Alchemist: Difference between revisions

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'''Starting Wealth:''' 250 gp
'''Starting Wealth:''' 250 gp


'''[[Bailiwick|Bailiwick Skill]]:''' [[Reason]]
'''[[Bailiwick|Bailiwick Skill]]:''' [[Reason]] ([[Linked Skill|linked]] skill: [[Knowledge (Logic)]])


'''Skill Ranks per Level:''' 3 + Int modifier
'''Skill Ranks per Level:''' 3 + Int modifier
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:* '''''Intelligence:''''' primary; an alchemist's extracts and bomb damage are highly dependent on Intelligence.
:* '''''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.
:* '''''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.
:* '''''Constitution:''''' tertiary; constitution is used by the alchemist to attempt to control their mutagen's largely-random effects.
:* '''''Strength:''''' low priority.
:* '''''Strength:''''' low priority.
:* '''''Charisma:''''' low priority.
:* '''''Charisma:''''' low priority.
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! 1st  
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| +0 || +2 || +2 || +0 || 1d4 || Align="Left" | [[#Alchemy_.28Su.29|Alchemy]], [[#Bomb_.28Su.29|Bomb]], [[#Mutagen_.28Su.29|Mutagen]], [[#Throw_Anything_.28Ex.29|Throw Anything]], [[#Tweaking_.28Ex.29|Tweaking]] || 1 || - || - || - || - || -
| +0 || +2 || +2 || +0 || 1d4 || Align="Left" | [[#Extracts_.28Su.29|Extracts]] [[#Bomb_.28Su.29|Bombs]], [[#Mutagen_.28Ex.29|Mutagen]], [[#Throw_Anything_.28Ex.29|Throw Anything]], [[#Tweaking_.28Ex.29|Tweaking]] || 1 || - || - || - || - || -
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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 [[Between Adventures#Gain_Natural_Talent_in_a_Skill|Self-Improvement]].
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 [[Between Adventures#Gain_Natural_Talent_in_a_Skill|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 (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).
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.  
An alchemist can create only a certain number of extracts of each level per day.  Their base daily allotment of extracts is given on [[#Table: Alchemist|Table: Alchemist]]. In addition, they receive [[Ability_Scores#Table:_Ability_Modifiers_and_Bonus_Spells|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, 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)]]).
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 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.   
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.   


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.
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.  Extracts that have been mixed in advance are sometimes referred to as 'prepared extracts'.


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.
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
:; 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).  
: 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 [[Alchemist Extracts|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.  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.  
: 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 objectExtracts 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 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.
: 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 costsMaterial components that cost 1 gold piece (gp) or less can be cast if the alchemist possess an appropriate [[Components Pouch]] for that level of extract (rather than requiring the alchemist to specifically require a number of each material component separately).
 
: 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
:; 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.  
: An alchemist may know any number of formulae.  They store their known formulae in a special tome called a formula book. The alchemist must refer to this book whenever they prepare an extract, but not when they consume it.  An alchemist begins play with two 1st level formulae of their choice, plus a number of additional forumlae equal to their 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 [[Spells#Adding_Spells_to_a_Wizard.27s_Spellbook|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.
: At each new alchemist level, the alchemist gains two new extract formulae of any level that they can create. An alchemist can also add formulae to their book just as a wizard [[Between_Adventures#Inscribe_Spells_Into_A_Spellbook|inscribes spells into their spellbook]], using the same time requirements.  This means that an alchemist can purchase scrolls of extract formulae (usually available in the same shops that might sell wizard spells or scrolls).  Note that under no circumstances may an alchemist actually prepare an extract directly from a scroll. They must first scribe it into their formula book, taking the listed time, before it can be prepared as an extract.


:; Spell to Formulae Conversion
:; Spell to Formulae Conversion
: While extracts are not the same as spells of the same name, it is possible for an alchemist to convert a wizard spell of the same name into the extract version of it.  This is possible when the wizard spell and alchemist extract share the same name, and broadly the same effects, even if the page name on this site differs with the use of "(Spell)" and "(Extract)" in the title.  GM's are the final arbiters of which spells can be converted to similarly-named extracts, in cases where the effects described seem different between the two pages.  Converting a wizard spell to its extract formula equivalent takes the same amount of time as inscribing a purchased formula into your formula book, described in the link above.


: 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.
: 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.
: In the event there are any differences between the spell version and the extract version, the alchemist may only ever refer to the extract version to adjudicate its effects.


* [[Alchemist Extracts]]
* [[Alchemist Extracts]]


=== Bomb (Su) ===
=== 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.  
In addition to magical extracts, 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.  


An alchemist can use a number of bombs per day equal to their alchemist level + their Intelligence modifier.  
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 inertTheir 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.
Bombs are created in two steps: creating the bomb itself, and adding the catalystThe 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.


In order to create a bomb, the alchemist must use a small vial containing an ounce of liquid catalystThe 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 yearsWhen 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 {{dmg|fire}} damage by default, but quite a few discoveries exist to alter this to a different damage type (see the [[#Discovery_.28Su.29|Discovery]] class feature for details). An alchemist's bomb, like an extract, becomes inert if used or carried by anyone else.
Creating the bomb itself, much like preparing an extract, requires 1 minute per bomb being preparedAs 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 daysAt the time a bomb is prepared, the alchemist determines what [[Alchemist Discoveries|discoveries]], if any, are going to be applied to that bomb.  The default bomb, with no discoveries applied, inflicts an amount of {{dmg|fire}} damage based on the Alchemist's level, as described in [[#Table: Alchemist|Table: Alchemist]], above. 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]]).
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).
Throwing a bomb is a [[Ranged Touch Attack]].  An alchemist draws the bomb, adds the catalyst, and throws it, all as part of a single [[standard 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 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.  
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 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 [[#Table:_Alchemist|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.
On a direct hit, an alchemist's bomb inflicts fire damage as detailed in the [[#Table:_Alchemist|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.
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.
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.
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!
 
===Implements===
Alchemists may use Implements to boost their ranged touch attacks, including their to-hits with Bombs.  See the [[Crafting_Magic_Implements]] page for more details.
 
=== Mutagen (Ex) ===
At 1st 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 which 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.  


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 [[Minion]]s, 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.
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.


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!
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).


===Implements===
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:
The Alchemist is one of the classes which is allowed to use Implements to boost their magical ranged touch attacksSee the [[Crafting_Magic_Implements]] page for more details.
::{{Transmog-Lists
| Natural-Only =  
| Melee-Only = Y
| Natural-With-Weak-Ranged =  
| Melee-With-Weak-Ranged =  
| Natural-With-Strong-Ranged =  
| Melee-With-Strong-Ranged =  
}}
 
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 1d6 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 encounterIf you make a roll and all available results have already been used this encounter, your body mutates in an unexpectedly useless way this round.


=== Mutagen (Su) ===
:: {| class="ep-default2" style="text-align:left; font-size:90%;" width="90%"
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 personalityIt takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until usedAn 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.
|- style="{{class-gradient|alchemist}}"
! width="15" | Result || Mutation Granted
|-
| align="center" | 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.
|-
| align="center" | 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.
|-
| align="center" | 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.
|-
| align="center" | 4 || '''Energy Resist:''' Your skin exudes a coating of some viscous substance that is highly resistant to elemental damage. You gain ER {{ER|Common}} equal to your character level until the start of your next turn.
|-
| align="center" | 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.
|-
| align="center" | 6 || '''Damage Resist:''' Your bones become hyper-dense, and protrude as spikes and plates from the surface of your flesh. You gain DR {{DR|Common}} equal to your character level until the start of your next turn.
|-
| align="center" | 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]].
|-
| align="center" | 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.
|-
| align="center" | 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.
|-
| align="center" | 10 || '''Lesser Flight:''' You sprout a pair (or quartet) of vestigial, bony wingsDespite 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.
|-
| align="center" | 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.
|-
| align="center" | 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.
|-
| align="center" | 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.
|-
| align="center" | 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 prepared Bombs you throw is doubled.
|-
| align="center" | 15 || '''Longarms:''' Your arms bulge and ripple with suddenly-oversized muscles, the bones elongating until your knuckles brush the ground, though you stand uprightYou gain [[Inclusive Reach (Quality)|Inclusive Reach]] out to 10 feet (instead of 5 feet), until the start of your next turn.
|-
| align="center" | 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.
|-
| align="center" | 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.
|-
| align="center" | 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.
|-
| align="center" | 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 {{Dmg|Acid}} 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.
|-
| align="center" | 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 a prepared Extract as a move action this round (instead of a standard action).
|-
| align="center" | 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.
|-
| align="center" | 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 prepared Bomb as a move action this round (instead of a standard action).
|-
| align="center" | 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.
|-
| align="center" | 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 (Quality)|Inclusive Reach]] out to 15 feet (instead of 5 feet).
|}


It's a standard action to drink a mutagenUpon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him the following abilities for 10 minutes per alchemist level:
As you can see, there are quite a few results on this table that are not possible at 1st levelBeginning at 7th level, instead of rolling 1d6, you roll 1d8 each round (including immediately after imbibing the mutagen).  At 13th level, you roll 1d10 each round, instead of 1d8.  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. 


* A +2 bonus to natural armor
: ''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.''
* 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.
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 traitsWhile 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.


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 hourAdditionally, 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.
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 pointsOnce 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 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.


:; Natural Attacks
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.
: 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.
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.


: Natural attacks do not benefit from any of the two-weapon fighting feats or the multi-attack feat.
Mutagen is an extraordinary ability, so it is not subject to being dispelled via [[Dispel Magic (Spell)]] or similar effects, and it works just fine in areas of anti-magic.  It is science of the maddest, weirdest kind.


=== Tweaking (Ex) ===
=== Tweaking (Ex) ===

Revision as of 18:49, 4 December 2018

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 (linked skill: Knowledge (Logic))

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".

Table: Alchemist

Level BAB Fort Ref Will Bomb Damage Special 1st 2nd 3rd 4th 5th 6th
1st +0 +2 +2 +0 1d4 Extracts Bombs, 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.

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. Their base daily allotment of extracts is given on Table: 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. Extracts that have been mixed in advance are sometimes referred to as 'prepared extracts'.

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 Components Pouch for that level of extract (rather than requiring the alchemist to specifically require a number of each material component separately).
Formula Books
An alchemist may know any number of formulae. They store their known formulae in a special tome called a formula book. The alchemist must refer to this book whenever they prepare an extract, but not when they consume it. An alchemist begins play with two 1st level formulae of their choice, plus a number of additional forumlae equal to their Intelligence modifier.
At each new alchemist level, the alchemist gains two new extract formulae of any level that they can create. An alchemist can also add formulae to their book just as a wizard inscribes spells into their spellbook, using the same time requirements. This means that an alchemist can purchase scrolls of extract formulae (usually available in the same shops that might sell wizard spells or scrolls). Note that under no circumstances may an alchemist actually prepare an extract directly from a scroll. They must first scribe it into their formula book, taking the listed time, before it can be prepared as an extract.
Spell to Formulae Conversion
While extracts are not the same as spells of the same name, it is possible for an alchemist to convert a wizard spell of the same name into the extract version of it. This is possible when the wizard spell and alchemist extract share the same name, and broadly the same effects, even if the page name on this site differs with the use of "(Spell)" and "(Extract)" in the title. GM's are the final arbiters of which spells can be converted to similarly-named extracts, in cases where the effects described seem different between the two pages. Converting a wizard spell to its extract formula equivalent takes the same amount of time as inscribing a purchased formula into your formula book, described in the link above.
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.
In the event there are any differences between the spell version and the extract version, the alchemist may only ever refer to the extract version to adjudicate its effects.

Bomb (Su)

In addition to magical extracts, 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.

An alchemist can use a number of bombs per day equal to their alchemist level + their Intelligence modifier.

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. 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 Table: Alchemist, above. 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 draws the bomb, adds the catalyst, and throws it, all as part of a single standard 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 may 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 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. 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!

Implements

Alchemists may use Implements to boost their ranged touch attacks, including their to-hits with Bombs. See the Crafting_Magic_Implements page for more details.

Mutagen (Ex)

At 1st 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 which 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.

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 1d6 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 prepared Bombs you throw is doubled.
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 a prepared Extract as a move action this round (instead of a standard action).
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 prepared Bomb as a move action this round (instead of a standard action).
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. Beginning at 7th level, instead of rolling 1d6, you roll 1d8 each round (including immediately after imbibing the mutagen). At 13th level, you roll 1d10 each round, instead of 1d8. 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 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 (Spell) or similar effects, and it works just fine in areas of anti-magic. It is science of the maddest, weirdest kind.

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.

  • 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.

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.