BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Alchemist Discoveries

At 2nd level, and then again every 2 levels thereafter (up to 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.   At 20th level, the alchemist makes a grand discovery. He immediately learns two normal discoveries, but also learns a third grand discovery chosen from the list below, representing a truly astounding alchemical breakthrough of significant import. For many alchemists, the promise of one of these grand discoveries is the primary goal of their experiments and hard work.   Note: Discoveries marked with an asterisk (*) do not stack—only one such discovery may be applied to a single bomb.   Discoveries
Table: Alchemist Discoveries
DiscoveryPrerequisitesBenefitsSource
Acid Bomb*Deal acid damage with your bombsAPG
Alchemical SimulacrumAlchemist 8Create a lesser simulacrumUM
Alchemical ZombieAlchemist 8Create zombie as if created by animate deadUM
Anarchic BombAlchemist 8Create bombs which deal chaotic divine damage, possibly staggering lawful creatures on their next turn if they take a direct hit. Anarchic bombs deal 1/2 damage vs. neutral creatures and such targets are not affected by the staggering effect. Anarchic bombs have no effect on chaotic-aligned creatures.CoB
Axiomatic BombAlchemist 8Create bombs which deal lawful divine damage, possibly staggering chaotic creatures on their next turn if they take a direct hit. Axiomatic bombs deal 1/2 damage vs. neutral creatures and such targets are not affected by the staggering effect. Axiomatic bombs have no effect on lawful-aligned creatures.CoB
Bitter Pill (Su)Creatures get sick if they bite you.UW
Blackstar Bomb*Drow, void bombThis bomb crushes the target like a void bomb, then repels nearby creatures with a burst of gravity.MC
Blinding Bomb*Alchemist 8Blind enemies with your bombsUM
Boneshard Bomb*Alchemical zombie discoveryBomb deals piercing damage instead of fire, and creatures that take a direct hit from a boneshard bomb must succeed at a Fortitude save or take 1d4 bleed in addition to normal damage. Creatures killed by a boneshard bomb or the bleed effect immediately reanimate as an undead creature with the skeleton template and count as undead created by animate dead for the purposes of determining how many undead the alchemist can control.USH
Bottled OozeAlchemist 6Preserve an ooze so it can be summoned laterUM
Breath Weapon Bomb*Alchemist 6You can use a bomb as a breath weaponUC
Celestial PoisonsAlchemist 8You can make poisons which affect undead and evil outsiders (which are normally immune to poisons.)CoP
ChameleonYour skin changes colors, granting you a bonus on Stealth checksARG
Change AlignmentAlchemist 12, infusion discoveryOnce/day brew an infusion which changes drinkers alignment to good for 10 min./alchemist level (unwilling drinkers gain save to resist.)CoP
CognatogenIncrease a mental score and decrease a physical scoreUM
Collective MemoryCognatogen discoveryWhile under the effects of a cognatogen, the alchemist adds half his class level on all Knowledge skill checks and may attempt all Knowledge skill checks untrained. This bonus does not stack with the second Intelligence bonus granted by the mindchemistarchetype’s perfect recall class feature.CoB
Combine ExtractsAlchemist 8Use two formulae at onceAPG
Concentrate PoisonCombine two poisons for increased effectAPG
Concussive Bomb*Alchemist 6Deal sonic damage with your bombsAPG
Confusion Bomb*Alchemist 8Cause confusion with your bombsUM
Constructive DyesAlchemist 8, divine inksThe alchemist’s dyes congeal and solidify, allowing him to make physical objects from them. The alchemist can expend two uses of his daily bombs to create a non-magical object, as minor creation, using his alchemist level as the spell’s caster level.PPC:HoG
Constructive Dyes, GreaterAlchemist 10, constructive dyes, divine inksThe alchemist expands the set of objects he can create with his constructive dyes. The alchemist can expend one additional use of his daily bombs when using his constructive dyes discovery to create objects, as major creation.PPC:HoG
Cursed Bomb*Alchemist 12Deliver a curse with a bomb attack.CoC
Cytillesh BombCytillesh bombs deal 1d4 points of damage, plus 1d4 points of damage for every odd-numbered level, instead of 1d6 and are possibly sickened or become unconscious.PCS:ISMC
Darkness BombYou can choose to have a bomb extinguish non-magical light sources carried by the target and dispel magical light sources carried by the target for 1 round/level (as deeper darkness.)ARG
Deadly ExcretionsAlchemist 8Your toxic skin poison deals Constitution damageARG
Defoliant BombYou can create a bomb that deals extra damage to plant creaturesARG
Delayed BombAlchemist 8You can choose to delay the explosion of your bombsAPG
Demolition Charge*Alchemist 8When you create a bomb, you can choose to have it deal damage to an object as if by a sunder combat maneuver.DHB
DilutionAlchemist 12Create two doses of a potion or elixir from one set of ingredientsAPG
Directed BombCause bombs to splash in a 15-ft. cone instead of a 5-foot burstMM
Dispelling BombAlchemist 6Dispel magic with your bombsAPG
Divine InksThe alchemist can develop special pigments and combine them with his alchemical reagents to create unique dyes that cling to the empty space around him, allowing him to paint images in the air to fool his enemies. By expending two daily uses of his bombs, he can use the dyes to create an image in a space adjacent to him, as silent image, using his alchemist level as the spell’s caster level. The image he creates remains for a number of minutes equal to his alchemist level. He can dismiss this image as a standard action.PPC:HoG
Divine Inks, GreaterAlchemist 6, divine inks, improved divine inksThe alchemist’s unique dyes allow him to create lifelike images. If he expends an additional daily use of his bombs, the image he creates with the divine inks discovery also produces sound, smell, and heat, as major image.PPC:HoG
Divine Inks, ImprovedAlchemist 4, divine inks discoveryThe alchemist’s unique dyes allow him to create images accompanied by sound. If he expends an additional daily use of his bombs, the image he creates with the divine inks discovery also produces minor sounds, as minor image.PPC:HoG
Doppelganger SimulacrumAlchemist 10, alchemical simulacrumCreate a temporary bodyUM
Ectoplasmic Bomb*Bombs damage incorporeal creatures and reveal presence of hidden undead creatures in the area.USH
Elemental MutagenWhenever you imbibe a mutagen, you gain resistance to an energy type and a competence bonus on an associated skill check.MM
Elixir of LifeAlchemist 16Create an elixir that can cast true resurrectionAPG
Enhance PotionCause potions to be more powerfulAPG
Eternal PotionAlchemist 16, extend potionCause a potion to become permanentAPG
Explosive Bomb*Your bombs gain an increased area of effectAPG
Explosive CalligraphyAlchemist 6The alchemist can create especially volatile pigments that detonate when agitated. This requires expending one daily use of his bombs, but otherwise functions as explosive runes except that it deals damage as one of the alchemist’s bombs. The alchemist can expend an additional daily use of his bombs to apply one discovery that applies to his bombs, such as acid bomb or dispelling bomb, to the runes created with this discovery.PPC:HoG
Explosive MissileAlchemist 4Infuse a piece of ammunition with a bombUC
Extend PotionPotions you drink last longerAPG
Fast BombsAlchemist 8You can throw multiple bombs in a roundAPG
Feral MutagenGain two claw attacks and a bite attackAPG
Fire BrandGoblinUse a bomb to set your weapon on fireARG
Flesh-Eating Bomb*You can create bombs that devour living matter.PPC:MHH
Force Bomb*Alchemist 8Deal force damage with your bombsAPG
Frost Bomb*Deal cold damage with your bombsAPG
Glassfoot BombYou can cover the ground in jagged crystals in addition to its normal effects. These crystals act like caltrops, evaporating into a smelly but harmless gas in 2d6 rounds.ARG
Glimmering InfusionInfusion discoveryYou can expend any prepared extract to produce a cube of glowing motes adjacent to you that acts as glitterdust.PPC:SpyHB
Grand CognatogenAlchemist 16, greater cognatogenIncrease mental scores and decrease physical scoresUM
Grand Inspiring Cognatogen (Su)Alchemist 16, greater inspiring cognatogenYour inspiring cognatogen grants a +4 dodge bonus to AC and a +4 bonus to Reflex saving throws; a –6 penalty to Strength and Constitution; and the effects of having the item lore, tenacious inspiration, and underworld inspiration investigator talents.ACG
Grand MutagenAlchemist 16, greater mutagenIncrease physical scores and decrease mental scoresAPG
Grease Bomb*Alchemist 6When you create a bomb, you can choose to have it create a grease slick upon detonation.DHB
Greater Plague BombAlchemist 16, plague Bomb, smoke BombYour smoke bombs spread a deadly diseaseARG
Greater Alchemical SimulacrumAlchemist 14, alchemical simulacrumCreate a simulacrumUM
Greater CognatogenAlchemist 12, cognatogenIncrease mental scores and decrease physical scoresUM
Greater Inspiring Cognatogen (Su)Alchemist 12, inspiring cognatogenYour inspiring cognatogen grants a +2 dodge bonus to AC and a +2 bonus to Reflex saving throws; a –4 penalty to Strength and Constitution; and the effects of having the amazing inspiration, eidetic recollection, and expanded inspiration investigator discoveries.ACG
Greater MutagenAlchemist 12Increase physical scores and decrease mental scoresAPG
Grounding Goo (Su)Non-magically flying creatures damaged by your bomb find it harder to fly.UW
Healing Bomb*When you create a bomb, you can choose to have it heal damage instead of dealing it.MM
Healing TouchAlchemist 6, spontaneous healingHeal other creatures with a touchUM
Hellfire BombAlchemist 9, tiefling, explosive bombYou can deal half fire/half unholy damage with an explosive bomb.PPC:AoE
Holy Bombs*Alchemist 8Bombs you create can deal good divine damage.CoP
Immolation Bomb*Alchemist 3Deal damage over time with your bombsUC
Inferno Bomb*Alchemist 16, smoke bombCreate an incendiary cloud effect with your bombsAPG
Infuse MutagenYou can have multiple mutagens preparedAPG
InfusionYour extracts can be used by othersAPG
Inspired Bomb (Su)You can expend two uses of inspiration to increase a bomb’s damage by 1d6.ACG
Inspiring Cognatogen (Su)You learn how to make an inspiring cognatogen, a mutagen-like mixture that grants him inspiration (as the investigator’s class feature) at the expense of Strength and Constitution.ACG
Intuitive UnderstandingAlchemist 4, cognatogen discoveryIf you drink an extract of the divination school while under the effects of a cognatogen, your effective CL temporarily increases by +2. In addition, while under the effects of a cognatogen, you may use augury once as a spell-like ability ( caster levelequal to his alchemist level). At 10th level, you can use divination instead.CoB
Lingering PlagueAlchemist 8Creatures have to save more often against your disease-causing bombsARG
Lingering SpiritAlchemist 4You can take more damage before being killedUM
Living PigmentDivine inksPPC:HoG
Madness BombAlchemist 12Deal Wisdom damage with your bombsAPG
Malignant PoisonAlchemist 10As a full-round action, you can increase the save DC of any poison and increase its durationDHB
Material Mastery (Ex)By expending an extract of the same school and level as a spell prerequisite when crafting a magic item, you take only a –2 penalty for ignoring that requirement, instead of –5.PPC:C&C
MummificationAlchemist 10, preserve organsGain mummy-like immunitiesUM
MutagenIncrease physical scores and decrease mental scoresUM
Nauseating FleshAlchemist 12Anything that bites the alchemist is nauseatedUC
Neutralizing Bomb*When the alchemist creates a bomb, he can choose to give it the potential to end certain ongoing effects instead of dealing damage.PPC:HH
Ooze Blight*A target hit by your bomb loses the split special quality for 1d4 rounds. In addition, against creatures with the ooze type, this bomb deals untyped damage that bypasses all resistances.PPC:MHH
Parasitic TwinVestigial arm (2)You can reroll your saves against certain mental effectsUM
Phantom LimbAlchemist 8Manifest a ghostly, incorporeal arm.USH
Pheromones (Su)You gain a permanent +3 competence bonus on Bluff, Diplomacy, and Intimidate checks.UW
Pickled QuasitAlchemist 10You seal a quasit in a bottle, which you can throw at a square within 30 feet and release the quasit (it is not under your control.)CoC
Plague Bomb*Alchemist 8, smoke bombDuplicate the effects of contagion with your bombsUM
Plague VectorAlchemist 14, plague bombCause those affected by your plague bomb to become carriers for the disease, infecting those they come into physical contact with.CoC
Poison Bomb*Alchemist 12, smoke bombDuplicate the effects of cloudkill with your bombsAPG
Poison ConversionAlchemist 6You can convert one form of poison to another formUC
Precise BombsChoose which squares are missed by your bomb’s splash damageAPG
Preserve OrgansSneak attacks and critical hits are less likely to do damageUM
Profane Bomb*Alchemist 8You can have your bomb deal evil divine damage. Good creatures that take a direct hit from a profane bomb must make a Fort save or be staggered on their next turn. Against a neutral creature, a profane bomb deals half damage, and the target is not affected by the bomb’s staggering effect. A profane bomb has no effect against evil-aligned creatures.CoC
Promethean DiscipleAlchemist 6You know how to craft constructs by way of alchemical research rather than arcane magic. You gain Craft Construct as a bonus feat without needing to meet its requirements and you substitute the number of ranks in Craft (alchemy) you have for your total caster level and must use Craft (alchemy) to create the construct.OA
Psychoactive Bomb*Alchemist 6Your bombs make it easier to manipulate othersBotM
Psychokinetic TinctureAlchemist 41/day, concoct a tincture as a standard action, and channel one spirit for every 4 alchemist levels possessed (see details).USH
Purging MutagenThe alchemist’s mutagen combines ipecac and other purgative components.PPC:HH
Rag Doll MutagenGoblinYour body becomes rubbery and easy to contortARG
Ranged BaptismAlchemist 4You can use holy water as a splash weapon and any squares subject to its effects (including creatures affected by splash damage) or that contain creatures subject to its effects are also affected as if by the consecrate spell.CoP
Remedy ExtractAlchemist 4When the alchemist creates an extract, he can add one non-magical alchemical remedy (such as an antitoxin) to it.PPC:HH
Rocket BombGoblin, alchemist 6thCreate bombs with less accuracy but more ka-boom!ARG
Sandstone SolutionUse a potion to make sand or dirt as hard as stone.PoS
Scrap BombGoblinYour bombs create shrapnel and cause bleed damageARG
Shock Bomb*Deal electricity damage with your bombsAPG
Siege Bomb*Alchemist 12, explosive bombDeal bomb damage with siege weaponsUC
Smoke Bomb*Create a fog cloud effect with your bombsAPG
Solid Ground (Su)Creatures can’t burrow, earthglide, or meld (as meld into stone) in a 5-ft. area.UW
Spell KnowledgeSelect a single spell from the sorcerer/wizard spell list that is at least 2 levels lower than your highest-level extract known. You can prepare and cast this spell as an arcane spell.PPC:C&C
Splitting MutagenAlchemist 12You can split into two identical copies of yourself.PPC:MHH
Spontaneous HealingYou can heal more rapidlyUM
Sticky BombAlchemist 10Deal splash damage one extra roundAPG
Sticky PoisonAlchemist 6Poison applied to a weapon lasts longerAPG
Stink Bomb*Smoke bombCreate a stinking cloud effect with your bombsAPG
Strafe BombYour bomb splash damage affects a lineUM
Sunlight Bomb*Alchemist 10, blinding bombCreate a bright sunlight effect with your bombsUM
Syringe Stirge (Su)Alchemist 6As a full-round action, you can expend two daily uses of bombs to create a syringe stirge, a tiny construct primed with a bomb (if you have multiple types of bombs, you must select which type the syringe stirge carries when created).PPC:C&C
Tainted InfusionDelayed bomb, infusionWhen you prepare an extract with the infusion discovery, you can lace the extract with one of your bombs as long as the extract has a duration greater than instantaneous. You can reduce the duration of the extract to 1 round. As soon as the extract’s duration expires, it detonates, dealing 150% of the normal bomb damage to the drinker. This effect does not produce a splash radius. Producing a tainted extract consumes both an infusion slot and a daily bomb use.CoC
Tanglefoot Bomb*Entangle foes with your bombsUM
TentacleGain an extra limbUM
Thorny Bomb (Su)You can make a bomb do piercing damage (that also counts as a magic weapon).UW
Tumor FamiliarGain a familiar that is part of the alchemist’s bodyUM
Underwater DemolitionYou can create and throw bombs underwaterARG
Vestigial ArmGain an extra armUM
Void Bomb*Drow, alchemist 6By combining the spores from strange fungi with slivers from extradimensional voids, some drow alchemists create bombs that cause bursts of gravity capable of crushing those inside.MC
Volumizer (Su)You can use an extract slot of any level to create a reactive tablet that purifies water and doubles its volume.UW
WingsAlchemist 6Gain wings that let you flyUM
Grand DiscoveriesPrerequisitesBenefitsSource
Awakened IntellectGrand discoveryGain 2 points of IntelligenceAPG
Change Alignment, GreaterGrand discovery, alchemist 20, change alignment discovery, infusiondiscoveryChange alignment infusion effects are permanent (but can be removed by wish or miracle.)CoP
Eternal YouthGrand discoveryStop agingAPG
Fast HealingGrand discoveryGain fast healing 5APG
Philosopher’s StoneGrand discoveryLearn how to make a philosopher’s stoneAPG
Poison TouchGrand discoveryGain a poison touch attackAPG
True MutagenGrand discovery, grand mutagenGain a more powerful mutagenAPG
 

Discoveries

 
Acid Bomb
Benefit: When the alchemist creates a bomb, he can choose to have it inflict acid damage. Creatures that take a direct hit from an acid bomb take an additional 1d6 points of acid damage 1 round later.  
Alchemical Simulacrum (Su)
Prerequisite: Alchemist 8
Benefit: The alchemist gains the ability to create a lesser simulacrum. This works like the lesser simulacrum spell, except it costs 100 gp in alchemical materials per Hit Die of the simulacrum, requires 24 hours to grow, and decays into inert flesh rather than ice or snow if killed. The created simulacrum is a creature, not a supernatural effect.  
Alchemical Zombie (Su)
Prerequisite: Alchemist 8
Benefit: The alchemist gains the ability to animate a relatively complete corpse as an alchemy-powered zombie. This process takes 1 hour and costs 100 gp in alchemical reagents per HD of the corpse being animated; the dead creature gains the zombie template. Zombies that are created in this manner count as undead created by animate dead for the purposes of determining how many undead the alchemist can control. The created zombie is a creature, not a supernatural effect.  
Anarchic Bombs
Prerequisite: Alchemist 8
Benefit: When the alchemist creates a bomb, he can choose to have it deal chaotic divine damage. Lawful creatures that take a direct hit from an anarchic bomb must succeed at a Fortitude save or be staggered on their next turn. Against neutral creatures, anarchic bombs deal half damage, and such targets are not affected by their staggering effect. Anarchic bombs have no effect on chaotic-aligned creatures.  
Axiomatic Bombs
Prerequisite: Alchemist 8
Benefit: When the alchemist creates a bomb, he can choose to have it deal lawful divine damage. Chaotic creatures that take a direct hit from an axiomatic bomb must succeed at a Fortitude save or be staggered on their next turn. Against neutral creatures, axiomatic bombs deal half damage, and such targets are not affected by their staggering effect. Axiomatic bombs have no effect on lawful creatures.  
Bitter Pill (Su)
Benefit: The alchemist becomes bitter in flavor. Any creature that hits the bitter alchemist with a bite attack gains the sickened condition for 1 round unless it succeeds at a Fortitude save (DC = 10 + half the alchemist’s level + the alchemist’s Constitution modifier). Any creature that swallows the alchemist whole gains the nauseated condition for 1 round unless it succeeds at a Fortitude save (same DC as above). If the alchemist is trapped in the creature’s gullet and it becomes nauseated, the creature vomits him back out immediately as a free action at the start of the creature’s turn; the alchemist lands prone adjacent to the creature.  
Blackstar Bomb (Su)
Prerequisite: Drow, void bomb
Benefit: This bomb crushes the target like a void bomb, then repels nearby creatures with a burst of gravity. The target takes damage as if hit by a void bomb. All other creatures within 5 feet of the target are subject to a bull rush. The alchemist uses his alchemist class level in place of his Combat Maneuver Bonus, and adds his Intelligence modifier in place of his Strength or Dexterity modifier to resolve the bull rush attempts. Creatures moved by a blackstar bomb are pushed directly away from the target’s square.  
Blinding Bomb (Su)
Prerequisite: Alchemist 8
Benefit:When the alchemist creates a bomb, he can choose for it to detonate very brightly. Creatures that take a direct hit from a blinding bomb are blinded for 1 minute unless they succeed at a Fortitude save. Creatures in the splash area that fail their saves against the bomb are dazzled for 1 minute. This is a light effect.  
Boneshard Bomb
Prerequisite: Must possess the alchemical zombie discovery
Benefit:The alchemist’s bomb deals piercing damage instead of fire damage, and creatures that take a direct hit from a boneshard bomb must succeed at a Fortitude save or take 1d4 points of bleed damage in addition to normal damage. If a creature is killed by a boneshard bomb or the resulting bleed effect, its corpse immediately reanimates as an undead creature with the skeleton template. Skeletons that are created in this manner count as undead created by animate dead for the purposes of determining how many undead the alchemist can control.  
Bottled Ooze (Su)
Prerequisite: Alchemist 6
Benefit: The alchemist has learned how to preserve a sample of oozes in a sealed bottle, which he can prepare for use as an extract. When the alchemist activates the extract, he actually throws the bottle at a square within 30 feet, releasing the ooze, which reconstitutes and attacks the closest creature. The ooze is not under the alchemist’s control, but is otherwise treated as a summoned creature. The ooze remains for 1 round per caster level, and decays into powder when the duration expires. If the alchemist has the infusion discovery, another character can use the infused specimen. Creating a bottled ooze requires an extract with a level equal to the ooze’s CR (so a CR 4 gray ooze requires a 4th-level extract).  
Breath Weapon Bomb
Prerequisite: Alchemist 6
Benefit: Instead of drawing the components of, creating, and throwing a bomb, the alchemist can draw the components, drink them, mix them within his body, and then expel them as a breath weapon as a standard action. This breath weapon is a 15-foot cone and has the same DC as the bomb. Each creature within the cone takes damage as if it had suffered a direct hit from the alchemist’s bomb, but succeeding at a Reflex save (DC = 10 + 1/2 the alchemist’s level + the alchemist’s Intelligent modifier) halves the damage. Unlike throwing normal bombs, drawing, drinking, and expelling breath weapon bombs does not provoke attacks of opportunity.  
Celestial Poisons (Su)
Prerequisite: Alchemist 8
Benefit: The alchemist is able to infuse poisons with celestial power so they can affect evil creatures that are normally immune to poison. Any poison the alchemist administers to a weapon can affect undead and evil outsiders, bypassing their inherent immunities. Magical effects that negate poisons still apply. If a creature fails its save, the poison acts as normal, but may have no effect on the creature, depending on the effect of the poison (such as dealing Constitution damage to undead).  
Chameleon (Su)
Benefit: An alchemist with this discovery can shift the colors of his skin and equipment to blend in with the surrounding terrain. He gains a +4 enhancement bonus on Stealth checks. At 10th level, the bonus on Stealth checks increases to +8.  
Change Alignment (Su)
Prerequisite: Alchemist 12, infusion discovery
Benefit: Once per day as part of his preparation of infusions, the alchemist can brew an infusion that shifts the imbiber’s alignment to good. This change in alignment lasts for 10 minutes per alchemist level. An unwilling creature receives a Will save to resist this change. The alchemist may have only one such infusion at any one time.   The effects of this infusion may have serious repercussions for a creature suddenly struggling with a new outlook. Many see it as little more than forced insanity, and some good faiths outlaw its use.  
Cognatogen (Su)
Benefit: The alchemist gains the ability to create a cognatogen, a mutagen-like mixture that heightens one mental ability score at the expense of a physical ability score. If the cognatogen enhances his Intelligence, it applies a penalty to his Strength. If it enhances his Wisdom, it applies a penalty to his Dexterity. If it enhances his Charisma, it applies a penalty to his Constitution. Otherwise, this ability works just like the mutagen ability (including the natural armor bonus). Anytime the alchemist would prepare a mutagen, he may instead prepare a cognatogen. All limitations of mutagens apply to cognatogens as if they were the same substance—an alchemist can only maintain one mutagen or cognatogen at a time, a cognatogen that is not in an alchemist’s possession becomes inert, drinking a cognatogen makes a non-alchemist sick, and so on. When the effect of the cognatogen ends, the alchemist takes 2 points of ability damage to the ability score penalized by the cognatogen. The infuse mutagen discovery and the persistent mutagen class ability apply to cognatogens.  
Collective Memory (Su)
Prerequisite: Cognatogen discovery
Benefit: While under the effects of a cognatogen, the alchemist adds half his class level on all Knowledge skill checks and may attempt all Knowledge skill checks untrained. This bonus does not stack with the second Intelligence bonus granted by the mindchemist archetype’s perfect recall class feature.  
Combine Extracts
Prerequisite: Alchemist 8
Benefit: When the alchemist creates an extract, he can place two formulae into one extract. When the extract is consumed, both formulae take effect. This extract has a level two levels higher than the highest-level formulae placed in the extract.  
Concentrate Poison
Benefit: The alchemist can combine two doses of the same poison to increase their effects. This requires two doses of the poison and 1 minute of concentration. When completed, the alchemist has one dose of poison. The poison’s frequency is extended by 50% and the save DC increases by +2. This poison must be used within 1 hour of its creation or it is ruined.  
Concussive Bomb
Prerequisite: Alchemist 6
Benefit: When the alchemist creates a bomb, he can choose to have it inflict sonic damage. Concussive bombs deal 1d4 points of sonic damage, plus 1d4 points of sonic damage for every odd-numbered level, instead of 1d6. Creatures that take a direct hit from a concussive bomb are deafened for 1 minute unless they succeed at a Fortitude save.  
Confusion Bomb (Su)
Prerequisite: Alchemist 8
Benefit: The alchemist’s bombs twist the target’s perception of friend and foe. A creature that takes a direct hit from a confusion bomb takes damage from the bomb and is under the effect of a confusion spell for 1 round per caster level of the alchemist. Reduce the amount of normal damage dealt by the bomb by 2d6 (so a bomb that would normally deal 6d6+4 points of damage deals 4d6+4 points of damage instead).  
Constructive Dyes
Prerequisite: Alchemist 8, divine inks
Benefit: The alchemist’s dyes congeal and solidify, allowing him to make physical objects from them. The alchemist can expend two uses of his daily bombs to create a nonmagical object, as minor creation, using his alchemist level as the spell’s caster level.  
Constructive Dyes, Greater
Prerequisite: Alchemist 10, constructive dyes, divine inks
Benefit: The alchemist expands the set of objects he can create with his constructive dyes. The alchemist can expend one additional use of his daily bombs when using his constructive dyes discovery to create objects, as major creation. The alchemist must be at least 10th level and have the constructive dyes and divine inks discoveries before selecting this discovery.  
Cursed Bomb
Prerequisite: Alchemist 12
Benefit: When an alchemist creates a bomb, he can choose to have it deliver a debilitating curse. A creature that takes a direct hit from a cursed bomb must succeed at a Will save or be affected by bestow curse.  
Cytillesh Bomb
Benefit: When the alchemist creates a bomb, he can infuse it with cytillesh extract. Cytillesh bombs deal 1d4 points of damage, plus 1d4 points of damage for every odd-numbered level, instead of 1d6. Creatures that take a direct hit from a cytillesh bomb are sickened for 1 round per alchemist level unless they succeed at Fortitude saves. If a creature is rendered unconscious from this bomb or any other attack before it is able to remove the sickened condition, the victim loses all memory from the last hour and cannot form new memories for 8 hours.   The lost and prevented memories might return later as dreams, and can be restored with a restoration spell. This discovery doesn’t stack with other discoveries that alter an alchemist’s bomb.  
Darkness Bomb
Benefit: When the alchemist creates a bomb, he can choose to have it suppress light sources on the target. This extinguishes non-magical light sources carried by the target and dispels magical light sources for 1 round/level as deeper darkness.  
Deadly Excretions (Ex)
Prerequisite: Alchemist 8th, toxic skin racial trait
Benefit: When using his toxic skin ability, the alchemist can choose to excrete a Constitution poison instead of a Dexterity poison. This poison works the same as the normal grippli toxic skin poison except that a failed save deals 1 point of Constitution damage. The alchemist must be at least 8th level and must have the toxic skin racial trait before selecting this discovery.  
Defoliant Bomb
Benefit: These poisonous bombs clear away foliage, dealing extra damage to plant creatures. When the alchemist creates a bomb, he can choose to have it deal extra damage against plant creatures but less damage against other creatures. Against creatures with the plant type, a defoliant bomb deals 1d8 points of damage, plus 1d8 points of damage for every odd-numbered level the alchemist possesses, instead of 1d6. Against all other creatures, the defoliant bomb only deals 1d4 points of damage, plus 1d4 points of damage for every odd-numbered level, instead of 1d6. This is a poison effect. A defoliant bomb kills all normal vegetation in the target’s square and its splash area; any plant-based difficult terrain in the affected area becomes normal terrain.  
Delayed Bomb
Benefit: The alchemist can place a bomb so that it explodes a number of rounds after the alchemist ceases contact with the bomb. This delay can be any number of rounds as chosen by the alchemist, up to a number of rounds equal to his level. If at any point the alchemist reclaims possession of the delayed bomb, he can end the timer and prevent the bomb’s detonation. A delayed bomb detonates immediately if any other creature attempts to touch or move it, or if the bomb’s contents are removed from the vial (such as if the vial breaks). The bomb deals damage as if it scored a direct hit to any creature in the square with the bomb when it detonates, and splash damage (see Throw Splash Weapon) to all adjacent creatures as normal. An alchemist cannot have more than one delayed bomb at one time. If he creates another delayed bomb, the previous bomb becomes inert. Dispel magic can neutralize a delayed bomb, as can a successful Disable Device check (DC equals 10 + the alchemist’s level + the alchemist’s Intelligence modifier).  
Demolition Charge
Prerequisite: Alchemist 8
Benefit: When the alchemist creates a bomb, he can choose to have it deal damage to an object as if by a sunder combat maneuver. If the item is worn or held by an opponent, the item is considered the direct target, and the wearer/holder takes splash damage from the blast. If the object is unattended, a demolition charge deals an additional 2d6 points of damage on a direct hit. This bonus doesn’t affect the bomb’s splash damage.  
Dilution
Prerequisite: Alchemist 12
Benefit: Once per day, the alchemist can dilute any one potion or elixir, creating two doses of the same potion from one. Diluting a potion costs a number of gp equal to one-quarter of the potion’s market value. A potion that has been diluted cannot be diluted again. This discovery cannot be used to dilute extracts or mutagens.  
Directed Bomb
Benefit: The alchemist can cause his bombs to splash in a 15-foot cone instead of a 5-foot-radius burst. The alchemist chooses the direction of the cone. If the attack misses, roll an additional 1d8 to determine the direction of the blast from where the bomb lands. This discovery can’t be combined with the explosive bomb discovery.  
Dispelling Bomb
Prerequisite: Alchemist 6
Benefit: When the alchemist creates a bomb, he can choose to have it dispel magic effects instead of deal damage. Creatures that take a direct hit from a dispelling bomb are subject to a targeted dispel magic spell, using the alchemist’s level as the caster level. This cannot be used to target a specific spell effect.  
Divine Inks
Benefit: The alchemist can develop special pigments and combine them with his alchemical reagents to create unique dyes that cling to the empty space around him, allowing him to paint images in the air to fool his enemies. By expending two daily uses of his bombs, he can use the dyes to create an image in a space adjacent to him, as silent image, using his alchemist level as the spell’s caster level. The image he creates remains for a number of minutes equal to his alchemist level. He can dismiss this image as a standard action.  
Divine Inks, Greater
Prerequisite: Alchemist 6, divine inks, improved divine inks
Benefit: The alchemist’s unique dyes allow him to create lifelike images. If he expends an additional daily use of his bombs, the image he creates with the divine inks discovery also produces sound, smell, and heat, as major image. The alchemist must be at least 6th level and must have the divine inks and improved divine inks discoveries before selecting this discovery.  
Divine Inks, Improved
Prerequisite: Alchemist 4, divine inks discovery
Benefit: The alchemist’s unique dyes allow him to create images accompanied by sound. If he expends an additional daily use of his bombs, the image he creates with the divine inks discovery also produces minor sounds, as minor image. The alchemist must be at least 4th level and must have the divine inks discovery before selecting this discovery.  
Doppelganger Simulacrum (Su)
Prerequisite: Alchemist 10, alchemical simulacrum discovery
Benefit: The alchemist learns how to create a simulacrum, a soulless duplicate of his body, into which he can project his consciousness. As a full-round action, he may shift his consciousness from his current body to any one of his available doppelganger simulacra, which must be on the same plane as the alchemist. If killed in a simulacrum, he transfers to his own body automatically; if killed in his own body, he is dead. Unused simulacra (including his abandoned original body) appear to be lifeless corpses, though they do not decay. Creating a duplicate costs 1,000 gp in alchemical materials and requires 1 week to grow. The created simulacrum is a creature, not a supernatural effect.  
Ectoplasmic Bomb
Benefit: The alchemist can infuse her bombs with a special unction that damages incorporeal creatures and reveals the presence of undead creatures hiding in the area. Incorporeal creatures struck by an ectoplasmic bomb take full damage from the bomb. In addition, squares in the affected area of the bomb begin to faintly glow in the spaces where undead creatures have traveled in the last minute, including undead benefiting from invisibility or other forms of obscurity (such as ethereal jaunt), effectively creating a glowing trail. Any undead creatures in the affected area at the time of the explosion likewise glow faintly. This glowing effect lasts for 1 minute, and is otherwise identical to faerie fire.  
Elemental Mutagen
Benefit: The alchemist chooses an element (air, earth, fire, or water). Whenever the alchemist imbibes a mutagen, he gains resistance 5 to the associated energy type and a +2 competence bonus on an associated skill check. This resistance increases by 5 and the competence bonus by 2 for each of the following discoveries the alchemist possesses: grand mutagen, greater mutagen, and true mutagen. The elements and their associated energies and skills are air (electricity, Fly), earth (acid, Climb), fire (fire, Acrobatics), and water (cold, Swim).   An alchemist can select this discovery up to four times, but must choose a different element each time. An alchemist can gain the benefits of only one elemental mutagen at a time, selected when he imbibes the mutagen.  
Elixir of Life
Prerequisite: Alchemist 16
Benefit: Once per day, the alchemist can brew an elixir of life. This special concoction costs 25,000 gp to create and takes 1 hour of work. An elixir of life, when administered by the alchemist who brewed it, restores life to a dead creature as per the spell true resurrection. Alternatively, the alchemist himself may drink the elixir of life, after which point he is immediately targeted with a resurrection spell the next time he is killed. Used in this manner, the effects of an elixir of life persist only for a number of days equal to the alchemist’s Intelligence modifier; if he does not die before that time expires, the effects of the elixir of life end.  
Enhance Potion
Benefit: A number of times per day equal to his Intelligence modifier, the alchemist can cause any potion he drinks to function at a caster level equal to his class level.  
Eternal Potion
Prerequisite: Alchemist 16, extend potion discovery
Benefit: If an alchemist drinks a potion that he extends, the effects of that potion become permanent until he chooses to make another potion effect permanent.  
Explosive Bomb
Benefit: The alchemist’s bombs now have a splash radius of 10 feet rather than 5 feet (see Throw Splash Weapon). Creatures that take a direct hit from an explosive bomb catch fire, taking 1d6 points of fire damage each round until the fire is extinguished. Extinguishing the flames is a full-round action that requires a Reflex save. Rolling on the ground provides the target with a +2 to the save. Dousing the target with at least 2 gallons of water automatically extinguishes the flames.  
Explosive Calligraphy
Prerequisite: Alchemist 6
Benefit: The alchemist can create especially volatile pigments that detonate when agitated. This requires expending one daily use of his bombs, but otherwise functions as explosive runes except that it deals damage as one of the alchemist’s bombs. The alchemist can expend an additional daily use of his bombs to apply one discovery that applies to his bombs, such as acid bomb or dispelling bomb, to the runes created with this discovery.  
Explosive Missile
Prerequisite: Alchemist 4
Benefit: As a standard action, the alchemist can infuse a single arrow, crossbow bolt, or one-handed firearm bullet with the power of his bomb, load the ammunition, and shoot the ranged weapon. He must be proficient with the weapon in order to accomplish this. When the infused ammunition hits its target, it deals damage normally and detonates as if the alchemist had thrown the bomb at the target. If the explosive missile misses, it does not detonate.  
Extend Potion
Benefit: A number of times per day equal to his Intelligence modifier, the alchemist can cause any potion he drinks that does not have an instantaneous duration to function at twice its normal duration. This does not apply to extracts.  
Fast Bombs
Prerequisite: Alchemist 8
Benefit: An alchemist with this discovery can quickly create enough bombs to throw more than one in a single round. The alchemist can prepare and throw additional bombs as a full-round action if his base attack bonus is high enough to grant him additional attacks. This functions just like a full-attack with a ranged weapon.  
Feral Mutagen
Benefit: Whenever the alchemist imbibes a mutagen, he gains two claw attacks and a bite attack. These are primary attacks and are made using the alchemist’s full base attack bonus. The claw attacks deal 1d6 points of damage (1d4 if the alchemist is Small) and the bite attack deals 1d8 points of damage (1d6 if the alchemist is Small). While the mutagen is in effect, the alchemist gains a +2 competence bonus on Intimidate skill checks.  
Fire Brand (Su)
Prerequisite: Goblin
Benefit: An alchemist with this discovery can expend one daily bomb use to apply the bomb reagents to his weapon as a swift action. A weapon treated this way deals fire damage as if it had the flaming weapon special ability. At 10th level, the weapon is treated as if it had the flaming burst weapon special ability. The bomb reagents continue burning for 1 minute or until extinguished by dousing the weapon in water.   An alchemist can use this ability with natural weapons, but he takes 1d6 points of fire damage per round for each natural weapon treated.  
Flesh-Eating Bomb
Benefit: Your bomb deals damage one die step higher than normal (regular bombs deal d8s, concussive bombs deal 1d6, and so on), but they have no effect on inorganic matter. In addition, a creature with at least a +1 armor bonus to AC is less likely to be harmed; such creatures in the bomb’s splash radius take no damage on a successful Reflex save, and the target of a direct hit can attempt a Reflex save against the bomb’s save DC to take only half damage.  
Force Bomb
Prerequisite: Alchemist 8
Benefit: When the alchemist creates a bomb, he can choose to have it inflict force damage. Force bombs deal 1d4 points of force damage, plus 1d4 points of force damage for every odd-numbered level, instead of 1d6. Creatures that take a direct hit from a force bomb are knocked prone unless they succeed on a Reflex save.  
Frost Bomb
Benefit: When the alchemist creates a bomb, he can choose to have it inflict cold damage. Creatures that take a direct hit from a frost bomb are staggered on their next turn unless they succeed on a Fortitude save.  
Glassfoot Bomb
Benefit: When the alchemist creates a bomb, he can choose to have it cover the ground in volatile jagged crystals in addition to its normal effects. These crystals act like caltrops, evaporating into a smelly but harmless gas in 2d6 rounds.  
Glimmering Infusion (Sp)
Prerequisite: Infusion discovery
Benefit: The alchemist can expend any prepared extract to produce a cube of glowing motes that act as per glitterdust. The area must be adjacent to the alchemist and covers one 5-foot square per level of extract sacrificed, and the effect’s save DC is calculated using the level of the sacrificed extract.  
Grand Cognatogen (Su)
Prerequisite: Alchemist 16, greater cognatogen discovery or greater cognatogen class ability
Benefit: The alchemist’s cognatogen now grants a +6 natural armor bonus, a +8 alchemical bonus to one mental ability score (Intelligence, Wisdom, or Charisma), a +6 alchemical bonus to a second mental ability score, and a +4 alchemical bonus to a third mental ability score. The alchemist takes a –2 penalty to his Strength, Dexterity, and Constitution as long as the cognatogen persists, and takes 2 points of ability damage to each physical ability score when the cognatogen ends.  
Grand Inspiring Cognatogen (Su)
Prerequisite: Alchemist 16, greater inspiring cognatogen discovery
Benefit: The alchemist’s inspiring cognatogen now grants a +4 dodge bonus to AC and a +4 bonus to Reflex saving throws; a –6 penalty to Strength and Constitution; and the effects of having the item lore, tenacious inspiration, and underworld inspiration investigator talents.  
Grand Mutagen
Prerequisite: Alchemist 16, greater mutagen discovery
Benefit: The alchemist’s mutagen now grants a +6 natural armor bonus, a +8 alchemical bonus to one ability score (Strength, Dexterity, or Constitution), a +6 alchemical bonus to a second physical ability score, and a +4 alchemical bonus to a third physical ability score. The alchemist takes a –2 penalty to his Intelligence, Wisdom, and Charisma as long as the mutagen persists.  
Grease Bomb
Prerequisite: Alchemist 6
Benefit: When the alchemist creates a bomb, he can choose to have it create a grease slick upon detonation. When a grease bomb detonates, it coats an area equal to the bomb’s splash radius in grease (as the grease spell) for 1 round per level. The DC of the Reflex save to avoid falling after a failed Acrobatics check is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier. A grease bomb can’t affect items or armor.  
Greater Plague Bomb
Prerequisite: Alchemist 16, plague bomb, smoke bomb
Benefit: The effects of the smoke created by an alchemist’s bomb duplicates the effects of greater contagion instead of fog cloud, filling an area equal to twice the bomb’s splash radius for 1 round per level.  
Greater Alchemical Simulacrum (Su)
Prerequisite: Alchemist 14, alchemical simulacrum discovery
Benefit: The alchemist gains the ability to create a simulacrum. This works like the simulacrum spell, except it costs 100 gp in alchemical materials per Hit Die of the simulacrum, requires 24 hours to grow, and decays into inert flesh rather than ice or snow if killed. The created simulacrum is a creature, not a supernatural effect.  
Greater Cognatogen (Su)
Prerequisite: Alchemist 12, cognatogen discovery or cognatogen class ability
Benefit: The alchemist’s mutagen now grants a +4 natural armor bonus, a +6 alchemical bonus to one mental ability score (Intelligence, Wisdom, or Charisma), and a +4 alchemical bonus to a second mental ability score. The alchemist takes a –2 penalty on both associated physical ability scores as long as the mutagen persists, and takes 2 points of ability damage to both associated physical ability scores when the cognatogen ends.  
Greater Inspiring Cognatogen (Su)
Prerequisite: Alchemist 12, inspiring cognatogen discovery
Benefit: The alchemist’s inspiring cognatogen now grants a +2 dodge bonus to AC and a +2 bonus to Reflex saving throws; a –4 penalty to Strength and Constitution; and the effects of having the amazing inspiration, eidetic recollection, and expanded inspiration investigator discoveries.  
Greater Mutagen
Prerequisite: Alchemist 12
Benefit: The alchemist’s mutagen now grants a +4 natural armor bonus, a +6 alchemical bonus to one physical ability score (Strength, Dexterity, or Constitution), and a +4 alchemical bonus to a second physical ability score. The alchemist takes a –2 penalty on both associated mental ability scores as long as the mutagen persists.  
Grounding Goo (Su)
Benefit: The alchemist’s bomb applies a sticky residue after any damage from the bomb is resolved. If a creature damaged by the bomb has a non-magical fly speed, its flight is severely impaired, and it takes a penalty equal to the alchemist’s level on Fly checks for 1 minute.  
Healing Bomb
Benefit: When the alchemist creates a bomb, he can choose to have it heal damage instead of dealing it. Creating a healing bomb requires the alchemist to expend an infused extract or potion containing a cure spell. A creature that takes a direct hit from a healing bomb is healed as if she had imbibed the infusion or potion used to create the bomb. Creatures in the splash radius are healed for the minimum amount of damage the cure spell is capable of healing. A healing bomb damages undead instead of healing them.  
Healing Touch (Ex)
Prerequisite: Alchemist 6, spontaneous healing discovery or spontaneous healing class ability
Benefit: The alchemist gains the ability to heal other creatures. As a standard action, he may touch a creature and apply 1 round’s effect of his spontaneous healing discovery to that creature; this counts toward his spontaneous healing limit for the day. The alchemist’s daily limit for hit points healed by spontaneous healing increases to 5 × his alchemist level. This ability only functions if the target is the same type of creature (humanoid, undead, and so on) as the alchemist.  
Hellfire Bomb
Prerequisite: Alchemist 9, explosive bomb, tiefling
Benefit: When the alchemist creates a bomb, he can have it act as an explosive bomb, but deal half of its damage as fire damage and half as unholy damage that is not subject to fire resistance or immunity.  
Holy Bombs
Prerequisite: Alchemist 8
Benefit: When the alchemist creates a bomb, he can choose to have it deal good divine damage. Evil creatures that take a direct hit from a holy bomb must succeed at a Fortitude save or be staggered on their next turn. Against neutral creatures, holy bombs deal half damage, and such targets are not affected by their staggering effect. Holy bombs have no effect on good-aligned creatures.  
Immolation Bomb
Prerequisite: Alchemist 3
Benefit: When the alchemist creates a bomb, he can choose to have its substance coat the direct target’s body, causing the bomb to deal its damage over time instead of all at once. The bomb’s effect lasts for a number of rounds equal to the number of damage dice the bomb would normally deal (for instance, a 5d6 bomb lasts for 5 rounds). When the bomb hits the direct target, the bomb deals 1d6 + the alchemist’s Intelligence modifier in damage, and those within the splash zone take damage equal to 1 + the alchemist’s Intelligence modifier. It repeats this damage against the direct target of the bomb each round the immolation bomb lasts, dealing the damage at the start of the alchemist’s turn. Splash damage is dealt again to any creature that is adjacent to the direct target when it takes damage from the immolation bomb. A creature taking damage from an immolation bomb’s direct hit can attempt to extinguish the flames as a full-round action that requires a Reflex save (DC = 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier). Because of the alchemical nature of this bomb, rolling on the ground does not grant a bonus on the saving throw, and dousing a creature with water does not stop it from burning. These bombs can be used underwater.  
Inferno Bomb
Prerequisite: Alchemist 16, smoke bomb discovery
Benefit: The effects of the smoke created by an alchemist’s bomb duplicate the effects of incendiary cloud instead of fog cloud, filling an area equal to twice the bomb’s splash radius for 1 round per level (see Throw Splash Weapon).  
Infuse Mutagen
Benefit: When the alchemist creates a mutagen he can infuse it with an extra bit of his own magical power. This inflicts 2 points of Intelligence damage to the alchemist and costs 1,000 gp in rare reagents, but the mutagen created persists on its own and is not rendered inert if the alchemist creates another mutagen. This allows an alchemist to create different types of mutagens and keep them handy for emergencies. This does not allow an alchemist to gain the effects of multiple mutagens—only the most recently imbibed mutagen has any effect.  
Infusion
Benefit: When the alchemist creates an extract, he can infuse it with an extra bit of his own magical power. The extract created now persists even after the alchemist sets it down. As long as the extract exists, it continues to occupy one of the alchemist’s daily extract slots. An infused extract can be imbibed by a non-alchemist to gain its effects.  
Inspired Bomb (Su)
Benefit: An alchemist with this discovery and a pool of inspiration (by way of a class feature, a feat, or the inspiring cognatogen discovery) can expend two uses of inspiration to increase the bomb’s damage by 1d6. The type of damage the bomb deals does not change. Unlike other a discoveries that affect bombs, this one can be applied to a bomb with another bomb discovery, though it cannot be applied to the same bomb more than once.  
Inspiring Cognatogen (Su)
Benefit: An alchemist with this discovery learns how to make an inspiring cognatogen, a mutagen-like mixture that grants him inspiration (as the investigator’s class feature) at the expense of Strength and Constitution.   Upon drinking the inspiring cognatogen, the alchemist gains a pool of inspiration equal to 1/2 his alchemist level + his Intelligence modifier (minimum 1). He also gains a +2 dodge bonus to AC and takes a –2 penalty to both Strength and Constitution. As a free action, the alchemist can add 1d6 to the result of an ability or skill check (including any he takes 10 or 20 on) by expending one use of inspiration. This ability works exactly like the investigator’s inspiration ability, except that the alchemist gains the pool of inspiration upon drinking the inspiring cognatogen, and any unspent inspiration is lost at the end of the cognatogen’s duration. If the alchemist already has access to inspiration, the inspiration added by the inspiring cognatogen is added to his inspiration pool, but each time he expends at least one use of inspiration while this ability is active, he must succeed at a DC 20 Will saving throw or become dazed for 1 round. He cannot use inspiration to augment this saving throw.   All limitations of mutagens apply to an inspiring cognatogen as if they were the same substance—an alchemist can only maintain one mutagen or cognatogen (either the standard cognatogen or the inspired cognatogen) at a time, a cognatogen not in an alchemist’s possession becomes inert, drinking a cognatogen makes non-alchemists sick, and so on. When the effect of an inspiring cognatogen ends, the alchemist takes 2 points of ability damage to Strength and Dexterity. The infuse mutagen discovery and the persistent mutagen class ability apply to an inspiring cognatogen.  
Intuitive Understanding (Sp)
Prerequisite: Alchemist 4, cognatogen discovery
Benefit: If the alchemist drinks an extract of the divination school while under the effects of a cognatogen, his effective caster level temporarily increases by 2. In addition, while under the effects of a cognatogen, the alchemist may use augury once as a spell-like ability (caster level equal to his alchemist level). At 10th level, he can use divination instead.  
Lingering Plague
Prerequisite: Alchemist 6
Benefit: Any creature that must make a save against a disease caused by the alchemist’s extract or other class ability must make a second save 1 round later to avoid doubling the duration of the disease effect. If the disease doesn’t have a duration, this discovery reduces its onset time and frequencies by half.  
Lingering Spirit (Ex)
Prerequisite: Alchemist 4
Benefit: The alchemist is familiar enough with the ties between his body and spirit that he lingers at death’s door far longer than a normal person. He treats his Constitution as 10 points higher than normal for the purpose of determining when hit point damage kills him (so an alchemist with a Constitution of 10 and this discovery dies at –20 hit points instead of –10). Reducing him to 0 Constitution or its equivalent (from ability damage, ability drain, Constitution penalties, and so on) makes him unconscious and comatose, but he is only killed after taking an additional 5 points of Constitution damage, drain, or penalty (in effect, the alchemist must be brought to –5 Constitution in order to be killed by these attacks).  
Living Pigment
Prerequisite: Divine inks
Benefit: The alchemist infuses his inks and dyes with a spark of animating force. As a standard action, he can expend one daily use of his bombs and a 1st-level extract he has prepared to create a creature, as summon monster I, using his level as the spell’s caster level. The extract is expended as if the alchemist had consumed it. The alchemist can expend a higher-level extract when using this ability to create a creature using a summon monster spell of a level equal to the level of extract expended. For example, if the alchemist expends a 4th-level extract, he can create a creature as if using summon monster IV. Additionally, the alchemist can expend an additional use of his daily bombs when creating a creature in this way to grant the creature the celestial or fiendish template.  
Madness Bomb
Prerequisite: Alchemist 12
Benefit: The alchemist’s bombs do more than sear flesh—they sear the mind. A creature that takes a direct hit from a madness bomb takes damage from the bomb plus 1d4 points of Wisdom damage. Reduce the amount of normal damage dealt by the bomb by 2d6 (so a bomb that would normally deal 6d6+4 points of damage deals 4d6+4 points of damage instead). The amount of Wisdom damage dealt by a madness bomb is reduced by 1 for each madness bomb that hit the target in the past 24 hours, to a minimum of 1 point of Wisdom damage.  
Malignant Poison
Prerequisite: Alchemist 10
Benefit: As a full-round action, the alchemist can increase the save DC of any poison by 4 and increase its duration by 2 frequency increments (for example, large scorpion venom lasts 8 rounds instead of 6 and drow poison lasts 4 minutes instead of 2). Additionally, malignant poisons take effect immediately and do not have an onset time. This alchemical change lasts until the poison’s extended duration ends or for a number of minutes equal to the alchemist’s level, whichever comes first. After that, the poison reverts back to its original state.  
Material Mastery (Ex)
Benefit: By expending an extract of the same school and level as a spell prerequisite when crafting a magic item, you take only a –2 penalty for ignoring that requirement, instead of –5.  
Mummification (Ex)
Prerequisite: Alchemist 10, preserve organs discovery
Benefit: The alchemist has mastered preserving flesh and applied this knowledge to his own body, turning himself into an undead-like creature. After learning this discovery, the alchemist must perform a 30-day regimen of a special diet, rigorous exercise, and drinking a mildly poisonous alchemical tea. At the end of this regimen, he falls unconscious for 24 hours, then awakens as a “living mummy.” The alchemist’s type does not change, but he becomes immune to cold, nonlethal damage, paralysis, and sleep.  
Mutagen (Su)
Benefit: This discovery gives the alchemist the mutagen class ability. (This discovery exists so alchemist archetypes who have variant mutagens, such as the mindchemist, can learn how to make standard mutagens.)  
Nauseating Flesh
Prerequisite: Alchemist 12
Benefit: The alchemist’s body is suffused with poison. Any creature that bites, engulfs, or swallows the alchemist must make a Fortitude saving throw or be nauseated for 1d4 rounds. The alchemist with this discovery does not suffer the effect of the poison of his own nauseating flesh.  
Neutralizing Bomb
Benefit: When the alchemist creates a bomb, he can choose to give it the potential to end certain ongoing effects instead of dealing damage. Each creature in the splash radius can attempt a new saving throw against any poison afflicting it and any ongoing conditions or ongoing acid, cold, electricity, fire, or sonic damage. (If an effect did not allow a saving throw, this bomb doesn’t allow affected creatures to attempt one.) Success counts as one successful save toward ending poison and immediately ends other conditions. Exposed poison in the splash radius is also rendered harmless. A creature with poison abilities that is directly struck by the bomb finds those abilities useless for 1d4 rounds unless it succeeds at a Fortitude saving throw. This discovery doesn’t stack with any other that modifies bombs.  
Ooze Blight
Benefit: A target hit by your bomb loses the split special quality for 1d4 rounds. In addition, against creatures with the ooze type, this bomb deals untyped damage that bypasses all resistances.  
Parasitic Twin (Ex)
Prerequisite: Vestigial Arm discovery x2
Benefit: The alchemist’s vestigial arms are part of a parasitic twin on his torso, consisting of a head, a torso, and two arms (from the vestigial arm discovery). Normally, the twin is mostly recessed within the alchemist’s body, with the visible arms acting like the vestigial arm discovery, though the alchemist can manifest or hide the twin as a standard action. The twin is helpless, fully subservient to the alchemist, and cannot be targeted or harmed. Once per day, if the alchemist succumbs to a mental effect that would make him unconscious, helpless, or not in control of his own actions (such as charm person, feeblemind, or hold person), he can reroll his saving throw; success means the twin absorbs the effect and the alchemist can ignore it. Using this ability sickens the alchemist for the duration of the absorbed effect (removing the effect from the twin ends the sickened condition), and he cannot use the twin’s arms during that time, though passive effects (such as from rings worn on the vestigial arm) continue normally.  
Phantom Limb
Prerequisite: Alchemist 8
Benefit: The alchemist can manifest a ghostly, incorporeal arm that juts out from his torso. This phantom limb does not grant the alchemist any extra attacks or actions per round, and it cannot hold or grab anything (including incorporeal objects). The alchemist may use his phantom limb to make a touch attack against a foe as a standard action, scraping away at the very fibers of the victim’s soul. This attack deals 1d4 points of damage per alchemist level (Fortitude half ). Creatures that are immune to incorporeal attacks are immune to this damage, but otherwise the damage bypasses all forms of damage reduction except DR/epic. The alchemist may suppress or activate this ability as a free action, and can use his phantom limb for a number of rounds per day equal to 3 + his Intelligence modifier (these rounds need not be consecutive).  
Pheromones (Su)
Benefit: The alchemist exudes an imperceptible musk that grants him a permanent +3 competence bonus on Bluff, Diplomacy, and Intimidate checks.  
Pickled Quasit
Prerequisite: Alchemist 10
Benefit: The alchemist has learned how to seal a quasit in a bottle, which he can prepare for use as an extract.   When the alchemist activates the extract, he throws the bottle at a square within 30 feet, releasing the quasit. The quasit is not under the alchemist’s control, but is otherwise treated as a summoned creature. The quasit remains for 1 round per caster level, then collapses into its associated elements. If the alchemist has the infusion discovery, another character can use the infused specimen. Creating a pickled quasit requires a 4th-level extract.  
Plague Bomb (Su)
Prerequisite: Alchemist 8, smoke bomb discovery
Benefit: The effects of the smoke created by an alchemist’s bomb duplicates the effects of contagion instead of fog cloud, filling an area equal to twice the bomb’s splash area for 1 round per level.  
Plague Vector
Prerequisite: Alchemist 14, plague bomb
Benefit: The effects of the alchemist’s plague bomb operate as normal except for the following changes. The chosen disease’s save DC is equal to 10 + 1/2 the alchemist’s level + his Intelligence modifier. Any creatures affected by the chosen disease become vectors for it, spreading the disease to any creatures they come in physical contact with for a number of days equal to the alchemist’s Intelligence modifier (minimum 1). The save DC to avoid contracting the disease from the vector is the same as the DC used for this discovery.  
Poison Bomb
Prerequisite: Alchemist 12, smoke bomb discovery
Benefit: The effects of the smoke created by an alchemist’s bomb duplicates the effects of cloudkill instead of fog cloud, filling an area equal to twice the bomb’s splash radius for 1 round per level.  
Poison Conversion
Prerequisite: Alchemist 6
Benefit: By spending 1 minute, the alchemist can convert 1 dose of poison from its current type (contact, ingested, inhaled, or injury) to another type. For example, the alchemist can convert a dose of Small centipede poison (an injury poison) to an inhaled poison. This process requires an alchemy lab.  
Precise Bombs
Benefit: Whenever the alchemist throws a bomb, he can select a number of squares equal to his Intelligence modifier that are not affected by the splash damage from his bombs. If the bomb misses, this discovery has no effect.  
Preserve Organs (Ex)
Benefit: The alchemist learns how to preserve and protect his vital organs, reducing the chance of a mortal wound. When a critical hit or sneak attack is scored on the alchemist, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.
Special: This does not stack with similar abilities that negate critical hits and sneak attacks (such as fortification armor). An alchemist can take this discovery up to three times; the effects stack, increasing this chance to 50% and then 75%.  
Profane Bomb
Prerequisite: Alchemist 8
Benefit: When the alchemist creates a bomb, he can choose to have it deal evil divine damage. Good creatures that take a direct hit from a profane bomb must succeed at a Fortitude save or be staggered on their next turn. Against a neutral creature, a profane bomb deals half damage, and the target is not affected by the bomb’s staggering effect. A profane bomb has no effect against evil-aligned creatures.  
Promethean Disciple
Prerequisite: Alchemist 6
Benefit: An alchemist with this discovery learns how to craft constructs by way of alchemical research rather than arcane magic. The alchemist gains Craft Construct as a bonus feat without needing to meet its requirements. The alchemist substitutes his number of ranks in Craft (alchemy) for his total caster level and must use Craft (alchemy) to create the construct. The DC to create the construct still increases for any necessary spells that the alchemist does not have access to. However, the alchemist can use extracts in place of spells as spell prerequisites.  
Psychoactive Bomb
Prerequisite: Alchemist 6
Benefit: Psychoactive bombs are mixed with neurotoxic extracts that heighten certain sensations.   A creature struck by a psychoactive bomb takes a –1 penalty on saving throws against charm, emotion, fear, and pain effects, and the DC for Intimidate checks against the victim decreases by 2. This effect lasts for 1 hour per alchemist level. These penalties do not stack, and a creature can only be affected by a single psychoactive bomb at a time. A psychoactive bomb deals 1d6 fewer hit points of damage than normal. An alchemist must be at least 6th level before selecting this discovery.  
Psychokinetic Tincture
Prerequisite: Alchemist 4
Benefit: Once per day, the alchemist can concoct a foul-tasting tincture that harnesses the power of the spirit. By drinking this tincture as a standard action, the alchemist can invite the latent spirits in the area to surround him. The alchemist can channel one spirit for every 4 alchemist levels he possesses. Each spirit channeled this way grants the alchemist a +1 deflection bonus to AC as the spirits whirl around his body. As a standard action, the alchemist can launch one of these spirits toward a target as a ranged touch attack. Launching a spirit this way reduces this discovery’s deflection bonus to AC by 1. As a launched spirit passes through its target’s body, it emits a terrible wail heard only in the target’s mind, causing the target to become frightened for 1 round per alchemist level (Will negates). This is a mind-affecting fear effect. A creature that successfully saves against the wail cannot be affected by this discovery again for 24 hours. The spirits whirl around the alchemist’s body for 10 minutes per alchemist level, or until the alchemist has launched all of the spirits.  
Purging Mutagen
Benefit: The alchemist’s mutagen combines ipecac and other purgative components. A non-alchemist who consumes the mutagen is nauseated for only 1 round, during which time her body rapidly metabolizes or expels all extant toxins, granting her an immediate second saving throw against each ongoing disease and poison currently affecting her. Each successful save counts as two consecutive successful saving throws for the purpose of curing the affliction. Any failed saving throws do not result in additional damage or other effects. A non-alchemist who consumes a second purging mutagen in a 24-hour period is instead nauseated for 1 hour. When an alchemist drinks the mutagen, he can choose whether or not to also be affected by this discovery in addition to the mutagen’s other effects.  
Rag Doll Mutagen (Su)
Prerequisite: Goblin
Benefit: When the alchemist imbibes a mutagen, his body and bones become rubbery and easy to contort. The alchemist gains a bonus equal to his class level on Escape Artist checks, can squeeze through places as if he were one size category smaller, and can make a Reflex save (DC equal to 15 + 1 for every 10 feet fallen) to take half damage from falling. At 10th level, all falling damage is considered nonlethal damage, and the alchemist can squeeze through places as if he were two size categories smaller than his size while under the effects of this mutagen.  
Ranged Baptism (Su)
Prerequisite: Alchemist 4
Benefit: When the alchemist uses holy water as a splash weapon, any squares subject to its effects (including creatures affected by splash damage) or that contain creatures subject to its effects are also affected as if by consecrate, for a number of rounds equal to the alchemist’s Intelligence modifier. Undead struck by holy water remain affected by the consecrate effect even if they leave the affected area.  
Remedy Extract
Prerequisite: Alchemist 4
Benefit: When the alchemist creates an extract, he can add one non-magical alchemical remedy (such as an antitoxin) to it. When the extract is consumed, both the formula and the alchemical remedy take effect. The extract has a level 1 higher than normal. This discovery cannot be combined with other methods of combining multiple consumed items or extracts into one.  
Rocket Bomb (Su)
Prerequisite: Alchemist 6, goblin
Benefit: Alchemists with this discovery can prepare special rockets to deliver their bombs. Rocket bombs travel farther and explode bigger than normal bombs, but cannot target individual creatures. Rocket bombs explode in a 20-foot radius, and all creatures in that area take the alchemist’s normal splash damage. The range increment on a rocket bomb is 50 feet. Rocket bombs cannot be used with the precise bomb or fast bomb discoveries. An alchemist must be at least 6th level before selecting this discovery.  
Sandstone Solution (Su)
Benefit: As a full-round action, the alchemist can convert any potion or extract into a solution that, when thrown or applied, solidifies sand or dirt to the hardness of stone for 1 hour, affecting an area with a radius of 10 feet × the level of the potion or extract. If this solution is thrown at or applied to stone, it instead causes a 5-foot cube of stone to become crumbly and soft for 1 minute, reducing its hardness by double the level of the potion or extract.  
Scrap Bomb (Su)
Prerequisite: Goblin
Benefit: When the alchemist creates a bomb, he can choose to have it explode into shards of shrapnel that deal piercing damage. A creature that takes a direct hit from a scrap bomb takes 1 point of bleed damage per die of bomb damage unless it succeeds at a Reflex save.  
Shock Bomb
Benefit: When the alchemist creates a bomb, he can choose to have it inflict electricity damage. Creatures that take a direct hit from a shock bomb are dazzled for 1d4 rounds.  
Siege Bomb
Prerequisite: Alchemist 12, explosive bomb discovery
Benefit: As a standard action, the alchemist infuses a single piece of ammunition on a loaded siege weapon with the power of his bomb. As long as the siege weapon with this ammunition is fired before the start of the alchemist’s next turn, the ammunition does damage normally, and also deals the damage of the alchemist’s bomb. The splash radius of the bomb effect is 20 feet rather than 5 feet. Creatures that take the bomb’s damage (either direct damage or splash damage), take 1d6 points of fire damage each round until the fire is extinguished. Extinguishing the flames is a full-round action that requires a Reflex save. Rolling on the ground provides the target with a +2 bonus on the save. Dousing the target with at least 2 gallons of water automatically extinguishes the flames.  
Smoke Bomb
Benefit: When the alchemist creates a bomb, he can choose to have it create a cloud of thick smoke when it detonates. The cloud functions as fog cloud, filling an area equal to twice the bomb’s splash radius for 1 round per level.  
Solid Ground (Su)
Benefit: The alchemist launches an explosive paste bomb that bonds with any earthen surface. Each application of this paste deals no damage and affects a 5-foot-cube of dirt, loose soil, or stone, transmuting the earth for a number of minutes equal to the alchemist’s level. Creatures cannot use burrow, earthglide, or similar abilities (such as the meld into stone spell) while the ground remains transmuted in this way.  
Spell Knowledge
Benefit: Select a single spell from the sorcerer/wizard spell list that is at least 2 levels lower than your highest-level extract known. You can prepare and cast this spell as an arcane spell. Preparing the spell uses up an extract slot 1 level higher than the spell’s level. Your caster level is equal to your alchemist level, and your save DCs and concentration checks are Intelligence-based. You’re considered to have this spell on your spell list for purposes of prerequisites, spell completion items, and spell trigger items.   You may select this discovery more than once. Each time, it grants you access to another spell from the sorcerer/wizard spell list.  
Splitting Mutagen
Prerequisite: Alchemist 12
Benefit: Once per day while under the effects of your mutagen, you can split into two identical copies of yourself as an immediate action after being damaged by a piercing or slashing weapon.   Each copy has an ooze-like complexion, most often manifesting as a slimy sheen to his skin. You split your current hit points evenly between the copies. The copies use the same statistics, share the same resources, and have identical equipment (except artifacts, which only one copy has). Similarly, if one of the copies expends a charge or daily use from a magic item that a copy has, the charge or daily use is expended from both copies. If one copy drops or gives away an item, the duplicate item disappears from the other copy as well. The two copies act independently and each one has a full set of actions.   At the end of your next turn, select one of the copies, which loses its ooze-like complexion as it becomes the alchemist; the other copy dissolves into a fine mist and dissipates. If one of the copies is destroyed before this happens, the remaining copy immediately becomes the alchemist, and you gain 1 permanent negative level. If both copies are destroyed simultaneously (such as from a fireball), both copies collapse into formless goo and you can only be restored to life via resurrection or similarly powerful magic.  
Spontaneous Healing (Ex)
Benefit: The alchemist gains the ability to heal from wounds rapidly. As a free action once per round, he can heal 5 hit points as if he had the fast healing ability. He can heal 5 hit points per day in this manner for every 2 alchemist levels he possesses. If the alchemist falls unconscious because of hit point damage and he still has healing available from this ability, the ability activates automatically each round until he is conscious again or the ability is depleted for the day.  
Sticky Bomb
Prerequisite: Alchemist 10
Benefit: The effects of the alchemist’s bombs are persistent and continue to damage creatures for 1 round after the initial damage. Creatures that take a direct hit from a sticky bomb take the splash damage 1 round later. Bombs that have effects that would normally occur 1 round later instead have those effects occur 2 rounds later.  
Sticky Poison
Prerequisite: Alchemist 6
Benefit: Any poison the alchemist creates is sticky—when the alchemist applies it to a weapon, the weapon remains poisoned for a number of strikes equal to the alchemist’s Intelligence modifier.  
Stink Bomb
Prerequisite: Smoke bomb discovery
Benefit: The effects of the smoke created by an alchemist’s bomb can duplicate the effects of stinking cloud instead of fog cloud, filling an area equal to twice the bomb’s splash radius for 1 round.  
Strafe Bomb (Su)
Benefit: The alchemist can throw bombs that splash in a 40-foot line rather than affecting a radius. The line starts at the alchemist and extends away from him in the direction he chooses. The alchemist designates one creature in the squares affected by the line to be the target of the bomb and makes his attack roll against that creature; all other squares in the line take splash damage.
Special: If the alchemist has the explosive bomb discovery and throws an explosive strafe bomb, the line of splash damage is 80 feet long instead of 40 feet.  
Sunlight Bomb (Su)
Prerequisite: Alchemist 10, blinding bomb discovery
Benefit: The alchemist can throw bombs that explode with a searing radiance equivalent to that of sunlight and that act as blinding bombs. Undead, fungi, molds, oozes, slimes, and creatures to which sunlight is harmful or unnatural take +2 damage per die from the bomb. Undead that are harmed by sunlight and that fail their saves against the bomb are staggered for 1 round.  
Syringe Stirge (Su)
Prerequisite: Alchemist 6
Benefit: As a full-round action, you can expend two daily uses of bombs to create a syringe stirge, a tiny construct primed with a bomb (if you have multiple types of bombs, you must select which type the syringe stirge carries when created). Undirected, they take no actions except to flock around you in your square and follow you as best they can. They can be attacked normally, but gain cover while occupying your square. As a swift action, you can order one of your syringe stirges to attack an enemy it can see. Once ordered to attack that enemy, the syringe stirge will continue to attack every round, attempting to attach and deliver its payload   A syringe stirge has all of the statistics of a stirge but lacks the blood drain ability.   If it ends its turn attached to an opponent, it injects your bomb into the opponent’s bloodstream, dealing damage as a direct hit plus the alchemist’s Intelligence modifier (as the Throw Anything feat—this injection is a direct attack and doesn’t deal splash damage. A syringe stirge dies immediately after injecting its bomb. A syringe stirge lasts for 1 minute per alchemist level or until destroyed; if it has not attached to an enemy before the end of its life span it and its bomb payload fall inert.  
Tainted Infusion
Prerequisite: Delayed bomb, infusion
Benefit: The alchemist can mask murder behind beneficence. When preparing an extract with the infusion discovery, he can lace the extract with one of his bombs as long as the extract has a duration greater than instantaneous. If he chooses, the alchemist can reduce the duration of the extract to 1 round. As soon as the extract’s duration expires, it detonates, dealing 150% of the alchemist’s bomb damage to the drinker. This effect does not produce a splash radius. Producing a tainted extract consumes both an infusion slot and a daily bomb use.  
Tanglefoot Bomb (Su)
Benefit: A creature that takes a direct hit from a tanglefoot bomb must save against the bomb’s DC or be entangled and glued to the floor as if it had failed its save against a tanglefoot bag. Creatures in the splash area that fail their saves are entangled but not glued to the floor; those who make this save are not entangled at all.  
Tentacle (Ex)
Benefit: The alchemist gains a prehensile, arm-length tentacle on his body. The tentacle is fully under his control and cannot be concealed except with magic or bulky clothing. The tentacle does not give the alchemist any extra attacks or actions per round, though he can use it to make a tentacle attack (1d4 damage for a Medium alchemist, 1d3 damage for a Small one) with the grab ability. The tentacle can manipulate or hold items as well as the alchemist’s original arms can (for example, allowing the alchemist to use one hand to wield a weapon, the tentacle to hold a potion, and the third hand to throw a bomb). Unlike an arm, the tentacle has no magic item slots.  
Thorny Bomb (Su)
Benefit: When the alchemist creates a bomb, he can choose to have it deal piercing damage. Thorny bombs count as magic weapons for the purpose of overcoming damage reduction.  
Tumor Familiar (Ex)
Benefit: The alchemist creates a Diminutive or Tiny tumor on his body, usually on his back or stomach. As a standard action, the alchemist can have the tumor detach itself from his body as a separate creature vaguely resembling a kind of animal suitable for a familiar (bat, cat, and so on) and move about as if it were an independent creature. The tumor can reattach itself to the alchemist as a standard action. The tumor has all the abilities of the animal it resembles (for example, a batlike tumor can fly) and familiar abilities based on the alchemist’s caster level (though some familiar abilities may be useless to an alchemist). The tumor acts as the alchemist’s familiar whether attached or separated (providing a skill bonus, the Alertness feat, and so on). When attached to the alchemist, the tumor has fast healing 5. An alchemist’s extracts and mutagens are considered spells for the purposes of familiar abilities like share spells and deliver touch spells. If a tumor familiar is lost or dies, it can be replaced 1 week later through a specialized procedure that costs 200 gp per alchemist level. The ritual takes 8 hours to complete.  
Underwater Demolition (Ex)
Benefit: The alchemist gains the ability to throw bombs underwater (normally, thrown weapons cannot be used underwater), including throwing from the air into the water. If the bomb travels through water, the range increment is reduced to 5 feet.  
Vestigial Arm (Ex)
Benefit: The alchemist gains a new arm (left or right) on his torso. The arm is fully under his control and cannot be concealed except with magic or bulky clothing. The arm does not give the alchemist any extra attacks or actions per round, though the arm can wield a weapon and make attacks as part of the alchemist’s attack routine (using two-weapon fighting). The arm can manipulate or hold items as well as the alchemist’s original arms (for example, allowing the alchemist to use one hand to wield a weapon, another hand to hold a potion, and the third hand to throw a bomb). The arm has its own “hand” and “ring” magic item slots (though the alchemist can still only wear two rings and two hand magic items at a time).
Special: An alchemist may take this discovery up to two times.  
Void Bomb (Su)
Prerequisite: Drow, alchemist 6
Benefit: By combining the spores from strange fungi with slivers from extradimensional voids, some drow alchemists create bombs that cause bursts of gravity capable of crushing those inside. Void bombs deals 1d4 points of bludgeoning damage, plus 1d4 points of bludgeoning damage for every 2 alchemist levels beyond 1st, instead of 1d6. A creature hit by the bomb must succeed at a Reflex save against the bomb’s DC. If it fails, it is knocked prone and can’t get up for 1 round. If it succeeds, all of its movement speeds are reduced to 5 feet for 1 round. Other creatures within 5 feet of the bomb’s target take no damage, but must succeed at a Reflex save against the bomb’s DC or have all their movement speeds reduced to 5 feet for 1 round.  
Volumizer (Su)
Benefit: The alchemist can use an extract slot of any level to create a reactive tablet that purifies water and doubles its volume. This works like purify food and drink for a maximum volume of water equal to 1 gallon for each level the alchemist has × the level of the extract slot the alchemist used to create the tablet. Additionally, if the alchemist has a receptacle of sufficient volume to gather the water, the tablet doubles the volume of pure water. The water volume increases over the course of 1 minute, but the effect stops before it can create significant water pressure on a container that’s not large enough to hold the entire volume. An unused tablet remains usable until the next time the alchemist recovers extract slots.  
Wings (Ex)
Prerequisite: Alchemist 6
Benefit: The alchemist gains bat-like, bird-like, or insect-like functional wings, allowing him to fly as the fly spell for a number of minutes per day equal to his caster level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments.
Special: An alchemist can select this discovery multiple times; each time he does so, he adds his caster level to the number of minutes per day that he can fly with the wings. This flight is an extraordinary ability.  

Grand Discoveries

Awakened Intellect
Prerequisite: Grand discovery
Benefit: The alchemist’s constant exposure to strange chemicals has expanded his mind. His Intelligence score permanently increases by 2 points.  
Change Alignment, Greater (Su)
Prerequisite: Alchemist 20, change alignment discovery, infusion discovery
Benefit: The effects of the alchemist’s change alignment infusion become permanent and can only be reversed by a wish or miracle. A permanent, forced change of alignment may be devastating, and some believe it is little better than zealous slavery or mind control. Others consider a good alignment brought about by any means but purity of heart an affront to freedom. This discovery remains controversial at best.  
Eternal Youth
Prerequisite: Grand discovery
Benefit: The alchemist has discovered a cure for aging, and from this point forward he takes no penalty to his physical ability scores from advanced age. If the alchemist is already taking such penalties, they are removed at this time.  
Fast Healing
Prerequisite: Grand discovery
Benefit: The alchemist’s flesh responds to damage with shocking speed—he gains fast healing 5.  
Philosopher’s Stone
Prerequisite: Grand discovery
Benefit: The alchemist learns how to create a philosopher’s stone, and can do so once per month at no cost. Creating a philosopher’s stone takes 1 day of work.  
Poison Touch
Prerequisite: Grand discovery
Benefit: The alchemist gains a poisonous touch, as if under the effects of a poison spell. He can suppress or activate this ability as a free action. The physical appearance of how the alchemist generates and delivers his poisonous touch varies from alchemist to alchemist.
 
True Mutagen
Prerequisite: Grand discovery, grand mutagen discovery
Benefit: The alchemist’s mutagen now grants a +8 natural armor bonus and a +8 alchemical bonus to Strength, Dexterity, and Constitution. The alchemist takes a –2 penalty to his Intelligence, Wisdom, and Charisma as long as the mutagen persists.  

Section 15: Copyright Notice

Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn.
Pathfinder Roleplaying Game: Ultimate Magic. Copyright 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
Pathfinder Roleplaying Game Ultimate Combat. Copyright 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
Pathfinder Roleplaying Game Advanced Race Guide. Copyright 2012, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Jim Groves, Tim Hitchcock, Hal MacLean, Jason Nelson, Stephen Radney-MacFarland, Owen K.C. Stephens, Todd Stewart, and Russ Taylor.
Pathfinder Player Companion: Dungeoneer’s Handbook. Copyright 2013, Paizo Publishing, LLC; Authors: Amanda Hamon, Gareth Hanrahan, David Ross, and Jerome Virnich.
Pathfinder Player Companion: People of the Sands . Copyright 2013, Paizo Publishing, LLC; Authors: Shaun Hocking, Rob McCreary, and Jason Nelson.
Pathfinder Player Companion: Champions of Purity. Copyright 2013, Paizo Publishing, LLC; Authors: Jessica Blomstrom, Adam Daigle, Shaun Hocking, Daniel Marthaler, Tork Shaw, and Christina Stiles.
Pathfinder Player Companion: Champions of Purity . Copyright 2013, Paizo Publishing, LLC; Authors: Jessica Blomstrom, Adam Daigle, Shaun Hocking, Daniel Marthaler, Tork Shaw, and Christina Stiles.
Pathfinder Player Companion: Magical Marketplace. Copyright 2013, Paizo Publishing, LLC; Authors: John Ling, Ron Lundeen, Patrick Renie, David Schwartz, and Jerome Virnich.
Pathfinder Player Companion: Blood of the Moon. Copyright 2013, Paizo Publishing, LLC; Authors: Tim Akers, Neal Litherland, David N. Ross, and Tork Shaw.
Pathfinder Player Companion: Champions of Balance. Copyright 2014, Paizo Publishing, LLC; Authors: Matt Goodall, Ron Lundeen, Philip Minchin, Patrick Renie, Jason Ridler, and David Schwartz.
Pathfinder Roleplaying Game Monster Codex. Copyright 2014, Paizo Inc.; Authors: Dennis Baker, Jesse Benner, Logan Bonner, Jason Bulmahn, Ross Byers, John Compton, Robert N. Emerson, Jonathan H. Keith, Dale C. McCoy, Jr., Mark Moreland, Tom Phillips, Stephen Radney-MacFarland, Sean K Reynolds, Thomas M. Reid, Patrick Renie, Mark Seifter, Tork Shaw, Neil Spicer, Owen K.C. Stephens, and Russ Taylor.
Pathfinder Player Companion: Undead Slayer’s Handbook . Copyright 2014, Paizo Publishing, LLC; Authors: Dennis Baker, Jay Loomis, Alex Putnam, Adam Roy, Tork Shaw, and Larry Wilhelm.
Pathfinder Roleplaying Game: Advanced Class Guide. Copyright 2014, Paizo Inc.; Authors: Dennis Baker, Ross Byers, Jesse Benner, Savannah Broadway, Jason Bulmahn, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan H. Keith, Will McCardell, Dale C. McCoy, Jr., Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Sean K Reynolds, Tork Shaw, Owen K.C. Stephens, and Russ Taylor.
Pathfinder Player Companion: Undead Slayer’s Handbook. Copyright 2014, Paizo Publishing, LLC; Authors: Dennis Baker, Jay Loomis, Alex Putnam, Adam Roy, Tork Shaw, and Larry Wilhelm.
Pathfinder Player Companion: Champions of Corruption. Copyright 2014, Paizo Inc.; Authors: Paris Crenshaw, Jim Groves, Sean McGowen, and Philip Minchin.
Pathfinder Campaign Setting: Inner Sea Monster Codex. Copyright 2015, Paizo Inc.; Authors: John Compton, Paris Crenshaw, Mike Myler, Tork Shaw, and Larry Wilhelm.
Pathfinder Player Companion: Agents of Evil. Copyright 2015, Paizo Inc.; Author: Thurston Hillman.
Pathfinder Roleplaying Game Occult Adventures. Copyright 2015, Paizo Inc.; Authors: John Bennett, Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, John Compton, Adam Daigle, Jim Groves, Thurston Hillman, Eric Hindley, Brandon Hodge, Ben McFarland, Erik Mona, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Alex Riggs, Robert Schwalb, Mark Seifter, Russ Taylor, and Steve Townshend.
Pathfinder Player Companion: Cohorts and Companions. Copyright 2015, Paizo Inc.; Authors: Brian Duckwitz, Philip Minchin, and Jason Nelson.
Pathfinder Player Companion: Healer’s Handbook. Copyright 2016, Paizo Inc.; Authors: Alexander Augunas, David N. Ross, and Stephen Rowe.
Pathfinder Player Companion: Spymaster’s Handbook. Copyright 2016, Paizo Inc.; Authors: Alexander Augunas, David N. Ross, and Owen K.C. Stephens.
Pathfinder Player Companion: Monster Hunter’s Handbook. Copyright 2017, Paizo Inc.; Authors: Eric Hindley, Mikko Kallio, Luis Loza, and Christopher Wasko.
Pathfinder Roleplaying Game Ultimate Wilderness. Copyright 2017, Paizo Inc.; Authors: Alexander Augunas, John Bennett, Robert Brookes, John Compton, Dan Dillon, Steven T. Helt, Thurston Hillman, Eric Hindley, Mikko Kallio, Jason Keeley, Isabelle Lee, Jason Nelson, Stephen Radney-MacFarland, Alex Riggs, David N. Ross, David Schwartz, Mark Seifter, Jeffery Swank, and Linda Zayas-Palmer.
Pathfinder Player Companion: Heroes of Golarion. Copyright 2019, Paizo Publishing, LLC.

Remove these ads. Join the Worldbuilders Guild

Comments

Please Login in order to comment!