Alchemist Discoveries
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The following are new discoveries that can be selected by characters with the discoveries class feature.

Alchemical Synthesis (requires alchemist 6)

The alchemist may spend a spell point to spontaneously create a bomb. This is a free action. If he has any other class features that require the use of bombs, the expenditure of bombs may be substituted with an equal amount of spell points instead. This does not give him the bombs class feature if he does not possess it.

Blood Potion

The alchemist gains Blood Potion as a bonus feat even if he does not possess the Blood sphere. The alchemist may use his Intelligence score as his casting ability modifier for this feat, if he does not possess a sphere-based archetype already.

Gene-Splicing (requires alchemist 8, mutagen)

When the alchemist prepares his mutagen he may choose one trait from any Alteration sphere talent. He gains that trait while under the effects of his mutagen for the duration of the mutagen. He must pay any spell point costs associated with the trait, and the trait uses his class level as its caster level for the purpose of determining effects. He may choose a different trait whenever he prepares his mutagen.

Hallucinogen (Su)

The alchemist gains the ability to create a hallucinogen, a mutagen-like mixture that heightens one’s perception or sensory ability. It takes 1 hour to brew a dose of hallucinogen, and once brewed, it remains potent until used. The alchemist when brewing the hallucinogen chooses a single alternate divination ability (which he does not need to meet the prerequisites for). The hallucinogen, once ingested, grants the effects of the chosen divine alternate divination ability.

Hallucinogens continue to grant the effects for as long as the alchemist concentrates on the effects (maximum of 10 minutes per alchemist level). It otherwise functions as the chosen alternate divination. All limitations of mutagens apply to hallucinogens as if they were the same substance—an alchemist can only maintain one mutagen or hallucinogen at a time, a hallucinogen that is not in an alchemist’s possession becomes inert, drinking a hallucinogen makes a non-alchemist sick, and so on. The infuse mutagen discovery and the persistent mutagen class ability apply to hallucinogens.

Hedgewitch Secret

The alchemist may gain a hedgewitch secret, having an effective hedgewitch level equal to his alchemist level. The alchemist cannot gain a secret associated with a Path he does not have access to. The alchemist must have spherecasting capability in order to select this discovery. He may select this alchemist discovery multiple times, each time selecting another hedgewitch secret.

Shadow Bomb (requires Dark sphere)

The alchemist can create bombs that contain darkness effects from the Dark sphere. When the bomb is used, the darkness effect appears using the impact point of the bomb as the center of the darkness effect. Once used, the darkness lasts 1d4 rounds before disappearing, +2 if he possesses the Lingering Darkness talent. He may not spend a spell point to make it last longer without concentration.

Shaped Charge (requires alchemist 6, spell bomb discovery)

The alchemist chooses a (blast shape) basic talent from the Destruction sphere. When he uses a spell bomb, he may apply this blast shape to his spell bomb, using his class level as his caster level. He must pay any spell point costs involved. He may acquire this discovery multiple times. Each time, he chooses a different Destruction sphere (blast shape) talent.

Spell Bomb (requires alchemist 4)

As a full-round action, the alchemist may throw a more powerful bomb that does a number of dice of damage equal to his class level. He may spend a spell point to reduce this to a standard action.

Zoological Study (requires alchemist 4, Alteration sphere)

Once per day as a free action, the alchemist may choose an Alteration talent he does not possess. He gains that talent and keep it until he rests and regains spell points.


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