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.

Companion Chemistry (Su) [BTH]

The alchemist gains the ability to create micromutagens, unique mutagen mixtures specially brewed to enhance his subordinate’s abilities. The alchemist can prepare a number of micromutagens equal to 1 + his Intelligence modifier. Each micromutagen’s effects are individually determined when created and may only be consumed by one of the alchemist’s subordinates. The alchemist can prepare micromutagens by themselves or as part of brewing a mutagen normally.

Micromutagens function similarly to a normal mutagen, with their individual effects determined upon creation. Abilities and effects which would modify an mutagen’s effects do not affect a micromutagen, but effects which would extend a mutagen’s duration function normally, such as the infuse mutagen discovery or persistent mutagen class feature. Only the alchemist’s subordinates can gain benefits from a micromutagen. All limitations of mutagens apply to micromutagens–an alchemist can only maintain one “batch” of micromutagens at a time, a micromutagen that is not in the alchemist or his companion’s possession becomes inert, a creature other than the alchemist’s subordinates drinking a micromutagen gain no benefits (but are not nauseated), etc.

When creating a micromutagen, the alchemist can choose one option from the following list, plus an additional option for every 4 alchemist levels he possesses. Each option may be chosen more than once unless otherwise stated:

  • The subordinate gains a +2 alchemical bonus to one ability score. This option’s effects may be chosen multiple times to affect different ability scores. For every 8 alchemist levels he possesses, this option’s benefits may be applied to the same ability score an additional time (+4 chosen twice, +6 chosen three times).
  • The subordinate gains a +1 natural armor bonus which stacks with other sources of natural armor.
  • The subordinate gains a +10 foot bonus to each movement type it possesses. This option may only be chosen once.
  • The subordinate treats its Strength score as +4 higher when determining its carrying capacity.
  • The subordinate gains a +4 alchemical bonus on one skill, chosen when the micromutagen is created. This option’s effects do not stack but may be chosen multiple times to affect different skills.

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.

Immunizing Panacea (requires alchemist 9, Alchemy sphere (Panacea (formulae)), improved panacea) [AoP2]

The alchemist’s understanding of humanoid biology and reactions begin to develop further, allowing him to develop panaceas that prevent an ailment for a time. When created a panacea, the alchemist may increase the DC by 10 to grant the affected creature immunity to the removed condition(s) for a number of rounds equal to his practitioner modifier (minimum 1).

Improved Salve (requires alchemist 6, Alchemy sphere (Salve (formulae))) [AoP2]

The alchemist’s understanding of humanoid biology and alchemical reagents increases, allowing him to increase the potency of his salves. When creating a salve, the alchemist may increase the DC by 5 to increase the die size of the amount healed to d10s instead of d8s.

Improved Panacea (requires alchemist 6, Alchemy sphere (Panacea (formulae))) [AoP2]

The alchemist’s understanding of various reactions the body can have to particular toxins and spells allows him to add reagents that aid against ailments. When creating a panacea, the alchemist can increase the DC by 5 to grant a creature who drinks his panacea to gain a +4 bonus to saving throws made against the negative condition that was removed for 1 minute.

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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