Found 1515 matches

Greater Field Discovery
Level 13

You learn an incredible discovery that advances your understanding of your field.

Bomber: You can increase the splash on your bombs to damage creatures within 10 feet, or 15 feet if you have Expanded Splash.

Chirurgeon: When you use Quick Alchemy to create any type of elixir of life, the creature drinking the elixir gains the maximum Hit Points possible for that elixir, instead of rolling to determine the number of Hit Points regained.

Mutagenist: If you imbibe another mutagen while you are under the effects of a mutagen that you created, you can gain the benefits and the drawbacks of both mutagens at once, despite the fact that they both have the polymorph trait and would not normally function together. If you come under the effects of any further mutagens while benefiting from two mutagens, you lose the benefit of one of the former mutagens of your choice, while retaining the drawbacks of all the mutagens. If you are under the effects of two mutagens and you come under the effect of a non-mutagen polymorph effect, you lose the benefits of the mutagens while retaining the drawbacks of both.

Light Armor Expertise
Level 13

You’ve learned how to dodge while wearing light or no armor. Your proficiency ranks for light armor and unarmored defense increase to expert.

Perpetual Perfection
Level 17

You have perfected your perpetual infusions, allowing you to use Quick Alchemy to create even more powerful items at no cost. The items you can select depend on your research field and must be in your formula book.

Bomber: The greater versions of the bombs you chose for perpetual infusions.

Chirurgeon: Greater antidote and antiplague.

*Mutagenist: The greater versions of the mutagens you chose for perpetual infusions.

Light Armor Mastry
Level 19

Your skill with light armor improves, increasing your ability to dodge blows. Your proficiency ranks for light armor and unarmored defense increase to master.

Alchemical Familiar
Level 1 Alchemist

You have used alchemy to create life, a simple creature formed from alchemical materials, reagents, and a bit of your own blood. This alchemical familiar appears to be a small creature of flesh and blood, though it might have some unusual or distinguishing aspects depending on your creative process. Like other familiars, your alchemical familiar assists you in your laboratory and on adventures. The familiar uses your Intelligence modifier to determine its Perception, Acrobatics, and Stealth modifiers (see Familiars for more information).

Alchemical Savant
Level 1 Alchemist

Prerequisites: trained in Crafting

You can identify alchemical items quickly. When using the Crafting 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.

Far Lobber
Level 1 Alchemist

You’ve learned how to throw a longer distance. When you throw an alchemical bomb, it has a range increment of 30 feet instead of the usual 20 feet.

Quick Bomber
Level 1 Alchemist

You keep your bombs in easy-to-reach pouches from which you draw without thinking. You Interact to draw a bomb, then Strike with it.

Poison Resistance
Level 2 Alchemist

Repeated exposure to toxic reagents has fortified your body against poisons of all kinds. You gain poison resistance equal to half your level, and you gain a +1 status bonus to saving throws against poisons.

Smoke Bomb
Level 2 Alchemist Additive 1

Trigger: You use Quick Alchemy to craft an alchemical bomb with a level at least 1 lower than your advanced alchemy level.

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.