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Alchemist

Image used by permission of Yama Orce.

Image used by permission of Yama Orce.

There’s no sight more beautiful to you than a strange brew bubbling in a beaker, and you consume your ingenious elixirs with abandon. You’re fascinated by uncovering the secrets of science and the natural world, and you’re constantly experimenting in your lab or on the go with inventive concoctions for every eventuality.

You are fearless in the face of risk, hurling explosive or toxic creations at your foes. Your unique path toward greatness is lined with alchemical brews that push your mind and body to their limits.

Key Ability

Intelligence . At 1st level, your class gives you an ability boost to Intelligence .

Hit Points

8 plus your Constitution Modifier. You increase your maximum number of HP by this number at 1st level and every level thereafter.

Roleplaying the Alchemist

During combat encounters…

You lob bombs at your foes, harry your enemies, and support the rest of your party with potent elixirs. At higher levels, your mutagens warp your body into a Resilient and powerful weapon.

During social encounters…

  • You provide knowledge and experience about alchemical items and related secrets, such as poisons and diseases.

While exploring…

  • You keep an eye out for trouble with your bombs at the ready, while giving advice on all things alchemical and mysterious.

In downtime…

  • You experiment in an alchemical lab, brewing elixirs, making bombs, and furthering your alchemical knowledge.

You might…

  • Enjoy tinkering with strange formulas and alchemical reagents, often with a single-minded dedication and recklessness that gives others pause.
  • Get a kick out of wreaking havoc with the alchemical concoctions you’ve made, and enjoy watching things burn, dissolve, freeze, and jolt.
  • Endlessly experiment to discover new, more potent alchemical tools.

Others probably…

  • Think you’re some kind of sorcerer or an eccentric wizard and don’t understand that you don’t cast spells; spellcasters who clumsily dabble in alchemy only heighten this misconception.
  • Don’t understand your zeal for alchemy, creativity, and invention.
  • Assume that if you haven’t caused a catastrophe with your experimentations, you inevitably will.

Initial Proficiencies

At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.

Perception

Trained in Perception

Saving Throws

Expert in Fortitude

Expert in Reflex

Trained in Will

Skills

Trained in Crafting and a number of additional skills equal to 3 plus your Intelligence modifier

Attacks

Trained in simple weapons

Trained in alchemical bombs

Trained in unarmed attacks

Defenses

Trained in light armor, medium armor (source), and unarmored defense

Class DC

Trained in alchemist class DC

Table 3–1: Alchemist Advancement
Level Class Features
1 Ancestry and background, initial proficiencies, alchemy, formula book, research field, alchemist feat
2 Alchemist feat, skill feat
3 General feat, skill increase
4 Alchemist feat, skill feat
5 Ability boosts, ancestry feat, field discovery, powerful alchemy, skill increase
6 Alchemist feat, skill feat
7 Alchemical weapon expertise, general feat, iron will, perpetual infusions, skill increase
8 Alchemist feat, skill feat
9 Alchemical expertise, alertness, ancestry feat, double brew, skill increase
10 Ability boosts, alchemist feat, skill feat
11 General feat, juggernaut, perpetual Potency, skill increase
12 Alchemist feat, skill feat
13 Ancestry feat, greater field discovery, light armor expertise, skill increase, weapon specialization
14 Alchemist feat, skill feat
15 Ability boosts, alchemical alacrity, evasion, general feat, skill increase
16 Alchemist feat, skill feat
17 Alchemical mastery, ancestry feat, perpetual perfection, skill increase
18 Alchemist feat, skill feat
19 General feat, light armor mastery, skill increase
20 Ability boosts, alchemist feat, skill feat

Class Features

You gain these abilities as an alchemist. Abilities gained at higher levels list the levels at which you gain them next to the features’ names.

Ancestry and Background

In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background.

Initial Proficiencies

At 1st level, you gain a number of proficiencies that represent your basic training. These proficiencies are noted at the start of this class.

Alchemy

You understand the complex interactions of natural and unnatural substances and can concoct alchemical items to meet your needs. You can do this using normal reagents and the Craft activity, or you can use special infused reagents that allow you to craft temporary items quickly and at no cost. Over time, you can create more and more alchemical items for free, and since each of them becomes more and more powerful, you advance in power dramatically, leaving behind those who don’t understand your strange science.

You gain the Alchemical Crafting feat, even if you don’t meet that feat’s prerequisites, and you gain the four common 1st-level alchemical formulas granted by that feat. You can use this feat to create alchemical items as long as you have the items’ formulas in your formula book.

Infused Reagents

You infuse reagents with your own alchemical essence, allowing you to create alchemical items at no cost. Each day during your daily preparations, you gain a number of batches of infused reagents equal to your level + your Intelligence modifier. You can use these reagents for either advanced alchemy or Quick Alchemy, described below. Together, these infused reagents have light Bulk.

As soon as you make your next daily preparations, your infused reagents from the previous day’s preparations are instantly destroyed, and nonpermanent effects of your previous day’s infused items immediately end. While infused reagents are physical objects, they can’t be duplicated, preserved, or created in any way other than your daily preparations. Any such artificial reagents lack the infusion and are useless for advanced alchemy or Quick Alchemy.

Advanced Alchemy

During your daily preparations, after producing new infused reagents, you can spend batches of those infused reagents to create infused alchemical items. You don’t need to attempt a Crafting check to do this, and you ignore both the number of days typically required to create the items and any alchemical reagent requirements.

Your advanced alchemy level is equal to your level. For each batch of infused reagents you spend, choose an alchemical item of your advanced alchemy level or lower that’s in your formula book, and make a batch of two of that item. These items have the infused trait and remain potent for 24 hours or until your next daily preparations, whichever comes first.

Quick Alchemy

If you need a specific alchemical item on the fly, you can use your infused reagents to quickly create it with the Quick Alchemy action.

Quick Alchemy [one-action]

Alchemist Manipulate

Cost 1 batch of infused reagents

Requirements You have alchemist’s tools, the formula for the alchemical item you’re creating, and a free hand.

You swiftly mix up a short-lived alchemical item to use at a moment’s notice. You create a single alchemical item of your advanced alchemy level or lower that’s in your formula book without having to spend the normal monetary cost in alchemical reagents or needing to attempt a Crafting check.

This item has the infused trait, but it remains potent only until the start of your next turn.

Formula Book

An alchemist keeps meticulous records of the formulas for every item they can create. You start with a standard formula book worth 10 sp or less for free. The formula book contains the formulas for two common 1st-level alchemical items of your choice, in addition to those you gained from Alchemical Crafting and your research field.

Each time you gain a level, you can add the formulas for two common alchemical items to your formula book. These new formulas can be for any level of item you can create. You learn these formulas automatically, but it’s also possible to find or buy additional formulas in settlements or from other alchemists, or to invent them with the Inventor feat.

Research Field

Your inquiries into the alchemical nature of the universe have led you to focus on a particular field of research.

You might have a degree from an scientific institute, correspond with other researchers in your field, or work as a genius loner. Choose a field of research. Your research field adds a number of formulas to your formula book; these are your signature items. When using a batch of infused reagents to create your signature items using advanced alchemy, you create three items instead of two. Each time you gain a level, you can swap one of your signature items with another formula in your formula book. This new signature item must be on your research field’s list of possible signature items. (source)

The research fields presented in this book are as follows.

Bomber

You specialize in explosions and other violent alchemical reactions. You start with the formulas for two 1st-level alchemical bombs in your formula book, in addition to your other formulas.

When throwing an alchemical bomb with the splash trait, you can deal splash damage to only your primary target instead of the usual splash area.

Chirurgeon

You concentrate on Healing others with alchemy.

You start with the formulas for two of the following in your formula book, in addition to your other formulas: lesser antidote, lesser antiplague, or lesser elixir of life.

As long as your proficiency rank in Medicine is trained or better, you can attempt a Crafting check instead of a Medicine check for any of Medicine’s untrained and trained uses.

Mutagenist

You focus on bizarre mutagenic transformations that sacrifice one aspect of a creature’s physical or psychological being in order to strengthen another.

You start with the formulas for two 1st-level mutagens in your formula book, in addition to your other formulas.

You can gain the benefit of any mutagen, even if it wasn’t specifically brewed for you. Whenever your proficiency rank for simple weapons increases, your proficiency rank for unarmed attacks increases to the same rank unless it’s already better.

Toxicologist

Source PRG2:APG

Ever innovating, alchemists constantly invent new scientific marvels, weapons, and techniques that push the boundaries of both possibility and safety.

You can select the toxicologist research field to study and formulate all sorts of dangerous toxins. The toxicologist field grants the following benefits.

You specialize in toxins and venoms of all types. You start with the formulas for two common 1st-level alchemical poisons in your formula book, in addition to your other formulas. You can apply an injury poison you’re holding to a weapon you’re wielding as a single action, rather than as a 2-action activity, and you can change the DCs of your infused poisons to your class DC if it’s higher.

Perpetual Perfection (17th Level): Choose two common 11th-level or lower alchemical poisons.

Alchemist Feats

At 1st level and every even-numbered level thereafter, you gain an alchemist class feat.

Skill Feats 2nd

At 2nd level and every 2 levels thereafter, you gain a skill feat. Skill feats have the skill trait. You must be trained or better in the corresponding skill to select a skill feat.

General Feats 3rd

At 3rd level and every 4 levels thereafter, you gain a general feat.

Skill Increases 3rd

At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase either to increase your proficiency rank to trained in one skill you’re untrained in, or to increase your proficiency rank in one skill in which you’re already trained to expert.

At 7th level, you can use skill increases to increase your proficiency rank to master in a skill in which you’re already an expert, and at 15th level, you can use them to increase your proficiency rank to legendary in a skill in which you’re already a master.

Ability Boosts 5th

At 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it’s already 18 or above, or by 2 if it starts out below 18.

Ancestry Feats 5th

In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.

The list of ancestry feats available to you can be found in your ancestry’s entry.

Field Discovery 5th

You learn a special discovery depending on your field.

Bomber: When using advanced alchemy to make bombs during your daily preparations, you can use a batch of reagents to create any three bombs instead of just two of the same bomb.

Chirurgeon: When using advanced alchemy to make elixirs of life during your daily preparations, you can create three elixirs with each batch of reagents instead of two.

Mutagenist: When using advanced alchemy to make mutagens during your daily preparations, you can use a batch of reagents to create any three mutagens instead of just two of the same mutagen.

Toxicologist: When using advanced alchemy to make poisons during your daily preparations, you can spend one batch of reagents to create three poisons in any combination, instead of just two of the same poison.

Powerful Alchemy 5th

At 5th level, alchemical items you create on the fly are particularly potent. When you use Quick Alchemy to create an infused alchemical item that allows a saving throw, you can change its DC to your class DC. (source)

Alchemical Weapon Expertise 7th

You’ve trained to more effectively wield the weapons you find in your lab. Your proficiency ranks for simple weapons and alchemical bombs increase to expert.

Iron Will 7th

Your mental defenses are an iron fortress. Your proficiency rank for Will saves increases to expert.

Perpetual Infusions 7th

You have learned how to create perpetual alchemical infusions that can provide a near-infinite supply of certain simple items. You gain the ability to create two 1st-level alchemical items using Quick Alchemy without spending a batch of infused reagents. The items you can select depend on your research field and must be in your formula book.

Bomber: Choose two of the following formulas: lesser acid flask, lesser alchemist’s fire, lesser bottled Lightning, lesser liquid ice, lesser tanglefoot bag, lesser thunderstone.

Chirurgeon: Lesser antidote and lesser antiplague.

Mutagenist: Choose two of the following formulas: lesser bestial mutagen, lesser serene mutagen, lesser cognitive mutagen, lesser juggernaut mutagen, lesser quicksilver mutagen, lesser silvertongue mutagen.

Toxicologist: Choose two common 1st-level alchemical poisons.

Alchemical Expertise 9th

Constant practice has increased the effectiveness of your concoctions. Your proficiency rank for your alchemist class DC increases to expert.

Alertness 9th

You remain alert to threats around you. Your proficiency rank for Perception increases to expert.

Double Brew 9th

You know your formulas so well that you can concoct two items at once. When using the Quick Alchemy action, instead of spending one batch of infused reagents to create a single item, you can spend up to two batches of infused reagents to make up to two alchemical items as described in that action. These items do not have to be the same.

Juggernaut 11th

Your body has become accustomed to physical hazards and resistant to pathogens and ailments. Your proficiency rank for Fortitude saves increases to master. When you roll a success on a Fortitude save, you get a critical success instead.

Perpetual Potency 11th

Your perpetual infusions improve, allowing you to use Quick Alchemy to create more powerful items with no cost. The items you can select depend on your research field and must be in your formula book.

Bomber: The moderate versions of the bombs you chose for perpetual infusions.

Chirurgeon: Moderate antidote and antiplague.

Mutagenist: The moderate versions of the mutagens you chose for perpetual infusions.

Toxicologist: Choose two common 5th-level or lower alchemical poisons.

Greater Field Discovery 13th

You learn an incredible discovery that advances your understanding of your field.

Bomber: You can increase the splash on your bombs to damage creatures within 10 feet, or 15 feet if you have Expanded Splash.

Chirurgeon: When you use Quick Alchemy to create any type of elixir of life, the creature drinking the elixir gains the maximum Hit Points possible for that elixir, instead of rolling to determine the number of Hit Points regained.

Mutagenist: If you imbibe another mutagen while you are under the effects of a mutagen that you created, you can gain the benefits and the drawbacks of both mutagens at once, despite the fact that they both have the polymorph trait and would not normally function together. If you come under the effects of any further mutagens while benefiting from two mutagens, you lose the benefit of one of the former mutagens of your choice, while retaining the drawbacks of all the mutagens. If you are under the effects of two mutagens and you come under the effect of a non-mutagen polymorph effect, you lose the benefits of the mutagens while retaining the drawbacks of both.

Toxicologist: You can apply two different injury poisons to the same weapon, though not to a piece of ammunition. The two poisons can be up to six levels lower than your level, and you can’t use the poisons made without spending a batch of infused reagents via perpetual infusions. Applying the two poisons requires a separate action to apply each poison. Once completed, you combine the two poisons on the weapon into a double poison with the lower of the two poisons’ DCs. This double poison is only virulent if both poisons were virulent, and if the poisons have a different number of stages, the double poison has a number of stages equal to the poison with the lower number of stages. The target takes the effects of both poisons for its current stage.

Medium Armor Expertise 13th

You’ve learned how to dodge while wearing light or no armor. Your proficiency ranks for light armor, medium armor, and unarmored defense increase to expert. (source)

Weapon Specialization 13th

You’ve learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you’re a master, and to 4 if you’re legendary.

Alchemical Alacrity 15th

Your comfort in concocting items is such that you can create three at a time. When using the Quick Alchemy action, you can spend up to three batches of infused reagents to make up to three alchemical items as described in that action, and you automatically stow one of these new items as you create them. These items do not have to be the same. (source)

Evasion 15th

You’ve learned to move quickly to avoid explosions, dragon’s breath, and worse.

Your proficiency rank for Reflex saves increases to master. When you roll a success on a Reflex save, you get a critical success instead.

Alchemical Mastery 17th

Your alchemical concoctions are incredibly effective. Your proficiency rank for your alchemist class DC increases to master.

Perpetual Perfection 17th

You have perfected your perpetual infusions, allowing you to use Quick Alchemy to create even more powerful items at no cost. The items you can select depend on your research field and must be in your formula book.

Bomber: The greater versions of the bombs you chose for perpetual infusions.

Chirurgeon: Greater antidote and antiplague.

Mutagenist: The greater versions of the mutagens you chose for perpetual infusions.

Medium Armor Mastery 19th

Your skill with light armor improves, increasing your ability to dodge blows. Your proficiency ranks for light armor, medium armor, and unarmored defense increase to master. (source)

Alchemist Feats

At every level that you gain an alchemist feat, you can select one of the following feats. You must satisfy any prerequisites before taking the feat.

If you need to look up an alchemist feat by name instead of by level, use this table.

Feat Level
Alchemical Familiar 1
Alchemical Savant 1
Calculated Splash 4
Combine Elixirs 6
Craft Philosopher’s Stone 20
Debilitating Bomb 6
Directional Bombs 6
Efficient Alchemy 4
Elastic Mutagen 10
Enduring Alchemy 4
Eternal Elixir 16
Expanded Splash 10
Exploitive Bomb 16
Extend Elixir 12
Far Lobber 1
Feral Mutagen 8
Genius Mutagen 16
Glib Mutagen 14
Greater Debilitating Bomb 10
Greater Merciful Elixir 14
Improbable Elixirs 18
Invincible Mutagen 12
Mega Bomb 20
Merciful Elixir 10
Mindblank Mutagen 18
Miracle Worker 18
Perfect Debilitation 18
Perfect Mutagen 20
Persistent Mutagen 16
Poison Resistance 2
Potent Poisoner 10
Quick Bomber 1
Revivifying Mutagen 2
Smoke Bomb 2
Sticky Bomb 8
True Debilitating Bomb 14
Uncanny Bombs 12

 

1st Level


Alchemical Familiar Feat 1

Alchemist

You have used alchemy to create life, a simple creature formed from alchemical materials, reagents, and a bit of your own blood. This alchemical familiar appears to be a small creature of flesh and blood, though it might have some unusual or distinguishing aspects depending on your creative process. Like other familiars, your alchemical familiar assists you in your laboratory and on adventures. The familiar uses your Intelligence modifier to determine its Perception, Acrobatics, and Stealth modifiers (see Familiars for more information).

Alchemical Savant Feat 1

Alchemist

Prerequisite(s) trained in Crafting

You can identify alchemical items quickly. When using the Crafting skill to Identify Alchemy on an alchemical item you hold, you can do so as a single action, which has the concentrate and manipulate traits, instead of spending 10 minutes. If you have the formula for the item you are attempting to identify, you gain a +2 circumstance bonus to your check, and if you roll a critical failure, you get a failure instead.

Far Lobber Feat 1

Alchemist

You’ve learned how to throw a longer distance. When you throw an alchemical bomb, it has a range increment of 30 feet instead of the usual 20 feet.

Quick Bomber [one-action] Feat 1

Alchemist

You keep your bombs in easy-to-reach pouches from which you draw without thinking. You Interact to draw a bomb, then Strike with it.

Subtle Delivery Feat 1

Source PRG2:APG

Alchemist

You can capably deliver toxins with a blowgun. Your blowgun Strikes can apply injury poisons even if they deal no damage due to a creature’s resistance. If you critically succeed at an attack roll using a blowgun loaded with a dart you’ve poisoned and the target rolls a failure on the poison’s initial save, the target critically fails instead.

2nd Level


Demolition Charge Feat 2

Source PRG2:APG

Alchemist

You can rig your bombs to inanimate objects in order to cause destruction to the surrounding area. As an activity that takes 1 minute, you attach between one and four bombs to an inanimate object within your reach, such as a chest, door, wall, or column. This creates a hazard in one square occupied by or adjacent to the inanimate object, and the hazard’s Stealth DC to detect it and Thievery DC to disable it are equal to your class DC.

The hazard has the following reaction, which you can also trigger as a single action so long as you are within 30 feet of the hazard. The hazard retains its potency until it’s triggered, until the inanimate object moves from its space, or until you make your next daily preparations, whichever comes first.

Fire in the Hole [reaction] Trigger a creature moves into the hazard’s space; Effect The hazard explodes, dealing the bombs’ damage and splash damage to the inanimate object.

Combine this damage for the purpose of resistances and weaknesses, and this damage ignores an amount of the object’s Hardness equal to your level. Any creatures adjacent to the hazard take the bombs’ splash damage, similarly combined for the purpose of resistances and weaknesses.

As a reminder, since you didn’t throw the bombs, Calculated Splash and similar effects don’t apply.

Poison Resistance Feat 2

Alchemist

Repeated exposure to toxic reagents has fortified your body against poisons of all kinds. You gain poison resistance equal to half your level, and you gain a +1 status bonus to saving throws against poisons.

Revivifying Mutagen Feat 2

Alchemist

While under the effect of a mutagen, you can metabolize that mutagen’s power to heal yourself. This uses a single action, which has the concentrate and manipulate traits. Once the action is complete, you regain 1d6 Hit Points for every 2 item levels of the mutagen (minimum 1d6), but the mutagen’s duration immediately ends, even if you are under the effect of Persistent Mutagen.

Smoke Bomb [free-action] Feat 2

Additive 1 Alchemist

Frequency once per round

Trigger You use Quick Alchemy to craft an alchemical bomb with a level at least 1 lower than your advanced alchemy level.

You cause the bomb to create a cloud of thick smoke, in addition to its normal effects. When thrown, the bomb creates a cloud of smoke in a 10-foot-radius burst. You choose which corner of the target’s space (or the space in which the bomb lands) the cloud is centered on. Creatures within that area have the concealed condition, and all other creatures are concealed to them. The smoke lasts for 1 minute or until dissipated by a strong wind.

4th Level


Calculated Splash Feat 4

Alchemist

You have calculated all the angles to maximize a bomb’s splash. When you throw an alchemical bomb with the splash trait, you can cause the bomb to deal splash damage equal to your Intelligence modifier (minimum 0) instead of the normal amount.

Efficient Alchemy Feat 4

Alchemist

Thanks to the time you’ve spent studying and experimenting, you know how to scale your formulas into larger batches that don’t require any additional attention. When spending downtime to Craft alchemical items, you can produce twice as many alchemical items in a single batch without spending additional preparatory time. For instance, if you are creating elixirs of life, you can craft up to eight elixirs in a single batch using downtime, rather than four. This does not reduce the amount of alchemical reagents required or other ingredients needed to craft each item, nor does it increase your rate of progress for days past the base downtime spent. This also does not change the number of items you can create in a batch using advanced alchemy.

Enduring Alchemy Feat 4

Alchemist

You’ve learned how to make your personal energy last just a little bit longer when quickly brewing ad hoc concoctions.

When using Quick Alchemy to create an alchemical tool or elixir, that tool or elixir remains potent until the end of your next turn, instead of losing its Potency at the start of your next turn.

Healing Bomb [free-action] Feat 4

Source PRG2:APG

Additive2 Alchemist

Frequency once per round

Trigger You craft an elixir of life using Quick Alchemy, and that elixir is at least 2 levels lower than your advanced alchemy level.

By adding a special catalyst, you transform a healing elixir into a topical projectile. You grant the elixir the bomb trait.

If you throw an elixir of life bomb at a willing target, you hit even on a failure, though not on a critical failure. If your Strike with this elixir bomb hits a living target, the target regains Hit Points as if it had consumed the elixir. On a critical success, the target also gains the elixir’s item bonus to saving throws against diseases and poisons for 1 minute.

Tenacious Toxins Feat 4

Source PRG2:APG

Alchemist

Your victims tend to expire long before your poisons, since the latter have been specifically formulated to last longer.

The maximum duration of any poison you create increases by an amount equal to the poison’s stage 1 interval, to a maximum of twice the poison’s maximum duration.

6th Level


Combine Elixirs [free-action] Feat 6

Additive 2 Alchemist

Frequency once per round

Trigger You use Quick Alchemy to craft an alchemical item that has the elixir trait and is at least 2 levels lower than your advanced alchemy level.

You’ve discovered how to mix two elixirs into a single hybrid concoction. You can spend 2 additional batches of infused reagents to add a second elixir to the one you’re crafting.

The second elixir must also be at least 2 levels lower than your advanced alchemy level, and the combination elixir is an alchemical item two levels higher than the higher of the two elixirs’ levels. When this combination elixir is consumed, both the constituent elixirs take effect. For example, you can combine two elixirs of life to create a combined elixir that heals twice the normal amount, or you can combine a lesser darkvision elixir with a lesser eagle-eye elixir to both gain darkvision and find secret doors.

Debilitating Bomb [free-action] Feat 6

Additive 2 Alchemist

Frequency once per round

Trigger You use Quick Alchemy to craft an alchemical bomb that is at least 2 levels lower than your advanced alchemy level.

Your bombs impose additional effects on your enemies.

You mix a substance into the bomb that causes one of the following: dazzled, deafened, flat-footed, or a –5-foot status penalty to Speeds. If the attack with that bomb hits, the target must succeed at a Fortitude saving throw or suffer that effect until the start of your next turn. Use your class DC for this saving throw (even if someone else throws the bomb).

Directional Bombs Feat 6

Alchemist

You can lob bombs with great force and a precise trajectory to angle the splash in a cone spraying in a single direction. When throwing an alchemical bomb with the splash trait, instead of splashing all squares adjacent to the target, you can treat the target’s space as the first affected square of a 15-foot cone directed away from you, potentially allowing you to avoid allies and splash deeper into enemy lines. If the target takes up more than a single square, the target’s square closest to you is the first affected square of the cone.

Sticky Poison Feat 6

Source PRG2:APG

Alchemist

A combination of additional viscosity and careful application keeps your weapons poisoned even when suffering significant wear and tear. If your Strike with a poisoned weapon would expend its poison without your target attempting an initial save (due to resistance or your Strike being a critical failure, for example), attempt a DC 5 flat check. On a success, your weapon remains poisoned.

If your Strike with a poisoned weapon succeeds, attempt a DC 17 flat check. On a success, your weapon remains poisoned until the end of your next turn.

8th Level


Feral Mutagen Feat 8

Alchemist

Your bestial mutagen brings out the beast lurking within you, granting you especially sharp claws and teeth as well as a ferocious appearance. Whenever you’re affected by a bestial mutagen you created, you gain the mutagen’s item bonus to your Intimidation checks. In addition, your claws and jaws are increasingly vicious, and they gain the deadly d10 trait.

Finally, you can increase the mutagen’s penalty to AC from –1 to –2 and, in exchange, increase the damage die size of your claws and jaws by one step.

Perpetual Breadth Feat 8

Source PRG2:APG

Alchemist

Prerequisite(s) perpetual infusions

You have expanded your supply of near-infinite items.

Choose a research field. Add one item from the list of options available to that field from perpetual infusions, or two items if you choose your own field. If you have perpetual potency or perpetual perfection, you gain an additional item (or items if you chose your own field) appropriate to the field you chose, for instance a higher-level version of the bomb you chose or a new poison.

Pinpoint Poisoner Feat 8

Source PRG2:APG

Alchemist

Unsuspecting targets are especially vulnerable to your poisons. When you successfully Strike a flat-footed creature with a poisoned weapon or expose a flat-footed creature to an inhaled poison, the flat-footed condition also gives that creature a –2 circumstance penalty to its initial save against that poison.

Sticky Bomb [free-action] Feat 8

Additive 2 Alchemist

Frequency once per round

Trigger You use Quick Alchemy to craft an alchemical bomb, and that bomb’s level is at least 2 levels lower than your advanced alchemy level.

You mix in an additive to make your bomb’s contents adhere to the target and continue to deal damage. A creature that takes a direct hit from one of your sticky bombs also takes persistent damage equal to and of the same type as the bomb’s splash damage. If the bomb already deals persistent damage, combine the two amounts.

10th Level


Elastic Mutagen Feat 10

Alchemist

You can cause your body to twist and flow like the quicksilver within your mutagens. Whenever you are under the effects of a quicksilver mutagen you created, you can stretch your legs and Step up to 10 feet, and you can squish and compress your body, allowing you to make it through tight spaces as if you were one size smaller, in addition to any effect from Squeezing.

Expanded Splash Feat 10

Alchemist

Prerequisite(s) Calculated Splash

The particularly volatile compounds that you brew into your bombs result in them creating especially large and powerful explosions. When you throw an alchemical bomb you created and that bomb has the splash trait, you can add your Intelligence modifier to the bomb’s usual splash damage, and it deals splash damage to every creature within 10 feet of the target.

Greater Debilitating Bomb Feat 10

Alchemist

Prerequisite(s) Debilitating Bomb

You have learned enhanced techniques and alchemical secrets that allow you to expand the range of effects you can impose with your bombs. When you use Debilitating Bomb, add the following to the list you can choose from: clumsy 1, enfeebled 1, stupefied 1, or –10-foot status penalty to Speeds.

Merciful Elixir [free-action] Feat 10

Additive 2 Alchemist

Frequency once per round

Trigger You craft an elixir of life using Quick Alchemy, and that elixir is at least 2 levels lower than your advanced alchemy level.

You mix a special additive into your elixir that calms the drinker’s body and mind. The elixir of life attempts to counteract one fear effect or one effect imposing the paralyzed condition on the drinker.

Potent Poisoner Feat 10

Alchemist

Prerequisite(s) Powerful Alchemy

By concentrating your poisons’ toxic components, you make them harder for victims to resist. When you craft an alchemical item with the poison trait by any means, the DC is increased by up to 4, to a maximum of your class DC.

Unstable Concoction Feat 10

Source PRG2:APG

Alchemist

You can create extraordinary—albeit volatile—alchemical wonders, though they have an unfortunate tendency to violently explode when you use them. When you use Quick Alchemy, you can create an alchemical item from your formula book whose level is up to 2 higher than your advanced alchemy level. You can spend up to 3 additional batches of infused reagents when creating this item to stabilize it. Upon activating the item, attempt a DC 10 flat check; for every additional batch of infused reagents you spent to create the item, reduce this DC by 2. On a success, the item functions normally. On a failure, the item explodes, dealing force damage to the user equal to twice the item’s level (doubled on a critical failure).

12th Level


Extend Elixir Feat 12

Alchemist

Integrating your own personal energy into the elixirs you create causes them to affect you for longer. When you consume one of your alchemical items that has the elixir and infused traits and a duration of 1 minute or longer, that elixir’s duration is doubled.

Invincible Mutagen Feat 12

Alchemist

The fortifying additives you brew into your mutagens make your juggernaut form impervious. Whenever you’re affected by a juggernaut mutagen you created, you gain resistance to all physical damage equal to your Intelligence modifier (minimum 0).

Uncanny Bombs Feat 12

Alchemist

Prerequisite(s) Far Lobber

You lob bombs unerringly, despite obstructions or distance.

When you throw an alchemical item with the bomb trait, its range increment increases to 60 feet, you reduce any circumstance bonus to the target’s AC from cover by 1, and you automatically succeed at the flat check when targeting a concealed creature.

14th Level


Glib Mutagen Feat 14

Alchemist

Your silvertongue mutagen transcends languages and plausibility. When affected by a silvertongue mutagen you have created, you ignore circumstance penalties to Deception, Diplomacy, Intimidation, and Performance checks. In addition, your words transcend linguistic barriers; everyone listening to you speak hears your words as if you were speaking in their own language (though you do not actually speak that language, nor does this ability allow you to understand any additional languages).

Greater Merciful Elixir Feat 14

Alchemist

Prerequisite(s) Merciful Elixir

Your additives contain panaceas that can remedy a plethora of maladies. When you use Merciful Elixir, your elixir can instead attempt to counteract the blinded, deafened, sickened, or slowed condition.

True Debilitating Bomb Feat 14

Alchemist

Prerequisite(s) Greater Debilitating Bomb

Ever inventive, you have discovered increasingly devastating ways for your bombs to impede and hamper your foes. When you use Debilitating Bomb, add the following to the list of effects you can choose from: enfeebled 2, stupefied 2, or a –15-foot status penalty to Speeds. If you instead apply one of the effects listed in Debilitating Bomb, the target avoids the effect only if the result of its saving throw is a critical success.

16th Level


Chemical Contagion [reaction] Feat 16

Source PRG2:APG

Alchemist

Trigger a creature within 30 feet critically fails its initial saving throw against a poison you created.

With carefully engineered enzymes, you coax some of your poison to infect another target, using the original victim as a carrier. A creature adjacent to the triggering creature is exposed to the triggering poison.

Eternal Elixir Feat 16

Alchemist

Prerequisite(s) Extend Elixir

Your body readily accepts and retains minor changes. When you drink one of your alchemical items that has the elixir and infused traits and a duration of 1 minute or more, you can make the elixir’s duration indefinite. You can do so only if the elixir’s level is half your level or lower. If you later consume a different elixir and make it indefinite, the effect of the previous indefinite elixir ends.

Exploitive Bomb [free-action] Feat 16

Additive 2 Alchemist

Frequency once per round

Trigger You craft an alchemical bomb using Quick Alchemy that’s at least 2 levels lower than your advanced alchemy level.

You mix a substance into the bomb to foil resistances. The bomb reduces any resistance the enemy has to its damage type by an amount equal to your level, but only for that attack.

Genius Mutagen Feat 16

Alchemist

Specialized tweaks to your formula that supplements your genius considerably broaden the benefits you gain from cognitive mutagens. When you’re affected by a cognitive mutagen you created, you also gain the mutagen’s item bonus to Deception, Diplomacy, Intimidation, Medicine, Nature, Performance, Religion, and Survival checks. In addition, you can communicate telepathically with creatures within 60 feet with whom you share a language. The communication is two-way once you establish it, so a creature you contact can also communicate with you.

Persistent Mutagen Feat 16

Alchemist

Prerequisite(s) Extend Elixir

You’ve trained your physical form to remain stable within the a given altered state. Once per day, when you consume an alchemical item with the infused and mutagen traits that you have crafted, you can retain its effects until the next time you make your daily preparations instead of its normal duration.

18th Level


Improbable Elixirs Feat 18

Alchemist

Your mastery of alchemical secrets enables you to replicate effects most believe can be achieved only via magic. Select a number of potions equal to your Intelligence modifier (minimum 1) of 9th level or lower. You gain formulas to Craft these potions as alchemical items with the elixir trait. When Crafting these alchemical elixirs, you can substitute alchemical reagents for an equal value of magical components, and you can use alchemist’s tools instead of any other required tool kits. Other than that, the formula does not change. Once you’ve chosen the potion formulas, they can’t be changed.

Mindblank Mutagen Feat 18

Alchemist

With a minor adjustment of ratios in the formula for your serene mutagen, you gain mental protections. When you’re affected by a serene mutagen you created, detection, revelation, and Scrying effects of 9th level or lower detect nothing from you or your possessions and auras. For instance, detect magic would still detect other magic in the area, but not any magic on you.

Miracle Worker Feat 18

Alchemist

Frequency once every 10 minutes

Your alchemical mastery can resuscitate the recently slain.

You can administer a true elixir of life to a creature who has been dead for no more than 2 rounds. When you do, that creature is immediately returned to life with 1 Hit Point and becomes wounded 1.

Perfect Debilitation Feat 18

Alchemist

You have perfected the formulas for bombs that impede your enemies. When you use Debilitating Bomb, your target avoids the condition the bomb imposes only if it critically succeeds at its saving throw.

20th Level


Craft Philosopher’s Stone Feat 20

Alchemist

Your research has paid off, culminating in the legendary philosopher’s stone. You learn the formula for the philosopher’s stone and can add it to your formula book.

Mega Bomb [one-action] Feat 20

Additive 3 Alchemist

Prerequisite(s) Expanded Splash

Requirements You are holding an infused alchemical bomb you crafted, with a level at least 3 lower than your advanced alchemy level.

You add an incredibly powerful additive to a held bomb to create a mega bomb, greatly increasing its area and power.

You use an Interact action to throw the mega bomb, rather than Strike, and you don’t make an attack roll. The mega bomb affects creatures in a 30-foot-radius burst, centered within 60 feet of you. The bomb deals damage as if each creature were the primary target, with a basic Reflex save.

On a failed save, a creature also takes any extra effects that affect a primary target (such as flat-footed from bottled Lightning). While all targets in the area take splash damage as primary targets, there is no further splash beyond that area. If your next action after creating a mega bomb isn’t an Interact action to throw it, the mega bomb denatures and loses all effects.

Perfect Mutagen Feat 20

Alchemist

You have enhanced the formulas for your mutagens, aligning them perfectly to your physiology. When under the effect of a mutagen you crafted, you do not suffer its drawback.

 

Section 15: Copyright Notice

Pathfinder Core Rulebook (Second Edition) © 2019, Paizo Inc.; Designers: Logan Bonner, Jason Bulmahn, Stephen Radney-MacFarland, and Mark Seifter.

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