Path of Alchemy
Tier 1 Core Alchemist
Key Attribute: Logic
Skills: X, X, X
Description: You gain access to the first tier of Alchemy feats.
Starting Gear: If this is your first Core Feat, you begin play with alchemist's tools and a formula book. The formula book contains the formula for one common 1st-level alchemical item of your choice.
Benefit: You can (use the Craft activity to) create alchemical items.
You infuse reagents with your own alchemical essence, allowing you to create alchemical items at no cost. Each day during your daily preparations, you gain a number of batches of infused reagents equal to 0 + LOG. You can use these reagents for several feats, described below and in other paths. Together, these infused reagents have light Bulk.
As soon as you make your next daily preparations, your infused reagents from the previous day's preparations are instantly destroyed, and nonpermanent effects of your previous day's infused items immediately end. While infused reagents are physical objects, they can't be duplicated, preserved, or created in any way other than your daily preparations.
Finally, select a focus from below. The focus does not preclude you from taking any alchemy feats.
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APOTHIC
Description: You concentrate on healing others with alchemy.
Benefit: You start with the formulas for two common 1st-level alchemical elixirs with the healing trait (like lesser antidote, lesser antiplague, or minor elixir of life), in addition to your other formulas.
You can use your proficiency rank in Crafting for anything that requires a proficiency rank in Medicine (such as prerequisites), and use your Crafting modifier in place of your Medicine modifier for all Medicine checks.
Gain 1 additional batch of infused reagents each day. This batch may only be used to make alchemical items with the elixir trait.
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BOMBER
Description: You specialize in explosions and other violent alchemical reactions.
Benefit: You start with the formulas for two common 1st-level alchemical bombs, in addition to your other formulas.When throwing an alchemical bomb with the splash trait, you can deal splash damage to only your primary target instead of the usual splash area.
Gain 1 additional batch of infused reagents each day. This batch may only be used to make alchemical items with the bomb trait.
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MUTAGENIST
Description: You focus on bizarre mutagenic transformations that sacrifice one aspect of a creature's physical or psychological being in order to strengthen another.
Benefit: You start with the formulas for two common 1st-level alchemical mutagens in your formula book, in addition to your other formulas.
Gain 1 additional batch of infused reagents each day. This batch may only be used to make alchemical items with the mutagen trait.
You also gain the following ability:
Usage once per day; free action
Effect You experience a brief resurgence of a mutagen. Choose one mutagen you’ve consumed since your last daily preparations. You gain the effects of that mutagen for 1 minute.
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TOXICOLOGIST
Description: You specialize in toxins and venoms of all types.
Benefit: You start with the formulas for two common 1st-level alchemical poisons in your formula book, in addition to your other formulas. You can apply an injury poison you're holding to a weapon you're wielding as a single action, rather than as a 2-action activity, and you can change the DCs of your infused poisons to your class DC if it's higher.
Gain 1 additional batch of infused reagents each day. This batch may only be used to make alchemical items with the ?? trait.
Table: Arcanist Tier 1
Name | Tags | Description | Details |
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Alchemical Savant | Alchemist | You can identify alchemical items quickly. | Benefit: When using the Alchemy skill to Identify Alchemy on an alchemical item you hold, you can do so as a single action, which has the concentrate and manipulate traits, instead of spending 10 minutes. If you have the formula for the item you are attempting to identify, you gain a +2 circumstance bonus to your check, and if you roll a critical failure, you get a failure instead. |
Apothic's Reprieve | Alchemist, Apothic, Initiative | You or an ally are more attuned to elixirs with the healing trait. | Requirement: Skilled in Medicine Benefit: You or an ally gains the Apothic's Reprieve Initiative Card. Special: This ability may be taken multiple times, granting the card to a different player each time. If a character with this boon leaves the game you are refunded the cost of the ability. |
Chemical Purification | Alchemist, Bomber, Uncommon | You developed a method to chemically purify and consecrate your bombs on the fly. | Benefit: You include this additive mixture when crafting your alchemist's fire or ghost charge. The created bomb deals 1d4 persistent light damage in addition to whatever damage it would normally cause. As usual for light damage, this damage harms only undead and creatures with negative healing. |
Demolition Charge | Alchemist, Demolition | You can rig your bombs to inanimate objects in order to cause destruction to the surrounding area. | Benefit: As an activity that takes 1 minute, you attach between one and four bombs to an inanimate object within your reach, such as a chest, door, wall, or column. This creates a hazard in one square occupied by or adjacent to the inanimate object, and the hazard's Stealth DC to detect it and Thievery DC to disable it are equal to your Path DC. The hazard has the following reaction, which you can also trigger as a single action so long as you are within 30 feet of the hazard. The hazard retains its potency until it's triggered, until the inanimate object moves from its space, or until you make your next daily preparations, whichever comes first. Activate [reaction] Fire in the HoleTrigger A creature moves into the hazard's space; Effect The hazard explodes, dealing the bombs' damage and splash damage to the inanimate object. Combine this damage for the purpose of resistances and weaknesses, and this damage ignores an amount of the object's Hardness equal to 1/2 your level (rounded down). Any creatures adjacent to the hazard take the bombs' splash damage, similarly combined for the purpose of resistances and weaknesses. As a reminder, since you didn't throw the bombs, Calculated Splash and similar effects don't apply. |
Efficient Alchemy | Alchemist | Thanks to the time you’ve spent studying and experimenting, you know how to scale your formulas into larger batches that don’t require any additional attention. | Benefit: When spending downtime to Craft alchemical items, you can produce twice as many alchemical items in a single batch without spending additional preparatory time. For instance, if you are creating elixirs of life, you can craft up to eight elixirs in a single batch using downtime, rather than four. This does not reduce the amount of alchemical reagents required or other ingredients needed to craft each item, nor does it increase your rate of progress for days past the base downtime spent. This also does not change the number of items you can create in a batch using advanced alchemy. |
Enduring Alchemy | Alchemist | You’ve learned how to make your personal energy last just a little bit longer when quickly brewing ad hoc concoctions. | Benefit: When using Quick Alchemy to create an alchemical tool or elixir, that tool or elixir remains potent until the end of your next turn, instead of losing its potency at the start of your next turn. |
Far Lobber | Alchemist, Bomber | You’ve learned how to throw a longer distance. | Benefit: When you throw an alchemical bomb, it has a range increment of 30 feet instead of the usual 20 feet. Additionally, you may gain the formula for a common 3rd-level alchemical bomb or lower, in addition to your other formulas. Leads To...: Uncanny Bombs |
Field Bomber | Bomber, Warrior | You throw bombs into the fray with additional precision. | Benefit: Gain a +1 to attack rolls when throwing bombs. |
Healing Bomb | Alchemist | By adding a special catalyst, you transform a healing elixir into a topical projectile. | Benefit: You grant the elixir the bomb trait. If you throw an elixir of life bomb at a willing target, you hit even on a failure, though not on a critical failure. If your Strike with this elixir bomb hits a living target, the target regains Hit Points as if it had consumed the elixir. On a critical success, the target also gains the elixir's item bonus to saving throws against diseases and poisons for 1 minute. NOTE: You craft an elixir of life using Quick Alchemy, and that elixir is at least 2 levels lower than your advanced alchemy level. 1x/rd |
Inspired Toss | Bomber, Initiative | Sometimes you get a burst of inspiration when tossing a bomb. | Benefit: Gain the Inspired Toss Initiative Card. |
Inured to Alchemy | Alchemist, Toxicologist, Berserker, Warrior, Uncommon | You've developed control over how your body processes alchemical poisons and drugs. | Requirement: Skilled in Alchemy Benefit: You've developed control over how your body processes alchemical poisons and drugs. Each of your successful saving throws against an alchemical poison, a drug, or an addiction reduces the stage by 2, or by 1 for a virulent alchemical poison, drug, or addiction. Each critical success reduces the stage by 3, or by 2 for a virulent alchemical poison, drug, or addiction. |
Novice Bomber | Alchemist, Bomber | You specialize in explosions and other violent alchemical reactions. | Benefit: You add the formulas for two common 1st-level alchemical bombs, in addition to your other formulas. When throwing an alchemical bomb with the splash trait, you can deal splash damage to only your primary target instead of the usual splash area. |
Novice Apothic | Alchemist, Apothic | You concentrate on healing others with alchemy. | Benefit: You add the formulas for two common 1st-level alchemical elixirs with the healing trait (like lesser antidote, lesser antiplague, or minor elixir of life),in addition to your other formulas. You can use your proficiency rank in Crafting for anything that requires a proficiency rank in Medicine (such as prerequisites),and use your Crafting modifier in place of your Medicine modifier for all Medicine checks. |
Novice Mutagenist | Alchemist, Mutagenist | You focus on bizarre mutagenic transformations that sacrifice one aspect of a creature's physical or psychological being in order to strengthen another. | Benefit: You add the formulas for two common 1st-level alchemical mutagens in your formula book, in addition to your other formulas. You also gain Mutagenic Flashback as a free action. |
Novice Toxicologist | Alchemist, Toxicologist | You specialize in toxins and venoms. | Benefit: You add the formulas for two common 1st-level alchemical poisons in your formula book, in addition to your other formulas. You can apply an injury poison you're holding to a weapon you're wielding as a single action, rather than as a 2-action activity, and you can change the DCs of your infused poisons to your class DC if it's higher. |
Quick Alchemy | Alchemist, Manipulate | You swiftly mix up a short-lived alchemical item to use at a moment's notice. | Cost: 1 batch of infused reagents Requirement: You have the formula for the alchemical item you're creating, and you're either holding or wearing alchemist's tools. Benefit: You create a single alchemical consumable item of your advanced alchemy level or lower that's in your formula book without having to spend the normal monetary cost in alchemical reagents or needing to attempt a Crafting check. This item has the infused trait, but it remains potent only until the start of your next turn. |
Quick Bomber | Alchemist, Bomber | You keep your bombs in easy-to-reach pouches from which you draw without thinking. | Benefit: You Interact to draw a bomb, then Strike with it. Additionally, you may gain the formula for a common 3rd-level alchemical bomb or lower, in addition to your other formulas. |
Poison Resistance, Lesser | Assassin, Beast Lord, Toxicologist | Your body has become fortified against toxins. | Benefit: You gain poison resistance equal to the number of Core Feats you possess, and you gain a +1 status bonus to saving throws against poisons. |
Revivifying Mutagen | Alchemist, Mutagenist | While under the effect of a mutagen, you can metabolize that mutagen’s power to heal yourself. | Benefit: This uses a single action, which has the concentrate and manipulate traits. Once the action is complete, you regain 1d6 Hit Points for every 2 item levels of the mutagen (minimum 1d6),but the mutagen’s duration immediately ends, even if you are under the effect of Persistent Mutagen. |
Smoke Bomb | Alchemist, Bomber | You cause the bomb to create a cloud of thick smoke, in addition to its normal effects. | Benefit: You cause the bomb to create a cloud of thick smoke, in addition to its normal effects. When thrown, the bomb creates a cloud of smoke in a 10-foot-radius burst. You choose which corner of the target’s space (or the space in which the bomb lands) the cloud is centered on. Creatures within that area have the concealed condition, and all other creatures are concealed to them. The smoke lasts for 1 minute or until dissipated by a strong wind. |
Subtle Delivery | Alchemist, Toxicologist | You can capably deliver toxins with a blowgun. | Benefit: Your blowgun Strikes can apply injury poisons even if they deal no damage due to a creature's resistance. If you critically succeed at an attack roll using a blowgun loaded with a dart you've poisoned and the target rolls a failure on the poison's initial save, the target critically fails instead. |
Tenacious Toxins | Arcane, Toxicologist | Your victims tend to expire long before your poisons, since the latter have been specifically formulated to last longer. | Benefit: Your victims tend to expire long before your poisons, since the latter have been specifically formulated to last longer. The maximum duration of any poison you create increases by an amount equal to the poison's stage 1 interval, to a maximum of twice the poison's maximum duration. |