Mythic Alchemist Options

Mythic alchemists bend the rules of reality, and sometimes of common sense.

Mythic Alchemy

As a standard action, the alchemist can expend one use of mythic power to create any one extract without expending any of his daily allotment of extracts. The extract must be on the alchemist class formula list, must be of a level that he can create, and must have a casting time of “1 standard action” (or less). The alchemist doesn’t need to have the formula prepared, nor does it need to be on his list of formulas known. When creating an extract in this way, the alchemist treats his caster level as 2 levels higher for the purpose of any effect dependent on level. The alchemist may can apply any metamagic feats he knows to this extract, but its total adjusted level cannot be greater than that of the highest-level extract he can create.

Mythic Bomb

As a standard action, the alchemist can expend one use of mythic power to create any one bomb without expending any of his daily allotment of bombs. He doesn’t need to have the discoveries used to create the bomb, but they must be discoveries he meets all the prerequisites for. When creating a bomb in this way, he treats his alchemist level as 2 levels higher for the purpose of any effect dependent on level. The alchemist still cannot apply more than one discovery listed with an asterisk* to this bomb.

Mythic Brew Potion

Once per day the alchemist can expend one use of mythic power and one use per day of bombs to create a magic potion as a standard action. The alchemist must spend the normal gp cost of material for this potion, and still must make a successful Craft (alchemy) check as normal for potion creation.

Mythic Mutagen

Each time the alchemist uses a mutagen, he gains a special surging power he can call on once during the duration of that mutagen. The surging power may be used one of three ways, determined when he uses it.

Surging Attack (Melee) (Ex)

As a swift action, the alchemist may make a melee attack at his highest attack bonus. This is in addition to any other attacks he makes this round. When making a sudden attack, he rolls twice and takes the better result, adding his tier to the attack roll. Damage from this attack bypasses all damage reduction.

Surging Attack (Ranged) (Ex)

As a swift action, the alchemist may make a ranged attack at his highest attack bonus. This is in addition to any other attacks he makes this round. When making this attack, he ignores the target’s cover and any concealment other than total cover, and adds his mythic tier to the attack roll. Damage from this attack bypasses all damage reduction.

Surging Charge (Ex)

As a swift action, the alchemist may move up to his speed. At any point during this movement, he may make a single melee or ranged attack at his highest attack bonus, adding his tier to the attack roll. This is in addition to any other attacks he makes this round. Damage from this attack bypasses all damage reduction.

Mythic Throw Anything

The alchemist increases the range increment of his bombs, and anything else he throws, by 5 feet per mythic tier. The alchemist may throw objects ten range increments (rather than the normal 5).

Mythic Discoveries

To take a mythic discovery, an alchemist must have the non-mythic version of the discovery. No mythic discovery may be taken more than once. All discoveries that apply to mutagens also apply to cognatogensUM.

Mythic Acid Bomb

The alchemist can cause any bomb he throws to inflict acid damage (rather than its normal damage type), or have its damage deal two different damage types (each dealing half the bomb’s total damage), and make one of them acid. When the alchemist throws a bomb or alchemical weapon that deals acid damage (and no other damage type), he adds his mythic tier to the damage dealt (both on a direct hit and to splash damage). If it deals only half acid damage (and half a different damage type), he adds half his mythic tier.

Mythic Combine Extracts

The alchemist can add a third extract to his combined extract. The third extract must have a level no greater than half the level of the lowest-level other extract.

Mythic Concentrate Poison

The alchemist’s concentrated poisons do not go bad after an hour, and instead last until used.

Mythic Concussive Bomb

The alchemist can cause any bomb he throws to inflict sonic damage (rather than its normal damage type), or have its damage deal two different damage types (each dealing half the bomb’s total damage), and make one of them sonic. This does not reduce the damage die of the bomb.

Mythic Delayed Bomb

The alchemist’s delayed bombs can be delayed up to 24 hours, and he may have a number of delayed bombs at one time equal to 1 + his mythic tier.

Mythic Dilution

Through the power of the alchemical “law of similars,” the alchemist actually makes poisons stronger when he dilutes them. The alchemist may increase the save DC of a diluted poison by 1, or add +1 to one type of damage it inflicts. The same choice must be made for both doses that result from a diluted poison.

Mythic Dispelling Bomb

The alchemist may select a number of creatures in the dispelling bomb’s splash area to also be subject to a targeted dispel. This number is equal to the alchemist’s mythic tier.

Mythic Elixir of Life

The alchemist may use his elixir of life on other living creatures, which affects them the same way it does when he drinks it himself. Additionally, the alchemist adds his mythic tier to the number of days an imbibed elixir of life remains active in a living creature.

Mythic Enhance Potion

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.

Mythic Eternal Potion

The alchemist may have a number of permanent effects at one time equal to 1+1/2 his mythic tier (minimum of two total effects).

Mythic Explosive Bomb*

The alchemist’s bombs may have a splash radius of up to 10 feet plus 5 feet per 3 mythic tiers (rounding all fractions up) rather than 5 feet. The alchemist may choose the radius each time he throws a bomb.

Mythic Extend Potion

The alchemist’s extend potion now applies to extracts.

Mythic Fast Bombs

The alchemist may now throw a bomb as an attack of opportunity (though this provokes an attack of opportunity unless he was some way to make ranged attacks without doing so). The creature that provokes the attack of opportunity is the target of the bomb, which follows normal splash damage rules.

Mythic Feral Mutagen

The alchemist is treated as being one size category larger when determining the damage of his natural attacks from feral mutagen. At mythic tier 6 or higher, he is treated as being two size categories larger.

Mythic Force Bomb*

The alchemist’s force bombs deal 1d6+1 damage per die, rather than 1d4.

Mythic Frost Bomb*

The alchemist can cause any bomb he throws to inflict cold damage (rather than its normal damage type), or have its damage deal two different damage types (each dealing half the bomb’s total damage), and make one of them cold. When the alchemist throws a bomb or alchemical weapon that deals cold damage (and no other damage type) he adds his mythic tier to the damage dealt (both on a direct hit and to splash damage). If it deals only half cold damage (and half a different damage type), he adds half his mythic tier.

Mythic Grand Mutagen

The alchemist no longer takes a –2 penalty to his Intelligence, Wisdom, and Charisma as long as the mutagen persists.

Mythic Greater Mutagen

The alchemist’s mutagen now grants a +6 alchemical bonus to two physical ability scores (Strength, Dexterity, or Constitution).

Mythic Infuse Mutagen

The alchemist may create a number of persistent mutagens without paying a gp cost or taking Intelligence damage, to a maximum number at one time equal to 1 + his mythic tier (minimum 2).

Mythic Inferno Bomb

The alchemist can now combine inferno bomb with other discoveries that have an asterisk*.

Mythic Infusion

The alchemist may create a number of persistent extracts equal to half his mythic tier (minimum 1) that do not continue to occupy one of the alchemist’s daily extract slots.

Mythic Madness Bomb

Targets that take a direct hit from a madness bomb must make a Will save (DC 10 +1/2 alchemist level + alchemist Int bonus) or be confused for as long as they have wisdom damage from the bomb.

Mythic Poison Bomb*

The effects of the smoke created by an alchemist’s bomb add half the alchemists’ mythic tier (minimum +1) to the hit die range of each effect. Thus a poison bomb from a tier 4 alchemist adds 2 HD to each effect range, automatically killing any living creature with 5 or fewer HD with no save (rather than 3 HD or less). A living creature with 6 to 8 HD is slain unless it succeeds on a Fortitude save (in which case it takes 1d4 points of Constitution damage on your turn each round while in the cloud). A living creature with more than 8 HD takes 1d4 points of Constitution damage on the alchemist’s turn each round while in the cloud (a successful Fortitude save halves this damage).

Mythic Precise Bombs

The alchemist may exclude any number of targets from the splash damage from his bombs, even if his attack misses.

Mythic Shock Bomb*

The alchemist can cause any bomb he throws to inflict electricity damage (rather than its normal damage type), or have its damage deal two different damage types (each dealing half the bomb’s total damage), and make one of them electricity. When the alchemist throws a bomb or alchemical weapon that deals electricity damage (and no other damage type) he adds his mythic tier to the damage dealt (both on a direct hit and to splash damage). If it deals only half electricity damage (and half a different damage type), he adds half his mythic tier.

Mythic Smoke Bomb*

The alchemist’s smoke bombs can now act as solid fog.

Mythic Sticky Bomb

The alchemist adds half his mythic tier (minimum +1) to the number of rounds his sticky bomb’s effects continue to damage creatures.

Mythic Sticky Poison

The alchemist adds half his mythic tier (minimum +1) to the number of strikes a weapon he poisons remains poisoned.

Mythic Stink Bomb*

The target of a direct hit from the alchemist’s stink bomb is affected by nauseating trail (Pathfinder RPG Advanced Class Guide) at the alchemist’s caster level. He is still subject to the stinking bomb’s nauseating effect.

Mythic Poison Resistance (Ex)

The alchemist is completely immune to poison. At 10th level, he can also confer immunity to any one creature that he applies an elixir to. This creature remains immune until the alchemist grants immunity to a new creature.

Mythic Poison Use (Ex)

The save DC of any poison the alchemist applies to a weapon is increased by 1.

Mythic Swift Alchemy (Ex)

The alchemist can create alchemical items in 10% of the normal time.

Mythic Swift Poisoning (Ex)

Anytime the alchemist makes an attack with a weapon he could poison (including attacks of opportunity), he may poison that weapon as a free action.

Mythic Persistent Mutagen (Su)

The alchemist’s mutagens last an additional number of hours equal to his mythic tier.

Mythic Instant Alchemy (Ex)

The alchemist can create alchemical items as a move action if he succeeds at the Craft (alchemy) check and has the appropriate resources at hand to fund the creation.

Mythic Grand Discovery (Su)

The alchemist can select an additional grand discovery.

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