

Level BAB Fort Ref Will Bomb Damage Special 1st 2nd 3rd 4th 5th 6th
1st +0 +2 +2 +0 1d4 Alchemy, Bomb, Mutagen, Throw Anything, Tweaking 1 - - - - -
2nd +1 +3 +3 +0 1d6 Discovery, Poison Resistance +2, Poison Use 2 - - - - -
3rd +1 +3 +3 +1 2d6 Swift Alchemy, Mana Burn 3 - - - - -
4th +2 +4 +4 +1 2d6+1 Discovery, Craft Fetish 3 1 - - - -
5th +2 +4 +4 +1 3d6 Poison Resistance +4 4 2 - - - -
6th +3 +5 +5 +2 3d6+1 Discovery, Swift Poisoning 4 3 - - - -
7th +3 +5 +5 +2 4d6 - 4 3 1 - - -
8th +4 +6 +6 +2 4d6+3 Discovery, Poison Resistance +6 4 4 2 - - -
9th +4 +6 +6 +3 5d6+3 - 5 4 3 - - -
10th +5 +7 +7 +3 5d6+6 Discovery 5 4 3 1 - -
11th +5 +7 +7 +3 6d6+6 Poison Immunity 5 4 4 2 - -
12th +6/+1 +8 +8 +4 6d6+9 Discovery 5 5 4 3 - -
13th +6/+1 +8 +8 +4 7d6+9 - 5 5 4 3 1 -
14th +7/+2 +9 +9 +4 7d6+12 Discovery 5 5 4 4 2 -
15th +7/+2 +9 +9 +5 8d6+15 - 5 5 5 4 3 -
16th +8/+3 +10 +10 +5 8d6+20 Discovery 5 5 5 4 3 1
17th +8/+3 +10 +10 +5 9d6+24 - 5 5 5 4 4 2
18th +9/+4 +11 +11 +6 9d6+30 Discovery, Instant Alchemy 5 5 5 5 4 3
19th +9/+4 +11 +11 +6 10d6+36 - 5 5 5 5 5 4
20th +10/+5 +12 +12 +6 10d6+40 Grand Discovery, Discovery 5 5 5 5 5 5
Level BAB Fort Refl Will Bomb Damage Special 1st 2nd 3rd 4th 5th 6th
21st +11/+6 +13 +13 +7 11d6+48 Mutagen BAB Progression, Paragon of SCIENCE! 6 5 5 5 5 5
22nd +11/+6 +13 +13 +7 11d6+56 Discovery, EUREKA! 1/day, Master of Vitriol +1 6 6 5 5 5 5
23rd +12/+7 +14 +14 +8 12d6+64 Grand Discovery 6 6 6 5 5 5
24th +12/+7 +14 +14 +8 12d6+72 Discovery, EUREKA! 2/day 6 6 6 6 5 5
25th +13/+8 +15 +15 +9 13d6+80 Venom Sac 6 6 6 6 6 5
26th +13/+8 +15 +15 +9 13d6+88 Grand Discovery, Discovery , EUREKA! 3/day 6 6 6 6 6 6
27th +14/+9 +16 +16 +10 14d6+96 Master of Vitriol +2 7 6 6 6 6 6
28th +14/+9 +16 +16 +10 14d6+104 Discovery, EUREKA! 4/day 7 7 6 6 6 6
29th +15/+10 +17 +17 +11 15d6+112 Grand Discovery 7 7 7 6 6 6
30th +15/+10 +17 +17 +11 15d6+120 Discovery, EUREKA! 5/day 7 7 7 7 6 6
31st +16/+11 +18 +18 +12 16d6+128 Improved Venom Sac 7 7 7 7 7 6
32nd +16/+11 +18 +18 +12 16d6+136 Grand Discovery, Discovery , EUREKA! 6/day 7 7 7 7 7 7
33rd +17/+12 +19 +19 +13 17d6+144 Master of Vitriol +3 8 8 7 7 7 7
34th +17/+12 +19 +19 +13 17d6+152 Discovery, EUREKA! 7/day, 8 8 8 8 7 7
35th +18/+13 +20 +20 +14 18d6+160 Grand Discovery, Primal Mastery 8 8 8 8 8 8
36th Apotheosis!

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.

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.

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. Alchemists get the Creator feat as a bonus feat at first level, but they can only use it to create Alchemical items such as alchemist's fire and tanglefoot bags as per the normal rules. If an Alchemist wishes to expend a regular feat selection to take the Creator feat, they get the full use of that feat. An Alchemist does NOT need to use Creator to make use of his Alchemical Creations, namely, Extracts, Bombs, and Mutagens.

General Benefits
When using Creator to create an alchemical item, an alchemist gains a +1 competence bonus to all skill rolls. In addition, an alchemist can use Reason 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 (Su)

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 (Spell), 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. 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)).

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.

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, but no attack of opportunity is provoked.

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. This means that an alchemist can purchase wizardly scrolls of spells that match the formulae list and convert the spell into his formula book for the same cost and effort as noted for a wizard. Note that under no circumstances may an alchemist prepare an extract directly from a scroll, ever.
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.

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 per day equal to their alchemist level + their 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 within an alchemy lab, and these supplies can be readily refilled in the same manner as a spell caster's component pouch. Once created, a catalyst vial remains stable and usable by the alchemist for years. When the alchemist wants to create a bomb, they quickly mix one of the prepared catalyst vials with the volatile liquid that determines the nature of the bomb. Bombs deal fire (energy, common) damage by default, but quite a few discoveries exist to alter this to a different damage type (see the Discovery class feature for details). An alchemist's bomb, like an extract, becomes inert if used or carried by anyone else.

Bombs are considered weapons and can be selected using feats such as Point-Blank Shot (Feat) and Weapon Focus (Feat). Bombs are considered magic weapons for purposes of overcoming DR, or other forms of resistance against non-magical damage (e.g. Incorporeal).

Throwing a bomb is a Ranged Touch Attack. An alchemist draw the components of, mix, and throw a single bomb with a standard 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).

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 may choose which square of the targets 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 Table: Alchemist 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 Touch 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. 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, and cannot critically hit, since there is no directly-hit target involved.

Creatures in the area of effect that were not directly hit and that do not normally suffer any damage from a successful saving throw (such as Minions, or those with Evasion) must make a Reflex save to resist the damage, versus a DC equal to 10 + 1/2 the alchemist's level + INT modifier. Those who fail this saving throw take half damage, while those who succeed take no damage.

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. Alchemist bombs stick to monsters, but leave your floors spotless and shiny!

Implements

The Alchemist is one of the classes which is allowed to use Implements to boost their magical ranged touch attacks. See the Crafting_Magic_Implements page for more details.

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 + his 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. These attacks do the same damage regardless of your base size. While in mutation form, all Attacks of Opportunity and bonus attacks are made using this claw damage. (Note that this base damage increases levels 8, 15, 22 and 29, 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 BAB-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. Bonus attacks, such as from a haste spell, and attacks of opportunity always use a single claw attack unless the creature has some ability which specifically states otherwise.
Natural attacks do not benefit from any of the two-weapon fighting feats or the multi-attack feat.

Tweaking (Ex)

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 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.

(Note that many of the discoveries are different, sometimes significantly different, from the rules available on the Pathfinder SRD. The rules on this wiki are the authoritative source for Epic Path Alchemist discoveries.)

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.

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.

Mana Burn (Sp)

Beginning at 3rd level, you can push structured portions of your aura into the casting of a spell, burning up one or more additional spells as part of the casting action of the spell being cast. These additional spells cannot be cantrips (or orisons, or powerful cantrips), but can be any other spell you have memorized, or spell slot you have available. Burned spells 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 circle of the spell by one step, increasing the spell's damage scaling.

A spell's Spell Circle is a measure of how much damage it does, relative to the caster's character level. If a spell has a spell circle listed, it will be highlighted in orange in the spell's description. 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). For each extra spell burned, the spell's circle moves up one step on the damage scale.

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 a highly attractive option for multi-classed, dual-classed, and demi-caster characters (such as paladins, bards, and rangers).

Spell Circle Min Char Lvl Damage Per Character Level Caps At:
1st 1 1d4 per character level 5d4 (at char lvl 5)
2nd 3 1d6 per character level 6d6 (at char lvl 6)
3rd 5 1d6 per character level 10d6 (at char lvl 10)
4th 7 1d6+1 per character level 12d6+12 (at char lvl 12)
5th 9 1d6+1 per character level 15d6+15 (at char lvl 15)
6th 11 1d6+2 per character level 16d6+32 (at char lvl 16)
7th 13 1d6+2 per character level 20d6+40 (at char lvl 20)
8th 15 1d6+3 per character level 21d6+63 (at char lvl 21)
9th 17 1d6+3 per character level 25d6+75 (at char lvl 25)
10th 19 1d6+4 per character level 25d6+100 (at char lvl 25)
11th 21 1d6+5 per character level 25d6+125 (at char lvl 25)
12th 23 1d6+6 per character level 27d6+162 (at char lvl 27)
13th 25 1d6+7 per character level 27d6+189 (at char lvl 27)
14th 27 1d6+8 per character level 29d6+232 (at char lvl 29)
15th 29 1d6+9 per character level 29d6+261 (at char lvl 29)
16th 31 1d6+10 per character level 30d6+300 (at char lvl 30)
17th 33 1d6+11 per character level 30d6+330 (at char lvl 30)
18th 35 1d6+12 per character level 30d6+360 (at char lvl 30)

A few notes about mana burning:

  • If a spell does not have a damage circle listed, it cannot be mana burned. In such cases, the only way to increase its damage is increasing your caster level, applying one or more metamagic feats, or by using methods described in the spell itself.
  • A spell's damage circle can be different than the spell's spell level. Mana burning doesn't affect spell level — only spell circle.
  • Memorizing a spell in a higher level slot (or using a higher level spell slot) than the minimum required does not raise the spell's circle. This means that adding metamagic feats to a spell when memorizing it has no effect on the spells base Circle damage.
  • Metamagic feats stack normally when used at the same time as mana burning, and only escalate the 'base' spell slot. All benefits of the metamagic feat apply to the effects of the spell's circle after all mana burning has been done.
For example, you can memorize or cast a Perfected Fireball (using a ninth level spell slot), but it only deals circle 3 damage, which is then maximized and doubled (because of Perfected). If you also burn 14 additional spells of any spell level to increase the Perfected Fireball's Circle 3 damage to Circle 17 damage (assuming you are high enough level to throw around Circle 17 damage), it deals maximized Circle 17 damage, doubled. Expensive, yes, but that fireball will cast shadows on the Sun....
  • If a spell has more than one damage circle listed (such as a spell that deals damage and also has a synergy), then mana burning during the casting raises all damage circles equally based on the number of additional spells mana burned.
For example, if a spell deals Circle 2 damage when cast, and also have a synergy that deals Circle 4 damage when triggered, if you mana burn 3 additional spells when casting this spell, it instead deals Circle 5 damage when cast, and Circle 7 damage when the synergy is triggered.
  • Some spells may have a custom damage profile for their base circle. Such spells may be mana burned as normal if they have a Circle listed, and the first 'step up' moves them to the standard damage model listed in the table above.

Swift Alchemy (Ex)

At 3rd level, an alchemist can create alchemical items with astounding speed. This has numerous effects.

  • The alchemist can apply poison to a weapon as a move action with no chance of failure.
  • Doubles the speed with which the alchemist can create catalysts for extracts (30 seconds each, or two per minute).
  • Once per day, the Alchemist may create a 'normal' alchemical item (vial of acid, tanglefoot bag, sunrod, etc) in an hour. For every 5 points that the creation check exceeds the needed DC, an additional item is created.
  • This ability has no effect on Alchemical Creations, such as extracts, 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 extracts, 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, with no chance of failure.

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 Profession 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.

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. 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, and the Alchemist must meet any prerequisites for the Grand Discovery selected at the time it is chosen.

Mutagen BAB Progression (Ex)

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.

Paragon of SCIENCE! (Ex)

At 21st level, the Alchemist receives a +2 competence bonus to Creator when making Alchemical Items. This replaces the +1 bonus he received from Alchemy.

EUREKA! (Su)

Beginning at 22nd level, he 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 (Su)

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 +1 Save DC increase at level 22, +2 at level 27 , and +3 at level 33.

Venom Sac (Ex)

The Alchemist is long, long past the point where poisons hold any terror for him. At 25th level, the Alchemist develops a Venom Sac that allows him 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 Quaff, 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 class level plus his Intelligence Modifier.

Improved Venom Sac (Ex)

At 31st level, the Alchemist improves his venom sac, allowing 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 to the Alchemists class level + Int mod + 5.

Primal Mastery (Su)

At 35th level, 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.