- Roleplaying the Alchemist
- Initial Proficiencies
- Class Features
- Initial Proficiencies
- Formula Book
- Research Field
- Alchemist Feats
- Skill Feats 2nd
- General Feats 3rd
- Skill Increases 3rd
- Ability Boosts 5th
- Ancestry Feats 5th
- Field Discovery 5th
- Alchemical Weapon Expertise 7th
- Iron Will 7th
- Perpetual Infusions 7th
- Alchemical Expertise 9th
- Alertness 9th
- Double Brew 9th
- Juggernaut 11th
- Perpetual Potency 11th
- Greater Field Discovery 13th
- Light Armor Expertise 13th
- Weapon Specialization 13th
- Alchemical Alacrity 15th
- Evasion 15th
- Alchemical Mastery 17th
- Perpetual Perfection 17th
- Light Armor Mastery 19th
- Alchemist Feats
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.
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.
- You keep an eye out for trouble with your bombs at the ready, while giving advice on all things alchemical and mysterious.
- You experiment in an alchemical lab, brewing elixirs, making bombs, and furthering your alchemical knowledge.
- 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.
- 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.
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.
Trained in Perception
Expert in Fortitude
Expert in Reflex
Trained in Will
Trained in simple weapons
Trained in alchemical bombs
Trained in unarmed attacks
Trained in light armor and unarmored defense
Trained in alchemist class DC
|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, 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|
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
At 1st level, you gain a number of proficiencies that represent your basic training. These proficiencies are noted at the start of this class.
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.
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.
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.
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]
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.
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.
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. The research fields presented in this book are as follows.
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.
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.
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.
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.
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 bullheaded mutagen, lesser cognitive mutagen, lesser juggernaut mutagen, lesser quicksilver mutagen, lesser silvertongue mutagen.
Alchemical Expertise 9th
Constant practice has increased the effectiveness of your concoctions. Your proficiency rank for your alchemist class DC increases to expert.
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.
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.
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.
Light Armor Expertise 13th
You’ve learned how to dodge while wearing light or no armor. Your proficiency ranks for light armor and unarmored defense increase to expert.
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. These items do not have to be the same.
You’ve learned to move quickly to avoid explosions, dragon’s breath, and worse.
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.
Light Armor Mastery 19th
Your skill with light armor improves, increasing your ability to dodge blows. Your proficiency ranks for light armor and unarmored defense increase to master.
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.
|Craft Philosopher’s Stone||20|
|Greater Debilitating Bomb||10|
|Greater Merciful Elixir||14|
|True Debilitating Bomb||14|
Alchemical Familiar Feat 1
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
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
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
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.
Poison Resistance Feat 2
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
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.
Calculated Splash Feat 4
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
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
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.
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
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.
Feral Mutagen Feat 8
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.
Powerful Alchemy Feat 8
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.
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.
Elastic Mutagen Feat 10
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
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
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
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.
Extend Elixir Feat 12
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
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
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.
Glib Mutagen Feat 14
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
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
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.
Eternal Elixir Feat 16
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
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
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.
Improbable Elixirs Feat 18
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
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
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
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.
Craft Philosopher’s Stone Feat 20
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
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.