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Last updated on 3/21/2015 20022014 Paizo Inc. .

See Open Game License


Source Material
Pathfinder Campaign Setting: Inner Sea Magic
Pathfinder Campaign Setting: Pathfinder Society Guide
Pathfinder Player Companion: Blood of the Moon
Pathfinder Player Companion: Champions of Balance
Pathfinder Player Companion: Champions of Corruption
Pathfinder Player Companion: Champions of Purity
Pathfinder Player Companion: Dungeoneers Handbook
Pathfinder Player Companion: Familiar Folio
Pathfinder Player Companion: Undead Slayer's Handbook
Pathfinder Roleplaying Game: Advance Race Guide
Pathfinder Roleplaying Game: Advanced Class Guide
Pathfinder Roleplaying Game: Advanced Players Guide
Pathfinder Roleplaying Game: Monster Codex
Pathfinder Roleplaying Game: Ultimate Combat
Pathfinder Roleplaying Game: Ultimate Magic

*Some Features can be found in multiple books, the ones listed here are the most recent publication version* 2|P a g e
Alchemist
poisons and methods for their use. These traits, while
making him a liability and risk for most civilized
Whether secreted away in a smoky basement laboratory or organizations and institutions of higher learning, seem to fit
gleefully experimenting in a well-respected school of magic, quite well with most adventuring groups.
the alchemist is often regarded as being just as unstable, Alignment: Any.
unpredictable, and dangerous as the concoctions he brews. Hit Die: d8.
While some creators of alchemical items content themselves Starting Wealth: 3d6 10 gp
with sedentary lives a s merchants, providing tindertwigs
and smokesticks, the true alchemist answers a deeper Class Skills
calling. Rather than cast magic like a spellcaster, the The alchemists class skills are Appraise (Int), Craft (any)
alchemist captures his own magic potential within liquids (Int), Disable Device (Dex), Fly (Dex), Heal (Wis), Knowledge
and extracts he creates, infusing his chemicals with virulent (arcana) (Int), Knowledge (nature) (Int), Perception (Wis),
power to grant him impressive skill with poisons, explosives, Profession (Wis), Sleight of Hand (Dex), Spellcraft (Int),
and all manner of self-transformative magic. Survival (Wis), Use Magic Device (Cha).
Skill Ranks /lvl: 4 + Int mod.
Role: The alchemists reputation is not softened by his
exuberance (some would say dangerous recklessness) in Class Features
perfecting his magical extracts and potion-like creations, The following are class features of the alchemist.
infusing these substances with magic siphoned from his aura Weapon and Armor Proficiency: Alchemists are proficient
and using his own body as experimental stock. Nor is it with all simple weapons and bombs. They are also proficient
mollified by the alchemists almost gleeful passion for with light armor, but not with shields.
building explosive bombs and discovering strange new
Table: Alchemist
Saves Extracts per Day
Level BAB Fort Ref Will Special 1st 2nd 3rd 4th 5th 6th
1st 0 2 2 0 Alchemy, bomb 1d6, brew potion, mutagen, throw anything 1
2nd 1 3 3 0 Discovery, poison resistance +2, poison use 2
3rd 2 3 3 1 Bomb 2d6, swift alchemy 3
4th 3 4 4 1 Discovery 3 1
5th 3 4 4 1 Bomb 3d6, poison resistance +4 4 2
6th 4 5 5 2 Discovery, swift poisoning 4 3
7th 5 5 5 2 Bomb 4d6 4 3 1
8th 6/1 6 6 2 Discovery, poison resistance +6 4 4 2
9th 6/1 6 6 3 Bomb 5d6 5 4 3
10th 7/2 7 7 3 Discovery, poison immunity 5 4 3 1
11th 8/3 7 7 3 Bomb 6d6 5 4 4 2
12th 9/4 8 8 4 Discovery 5 5 4 3
13th 9/4 8 8 4 Bomb 7d6 5 5 4 3 1
14th 10/5 9 9 4 Discovery, persistent mutagen 5 5 4 4 2
15th 11/6/1 9 9 5 Bomb 8d6 5 5 5 4 3
16th 12/7/2 10 10 5 Discovery 5 5 5 4 3 1
17th 12/7/2 10 10 5 Bomb 9d6 5 5 5 4 4 2
18th 13/8/3 11 11 6 Discovery, instant alchemy 5 5 5 5 4 3
19th 14/9/4 11 11 6 Bomb 10d6 5 5 5 5 5 4
20th 15/10/5 12 12 6 Grand Discovery 5 5 5 5 5 5

*Some Features can be found in multiple books, the ones listed here are the most recent publication version* 3|P a g e
Alchemy (Su) cast by drinking it, as if imbibing a potion the effects of an
Alchemists are not only masters of creating mundane extract exactly duplicate the spell upon which its formula is
alchemical substances such as alchemists fire and based, save that the spell always affects only the drinking
smokesticks, but also of fashioning magical potion like alchemist. The alchemist uses his lvl as the CL to determine
extracts in which they can store spell effects. In effect, an any effect based on CL. Creating extracts consumes raw
alchemist prepares his spells by mixing ingredients into a materials, but the cost of these materials is insignificant
number of extracts, and then casts his spells by drinking the comparable to the valueless material components of most
extract. When an alchemist creates an extract or bomb, he spells. If a spell normally has a costly material component,
infuses the concoction with a tiny fraction of his own magical that component is expended during the consumption of that
power this enables the creation of powerful effects, but also particular extract. Extracts cannot be made from spells that
binds the effects to the creator. When using Craft (alchemy) have focus requirements (alchemist extracts that duplicate
to create an alchemical item, an alchemist gains a divine spells never have a divine focus requirement). An
competence bonus equal to his class lvl on the Craft alchemist can prepare an extract of any formula he knows.
(alchemy) check. In addition, an alchemist can use Craft To learn or use an extract, an alchemist must have an
(alchemy) to identify potions as if using detect magic. He Intelligence score equal to at least 10 + the extracts lvl. The
must hold the potion for 1 rd. to make such a check. An Difficulty Class for a saving throw against an alchemists
alchemist can create 3 special types of magical items extract is 10 + the extract lvl + the alchemists Intelligence
extracts, bombs, and mutagens are transformative elixirs mod. An alchemist may know any number of formulae. He
that the alchemist drinks to enhance his physical abilities stores his formulae in a special tome called a formula book.
both of these are detailed in their own sections below. He must refer to this book whenever he prepares an extract
Extracts are the most varied of the 3. In many ways, they but not when he consumes it. An alchemist begins play with
behave like spells in potion form, and as such their effects 2 1st lvl formulae of his choice, plus a number of additional
can be dispelled by effects like dispel magic using the formulae equal to his Intelligence mod. At each new
alchemists lvl as the CL. Unlike potions, though, extracts can alchemist lvl, he gains 1 new formula of any lvl that he can
have powerful effects and duplicate spells that a potion create. An alchemist can also add formulae to his book just
normally could not. like a wizard adds spells to his spellbook, using the same
costs and time requirements. An alchemist can study a
An alchemist can create only a certain number of extracts of wizards spellbook to learn any formula that is equivalent to
each lvl per day. His base daily allotment of extracts is given a spell the spellbook contains. A wizard, however, cannot
on Table: Alchemist. In addition, he receives bonus extracts learn spells from a formula book. An alchemist does not need
per day if he has a high Intelligence score, in the same way a to decipher arcane writings before copying them.
wizard receives bonus spells per day. When an alchemist
mixes an extract, he infuses the chemicals and reagents in Bomb (Su)
the extract with magic siphoned from his own magical aura. In addition to magical extracts, alchemists are adept at
An extract immediately becomes inert if it leaves the swiftly mixing various volatile chemicals and infusing them
alchemists possession, reactivating as soon as it returns to with their magical reserves to create powerful bombs that
his keeping an alchemist cannot normally pass out his they can hurl at their enemies. An alchemist can use a
extracts for allies to use (but see the infusion discovery number of bombs each day equal to his class lvl + his
below). An extract, once created, remains potent for 1 day Intelligence mod. Bombs are unstable, and if not used in the
before becoming inert, so an alchemist must re-prepare his rd. they are created, they degrade and become inert their
extracts every day. Mixing an extract takes 1 minute of work method of creation prevents large volumes of explosive
most alchemists prepare many extracts at the start of the day material from being created and stored. In order to create a
or just before going on an adventure, but its not uncommon bomb, the alchemist must use a small vial containing an
for an alchemist to keep some (or even all) of his daily ounce of liquid catalyst the alchemist can create this liquid
extract slots open so that he can prepare extracts in the field catalyst from small amounts of chemicals from an alchemy
as needed. lab, and these supplies can be readily refilled in the same
manner as a spellcasters component pouch. Most alchemists
Although the alchemist doesnt actually cast spells, he does create a number of catalyst vials at the start of the day equal
have a formulae list that determines what extracts he can to the total number of bombs they can create in that day
create. An alchemist can utilize spell-trigger items if the spell once created, a catalyst vial remains usable by the alchemist
appears on his formulae list, but not spell-completion items for years.
(unless he uses Use Magic Device to do so). An extract is
*Some Features can be found in multiple books, the ones listed here are the most recent publication version* 4|P a g e
Drawing the components of, creating, and throwing a bomb A non-alchemist who drinks a mutagen must make a
requires a standard action that provokes an attack of Fortitude save (DC 10 + 1/2 the alchemists lvl + the
opportunity. Thrown bombs have a range of 20 feet and use alchemists Intelligence mod) or become nauseated for 1
the Throw Splash Weapon special attack. Bombs are hour a non-alchemist can never gain the benefit of a
considered weapons and can be selected using feats such as mutagen, but an alchemist can gain the effects of another
Point-Blank Shot and Weapon Focus. On a direct hit, an alchemists mutagen if he drinks it. (Although if the other
alchemists bomb inflicts 1d6 points of fire damage + alchemist creates a different mutagen, the effects of the
additional damage equal to the alchemists Intelligence mod. stolen mutagen immediately cease.) The effects of a
The damage of an alchemists bomb increases by 1d6 points mutagen do not stack. Whenever an alchemist drinks a
at every odd-numbered alchemist lvl (this bonus damage is mutagen, the effects of any previous mutagen immediately
not multiplied on a critical hit or by using feats such as Vital end.
Strike). Splash damage from an alchemist bomb is always
equal to the bombs minimum damage (so if the bomb would Throw Anything (Ex)
deal 2d6+4 points of fire damage on a direct hit, its splash All alchemists gain the Throw Anything feat as a bonus feat
damage would be 6 points of fire damage). Those caught in at 1st lvl. An alchemist adds his Intelligence mod to damage
the splash damage can attempt a Reflex save for half damage. done with Throw Splash Weapon, including the splash
The DC of this save is equal to 10 + 1/2 the alchemists lvl + damage if any. This bonus damage is already included in the
the alchemists Intelligence mod. bomb class feature.
Alchemists can learn new types of bombs as discoveries (see
the Discovery ability) as they lvl up. An alchemists bomb, Discovery (Su)
like an extract, becomes inert if used or carried by anyone At 2nd lvl, and then again every 2 lvls thereafter (up to 18th
else. lvl), an alchemist makes an incredible alchemical discovery.
Unless otherwise noted, an alchemist cannot select an
Brew Potion (Ex) individual discovery more than once. Some discoveries can
At 1st lvl, alchemists receive Brew Potion as a bonus feat. An only be made if the alchemist has met certain prerequisites
alchemist can brew potions of any formulae he knows (up to first, such as uncovering other discoveries. Discoveries that
3rd lvl), using his alchemist lvl as his CL. The spell must be 1 modify bombs that are marked with an asterisk (*) do not
that can be made into a potion. The alchemist does not need stack. Only 1 such discovery can be applied to an individual
to meet the prerequisites for this feat. bomb. The DC of any saving throw called for by a discovery is
equal to 10 + 1/2 the alchemists lvl + the alchemists
Mutagen (Su) Intelligence mod.
At 1st lvl, an alchemist discovers how to create a mutagen
that he can imbibe in order to heighten his physical prowess Acid Bomb*
at the cost of his personality. It takes 1 hour to brew a dose When the alchemist creates a bomb, he can choose to have it
of mutagen, and once brewed, it remains potent until used. inflict acid damage. Creatures that take a direct hit from an
An alchemist can only maintain 1 dose of mutagen at a time if acid bomb take an additional 1d6 points of acid damage 1
he brews a second dose, any existing mutagen becomes inert. round later.
As with an extract or bomb, a mutagen that is not in an
alchemists possession becomes inert until an alchemist Alchemical Simulacrum (Su)
picks it up again. (Ultimate Magic Pg.15)
The alchemist gains the ability to create a lesser simulacrum.
When an alchemist brews a mutagen, he selects 1 physical This works like the lesser simulacrum spell, except it costs
ability score either Strength, Dexterity, or Constitution. Its a 100 gp in alchemical materials per Hit Die of the simulacrum,
standard action to drink a mutagen. Upon being imbibed, the requires 24 hours to grow, and decays into inert flesh rather
mutagen causes the alchemist to grow bulkier and more than ice or snow if killed. An alchemist must be at least 8th
bestial, granting him a +2 natural armor bonus and a +4 level before selecting this discovery. The created simulacrum
alchemical bonus to the selected ability score for 10 minutes is a creature, not a supernatural effect.
per alchemist lvl. In addition, while the mutagen is in effect,
the alchemist takes a 2 penalty to 1 of his mental ability Alchemical Zombie (Su)
(Ultimate Magic Pg.15)
scores. If the mutagen enhances his Strength, it applies a
The alchemist gains the ability to animate a relatively
penalty to his Intelligence. If it enhances his Dexterity, it
complete corpse as an alchemy-powered zombie. This
applies a penalty to his Wisdom. If it enhances his
process takes 1 hour and costs 100 gp in alchemical reagents
Constitution, it applies a penalty to his Charisma.
*Some Features can be found in multiple books, the ones listed here are the most recent publication version* 5|P a g e
per HD of the corpse being animated; the dead creature gains This discovery is popular among necromancers and
the zombie template. Zombies that are created in this necrologists alike; aside from its offensive potential,
manner count as undead created by animate dead for the necrologists sometimes use it to turn uncooperative live
purposes of determining how many undead the alchemist creatures they wish to question into pliable undead. The
can control. An alchemist must be at least 8th level before alchemists bomb deals piercing damage instead of fire
selecting this discovery. The created zombie is a creature, damage, and creatures that take a direct hit from a
not a supernatural effect. boneshard bomb must succeed at a Fortitude save or take
1d4 points of bleed damage in addition to normal damage. If
Anarchic Bombs* a creature is killed by a boneshard bomb or the resulting
When the alchemist creates a bomb, he can choose to have it bleed effect, its corpse immediately reanimates as an undead
deal chaotic divine damage. Lawful creatures that take a creature with the skeleton template. Skeletons that are
direct hit from an anarchic bomb must succeed at a Fortitude created in this manner count as undead created by animate
save or be staggered on their next turn. Against neutral dead for the purposes of determining how many undead the
creatures, anarchic bombs deal half damage, and such targets alchemist can control. An alchemist must possess the
are not affected by their staggering effect. Anarchic bombs alchemical zombie discovery to select this discovery.
have no effect on chaotic-aligned creatures. An alchemist
must be at least 8th level before selecting this discovery. Bottled Ooze (Su)
The alchemist has learned how to preserve a sample of
Axiomatic Bombs* oozes in a sealed bottle, which he can prepare for use as an
When the alchemist creates a bomb, he can choose to have it extract. When the alchemist activates the extract, he actually
deal lawful divine damage. Chaotic creatures that take a throws the bottle at a square within 30 feet, releasing the
direct hit from an axiomatic bomb must succeed at a ooze, which reconstitutes and attacks the closest creature.
Fortitude save or be staggered on their next turn. Against The ooze is not under the alchemists control, but is
neutral creatures, axiomatic bombs deal half damage, and otherwise treated as a summoned creature. The ooze
such targets are not affected by their staggering effect. remains for 1 round per caster level, and decays into powder
Axiomatic bombs have no effect on lawful creatures. An when the duration expires. If the alchemist has the infusion
alchemist must be at least 8th level before selecting this discovery, another character can use the infused specimen.
discovery. Creating a bottled ooze requires an extract with a level equal
to the oozes CR (so a CR 4 gray ooze requires a 4th-level
Blackstar Bomb (Su) (Drow) extract). An alchemist must be at least 6th level before
This bomb crushes the target like a void bomb, then repels selecting this discovery.
nearby creatures with a burst of gravity. The target takes
damage as if hit by a void bomb. All other creatures within 5 Breath Weapon Bomb*
feet of the target are subject to a bull rush. The alchemist Instead of drawing the components of, creating, and
uses his alchemist class level in place of his Combat throwing a bomb, the alchemist can draw the components,
Maneuver Bonus, and adds his Intelligence modifier in place drink them, mix them within his body, and then expel them
of his Strength or Dexterity modifier to resolve the bull rush as a breath weapon as a standard action. This breath weapon
attempts. Creatures moved by a blackstar bomb are pushed is a 15-foot cone and has the same DC as the bomb. Each
directly away from the targets square. An alchemist must creature within the cone takes damage as if it had suffered a
have the void bomb discovery to create blackstar bombs. direct hit from the alchemists bomb, but succeeding at a
This cannot stack with Void Bomb Reflex save (DC = 10 + 1/2 the alchemists level + the
alchemists Intelligent modifier) halves the damage. Unlike
Blinding Bomb (Su) throwing normal bombs, drawing, drinking, and expelling
When the alchemist creates a bomb, he can choose for it to breath weapon bombs does not provoke attacks of
detonate very brightly. Creatures that take a direct hit from a opportunity. An alchemist must be at least 6th level before
blinding bomb are blinded for 1 minute unless they succeed selecting this discovery.
at a Fortitude save. Creatures in the splash area that fail their
saves against the bomb are dazzled for 1 minute. This is a Celestial Poisons (Su)
light effect. An alchemist must be at least 8th level before The alchemist is able to infuse poisons with celestial power
selecting this discovery. so they can affect evil creatures that are normally immune to
poison. Any poison the alchemist administers to a weapon
Boneshard Bomb* can affect undead and evil outsiders, bypassing their
inherent immunities. Magical effects that negate poisons still

*Some Features can be found in multiple books, the ones listed here are the most recent publication version* 6|P a g e
apply. If a creature fails its save, the poison acts as normal, have the cognatogen discovery before selecting this
but may have no effect on the creature, depending on the discovery.
effect of the poison (such as dealing Constitution damage to
undead). An alchemist must be at least 8th level before Combine Extracts
selecting this discovery. When the alchemist creates an extract, he can place two
formulae into one extract. When the extract is consumed,
Chameleon (Su) both formulae take effect. This extract has a level two levels
An alchemist with this discovery can shift the colors of his higher than the highest-level formulae placed in the extract.
skin and equipment to blend in with the surrounding terrain. An alchemist must be at least 8th level before selecting this
He gains a +4 enhancement bonus on Stealth checks. At 10th discovery.
level, the bonus on Stealth checks increases to +8.
Concentrate Poison
Change Alignment (Su) The alchemist can combine two doses of the same poison to
Once per day as part of his preparation of infusions, the increase their effects. This requires two doses of the poison
alchemist can brew an infusion that shifts the imbibers and 1 minute of concentration. When completed, the
alignment to good. This change in alignment lasts for 10 alchemist has one dose of poison. The poisons frequency is
minutes per alchemist level. An unwilling creature receives a extended by 50% and the save DC increases by +2. This
Will save to resist this change. The alchemist may have only poison must be used within 1 hour of its creation or it is
one such infusion at any one time. The effects of this infusion ruined.
may have serious repercussions for a creature suddenly
struggling with a new outlook. Many see it as little more than Concussive Bomb*
forced insanity, and some good faiths outlaw its use. An When the alchemist creates a bomb, he can choose to have it
alchemist must be at least 12th level and have the infusion inflict sonic damage. Concussive bombs deal 1d4 points of
discovery before selecting this discovery. sonic damage, plus 1d4 points of sonic damage for every
odd-numbered level, instead of 1d6. Creatures that take a
Cognatogen (Su) direct hit from a concussive bomb are deafened for 1 minute
The alchemist gains the ability to create a cognatogen, a unless they succeed at a Fortitude save. An alchemist must
mutagen-like mixture that heightens one mental ability score be at least 6th level before selecting this discovery.
at the expense of a physical ability score. If the cognatogen
enhances his Intelligence, it applies a penalty to his Strength. Confusion Bomb (Su)
If it enhances his Wisdom, it applies a penalty to his The alchemists bombs twist the targets perception of friend
Dexterity. If it enhances his Charisma, it applies a penalty to and foe. A creature that takes a direct hit from a confusion
his Constitution. Otherwise, this ability works just like the bomb takes damage from the bomb and is under the effect of
mutagen ability (including the natural armor bonus). a confusion spell for 1 round per caster level of the
Anytime the alchemist would prepare a mutagen, he may alchemist. Reduce the amount of normal damage dealt by the
instead prepare a cognatogen. All limitations of mutagens bomb by 2d6 (so a bomb that would normally deal 6d6+4
apply to cognatogens as if they were the same substance an points of damage deals 4d6+4 points of damage instead). An
alchemist can only maintain one mutagen or cognatogen at a alchemist must be at least 8th level before selecting this
time, a cognatogen that is not in an alchemists possession discovery.
becomes inert, drinking a cognatogen makes a non-alchemist
sick, and so on. When the effect of the cognatogen ends, the Cursed Bomb
alchemist takes 2 points of ability damage to the ability score When an alchemist creates a bomb, he can choose to have it
penalized by the cognatogen. The infuse mutagen discovery deliver a debilitating curse. A creature that takes a direct hit
and the persistent mutagen class ability apply to from a cursed bomb must succeed at a Will save or be
cognatogens. affected by bestow curse. An alchemist must be at least 12th
level to select this discovery.
Collective Memory (Su)
While under the effects of a cognatogen (Pathfinder RPG Darkness Bomb*
Ultimate Magic 15), the alchemist adds half his class level on When the alchemist creates a bomb, he can choose to have it
all Knowledge skill checks and may attempt all Knowledge suppress light sources on the target. This extinguishes
skill checks untrained. This bonus does not stack with the nonmagical light sources carried by the target and dispels
second Intelligence bonus granted by the mindchemist magical light sources for 1 round/ level as deeper darkness.
archetypes perfect recall class feature. An alchemist must

*Some Features can be found in multiple books, the ones listed here are the most recent publication version* 7|P a g e
Deadly Excretions (Ex) on a direct hit. This bonus doesnt affect the bombs splash
When using his toxic skin ability, the alchemist can choose damage. An alchemist must be at least 8th level before
to excrete a Constitution poison instead of a Dexterity selecting this discovery.
poison. This poison works the same as the normal grippli
toxic skin poison except that a failed save deals 1 point of Dilution
Constitution damage. The alchemist must be at least 8th level Once per day, the alchemist can dilute any one potion or
and must have the toxic skin racial trait before selecting this elixir, creating two doses of the same potion from one.
discovery. Diluting a potion costs a number of gp equal to one-quarter
of the potions market value. A potion that has been diluted
Defoliant Bomb* cannot be diluted again. This discovery cannot be used to
These poisonous bombs clear away foliage, dealing extra dilute extracts or mutagens. An alchemist must be at least
damage to plant creatures. When the alchemist creates a 12th level before selecting this discovery.
bomb, he can choose to have it deal extra damage against
plant creatures but less damage against other creatures. Dispelling Bomb
Against creatures with the plant type, a defoliant bomb deals When the alchemist creates a bomb, he can choose to have it
1d8 points of damage, plus 1d8 points of damage for every dispel magic effects instead of deal damage. Creatures that
odd-numbered level the alchemist possesses, instead of 1d6. take a direct hit from a dispelling bomb are subject to a
Against all other creatures, the defoliant bomb only deals targeted dispel magic spell, using the alchemists level as the
1d4 points of damage, plus 1d4 points of damage for every caster level. This cannot be used to target a specific spell
odd-numbered level, instead of 1d6. This is a poison effect. A effect. The alchemist must be at least 6th level before
defoliant bomb kills all normal vegetation in the targets selecting this discovery.
square and its splash area; any plant-based difficult terrain
in the affected area becomes normal terrain. Doppelganger Simulacrum (Su)
The alchemist learns how to create a soulless duplicate of
Delayed Bomb his body, into which he can project his consciousness. As a
The alchemist can place a bomb so that it explodes a number full-round action, he may shift his consciousness from his
of rounds after the alchemist ceases contact with the bomb. current body to any one of his available doppelganger
This delay can be any number of rounds as chosen by the simulacra, which must be on the same plane as the alchemist.
alchemist, up to a number of rounds equal to his level. If at If killed in a simulacrum, he transfers to his own body
any point the alchemist reclaims possession of the delayed automatically; if killed in his own body, he is dead. Unused
bomb, he can end the timer and prevent the bombs simulacra (including his abandoned original body) appear to
detonation. A delayed bomb detonates immediately if any be lifeless corpses, though they do not decay. Creating a
other creature attempts to touch or move it, or if the bombs duplicate costs 1,000 gp in alchemical materials and requires
contents are removed from the vial (such as if the vial 1 week to grow. An alchemist must be at least 10th level and
breaks). The bomb deals damage as if it scored a direct hit to must have the alchemical simulacrum discovery before
any creature in the square with the bomb when it detonates, selecting this discovery. The created simulacrum is a
and splash damage (see Throw Splash Weapon) to all creature, not a supernatural effect.
adjacent creatures as normal. An alchemist cannot have
more than one delayed bomb at one time. If he creates Ectoplasmic Bomb*
another delayed bomb, the previous bomb becomes inert. The alchemist can infuse her bombs with a special unction
Dispel magic can neutralize a delayed bomb, as can a that damages incorporeal creatures and reveals the presence
successful Disable Device check (DC equals 10 + the of undead creatures hiding in the area. Incorporeal creatures
alchemists level + the alchemists Intelligence modifier). An struck by an ectoplasmic bomb take full damage from the
alchemist must be at least 8th level before selecting this bomb. In addition, squares in the affected area of the bomb
discovery. begin to faintly glow in the spaces where undead creatures
have traveled in the last minute, including undead benefiting
Demolition Charge from invisibility or other forms of obscurity (such as ethereal
When the alchemist creates a bomb, he can choose to have it jaunt), effectively creating a glowing trail. Any undead
deal damage to an object as if by a sunder combat maneuver. creatures in the affected area at the time of the explosion
If the item is worn or held by an opponent, the item is likewise glow faintly. This glowing effect lasts for 1 minute,
considered the direct target, and the wearer/holder takes and is otherwise identical to faerie fire.
splash damage from the blast. If the object is unattended, a
demolition charge deals an additional 2d6 points of damage Elixir of Life

*Some Features can be found in multiple books, the ones listed here are the most recent publication version* 8|P a g e
Once per day, the alchemist can brew an elixir of life. This Fast Bombs
special concoction costs 25,000 gp to create and takes 1 hour An alchemist with this discovery can quickly create enough
of work. An elixir of life, when administered by the alchemist bombs to throw more than one in a single round. The
who brewed it, restores life to a dead creature as per the alchemist can prepare and throw additional bombs as a full-
spell true resurrection. Alternatively, the alchemist himself round action if his base attack bonus is high enough to grant
may drink the elixir of life, after which point he is him additional attacks. This functions just like a full-attack
immediately targeted with a resurrection spell the next time with a ranged weapon. An alchemist must be at least 8th
he is killed. Used in this manner, the effects of an elixir of life level before selecting this discovery (see FAQ below.)
persist only for a number of days equal to the alchemists
Intelligence modifier; if he does not die before that time Feral Mutagen
expires, the effects of the elixir of life end. An alchemist must Whenever the alchemist imbibes a mutagen, he gains two
be at least 16th level before selecting this discovery. claw attacks and a bite attack. These are primary attacks and
are made using the alchemists full base attack bonus. The
Enhance Potion claw attacks deal 1d6 points of damage (1d4 if the alchemist
A number of times per day equal to his Intelligence modifier, is Small) and the bite attack deals 1d8 points of damage (1d6
the alchemist can cause any potion he drinks to function at a if the alchemist is Small). While the mutagen is in effect, the
caster level equal to his class level. alchemist gains a +2 competence bonus on Intimidate skill
checks.
Eternal Potion
If an alchemist drinks a potion that he extends, the effects of Force Bomb*
that potion become permanent until he chooses to make When the alchemist creates a bomb, he can choose to have it
another potion effect permanent. An alchemist must be at inflict force damage. Force bombs deal 1d4 points of force
least 16th level and must possess the extend potion damage, plus 1d4 points of force damage for every odd-
discovery before selecting this discovery. numbered level, instead of 1d6. Creatures that take a direct
hit from a force bomb are knocked prone unless they
Explosive Bomb* succeed on a Reflex save. An alchemist must be at least 8th
The alchemists bombs now have a splash radius of 10 feet level before selecting this discovery.
rather than 5 feet (see Throw Splash Weapon). Creatures
that take a direct hit from an explosive bomb catch fire, Frost Bomb*
taking 1d6 points of fire damage each round until the fire is When the alchemist creates a bomb, he can choose to have it
extinguished. Extinguishing the flames is a full-round action inflict cold damage. Creatures that take a direct hit from a
that requires a Reflex save. Rolling on the ground provides frost bomb are staggered on their next turn unless they
the target with a +2 to the save. Dousing the target with at succeed on a Fortitude save.
least 2 gallons of water automatically extinguishes the
flames. Glassfoot Bomb*
When the alchemist creates a bomb, he can choose to have it
Explosive Missile cover the ground in volatile jagged crystals in addition to its
As a standard action, the alchemist can infuse a single arrow, normal effects. These crystals act like caltrops, evaporating
crossbow bolt, or one-handed firearm bullet with the power into a smelly but harmless gas in 2d6 rounds.
of his bomb, load the ammunition, and shoot the ranged
weapon. He must be proficient with the weapon in order to Grand Cognatogen (Su)
accomplish this. When the infused ammunition hits its target, The alchemists cognatogen now grants a +6 natural armor
it deals damage normally and detonates as if the alchemist bonus, a +8 alchemical bonus to one mental ability score
had thrown the bomb at the target. If the explosive missile (Intelligence, Wisdom, or Charisma), a +6 alchemical bonus
misses, it does not detonate. An alchemist must be at least to a second mental ability score, and a +4 alchemical bonus
4th level before selecting this discovery. to a third mental ability score. The alchemist takes a 2
penalty to his Strength, Dexterity, and Constitution as long as
Extend Potion the cognatogen persists, and takes 2 points of ability damage
A number of times per day equal to his Intelligence modifier, to each physical ability score when the cognatogen ends. An
the alchemist can cause any potion he drinks that does not alchemist must be at least 16th level and must have the
have an instantaneous duration to function at twice its greater cognatogen discovery or class ability before selecting
normal duration. This does not apply to extracts. this discovery.

*Some Features can be found in multiple books, the ones listed here are the most recent publication version* 9|P a g e
Grand Inspiring Cognatogen (Su) The alchemists inspiring cognatogen now grants a +2 dodge
The alchemists inspiring cognatogen now grants a +4 dodge bonus to AC and a +2 bonus to Reflex saving throws; a 4
bonus to AC and a +4 bonus to Reflex saving throws; a 6 penalty to Strength and Constitution; and the effects of
penalty to Strength and Constitution; and the effects of having the amazing inspiration, eidetic recollection, and
having the item lore, tenacious inspiration, and underworld expanded inspiration investigator discoveries. An alchemist
inspiration investigator talents. An alchemist must be at least must be at least 12th level and must have the inspiring
16th level and have the greater inspiring cognatogen cognatogen discovery or class feature to select this
discovery to select this discovery. discovery.

Grand Mutagen Greater Mutagen


The alchemists mutagen now grants a +6 natural armor The alchemists mutagen now grants a +4 natural armor
bonus, a +8 alchemical bonus to one ability score (Strength, bonus, a +6 alchemical bonus to one physical ability score
Dexterity, or Constitution), a +6 alchemical bonus to a (Strength, Dexterity, or Constitution), and a +4 alchemical
second physical ability score, and a +4 alchemical bonus to a bonus to a second physical ability score. The alchemist takes
third physical ability score. The alchemist takes a 2 penalty a 2 penalty on both associated mental ability scores as long
to his Intelligence, Wisdom, and Charisma as long as the as the mutagen persists. An alchemist must be at least 12th
mutagen persists. An alchemist must be at least 16th level level before selecting this discovery.
and must possess the greater mutagen discovery before
selecting this discovery. Healing Touch (Ex)
The alchemist gains the ability to heal other creatures. As a
Grease Bomb standard action, he may touch a creature and apply 1 rounds
When the alchemist creates a bomb, he can choose to have it effect of his spontaneous healing discovery to that creature;
create a grease slick upon detonation. When a grease bomb this counts toward his spontaneous healing limit for the day.
detonates, it coats an area equal to the bombs splash radius The alchemists daily limit for hit points healed by
in grease (as the grease spell) for 1 round per level. The DC spontaneous healing increases to 5 his alchemist level. This
of the Reflex save to avoid falling after a failed Acrobatics ability only functions if the target is the same type of
check is equal to 10 + 1/2 the alchemists level + the creature (humanoid, undead, and so on) as the alchemist. An
alchemists Intelligence modifier. A grease bomb cant affect alchemist must be at least 6th level and must have the
items or armor. An alchemist must be at least 6th level spontaneous healing discovery or class ability before
before selecting this discovery. selecting this discovery.

Greater Alchemical Simulacrum (Su) Holy Bombs*


The alchemist gains the ability to create a simulacrum. This When the alchemist creates a bomb, he can choose to have it
works like the simulacrum spell, except it costs 100 gp in deal good divine damage. Evil creatures that take a direct hit
alchemical materials per Hit Die of the simulacrum, requires from a holy bomb must succeed at a Fortitude save or be
24 hours to grow, and decays into inert flesh rather than ice staggered on their next turn. Against neutral creatures, holy
or snow if killed. An alchemist must be at least 14th level and bombs deal half damage, and such targets are not affected by
must have the alchemical simulacrum discovery before their staggering effect. Holy bombs have no effect on good-
selecting this discovery. The created simulacrum is a aligned creatures. An alchemist must be at least 8th level
creature, not a supernatural effect. before selecting this discovery.

Greater Cognatogen (Su) Immolation Bomb*


The alchemists mutagen now grants a +4 natural armor When the alchemist creates a bomb, he can choose to have
bonus, a +6 alchemical bonus to one mental ability score its substance coat the direct targets body, causing the bomb
(Intelligence, Wisdom, or Charisma), and a +4 alchemical to deal its damage over time instead of all at once. The
bonus to a second mental ability score. The alchemist takes a bombs effect lasts for a number of rounds equal to the
2 penalty on both associated physical ability scores as long number of damage dice the bomb would normally deal (for
as the mutagen persists, and takes 2 points of ability damage instance, a 5d6 bomb lasts for 5 rounds). When the bomb
to both associated physical ability scores when the hits the direct target, the bomb deals 1d6 + the alchemists
cognatogen ends. An alchemist must be at least 12th level Intelligence modifier in damage, and those within the splash
and must have the cognatogen discovery or class ability zone take damage equal to 1 + the alchemists Intelligence
before selecting this discovery. modifier. It repeats this damage against the direct target of
the bomb each round the immolation bomb lasts, dealing the
Greater Inspiring Cognatogen (Su)
*Some Features can be found in multiple books, the ones listed here are the most recent publication version* 10 | P a g e
damage at the start of the alchemists turn. Splash damage is An alchemist with this discovery leans how to make an
dealt again to any creature that is adjacent to the direct inspiring cognatogen, a mutagen-like mixture that grants
target when it takes damage from the immolation bomb. A him inspiration (as the investigators class feature) at the
creature taking damage from an immolation bombs direct expense of Strength and Constitution. Upon drinking the
hit can attempt to extinguish the flames as a fullround action inspiring cognatogen, the alchemist gains a pool of
that requires a Reflex save (DC = 10 + 1/2 the alchemists inspiration equal to 1/2 his alchemist level + his Intelligence
level + the alchemists Intelligent modifier). Because of the modifier (minimum 1). He also gains a +2 dodge bonus to AC
alchemical nature of this bomb, rolling on the ground does and takes a 2 penalty to both Strength and Constitution.
not grant a bonus on the saving throw, and dousing a
creature with water does not stop it from burning. These As a free action, the alchemist can add 1d6 to the result of an
bombs can be used underwater. An alchemist must be at ability or skill check (including any he takes 10 or 20 on) by
least 3rd level before selecting this discovery. expending one use of inspiration. This ability works exactly
like the investigators inspiration ability, except that the
Inferno Bomb* alchemist gains the pool of inspiration upon drinking the
The effects of the smoke created by an alchemists bomb inspiring cognatogen, and any unspent inspiration is lost at
duplicate the effects of incendiary cloud instead of fog cloud, the end of the cognatogens duration. If the alchemist already
filling an area equal to twice the bombs splash radius for 1 has access to inspiration, the inspiration added by the
round per level (see Throw Splash Weapon). An alchemist inspiring cognatogen is added to his inspiration pool, but
must be at least 16th level and must possess the smoke each time he expends at least one use of inspiration while
bomb discovery before selecting this discovery (see FAQ this ability is active, he must succeed at a DC 20 Will saving
below.) throw or become dazed for 1 round. He cannot use
inspiration to augment this saving throw.
Infuse Mutagen
When the alchemist creates a mutagen he can infuse it with All limitations of mutagens apply to an inspiring cognatogen
an extra bit of his own magical power. This inflicts 2 points as if they were the same substancean alchemist can only
of Intelligence damage to the alchemist and costs 1,000 gp in maintain one mutagen or cognatogen (either the standard
rare reagents, but the mutagen created persists on its own cognatogen from Pathfinder RPG Ultimate Magic or the
and is not rendered inert if the alchemist creates another inspired cognatogen) at a time, a cognatogen not in an
mutagen. This allows an alchemist to create different types alchemists possession becomes inert, drinking a cognatogen
of mutagens and keep them handy for emergencies. This makes non-alchemists sick, and so on. When the effect of an
does not allow an alchemist to gain the effects of multiple inspiring cognatogen ends, the alchemist takes 2 points of
mutagens only the most recently imbibed mutagen has any ability damage to Strength and Dexterity. The infuse
effect. mutagen discovery and the persistent mutagen class ability
apply to an inspiring cognatogen.
Infusion
When the alchemist creates an extract, he can infuse it with Intuitive Understanding (Sp)
an extra bit of his own magical power. The extract created If the alchemist drinks an extract of the divination school
now persists even after the alchemist sets it down. As long as while under the effects of a cognatogen (Ultimate Magic 15),
the extract exists, it continues to occupy one of the his effective caster level temporarily increases by 2. In
alchemists daily extract slots. An infused extract can be addition, while under the effects of a cognatogen, the
imbibed by a non-alchemist to gain its effects. alchemist may use augury once as a spell-like ability (caster
level equal to his alchemist level). At 10th level, he can use
Inspired Bomb (Su) divination instead. An alchemist must be at least 4th level and
An alchemist with this discovery and a pool of inspiration must have the cognatogen discovery before selecting this
(by way of a class feature, a feat, or the inspiring cognatogen discovery.
discovery) can expend two uses of inspiration to increase the
bombs damage by 1d6. The type of damage the bomb deals Lingering Plague
does not change. Unlike other a discoveries that affect Any creature that must make a save against a disease caused
bombs, this one can be applied to a bomb with another bomb by the alchemists extract or other class ability must make a
discovery, though it cannot be applied to the same bomb second save 1 round later to avoid doubling the duration of
more than once. the disease effect. If the disease doesnt have a duration, this
discovery reduces its onset time and frequencies by half. An
Inspiring Cognatogen (Su)

*Some Features can be found in multiple books, the ones listed here are the most recent publication version* 11 | P a g e
alchemist must be at least 8th level before selecting this mummy. The alchemists type does not change, but he
discovery becomes immune to cold, nonlethal damage, paralysis, and
sleep. An alchemist must be at least 10th level and must have
Lingering Spirit (Ex) the preserve organs discovery before selecting this
The alchemist is familiar enough with the ties between his discovery.
body and spirit that he lingers at deaths door far longer than
a normal person. He treats his Constitution as 10 points Mutagen (Su)
higher than normal for the purpose of determining when hit This discovery gives the alchemist the mutagen class ability,
point damage kills him (so an alchemist with a Constitution as described in the Advanced Players Guide. (This discovery
of 10 and this discovery dies at 20 hit points instead of exists so alchemist archetypes who have variant mutagens,
10). Reducing him to 0 Constitution or its equivalent (from such as the mindchemist, can learn how to make standard
ability damage, ability drain, Constitution penalties, and so mutagens.)
on) makes him unconscious and comatose, but he is only
killed after taking an additional 5 points of Constitution Nauseating Flesh
damage, drain, or penalty (in effect, the alchemist must be The alchemists body is suffused with poison. Any creature
brought to 5 Constitution in order to be killed by these that bites, engulfs, or swallows the alchemist must make a
attacks). An alchemist must be at least 4th level before Fortitude saving throw or be nauseated for 1d4 rounds. An
selecting this discovery. alchemist must be at least 12th level before selecting this
discovery. The alchemist with this discovery does not suffer
Madness Bomb the effect of the poison of his own nauseating flesh.
The alchemists bombs do more than sear flesh they sear the
mind. A creature that takes a direct hit from a madness bomb Parasitic Twin (Ex)
takes damage from the bomb plus 1d4 points of Wisdom The alchemists vestigial limbs are part of a parasitic twin on
damage. Reduce the amount of normal damage dealt by the his torso, consisting of a head, a torso, and two arms (from
bomb by 2d6 (so a bomb that would normally deal 6d6+4 the vestigial limb discovery). Normally, the twin is mostly
points of damage deals 4d6+4 points of damage instead). The recessed within the alchemists body, with the visible arms
amount of Wisdom damage dealt by a madness bomb is acting like the vestigial arm discovery, though the alchemist
reduced by 1 for each madness bomb that hit the target in can manifest or hide the twin as a standard action. The twin
the past 24 hours, to a minimum of 1 point of Wisdom is helpless, fully subservient to the alchemist, and cannot be
damage. An alchemist must be at least 12th level before targeted or harmed. Once per day, if the alchemist succumbs
selecting this discovery. to a mental effect that would make him unconscious,
helpless, or not in control of his own actions (such as charm
Malignant Poison person, feeble mind, or hold person), he can reroll his saving
As a full-round action, the alchemist can increase the save DC throw; success means the twin absorbs the effect and the
of any poison by 4 and increase its duration by 2 frequency alchemist can ignore it. Using this ability sickens the
increments (for example, large scorpion venom lasts 8 alchemist for the duration of the absorbed effect (removing
rounds instead of 6 and drow poison lasts 4 minutes instead the effect from the twin ends the sickened condition), and he
of 2). Additionally, malignant poisons take effect cannot use the twins limbs during that time, though passive
immediately and do not have an onset time. This alchemical effects (such as from rings worn on the vestigial limbs)
change lasts until the poisons extended duration ends or for continue normally. The alchemist must have selected the
a number of minutes equal to the alchemists level, vestigial limb discovery twice before selecting this discovery.
whichever comes first. After that, the poison reverts back to
its original state. An alchemist must be at least 10th level Phantom Limb
before selecting this discovery. The alchemist can manifest a ghostly, incorporeal arm that
juts out from his torso. This phantom limb does not grant the
Mummification (Ex) alchemist any extra attacks or actions per round, and it
The alchemist has mastered preserving flesh and applied cannot hold or grab anything (including incorporeal objects).
this knowledge to his own body, turning himself into an The alchemist may use his phantom limb to make a touch
undead like creature. After learning this discovery, the attack against a foe as a standard action, scraping away at
alchemist must perform a 30-day regimen of a special diet, the very fibers of the victims soul. This attack deals 1d4
rigorous exercise, and drinking a mildly poisonous points of damage per alchemist level (Fortitude half).
alchemical tea. At the end of this regimen, he falls Creatures that are immune to incorporeal attacks are
unconscious for 24 hours, then awakens as a living immune to this damage, but otherwise the damage bypasses

*Some Features can be found in multiple books, the ones listed here are the most recent publication version* 12 | P a g e
all forms of damage reduction except DR/ epic. The an area equal to twice the bombs splash radius for 1 round
alchemist may suppress or activate this ability as a free per level. An alchemist must be at least 12th level and must
action, and can use his phantom limb for a number of rounds possess the smoke bomb discovery before selecting this
per day equal to 3 + his Intelligence modifier (these rounds discovery (see FAQ below.)
need not be consecutive). An alchemist must be at least 8th
level to select this discovery Poison Conversion
By spending 1 minute, the alchemist can convert 1 dose of
Pickled Quasit poison from its current type (contact, ingested, inhaled, or
The alchemist has learned how to seal a quasit in a bottle, injury) to another type. For example, the alchemist can
which he can prepare for use as an extract. When the convert a dose of Small centipede poison (an injury poison)
alchemist activates the extract, he throws the bottle at a to an inhaled poison. This process requires an alchemy lab.
square within 30 feet, releasing the quasit. The quasit is not An alchemist must be at least 6th level before selecting this
under the alchemists control, but is otherwise treated as a discovery.
summoned creature. The quasit remains for 1 round per
caster level, then collapses into its associated elements. If the Plague Bomb, Greater
alchemist has the infusion discovery, another character can The effects of the smoke created by an alchemists bomb
use the infused specimen. Creating a pickled quasit requires duplicates the effects of greater contagion (see Ultimate
a 4th-level extract. An alchemist must be at least 10th level Magic) instead of fog cloud, filling an area equal to twice the
to select this discovery. bombs splash radius for 1 round per level. An alchemist
must be at least 16th level and must possess the plague
Plague Vector bomb (see Ultimate Magic) and smoke bomb discoveries
The effects of the alchemists plague bomb operate as normal before selecting this discovery.
except for the following changes. The chosen diseases save
DC is equal to 10 + 1/2 the alchemists level + his Intelligence Preserve Organs (Ex)
modifier. Any creatures affected by the chosen disease The alchemist learns how to preserve and protect his vital
become vectors for it, spreading the disease to any creatures organs, reducing the chance of a mortal wound. When a
they come in physical contact with for a number of days critical hit or sneak attack is scored on the alchemist, there is
equal to the alchemists Intelligence modifier (minimum 1). a 25% chance that the critical hit or sneak attack is negated
The save DC to avoid contracting the disease from the vector and damage is instead rolled normally. This does not stack
is the same as the DC used for this discovery. An alchemist with similar abilities that negate critical hits and sneak
must be at least 14th level and must have the plague bomb attacks (such as fortification armor). An alchemist can take
discovery to select this discovery. this discovery up to three times; the effects stack, increasing
this chance to 50% and then 75%.
Profane Bomb
When the alchemist creates a bomb, he can choose to have it Precise Bombs
deal evil divine damage. Good creatures that take a direct hit Whenever the alchemist throws a bomb, he can select a
from a profane bomb must succeed at a Fortitude save or be number of squares equal to his Intelligence modifier that are
staggered on their next turn. Against a neutral creature, a not affected by the splash damage from his bombs. If the
profane bomb deals half damage, and the target is not bomb misses, this discovery has no effect.
affected by the bombs staggering effect. A profane bomb has Shock Bomb*: When the alchemist creates a bomb, he can
no effect against evil-aligned creatures. An alchemist must be choose to have it inflict electricity damage. Creatures that
at least 8th level to select this discovery. take a direct hit from a shock bomb are dazzled for 1d4
rounds.
Plague Bomb (Su)
The effects of the smoke created by an alchemists bomb Psychoactive Bomb*
duplicates the effects of contagion instead of fog cloud, filling (Scalehearts, Werecrocodile-Kin)
an area equal to twice the bombs splash area for 1 round per Psychoactive bombs are mixed with neurotoxic extracts that
level. An alchemist must be at least 8th level and must have heighten certain sensations. A creature struck by a
the smoke bomb discovery before selecting this discovery. psychoactive bomb takes a 1 penalty on saving throws
against charm, emotion, fear, and pain effects, and the DC for
Poison Bomb* Intimidate checks against the victim decreases by 2. This
The effects of the smoke created by an alchemists bomb effect lasts for 1 hour per alchemist level. These penalties do
duplicates the effects of cloudkill instead of fog cloud, filling not stack, and a creature can only be affected by a single

*Some Features can be found in multiple books, the ones listed here are the most recent publication version* 13 | P a g e
psychoactive bomb at a time. A psychoactive bomb deals 1d6 automatically extinguishes the flames. An alchemist must be
fewer hit points of damage than normal. An alchemist must at least 12th level and must possess the explosive bomb
be at least 6th level before selecting this discovery. discovery before selecting this discovery.

Psychokinetic Tincture Smoke Bomb*


Once per day, the alchemist can concoct a foul-tasting When the alchemist creates a bomb, he can choose to have it
tincture that harnesses the power of the spirit. By drinking create a cloud of thick smoke when it detonates. The cloud
this tincture as a standard action, the alchemist can invite the functions as fog cloud, filling an area equal to twice the
latent spirits in the area to surround him. The alchemist can bombs splash radius for 1 round per level (see FAQ below.)
channel one spirit for every 4 alchemist levels he possesses.
Each spirit channeled this way grants the alchemist a +1 Spontaneous Healing (Ex)
deflection bonus to AC as the spirits whirl around his body. The alchemist gains the ability to heal from wounds rapidly.
As a standard action, the alchemist can launch one of these As a free action once per round, he can heal 5 hit points as if
spirits toward a target as a ranged touch attack. Launching a he had the fast healing ability. He can heal 5 hit points per
spirit this way reduces this discoverys deflection bonus to day in this manner for every 2 alchemist levels he possesses.
AC by 1. As a launched spirit passes through its targets body, If the alchemist falls unconscious because of hit point
it emits a terrible wail heard only in the targets mind, damage and he still has healing available from this ability,
causing the target to become frightened for 1 round per the ability activates automatically each round until he is
alchemist level (Will negates). conscious again or the ability is depleted for the day.

This is a mind-affecting fear effect. A creature that Sticky Bomb


successfully saves against the wail cannot be affected by this The effects of the alchemists bombs are persistent and
discovery again for 24 hours. The spirits whirl around the continue to damage creatures for 1 round after the initial
alchemists body for 10 minutes per alchemist level, or until damage. Creatures that take a direct hit from a sticky bomb
the alchemist has launched all of the spirits. An alchemist take the splash damage 1 round later. Bombs that have
must be at least 4th level to select this discovery. effects that would normally occur 1 round later instead have
those effects occur 2 rounds later. An alchemist must be at
Ranged Baptism (Su) least 10th level before selecting this discovery.
When the alchemist uses holy water as a splash weapon, any
squares subject to its effects (including creatures affected by Sticky Poison
splash damage) or that contain creatures subject to its Any poison the alchemist creates is sticky when the
effects are also affected as if by consecrate, for a number of alchemist applies it to a weapon, the weapon remains
rounds equal to the alchemists Intelligence modifier. poisoned for a number of strikes equal to the alchemists
Undead struck by holy water remain affected by the Intelligence modifier. An alchemist must be at least 6th level
consecrate effect even if they leave the affected area. An before selecting this discovery.
alchemist must be at least 4th level before selecting this
discovery. Stink Bomb*
The effects of the smoke created by an alchemists bomb can
duplicate the effects of stinking cloud instead of fog cloud,
Siege Bomb*
As a standard action, the alchemist infuses a single piece of filling an area equal to twice the bombs splash radius for 1
ammunition on a loaded siege weapon with the power of his round. An alchemist must possess the smoke bomb
bomb. As long as the siege engine with this ammunition is discovery before selecting this discovery (see FAQ below.)
fired before the start of the alchemists next turn, the
ammunition does damage normally, and also deals the Strafe Bomb (Su)
The alchemist can throw bombs that splash in a 40-foot line
damage of the alchemists bomb. The splash radius of the
rather than affecting a radius. The line starts at the alchemist
bomb effect is 20 feet rather than 5 feet. Creatures that take
and extends away from him in the direction he chooses. The
the bombs damage (either direct damage or splash damage),
alchemist designates one creature in the squares affected by
take 1d6 points of fire damage (or another energy type, if the
the line to be the target of the bomb and makes his attack roll
alchemist is capable of modifying his bombs in that way)
against that creature; all other squares in the line take splash
each round until the fire is extinguished. Extinguishing the
damage. If the alchemist has the explosive bomb discovery
flames is a full-round action that requires a Reflex save.
and throws an explosive strafe bomb, the line of splash
Rolling on the ground provides the target with a +2 bonus on
damage is 80 feet long instead of 40 feet.
the save. Dousing the target with at least 2 gallons of water

*Some Features can be found in multiple books, the ones listed here are the most recent publication version* 14 | P a g e
suitable for a familiar (bat, cat, and so on) and move about as
Sunlight Bomb (Su) if it were an independent creature. The tumor can reattach
The alchemist can throw bombs that explode with a searing itself to the alchemist as a standard action. The tumor has all
radiance equivalent to that of sunlight and that act as the abilities of the animal it resembles (for example, a bat
blinding bombs. Undead, fungi, molds, oozes, slimes, and like tumor can fly) and familiar abilities based on the
creatures to which sunlight is harmful or unnatural take +2 alchemists caster level (though some familiar abilities may
damage per die from the bomb. Undead that are harmed by be useless to an alchemist). The tumor acts as the alchemists
sunlight and that fail their saves against the bomb are familiar whether attached or separated (providing a skill
staggered for 1 round. An alchemist must be at least 10th bonus, the Alertness feat, and so on). When attached to the
level and must have the blinding bomb discovery before he alchemist, the tumor has fast healing 5. An alchemists
can select this discovery. extracts and mutagens are considered spells for the
purposes of familiar abilities like share spells and deliver
Tanglefoot Bomb (Su) touch spells. If a tumor familiar is lost or dies, it can be
A creature that takes a direct hit from a tanglefoot bomb replaced 1 week later through a specialized procedure that
must save against the bombs DC or be entangled and glued costs 200 gp per alchemist level. The ritual takes 8 hours to
to the floor as if it had failed its save against a tanglefoot bag. complete.
Creatures in the splash area that fail their saves are
entangled but not glued to the floor; those who make this Underwater Demolition (Ex)
save are not entangled at all. The alchemist gains the ability to throw bombs underwater
(normally, thrown weapons cannot be used underwater),
Tainted Infusion including throwing from the air into the water. If the bomb
The alchemist can mask murder behind beneficence. When travels through water, the range increment is reduced to 5
preparing an extract with the infusion discovery, he can lace feet.
the extract with one of his bombs as long as the extract has a
duration greater than instantaneous. If he chooses, the Vestigial Arm (Ex)
alchemist can reduce the duration of the extract to 1 round. The alchemist gains a new arm (left or right) on his torso.
As soon as the extracts duration expires, it detonates, The arm is fully under his control and cannot be concealed
dealing 150% of the alchemists bomb damage to the except with magic or bulky clothing. The arm does not give
drinker. This effect does not produce a splash radius. the alchemist any extra attacks or actions per round, though
Producing a tainted extract consumes both an infusion slot the arm can wield a weapon and make attacks as part of the
and a daily bomb use. An alchemist must know both the alchemists attack routine (using two-weapon fighting). The
delayed bomb and infusion discoveries to select this arm can manipulate or hold items as well as the alchemists
discovery. original arms (for example, allowing the alchemist to use one
hand to wield a weapon, another hand to hold a potion, and
Tentacle (Ex) the third hand to throw a bomb). The arm has its own hand
The alchemist gains a prehensile, arm-length tentacle on his and ring magic item slots (though the alchemist can still
body. The tentacle is fully under his control and cannot be only wear two rings and two hand magic items at a time). An
concealed except with magic or bulky clothing. The tentacle alchemist may take this discovery up to two times.
does not give the alchemist any extra attacks or actions per
round, though he can use it to make a tentacle attack (1d4
damage for a Medium alchemist, 1d3 damage for a Small Void Bomb (Su) (Drow)
one) with the grab ability. The tentacle can manipulate or By combining the spores from strange fungi with slivers
hold items as well as the alchemists original arms can (for from extradimensional voids, some drow alchemists create
example, allowing the alchemist to use one hand to wield a bombs that cause bursts of gravity capable of crushing those
weapon, the tentacle to hold a potion, and the third hand to inside. Void bombs deals 1d4 points of bludgeoning damage,
throw a bomb). Unlike an arm, the tentacle has no magic plus 1d4 points of bludgeoning damage for every 2 alchemist
item slots. levels beyond 1st, instead of 1d6. A creature hit by the bomb
must succeed at a Reflex save against the bombs DC. If it
Tumor Familiar (Ex) fails, it is knocked prone and cant get up for 1 round. If it
The alchemist creates a Diminutive or Tiny tumor on his succeeds, all of its movement speeds are reduced to 5 feet for
body, usually on his back or stomach. As a standard action, 1 round. Other creatures within 5 feet of the bombs target
the alchemist can have the tumor detach itself from his body take no damage, but must succeed at a Reflex save against
as a separate creature vaguely resembling a kind of animal the bombs DC or have all their movement speeds reduced to

*Some Features can be found in multiple books, the ones listed here are the most recent publication version* 15 | P a g e
5 feet for 1 round. An alchemist must be 6th level before item as a full-rd. action if he succeeds at the Craft (alchemy)
selecting this discovery. Cannot stack with Blackstar bomb check and has the appropriate resources at hand to fund the
creation. He can apply poison to a weapon as an immediate
Werewolf Shape action.
(Werewolf-kin, witchwolfs)
When you cast beast shape IV or shapechange, you can Grand Discovery (Su)
choose to take the shape of a werewolf in addition to the At 20th lvl, the alchemist makes a grand discovery. He
other shapes available. While in werewolf shape, you gain all immediately learns 2 normal discoveries, but also learns a
the effects of the werewolf template instead of the spells third discovery chosen from the list below, representing a
normal benefits. You act in all respects as a natural truly astounding alchemical breakthrough of significant
lycanthrope for the duration of the spell, including the ability import. For many alchemists, the promise of 1 of these grand
to inflict the curse of lycanthropy using the spells save DC. discoveries is the primary goal of their experiments and hard
You must be at least a 15th-level wizard to select this arcane work.
discovery
Awakened Intellect
Wings (Ex) The alchemists constant exposure to strange chemicals has
The alchemist gains bat like, birdlike, or insect like expanded his mind. His Intelligence score permanently
functional wings, allowing him to fly as the fly spell for a increases by 2 points.
number of minutes per day equal to his caster level. These
minutes do not need to be consecutive, but they must be Change Alignment, Greater (Su)
spent in 1-minute increments. An alchemist can select this The effects of the alchemists change alignment infusion
discovery multiple times; each time he does so, he adds his become permanent and can only be reversed by a wish or
caster level to the number of minutes per day that he can fly miracle. A permanent, forced change of alignment may be
with the wings. This flight is an extraordinary ability. An devastating, and some believe it is little better than zealous
alchemist must be at least 6th level before selecting this slavery or mind control. Others consider a good alignment
discovery. brought about by any means but purity of heart an affront to
freedom. This discovery remains controversial at best. An
Poison Resistance alchemist must take the change.
At 2nd lvl, an alchemist gains a +2 bonus on all saving throws
against poison. This bonus increases to +4 at 5th lvl, and Eternal Youth
then again to +6 at 8th lvl. At 10th lvl, an alchemist becomes The alchemist has discovered a cure for aging, and from this
completely immune to poison. point forward he takes no penalty to his physical ability
scores from advanced age. If the alchemist is already taking
Poison Use (Ex) such penalties, they are removed at this time.
Alchemists are trained in the use of poison and starting at
2nd lvl, cannot accidentally poison themselves when Fast Healing
applying poison to a weapon. The alchemists flesh responds to damage with shocking
speed he gains fast healing 5.
Swift Alchemy (Ex)
At 3rd lvl, an alchemist can create alchemical items with Philosophers Stone
astounding speed. It takes an alchemist half the normal The alchemist learns how to create a philosopher's Stone,
amount of time to create alchemical items, and he can apply and can do so once per month at no cost. Creating a
poison to a weapon as a move action. philosopher's Stone takes 1 day of work.

Swift Poisoning (Ex) Poison Touch


At 6th lvl, an alchemist can apply a dose of poison to a The alchemist gains a poisonous touch, as if under the
weapon as a swift action. effects of a poison spell. He can suppress or activate this
ability as a free action. The physical appearance of how the
Persistent Mutagen (Su) alchemist generates and delivers his poisonous touch varies
At 14th lvl, the effects of a mutagen last for 1 hour /lvl. from alchemist to alchemist.

Instant Alchemy (Ex) True Mutagen


At 18th lvl, an alchemist can create alchemical items with The alchemists mutagen now grants a +8 natural armor
almost supernatural speed. He can create any alchemical bonus and a +8 alchemical bonus to Strength, Dexterity, and
*Some Features can be found in multiple books, the ones listed here are the most recent publication version* 16 | P a g e
Constitution. The alchemist takes a 2 penalty to his
Intelligence, Wisdom, and Charisma as long as the mutagen
persists. An alchemist must possess the grand mutagen
discovery before selecting this discovery.

*Some Features can be found in multiple books, the ones listed here are the most recent publication version* 17 | P a g e
Archetypes At 6th level, a beastmorphs mutagen grants him additional
Alchemical Trapper (Kobold) abilities and options. The alchemist gains his choice of two of
Because kobolds rely on traps to soften up enemies, kobold the abilities listed in the beast shape I spell, which persist as
alchemists learn to turn bombs into traps. When such long as the mutagen. He may select two different abilities
alchemists are preparing defenses against larger creatures each time he creates a mutagen. This ability replaces swift
that might enter their tunnels and attempt to exterminate poisoning.
them, their skills mean the difference between life and death.
Greater Beastform Mutagen
Bomb Trap (Su) At 10th level, a beastmorphs mutagen grants him three of
At 2nd level, an alchemical trapper can use one of her bombs the abilities listed in the beast shape II spell, which persist as
to make a trap. Setting a bomb trap is a full-round action that long as the mutagen. He may select three different abilities
provokes attacks of opportunity. A bomb trap fills a single 5- each time he creates a mutagen. This ability replaces poison
foot square and cannot be placed in the same area as any resistance +2, +4, and +6, as well as poison immunity.
other trap. The alchemical trapper needs the same materials
required for making a bomb. The DCs for Perception checks Grand Beastform Mutagen
to notice the trap, Disable Device checks to disable it, and At 14th level, a beastmorphs mutagen grants him four of the
saving throws to avoid it are equal to the DC for the abilities listed in the beast shape III spell, which persist as
alchemical trappers bombs. All bomb traps have location long as the mutagen. He may select four different abilities
triggers and do not reset. The alchemical trapper can use any each time he creates a mutagen. This ability replaces
one discovery that applies to a bomb when making a bomb persistent mutagen.
trap. The bomb trap lasts 10 minutes for each alchemist level
the trapper possesses. If the bomb trap is not disabled or Discoveries
exploded within that time frame, the trap becomes inert. The following discoveries complement the beastmorph
Creating a bomb trap uses one of the alchemical trappers archetype: feral mutagen, grand mutagen, greater mutagen,
bombs per day. This ability replaces the discovery at 2nd infuse mutagen, mummification**, spontaneous healing**,
level. tentacle**, and wings**.

Trapfinding (Ex) Blazing Torchbearer


At 4th level, an alchemical trapper can find and disable traps, The blazing torchbearer is especially adept at manipulating
as the rogue class feature of the same name. This ability flames of all kinds.
replaces the discovery at 4th level.
Everburning Flame (Ex)
Any torch held by a blazing torchbearer is considered to be
Beastmorph
Beastmorphs study the anatomy of monsters, learning how an everburning torch, although it still sheds heat and can be
they achieve their strange powers. They use their knowledge used as a weapon. In addition, a blazing torchbearer can cast
to duplicate these abilities, but at the cost of taking on spark as a spell-like ability at will. This ability replaces Brew
inhuman shapes when they use mutagens. Potion.

Beastform Mutagen Intense Light (Ex)


At 3rd level, a beastmorphs mutagen causes him to take on At 2nd level, a blazing torchbearer has mastered lighting and
animalistic features whether those of an animal, a magical holding a torch to the point that it sheds more light than
beast, an animal-like humanoid (such as a lizardfolk), or a those carried by his peers. The radius of normal and
monstrous humanoid. For example, when the beastmorph increased illumination of any torch held by a blazing
uses his mutagen, he may gain a furry muzzle and pointed torchbearer increases by 10 feet. Once per day as a standard
ears like a werewolf, scaly skin like a lizardfolk or sahuagin, action, the blazing torchbearer can create a brilliant flash of
or compound eyes and mandibles like a giant insect. The light that blinds everyone within 10 feet (including the
beastmorph also gains his choice of one of the abilities listed torchbearer) for 1 round. This ability replaces poison use.
in the alterself spell, which persists as long as the mutagen.
He may select a different ability each time he creates a Explosive Torch (Ex)
At 4th level, as a standard action, a blazing torchbearer can
mutagen. This ability replaces swift alchemy.
drop a special blend of explosive powders onto his torch
before using it as a weapon. His next successful melee attack
Improved Beastform Mutagen
with the torch deals an additional 2d6 points of fire damage

*Some Features can be found in multiple books, the ones listed here are the most recent publication version* 18 | P a g e
and sets the target on fire. This attack must be made within bombs deal, the briar bombs splash radius increases by 5
1d4 rounds or the torch prematurely explodes at the end of feet. This ability replaces the 2nd-level discovery class
the blazing torchbearers turn, dealing damage to the blazing feature.
torchbearer and setting him on fire. This ability replaces the
alchemists 4th-level discovery. Dendrite Mutagen (Su)
At 1st level, a bramble brewers mutagen still contains
Bogborn Alchemist (Grippli) transformative power, but grants a treelike sturdiness rather
Some grippli alchemists are particularly attuned to the than the feral power of standard mutagens. When imbibed,
swamps and the dangerous creatures that inhabit them; dendrite mutagen grants a +4 natural armor bonus, a +2
these serve as their laboratories and research subjects, alchemical bonus to one physical ability score, and a 2
respectively. These bogborn alchemists have the following penalty to the corresponding mental ability score (as per the
class features. normal mutagen class feature; Advanced Players Guide 28).
In addition, the alchemist gains fast healing 1 as long as he is
Class Skills in an area of bright light (such as sunlight or inside the area
A bogborn alchemist adds Swim to his list of class skills. of a daylight spell). This otherwise works like the standard
mutagen class feature and replaces that ability.
Amphibious Mutagen (Ex)
At 1st level, when a bogborn alchemist uses a mutagen, he A bramble brewer who selects the greater mutagen
may choose to have his mutagen form enhanced for aquatic discovery can create a dendrite mutagen that still grants a +4
movement. This gives him the amphibious special quality, his natural armor bonus, and also grants a +4 alchemical bonus
feet elongate, and the webbing between his fingers and toes to one physical ability score and a +2 bonus to a second
expands, granting a swim speed of 15 feet. This replaces physical ability score. The bramble brewer takes a 2 penalty
throw anything. to both associated mental ability scores as long as the
mutagen persists, but his fast healing increases to 3 as long
Discovery Options as he is in an area of bright light. This otherwise works like
A bogborn alchemist can select the toxic skin grippli racial
the greater mutagen discovery and replaces that ability.
trait in place of an alchemical discovery.
A bramble brewer who selects the grand mutagen discovery
can brew a dendrite mutagen that now grants a +6 natural
Discoveries
armor bonus, a +6 alchemical bonus to one physical ability
The following discoveries complement the bogborn
score, a +4 alchemical bonus to a second physical ability
alchemist archetype: chameleon (Advanced Race Guide);
score, and a +2 alchemical bonus to a third physical ability
concentrate poison, sticky poison (Advanced Players Guide);
score. The bramble brewer takes a 2 penalty to his
nauseating flesh, poison conversion (Ultimate Combat);
Intelligence, Wisdom, and Charisma scores as long as the
bottled ooze, tanglefoot bomb, tentacle (Ultimate Magic).
mutagen persists. The bramble brewers fast healing
increases to 5 as long as he is within an area of bright light.
Bramble Brewer (Half-Elf)
Some half-elven alchemists merge human curiosity with This otherwise works like the grand mutagen discovery and
their elven link to nature. Such alchemists can manipulate replaces that ability.
the forces of alchemy to create bombs that reshape terrain
and defoliate swaths of vegetation or to create mutagens that Grand Discovery (Su)
At 20th level, a bramble brewer who selects the true
bestow the resilience of oak or the tenacity of bamboo. A
mutagen grand discovery can create a dendrite mutagen that
bramble brewer has the following class features.
grants a +8 natural armor bonus and a +6 alchemical bonus
to Strength, Dexterity, and Constitution. The bramble brewer
Briar Bombs (Su)
At 2nd level, a bramble brewer gains the tanglefoot bomb takes a 2 penalty to his Intelligence, Wisdom, and Charisma
discovery (Ultimate Magic 17), but the entanglements scores as long as the mutagen persists. The bramble brewers
duration persists for a number of rounds equal to the gains fast healing 10, but instead of only gaining fast healing
bramble brewers Intelligence modifier (minimum 1 round). in bright light, this fast healing persists in areas of bright or
Additionally, when a bramble brewer throws a tanglefoot normal light. A bramble brewer must possess the grand
bomb, it transforms all squares in its splash radius into mutagen discovery before selecting this discovery.
difficult terrain that persists for as long as the bombs
entangling effect. Although these bombs deal no damage, for Discoveries
The following discoveries complement the bramble brewer
every 1d6 points of damage the bramble brewers regular
archetype: precise bombs (Advanced Players Guide);

*Some Features can be found in multiple books, the ones listed here are the most recent publication version* 19 | P a g e
defoliant bomb (Advanced Race Guide); lingering spirit, the clone to grow to maturity. If he dies, the clone awakens
strafe bomb, sunlight bomb (Ultimate Magic). as if the alchemist had used the clone spell on himself. He can
have one inert of himself at a time. Unused clones created by
Chirurgeon a clone master do not rot. This ability replaces poison
An alchemist who studies anatomy and uses this knowledge resistance +6 and poison immunity.
to heal is a chirurgeon. A chirurgeon has the following class
features. Simulacrum
At 13th level, a clone master adds simulacrum to his formula
Infused Curative book as a 5th-level extract.
At 2nd level, a chirurgeons extracts of cure spells
automatically act as infusions, and can be used by non- Clone
alchemists. When a chirurgeon prepares his extracts, he may At 16th level, a clone master adds clone to his formula book
choose to render any or all of his infused curatives inert and as a 6th-level extract.
prepare other extracts to replace them (unlike infusions,
which continue to occupy the alchemists daily extract slots Discoveries
until consumed or used). This ability replaces poison use. The following discoveries complement the clone master
archetype: alchemical simulacrum, doppelganger
Anaesthetic simulacrum, preserve organs, and parasitic twin.
At 5th level, a chirurgeon learns how to supplement uses of
the Heal skill with pain-killing drugs. He gains Skill Focus Crypt Breaker
(Heal) as a bonus feat. Any use of the Heal skill that has a risk Crypt breakers are most common in Osirion, where they use
of harming the patient (such as extracting a barb) only deals their powers of perception and alchemical adaptation to
the minimum damage when performed by a chirurgeon. This safely investigate the mysteries of that lands past. They are
ability replaces poison resistance +4. often involved in expeditions into dangerous tombs and
catacombs, where their ability to create alchemical devices
Power Over Death designed to neutralize constructs and undead are often
At 10th level, a chirurgeon adds breath of life to his formula crucial to survival. A crypt breaker has the following class
book as a 4th-level extract. His infused curative ability features.
applies to this extract. This ability replaces poison immunity.
Alkahest Bombs (Su)
Discoveries A crypt breakers bombs are specially designed to work best
The following discoveries complement the chirurgeon against constructs and corporeal undead two foes commonly
archetype: elixir of life, healing touch, infusion, and encountered in ancient tombs. Known as alkahest bombs,
spontaneous healing. these bombs deal acid damage instead of fire damage.
Alkahest is an alchemical fluid that eats away unliving flesh
Clone Master and animated constructs, but it doesnt work as well against
Clone masters practice duplicating existing creatures in other targets. Against constructs and corporeal undead,
order to better understand how to create new life. A clone alkahest bombs deal 1d8 points of damage, plus 1d8 points
master has the following class features. of damage for every odd-numbered level instead of 1d6.
Against all other creatures, alkahest bombs deal 1d4 points
Bomb of damage, plus 1d4 points of force damage for every odd-
A clone masters bombs deal damage one die step lower numbered level. This ability otherwise functions as and
than normal (regular bombs deal d4s, concussive bombs deal replaces the standard alchemist bomb class feature.
1d3s, and so on). This otherwise functions as and replaces
the standard alchemist bomb class feature. Crypt Breakers Draught (Su)
Rather than develop mutagens that increase their natural
Lesser Simulacrum armor and physical abilities at the expense of their minds,
At 7th level, a clone master adds lesser simulacrum to his crypt breakers focus on the creation of special draughts that
formula book as a 3rd-level extract. can enhance their senses. When a crypt breaker drinks one
of these draughts, he gains a +4 bonus on all Perception
Rebirth checks and gains one of the following special senses:
At 8th level, a clone master can prepare a clone of himself
darkvision 60 feet, low-light vision, or scent. While under the
that awakens if he is slain. Creating the clone costs 5,000 gp,
effects of a crypt breakers draught, the alchemist also gains
takes 1 week of work, and requires 3 additional weeks for
*Some Features can be found in multiple books, the ones listed here are the most recent publication version* 20 | P a g e
light blindness. This ability replaces the mutagen class ability
(a crypt breaker cannot create mutagens unless he selects Fire Bomber (Gnome)
the mutagen discovery from Ultimate Magic). Fire bombers are exceptionally good at using bombs to burn
creatures and blow things up, but are not quite as good at
Trapfinding creating other types of bombs or extracts. A fire bomber has
A crypt breaker adds 1/2 his level on Perception checks the following class features.
made to locate traps and to Disable Device checks (minimum
+1). A crypt breaker can use Disable Device to disarm magic Weapon and Armor Proficiency
traps. When determining the ability of a crypt breaker to A fire bomber treats torches as a simple weapon.
deal with locks or traps, treat his alchemist levels as rogue
levels. This ability replaces the Brew Potion bonus feat. Fire Bombardier (Su or Ex)
At 1st level, when a fire bomber throws a bomb that deals
Discoveries fire damage, all creatures in the splash radius take an
A crypt breaker may take the following rogue talents as additional point of damage per die of fire damage dealt. Fire
discoveries: quick disable, trap sense, and trap spotter. Treat bombers only add their Intelligence bonus to damage from
the crypt breakers alchemist level as his rogue level for bombs or alchemical substances that deal fire damage. This
these talents. otherwise works like the alchemists bomb and throw
anything abilities. This ability alters bomb and throw
Enhanced Alkahest (Su) anything.
At 14th level, a crypt breakers alkahest grows more potent.
Against constructs and corporeal undead, the crypt breakers Bonus Feats
alkahest bombs deal +1 points of damage per die, and the A fire bomber can select the Burn! Burn! Burn!, Fire Tamer,
bomb threatens a critical hit on a 1920. This does not stack or Flame Heart feat in place of a discovery.
with other effects that improve critical hit threat ranges. This
ability replaces persistent mutagen. Fiery Cocktail (Su)
At 4th level, whenever a fire bomber uses a discovery that
Deep Bomber (Svirfneblin) deals damage other than fire damage, he can split the
Consumed with keeping hidden from the horrors below the damage dice evenly between the bombs primary damage
surface, svirfneblin use their racial proclivity for alchemy type and 1d6 points of fire damage; when there is an odd
and their inherent talent for obfuscation to strike their number of damage dice, the odd die of damage comes from
enemies from the darkness and retreat unseen. A deep the primary damage type. For example, an 8th-level fire
bomber has the following class features. bomber could throw a concussive bomb that deals 2d6
points of fire damage and 3d4 points of sonic damage.
Silent Bomb Additional effects from the bomb still apply, but the save DC
At 2nd level, when the deep bomber creates a bomb, he can for admixture bombs is reduced by 2. This replaces the
choose to have it explode without making any noise, alchemists 4th-level discovery.
although those damaged by it may cry out. This ability
replaces poison use. Fire Body (Ex)
At 8th level, a fire bomber adds elemental body I to his
Targeting Bomb* extract list as a 3rd-level extract. Elemental body extracts
At 3rd level, when the deep bomber creates a bomb, he can prepared using fire body are limited to fire elementals only.
choose to have its detonation include a faerie fire effect that This ability replaces poison resistance +6.
applies to all creatures within the splash radius (including
the target, if any). This ability replaces swift alchemy (the Improved Fire Body (Ex)
deep bomber gains swift alchemy at 18th level and never At 10th level, fire bombers add elemental body II to their
gains instant alchemy). spell list as a 4th-level extract. Elemental body extracts
prepared using improved fire body are limited to fire
Stonekin elementals only. This ability replaces poison immunity.
At 6th level, the deep bomber automatically learns tree
shape as a 2nd-level extract, except instead of a tree, he takes Greater Fire Body (Ex)
the form of a stalagmite that is the same size as his current At 14th level, fire bombers add elemental body IV to their
size. At 7th level, he automatically learns meld into stone as a spell list as a 5th-level extract. Elemental body extracts
3rd-level extract. This ability replaces swift poisoning. prepared using greater fire body are limited to fire
elementals only. This ability replaces persistent mutagen.
*Some Features can be found in multiple books, the ones listed here are the most recent publication version* 21 | P a g e
the direction she chooses. The alchemist designates one
Discoveries creature in the squares affected by the cone to be the target
The following discoveries complement the fire bomber of the bomb and makes her attack roll against that creature;
archetype: fire brand, rocket bomb (see sidebar); explosive all other squares in the cone take splash damage. If the
bombs, fast bombs, inferno bomb, precise bombs (Advanced alchemist has the explosive bomb discovery and throws an
Players Guide); breath weapon bomb, explosive missile, explosive directed blast, the cone of splash damage is 30 feet
immolation bomb (Ultimate Combat); bottled ooze, long instead of 20 feet. This ability replaces swift poisoning.
confusion bomb, strafe bomb (Ultimate Magic).
Staggering Blast (Su)
Grenadier At 10th level, a grenadiers bombs become particularly
Grenadiers train to exercise their talents in the thick of overwhelming when they explode. Whenever a grenadier
battle, even when not under the influence of their mutagens. scores a successful critical hit with a bomb, the creature
They learn methods of combining weapon attacks with their directly struck by that bomb is staggered for 1d4+1 rounds.
alchemical magic, and sacrifice skill with poisons in order to A successful Fortitude save (DC equals the bombs Reflex
become more adept at using alchemical bombs or using save DC to avoid splash damage) reduces the duration to 1
alchemical items in conjunction with their martial skills. As round. The effects of this ability stack with a frost bombs
an unusual side effect of their skill at handling bombs and staggering effect, but not with the effects of the Staggering
alchemical items with increased speed, grenadiers master Critical feat. Additional hits from a staggering blast add to
the ability to drink potions, elixirs, and mutagens quickly and the effects overall duration. This ability replaces poison
safely, without exposing themselves to peril while doing so. immunity.
A grenadier has the following class features.
Homunculist
Martial Weapon Proficiency One of the grand goals of alchemy is the ability to create new
At 1st level, a grenadier picks one martial weapon to life. A homunculist has made this dream a reality, growing
become proficient in the use of. This ability replaces Brew and modifying a familiar in his own laboratory.
Potion.
Diminished Poisoning
Alchemical Weapon (Su) A homunculist doesnt gain the poison use, poison resistance,
At 2nd level, a grenadier can infuse a weapon or piece of poison immunity, or swift poisoning class features.
ammunition with a single harmful alchemical liquid or
powder, such as alchemists fire or sneezing powder, as a Homunculus Familiar (Ex)
move action. This action consumes the alchemical item, but The homunculist has created a living homunculus
transfers its effect to the weapon in question. The alchemical (Pathfinder RPG Bestiary 176) in the shape of an animal or
item takes full effect on the next creature struck by the vermin. It functions in all ways as a familiar, treating the
weapon, but does not splash, spread, or otherwise affect homunculists alchemist level as his effective wizard level.
additional targets. Any extra damage added is treated like This ability replaces mutagen.
bonus dice of damage, and is not doubled on a critical hit.
The alchemical treatment causes no harm to the weapon Experimentation (Ex)
treated, and wears off 1 minute after application if no blow is A homunculist is constantly experimenting on his familiar to
struck. At 6th level, a grenadier can use her alchemical give it new and unusual features and abilities. At 4th level,
weapon ability as a swift action. At 15th level, this ability the homunculist can grant his familiar 1 evolution point
becomes a free action. This ability replaces poison worth of eidolon evolutions (Pathfinder RPG Advanced
resistance. Players Guide 60) for every 4 alchemist levels he possesses,
though he cant select any evolutions that require a
Precise Bombs (Ex) particular base form. Each time the homunculist gains a
At 2nd level, a grenadier gains the precise bombs alchemist level, he can change his familiars evolutions. These
discovery as a bonus discovery. This ability replaces poison evolutions stack with those from the Evolved Familiar feat
use. (Pathfinder RPG Ultimate Magic 149). The homunculist can
select the Evolved Familiar feat as an alchemist discovery if
Directed Blast (Su) he meets its prerequisites.
At 6th level, a grenadier can detonate a bomb so that it
splashes in a 20-foot cone rather than affecting a radius. The Inspired Chemist
cone starts at the alchemist and extends away from her in

*Some Features can be found in multiple books, the ones listed here are the most recent publication version* 22 | P a g e
Akin to a mindchemist, inspired chemists use a type of
cognatogen that instead of increasing their mental ability Bonus Feats
scores grants them inspiration like an investigator. This An internal alchemist can select Alertness, Extra Ki, Great
inspiration also grants an inspired chemist amazing powers Fortitude, Improved Critical (unarmed strike), Improved
to avoid danger, but takes a toll on both physical power and Initiative, Improved Unarmed Strike, Iron Will, Lighting
health. Reflexes, Stunning Fist, or Weapon Focus (unarmed strike) in
place of an alchemical discovery.
Inspiring Cognatogen
At 1st level, an inspired chemist learns how to create an Disease Resistance
inspiring cognatogen, as the inspiring cognatogen discovery. At 3rd level, an internal alchemist gains a bonus on all
This ability replaces the mutagen class ability. (This means saving throws against disease equal to his alchemist class
that an inspired chemist cannot create mutagens unless he bonus against poison. When he gains the poison immunity
selects the mutagen discovery). alchemist class ability, he becomes immune to disease as
well. This ability replaces swift alchemy.
Bonus Feats
An inspired chemist can select Skill Focus (Disable Device,
Uncanny Dodge
Disguise, Heal, any Knowledge skill, Sense Motive, Spellcraft,
Starting at 6th level, an internal alchemist can react to
or Use Magic Device) in place of a discovery.
danger before his senses would normally allow him to do so.
Bonus Investigator Talents He cannot be caught flat-footed, nor does he lose his
An inspired chemist can select any two investigator talents Dexterity bonus to AC if the attacker is invisible. However, he
in place of a discovery, but can only use these talents while still loses his Dexterity bonus to AC if he is immobilized, or if
under the effect of an inspiring cognatogen. an opponent successfully uses the feint action (see Bluff)
against him. If the internal alchemist already has uncanny
Languages dodge from a different class, he automatically gains
An inspired chemist can learn three languages in place of a improved uncanny dodge (as a rogue) instead. This ability
discovery. replaces swift poisoning.

Discoveries
The following discoveries complement the inspired chemist Discoveries
The following discoveries complement the internal
archetype: grand inspiring cognatogen, greater inspiring
alchemist archetype: cognatogen, elixir of life, grand
cognatogen, and inspired bomb.
cognatogen, greater cognatogen, lingering spirit,
mummification, and spontaneous healing.
Internal Alchemist
An internal alchemist studies medicine, diet, and the living
body to purify the self in the hope of gaining immortality by Mindchemist
While most alchemists use mutagens to boost their physical
means of alchemical concoctions and controlling vital
ability at the cost of mental ability, some use alchemy for the
energy. Internal alchemists develop unusual physical
opposite purpose to boost the power of the mind and
abilities from heightened knowledge of how their bodies
memory. A mindchemist can reach incredible levels of
work. An internal alchemist has the following class features.
mental acuity, but suffers lingering debilitating effects to his
physique. A mindchemist has the following class features.
Breath Mastery
At 1st level, the internal alchemist can control his breath and
the flow of vital energy within his body. Without Cognatogen
At 1st level, a mindchemist learns how to create a
preparation, he can hold his breath for a number of minutes
cognatogen, as per the cognatogen discovery. This ability
equal to his Constitution score (after this, he must begin
replaces the mutagen class ability (a mindchemist cannot
making Constitution checks or risk suffocation); by spending
create mutagens unless he selects mutagen as a discovery).
a full-round action preparing himself, he can increase this
duration to 1 hour per point of Constitution. The alchemist
Perfect Recall
can survive twice as long as normal without food or water
At 2nd level, a mindchemist has honed his memory. When
before he starts to take penalties. He can put himself into a
making a Knowledge check, he may add his Intelligence
state of suspended animation as a move action, and is then
bonus on the check a second time. Thus, a mindchemist with
unconscious and appears completely dead; he awakens at a
5 ranks in Knowledge (history) and a +2 Intelligence bonus
preset time or in response to a condition set by him when he
has a total skill bonus of +9 (5 + 2 + 2) using this ability. The
enters this state. This ability replaces Throw Anything.
*Some Features can be found in multiple books, the ones listed here are the most recent publication version* 23 | P a g e
mindchemist can also use this ability when making an
Intelligence check to remember something. This ability Plague Bringer (Ratfolk)
replaces poison use. The plague bringer sees disease as the ultimate weapon, and
has worked tirelessly to master new diseases and disease-
Bonus Feats delivery systems. A plague bringer feels no more remorse at
A mindchemist may select Skill Focus (Disable Device, unleashing his armaments on his enemies than an archer
Disguise, Heal, any Knowledge skill, Sense Motive, or does when firing an arrow in the heat of battle. Disease is a
Spellcraft) in place of a discovery. tool, and the plague bringer is its master. A plague bringer
has the following class features.
Languages
A mindchemist may learn three languages in place of a Plague Vial (Su)
discovery. At 1st level, a plague bringer can create a plague vial, an
alchemically grown and concentrated disease sample. It
Discoveries takes 1 hour to prepare a plague vial, and once prepared, the
The following discoveries complement the mindchemist vial remains potent until used. A plague bringer can only
archetype: grand cognatogen, greater cognatogen, infuse maintain 1 plague vial at a time if he prepares a second vial,
mutagen. any existing plague vial becomes inert. A plague vial that is
not in a plague bringers possession becomes inert until a
Oenopion Researcher plague bringer picks it up again.
Nex is known for its advanced magical lore, and the
alchemists of Oenopion are incredibly skilled at making Its a standard action to drink a plague vial. Upon being
potions, elixirs, and other materials crucial to the countrys imbibed, the plague vial infects the plague bringers blood,
economy and its monster-creating fleshforges. A Oenopion sweat, tears, and other bodily fluids for 10 minutes per class
researcher has the following class features. level. Any creature that harms him with melee attacks
(except with reach weapons) must make a Fortitude save
Discoveries (DC 10 + 1/2 the plague bringers level + the plague bringers
The following discoveries complement the Oenopion
Intelligence modifier) or become sickened for 1 round per
researcher archetype: acid bomb, bottled ooze*, feral
plague bringer level. The plague bringer is immune to the
mutagen, infuse mutagen, infusion, sunlight bomb*. An
effect of his own plague vial, but not that of anothers plague
asterisk (*) indicates a discovery detailed in Ultimate Magic.
vial. The effects of multiple plague vials do not stack.

Experimental Mutagen (Su)


As a standard action, the plague bringer can infect a weapon
At 2nd level, an Oenopion researcher learns how to create
with this sickness (typically by licking it or wiping his blood
an experimental mutagen that benefits others, though not as
or pus on it). The disease on the weapon works like a
well as his normal mutagen. The experimental mutagen
poisoned weapon, except the source is a disease instead of a
works just like a standard mutagen, except the natural armor
poison (so a dwarf s resistance to poison does not apply).
bonus and the alchemical bonus to the ability score are half
normal (+1 natural armor bonus and +2 to one ability score).
Anyone other than a plague bringer (including another
The experimental mutagen has no risk of nauseating a
alchemist) who drinks a plague vial must make a saving
creature who drinks it. The researcher decides when he
throw against the vials DC or become nauseated for 1 hour.
creates the mutagen if it is a standard mutagen (which gives
Unless he learns how to brew a mutagen by taking the
no benefit if another creature drinks it) or an experimental
mutagen discovery (see Ultimate Magic), he can never
mutagen (which does); there is no difference in the cost, time
benefit from a mutagen and reacts to it as if he were a non-
to create, or any other aspect of the mutagen. If the
alchemist. At any particular time, a plague bringer can only
researcher has discoveries or other abilities that alter or
be under the effect of either a plague vial or a mutagen (not
increase the benefits of the mutagen, these apply to the
both); drinking another immediately ends the effects of any
experimental mutagen (though the drinker only gets half the
ongoing plague vial or mutagen.
numerical bonus of the mutagen). This ability replaces
poison use.
All limitations to mutagens apply to plague vials as if they
were the same substance. The infuse mutagen discovery and
Acid Resistance (Ex)
At 3rd level, an Oenopion researcher gains acid resistance 5. persistent mutagen class ability apply to plague vials. The
This ability replaces swift alchemy. sticky poison discovery applies to a weapon infected with a

*Some Features can be found in multiple books, the ones listed here are the most recent publication version* 24 | P a g e
plague vial. The plague vial is a disease effect. This ability At 10th level, a preservationist adds summon natures ally V
replaces mutagen. to his formula book as a 4th-level extract. This ability
replaces poison immunity.
Disease Resistance (Ex)
At 2nd level, a plague bringer gains a +2 bonus on all saving Bottled Ally V
throws against disease. This bonus increases to +4 at 5th At 14th level, a preservationist adds summon natures ally
level, and to +6 at 8th level. At 10th level, a plague bringer VII to his formula book as a 5th-level extract. This ability
becomes completely immune to disease (including magical replaces persistent mutagen.
diseases). This ability replaces all increments of poison
resistance and poison immunity. Bottled Ally VI
At 18 level, a preservationist adds summon natures ally IX
Discoveries to his formula book as a 6th-level extract. This ability
The following discoveries complement the plague bringer replaces his 18th-level discovery.
archetype: explosive bomb, precise bombs, smoke bomb
(Advanced Players Guide); breath weapon bomb, fast bomb, Discoveries
nauseating bomb (Ultimate Combat); plague bomb (Ultimate The following discoveries complement the preservationist
Magic). archetype: bottled ooze, preserve organs, tentacle, vestigial
arm, and wings.
Preservationist
Some alchemists are obsessed with collecting and preserving Psychonaut
exotic creatures. These preservationists may use bottled A psychonaut uses his knowledge to explore altered states of
animals and monsters as teaching tools, but some learn how consciousness and even other planes of existence. A
to reanimate them for short periods to battle on the psychonaut has the following class features.
alchemists behalf. A preservationist has the following class
features. Bomb
A psychonauts bombs deal damage one die step lower than
Bottled Ally I normal (regular bombs deal d4s, concussive bombs deal
At 2nd level, a preservationist adds Handle Animal to his list 1d3s, and so on). This ability otherwise functions as and
of class skills. He adds summon natures ally I to his formula replaces the standard alchemist bomb class feature.
book as a 1st-level extract. When he prepares that extract, he
actually prepares a tiny, preserved specimen in a bottle (as Precognition
with a caster casting the spell, the preservationist doesnt At 5th level, a psychonaut adds augury to his formula book
have to choose the creature until he uses the extract). When as a 2nd-level extract (this extract does not require a divine
the alchemist opens the bottle, the specimen animates and focus component). This replaces poison resistance +4.
grows to normal size, serving the preservationist as per the Psychic Senses: At 8th level, a psychonaut adds
spell and otherwise being treated as a summoned creature. lairaudience/clairvoyance, detect scrying, scrying, and speak
When the duration expires, the preserved creature decays with dead to his formula book as 3rd-level extracts (a scrying
into powder. If the preservationist has the infusion extract does not require a focus or divine focus component).
discovery, another character can use the infused specimen. When a psychonaut uses a speak with dead extract, he gains
The Augment Summoning feat can be applied to these the power to hear the lingering spirit within a corpse rather
specimens. This ability replaces poison use. than enabling the corpse to audibly speak, but the extract
otherwise works as the spell. This ability replaces poison
Bottled Ally II resistance +6.
At 5th level, a preservationist adds summon natures ally II
to his formula book as a 2nd-level extract. This ability Remote Consciousness
replaces poison resistance +4. At 10th level, a psychonaut adds dream, lesser astral
projection, nightmare, plane shift, sending, and telepathic
Bottled Ally III bond to his formula book as 4th-level extracts (a plane shift
At 8th level, a preservationist adds summon natures ally IV extract does not require a focus component). This ability
to his formula book as a 3rd-level extract. This ability replaces poison immunity.
replaces poison resistance +6.
Greater Precognition
Bottled Ally IV

*Some Features can be found in multiple books, the ones listed here are the most recent publication version* 25 | P a g e
At 15th level, a psychonaut adds moment of prescience to
his formula book as a 5th-level extract. This ability replaces Reanimator
the increase to bomb damage at this level. A reanimator is an alchemist who has discovered how to
infuse a corpse with a semblance of life. Many work in
Master Precognition tandem with necromancers to explore the fine border
At 17th level, a psychonaut adds foresight to his formula between the worlds of the living and the dead. A reanimator
book as a 6th-level extract. This ability replaces the increase has the following class features.
to bomb damage at this level.
Bomb
Discoveries A reanimators bombs deal damage one die step lower than
The following discoveries complement the psychonaut normal (regular bombs deal d4s, concussive bombs deal
archetype: confusion bomb, eternal potion, extend potion, 1d3s, and so on). This ability otherwise functions as and
lingering spirit, and madness bomb. replaces the standard alchemist bomb class feature.

Ragechemist Simple Reanimation


Some alchemists create mutagens that tap into a primal At 7th level, a reanimator adds lesser animate dead to his
anger that fuels their physical transformation. These formula book as a 3rd-level extract. When he uses that
alchemists have little control over their altered selves. extract, rather than drinking it, he injects it into the corpse
he intends to animate, which rises as an undead creature
Rage Mutagen under his control 1 hour later. The extract can only create
At 2nd level, whenever a ragechemist creates a mutagen that zombies (including variant zombies). This ability replaces
improves his Strength, that mutagen grants the rage chemist the increase to bomb damage at this level.
a +6 bonus to Strength, a +2 bonus to natural armor, and a 2
penalty to Intelligence. Furthermore, while under the effects Create Undead
of this mutagen, whenever the alchemist takes damage, his At 13th level, a reanimator adds create undead to his
rage grows, with detrimental effects. At the end of each turn formula book as a 4th-level extract. When he uses that
that he takes hit point damage, the ragechemist must extract, rather than drinking it, he injects it into the corpse
succeed at a Will saving throw (DC 15, or DC 20 if any of the he intends to animate, which rises as an uncontrolled undead
damage came from a critical hit that turn) or take a 2 1 hour later. The extract can only create corporeal undead.
penalty on Will saving throws and to Intelligence. These This ability replaces the increase to bomb damage at this
penalties end 1 hour after the mutagen ends and stack with level.
themselves. If the penalty lowers the ragechemists
Intelligence score to 0, the ragechemist is comatose until 1 Create Greater Undead
hour after the mutagen expires. This ability replaces poison At 15th level, a reanimator adds create greater undead to his
use. formula book as a 5th-level extract. This otherwise acts
similarly to a create undead extract. This ability replaces the
Sturdy Rage increase to bomb damage at this level.
At 6th level, whenever a ragechemist uses his rage mutagen,
he also gains a +4 bonus to natural armor, but the penalty on Discoveries
Will saving throws and to Intelligence for taking damage The following discoveries complement the reanimator
increases to 4. This ability replaces swift poisoning. archetype: alchemical zombie, elixir of life, eternal potion,
mummification, and preserve organs.
Lumbering Rage
At 10th level, whenever a ragechemist uses his rage Saboteur (Gnome)
mutagen ability, he may have the mutagen also give him a +2 The saboteur is an alchemist who specializes in destroying
morale bonus to Constitution, but when he takes a penalty the plans, materials, and allies of his enemies. A saboteur has
on Will saving throws and to Intelligence, he also takes a 1 focused his alchemical research toward new ways to conceal
penalty to Dexterity. This ability replaces poison immunity. his presence, sow confusion, and blow up large structures.

Discoveries Class Skills


The following discoveries complement the ragechemist: A saboteur adds Knowledge (engineering) to his list of class
feral mutagen, grand mutagen, greater mutagen, infuse skills and removes Knowledge (nature) from his list of class
mutagen, tentacle**, and vestigial arm**. skills.

*Some Features can be found in multiple books, the ones listed here are the most recent publication version* 26 | P a g e
Chameleon Mutagen (Su) of the same name, but it functions in any terrain. The
At 1st level, a saboteur discovers how to create a special saboteur must be at least 12th level to select this discovery.
elixir that he can imbibe in order to heighten his ability to
move undetected and his mobility at the cost of his physical Grand Discoveries
might. When consumed, the elixir causes the saboteurs skin A saboteur may select the following grand discovery.
to change color to match the background and causes his
hands and feet to secrete a sticky residue. This grants him a True Chameleon Mutagen
circumstance bonus on Stealth checks equal to half his The saboteurs chameleon mutagen now acts as if he was
alchemist level (minimum +1), as well as granting him a under the effects of the improved invisibility and spider
climb speed equal to half his base speed, for 10 minutes per climb spells, using his alchemist level as the caster level, for
saboteur level. In addition, while the chameleon extract is in the duration of the mutagen. The saboteur must possess the
effect, the saboteur takes a 2 penalty to his Strength. grand chameleon mutagen discovery to select this grand
This ability replaces mutagen. A saboteur who drinks an discovery.
alchemists mutagen is treated as a non-alchemist. All
limitations to mutagens apply to chameleon mutagen as if it Discoveries
were the same ability. The infuse mutagen discovery and The following discoveries complement the saboteur
persistent mutagen class ability apply to the chameleon archetype: acid bomb, concussive bomb, delayed bomb,
mutagen. explosive bomb, fast bombs, inferno bomb, madness bomb,
precise bombs, smoke bomb, stink bomb (Advanced Players
Saboteur Discoveries Guide); explosive missile, immolation bomb, siege bomb
The following new options may be taken as discoveries by a (Ultimate Combat); blinding bomb, cognatogen, confusion
saboteur. bomb, tanglefoot bomb (Ultimate Magic).

Bore Bomb* Trap Breaker


When the saboteur creates a bomb, he may choose to make Trap breakers forgo the study of poison to instead master
it a bore bomb. If a bore bomb strikes a wall, gate, siege the construction and deployment of traps, using their nimble
engine, or similar large, solid, inanimate structure, it ignores fingers to disable dangerous devices and their alchemical
half the targets hardness and deals 1 point of damage per knowledge to create devastating land mines.
saboteur level. If a bore bomb reduces an inanimate target to
half its hit points or fewer, it blows a hole 5 feet wide and 5 Trapfinding (Ex)
feet deep in the target. Starting at 2nd level, a trap breaker adds 1/2 his alchemist
level on Perception checks made to locate traps and on
Complex Bomb Disable Device checks. A trap breaker can use Disable Device
When the saboteur creates a bomb, he can choose to have it to disarm magic traps. This ability replaces poison use and
modified by two different discoveries that modify a bombs poison resistance +2.
damage (those discoveries marked with an asterisk). Each
discovery modifies half the bombs damage dice, rounding Explosive Disarm (Ex)
down. For example, a concussive/frost bomb from a 9th- At 5th level, a trap breaker can attempt to disarm a
level saboteur deals 2d4 points of sonic damage + 2d6 points mechanical trap by detonating it rather than disarming it
of frost damage. Creating a complex bomb counts as 2 daily with a Disable Device check. As a full-round action, a trap
uses of the bomb ability. breaker may expend one of his bombs to make a ranged
touch attack against a trap, using the traps Disable Device
Grand Chameleon Mutagen DC as its AC. If the attack misses, the bombs splash damage
The saboteurs chameleon mutagen now grants him a activates the trap. If the attack hits, the bomb deactivates the
circumstance bonus on Stealth checks equal to his alchemist trap without setting it off. The trap breaker must both know
level, as well as granting him a climb speed equal to his the location of the trap and be able to reach the traps trigger
normal movement speed. The saboteur must possess the with a ranged touch attack in order to use this ability. At 8th
greater chameleon mutagen discovery and be at least 16th level, a trap breaker can disarm magic traps with this ability.
level to select this discovery. This ability replaces poison resistance +4 and poison
resistance +6.
Greater Chameleon Mutagen
The saboteurs chameleon mutagen now also grants the Land Mine (Ex)
saboteur the hide in plain sight ability, as the ranger ability At 6th level, a trap breaker can turn his bombs into land
mines. Setting a land mine is a full-round action that
*Some Features can be found in multiple books, the ones listed here are the most recent publication version* 27 | P a g e
provokes attacks of opportunity. The land mine fills a single of extracts used. At 9th level, a vivisectionist adds awaken
5-foot square, and cant be placed in the same space as and baleful polymorph to his formula book as 3rd-level
another trap, land mine, or magic trap. The trap breaker can extracts. When he uses the awaken or baleful polymorph
arm the land mine with any bomb he is eligible to use, and extract, he injects it into the target (not a plant) as part of a
the effects of this bomb are immediately transferred to the 24-hour surgical procedure. He can make anthropomorphic
land mine. Creating a land mine uses up two of the animal permanent on a creature by spending 7,500 gp. At
alchemists bombs per day. The DCs for Perception checks to 15th level, a vivisectionist adds regenerate to his formula
notice the land mine, Disable Device checks to disable it, and book as a 5th-level extract.
saving throws to avoid its effects are equal to 10 + 1/2 the
alchemists level + his Intelligence modifier. All alchemist Bleeding Attack
land mines are mechanical traps with the qualities Trigger: A vivisectionist may select the bleeding attack rogue talent
location and Reset: none. Land mines last for 1 day per in place of a discovery.
alchemist level or until they are triggered, whichever comes
first. This ability replaces swift poisoning. Crippling Strike
At 10th level or later, a vivisectionist may select the
Mine Engineering (Ex) crippling strike rogue talent in place of a discovery.
At 10th level, a trap breakers expertise in improving
explosives allows him to create land mines with minimal Discoveries
expense. Creating a land mine uses up only one of the The following discoveries complement the vivisectionist
alchemists bombs per day. This ability replaces poison archetype: alchemical simulacrum, concentrate poison,
immunity. doppelganger simulacrum, feral mutagen, parasitic twin,
plague bomb, poison bomb, preserve organs, sticky bomb,
Vivisectionist tentacle, tumor familiar, vestigial arm, and wings.
A vivisectionist studies bodies to better understand their
function. Unlike a chirurgeon, a vivisectionists goals are not Winged Marauder (Goblin)
related to healing, but rather to experimentation and Goblin alchemists have created a mixture of pheromones
knowledge that most people would consider evil. A that they use to manipulate and entice giant vultures or dire
vivisectionist has the following class features. bats to do their bidding. These goblins strap harnesses to the
chests of these flying animals and hang beneath them,
Sneak Attack dropping flaming alchemical solutions on the helpless folks
At 1st level, a vivisectionist gains the sneak attack ability as below.
a rogue of the same level. If a character already has sneak
attack from another class, the levels from the classes that Class Skills
grant sneak attack stack to determine the effective rogue A winged marauder gains Acrobatics, Handle Animal, and
level for the sneak attacks extra damage dice (so an Ride as class skills. These replace Disable Device, Sleight of
alchemist 1/rogue 1 has a +1d6 sneak attack like a 2nd-level Hand, and Use Magic Device as class skills.
rogue, an alchemist 2/rogue 1 has a +2d6 sneak attack like a
3rd-level rogue, and so on). This ability replaces bomb. Flying Beast Tamer (Ex)
At 1st level, a winged marauder acquires a f lying mount as
an animal companion. This works as the druid animal
Torturers Eye
At 2nd level, a vivisectionist adds deathwatch to his formula companion class feature, except the marauder must select a
book as a 1st-level extract. dire bat (Pathfinder RPG Bestiary 30) or giant vulture
(Pathfinder RPG Bestiary 3 312). The marauders effective
Cruel Anatomist druid level is equal to his alchemist level. A marauder and his
At 3rd level, a vivisectionist may use his Knowledge (nature) companion dont gain the share spells ability. This ability
skill bonus in place of his Heal skill bonus. replaces the mutagen and persistent mutagen class features.

Torturous Transformation Discovery


At 7th level, a vivisectionist adds anthropomorphic animal A winged marauder can select the following additional
to his formula book as a 2nd-level extract. When he uses this discovery.
extract, he injects it into an animal as part of a 2-hour
surgical procedure. By using multiple doses of this extract as Sipping Pet (Ex)
part of the surgery, he multiplies the duration by the number As a standard action, the marauder can administer a dose of
a liquid (such as an extract, infusion, potion, or an alchemical
*Some Features can be found in multiple books, the ones listed here are the most recent publication version* 28 | P a g e
liquid like antitoxin) to his animal companion, even if the
companion is unconscious. The alchemist must be adjacent
to or riding the companion to use this ability. An alchemist
must have the infusion discovery to select this discovery.

*Some Features can be found in multiple books, the ones listed here are the most recent publication version* 29 | P a g e
Open Game License
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System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary
Gygax and Dave Arneson. Pathfinder Roleplaying Game Reference Document. 2011, Paizo Publishing, LLC; Author: Paizo Publishing, LLC. Pathfinder
Roleplaying Game Core Rulebook. 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip

*Some Features can be found in multiple books, the ones listed here are the most recent publication version* 30 | P a g e
Williams. Pathfinder Roleplaying Game Bestiary. 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook,
and Skip Williams. Pathfinder Roleplaying Game Bestiary 2. 2010, Paizo Publishing, LLC; Authors Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme
Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik Mona,
Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material
by Jonathan Tweet, Monte Cook, and Skip Williams. Pathfinder Roleplaying Game Bestiary 3. 2011, Paizo Publishing, LLC; Authors: Jesse Benner, Jason
Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based
on material by Jonathan Tweet, Monte Cook, and Skip Williams. Pathfinder Roleplaying Game Bestiary 4. 2013, Paizo Publishing, LLC; Authors: Dennis
Baker, Jesse Benner, Savannah Broadway, Ross Byers, Adam Daigle, Tim Hitchcock, Tracy Hurley, James Jacobs, Matt James, Rob McCreary, Jason Nelson, Tom
Phillips, Stephen Radney- MacFarland, Sean K Reynolds, F. Wesley Schneider, Tork Shaw, and Russ Taylor. Pathfinder Roleplaying Game Game Mastery
Guide. 2010, Paizo Publishing, LLC; Author: Cam Banks, Wolfgang Buar, Jason Bulmahn, Jim Butler, Eric Cagle, Graeme Davis, Adam Daigle, Joshua J. Frost,
James Jacobs, Kenneth Hite, Steven Kenson, Robin Laws, Tito Leati, Rob McCreary, Hal Maclean, Colin McComb, Jason Nelson, David Noonan, Richard Pett, Rich
Redman, Sean K reynolds, F. Wesley Schneider, Amber Scorr, Doug Seacat, Mike Selinker, Lisa Stevens, James L. Sutter, Russ Taylor, Penny Williams, Skip
Williams, Teeuwynn Woodruff. Pathfinder Roleplaying Game Advanced Class Guide 2014, Paizo Inc.; Authors: Dennis Baker, Ross Byers, Jesse Benner,
Savannah Broadway, Jason Bulmahn, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan H. Keith, Will McCardell, Dale C. McCoy, Jr., Tom Phillips, Stephen
Radney-MacFarland, Thomas M. Reid, Sean K Reynolds, Tork Shaw, Owen K.C. Stephens, and Russ Taylor. Pathfinder Roleplaying Game Advanced Player's
Guide. 2010, Paizo Publishing, LLC; Author: Jason Bulmahn Pathfinder Roleplaying Game Advanced Race Guide. 2012, Paizo Publishing, LLC;
Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Jim Groves, Tim Hitchcock, Hal MacLean, Jason Nelson, Stephen Radney-
MacFarland, Owen K.C. Stephens, Todd Stewart, and Russ Taylor. Pathfinder Roleplaying Game NPC Codex. 2012, Paizo Publishing, LLC; Authors: Jesse
Benner, Jason Bulmahn, Adam Daigle, Alex Greenshields, Rob McCreary, Mark Moreland, Jason Nelson, Stephen Radney-MacFarland, Patrick Renie, Sean K
Reynolds, and Russ Taylor. Pathfinder Roleplaying Game Ultimate Magic. 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin
McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor. Pathfinder Roleplaying Game
Ultimate Campaign. 2013, Paizo Publishing, LLC; Authors: Jesse Benner, Benjamin Bruck, Jason Bulmahn, Ryan Costello, Adam Daigle, Matt Goetz, Tim
Hitchcock, James Jacobs, Ryan Macklin, Colin McComb, Jason Nelson, Richard Pett, Stephen Radney-MacFarland, Patrick Renie, Sean K Reynolds, F. Wesley
Schneider, James L. Sutter, Russ Taylor, and Stephen Townshend. Pathfinder Roleplaying Game Ultimate Combat. 2011, Paizo Publishing, LLC; Authors:
Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Brian J. Cortijo, Jim Groves, Tim Hitchcock, Richard A. Hunt, Colin McComb, Jason Nelson, Tom
Phillips, Patrick Renie, Sean K Reynolds, and Russ Taylor. Pathfinder Roleplaying Game Ultimate Equipment. 2012 Paizo Publishing, LLC; Authors:
Dennis Baker, Jesse Benner, Benjamin Bruck, Ross Byers, Brian J. Cortijo, Ryan Costello, Mike Ferguson, Matt Goetz, Jim Groves, Tracy Hurley, Matt James,
Jonathan H. Keith, Michael Kenway, Hal MacLean, Jason Nelson, Tork Shaw, Owen KC Stephens, and Russ Taylor. Pathfinder Campaign Setting: Technology
Guide. 2014, Paizo Inc.; Authors: James Jacobs and Russ Taylor. Anger of Angels. 2003, Sean K Reynolds. Advanced Bestiary. 2004, Green Ronin
Publishing, LLC; Author: Matt Sernett. Book of Fiends. 2003, Green Ronin Publishing; Authors: Aaron Loeb, Erik Mona, Chris Pramas, Robert J. Schwalb.
The Book of Hallowed Might. 2002, Monte J. Cook. Monte Cook's Arcana Unearthed. 2003, Monte J. Cook. Path of the Magi. 2002 Citizen
Games/Troll Lord Games; Authors: Mike McArtor, W. Jason Peck, Jeff Quick, and Sean K Reynolds. Skreyn's Register: The Bonds of Magic. 2002, Sean K
Reynolds. The Book of Experimental Might. 2008, Monte J. Cook. All rights reserved. Tome of Horrors. 2002, Necromancer Games, Inc.; Authors: Scott
Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based
on original content from TSR. Kobold Quarterly Issue 7, 2008, Open Design LLC, www.koboldquarterly.com; Authors: John Baichtal, Wolfgang Baur, Ross
Byers, Matthew Cicci, John Flemming, Jeremy Jones, Derek Kagemann, Phillip Larwood, Richard Pett, and Stan! The Tome of Horrors III, 2005,
Necromancer Games, Inc.; Author Scott Greene. Adherer from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Authors Scott Greene and
Clark Peterson, based on original material by Guy Shearer. Amphisbaena from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Author
Scott Greene, based on original material by Gary Gygax. Angel, Monadic Deva from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.;
Author: Scott Greene, based on original material by E. Gary Gygax. Angel, Movanic Deva from the Tome of Horrors, Revised, 2002, Necromancer Games,
Inc.; Author: Scott Greene, based on original material by E. Gary Gygax. Animal Lord from the Tome of Horrors, Revised, 2002, Necromancer Games,Inc.;
Author Scott Greene, based on original material by Gary Gygax. Ascomid from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Author Scott
Greene, based on original material by Gary Gygax. Atomie from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Author Scott Greene, based
on original material by Gary Gygax. Aurumvorax from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Author Scott Greene, based on
original material by Gary Gygax. Axe Beak from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Author Scott Greene, based on original
material by Gary Gygax. Baphomet from the Tome of Horrors Complete 2011, Necromancer Games, Inc., published and distributed by Frog God Games;
Author: Scott Greene, based on original material by Gary Gygax. Bat, Mobat from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Authors
Scott Peterson and Clark Peterson, based on original material by Gary Gygax. Beetle, Slicer from the Tome of Horrors, Revised, 2002, Necromancer
Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. Blindheim from the Tome of Horrors, Revised, 2002, Necromancer Games,
Inc.; Author Scott Greene, based on original material by Roger Musson. Basidirond from the Tome of Horrors, 2002, Necromancer Games, Inc.; Author
Scott Greene, based on original material by Gary Gygax. Brownie from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Author: Scott
Greene, based on original material by E. Gary Gygax. Bunyip from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Author Scott Greene,
based on original material by Dermot Jackson. Carbuncle from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Authors Scott Greene,
based on original material by Albie Fiore. Caryatid Column from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Author Scott Greene,
based on original material by Jean Wells. Cave Fisher from the Tome of Horrors, 2002, Necromancer Games, Inc.; Author Scott Greene, based on original
material by Lawrence Schick. Crypt Thing from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Author Scott Greene, based on original
material by Roger Musson. Crystal Ooze from the Tome of Horrors, 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by
Gary Gygax. Daemon, Ceustodaemon (Guardian Daemon) from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Author: Scott Greene,
based on original material by E. Gary Gygax. Daemon, Derghodaemon from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Author: Scott
Greene, based on original material by E. Gary Gygax. Daemon, Guardian from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Author:
Scott Greene, based on original material by E. Gary Gygax. Daemon, Hydrodaemon from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.;
Author: Scott Greene, based on original material by E. Gary Gygax. Daemon, Piscodaemon from the Tome of Horrors, Revised, 2002, Necromancer
Games, Inc.; Author: Scott Greene, based on original material by E. Gary Gygax. Dark Creeper from the Tome of Horrors, 2002, Necromancer Games, Inc.;
Author Scott Greene, based on original material by Rik Shepard. Dark Stalker from the Tome of Horrors, 2002, Necromancer Games, Inc.; Author Scott
Greene, based on original material by Simon Muth. Death Dog from the Tome of Horrors Complete, 2011, Necromancer Games, Inc.; published and
distributed by Frog God Games; Author: Scott Greene, based on original material by Underworld Oracle. Death Worm from the Tome of Horrors, Revised,

*Some Features can be found in multiple books, the ones listed here are the most recent publication version* 31 | P a g e
2002, Necromancer Games, Inc.; Author Scott Greene and Erica Balsley. Decapus from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.;
Author Scott Greene, based on original material by Jean Wells. Demodand, Shaggy from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.;
Author Scott Greene, based on original material by Gary Gygax. Demodand, Slimy from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.;
Author Scott Greene, based on original material by Gary Gygax. Demodand, Tarry from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.;
Author Scott Greene, based on original material by Gary Gygax. Demon, Nabasu from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.;
Author Scott Greene, based on original material by Gary Gygax. Demon Lord, Kostchtchie from the Tome of Horrors Complete, 2011, Necromancer
Games, Inc.; published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax. Demon Lord, Pazuzu from the
Tome of Horrors Complete, 2011, Necromancer Games, Inc.; published and distributed by Frog God Games; Author: Scott Greene, based on original
material by Gary Gygax. Dire Corby from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material
by Jeff Wyndham. Disenchanter from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by
Roger Musson. Dragon, Faerie from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by
Brian Jaeger and Gary Gygax. Dragon Horse from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Author Scott Greene, based on original
material by Gary Gygax. Dracolisk from the Tome of Horrors, 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary
Gygax. Dust Digger from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
Executioner's Hood from the Tome of Horrors Complete, 2011, Necromancer Games, Inc.; published and distributed by Frog God Games; Author: Scott
Greene, based on original material by Gary Gygax. Flail Snail from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Author Scott Greene,
based on original material by Simon Tilbrook. Flumph from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Author Scott Greene, based on
original material by Ian McDowell and Douglas Naismith. Froghemoth from the Tome of Horrors, 2002, Necromancer Games, Inc.; Author Scott Greene,
based on original material by Gary Gygax. Foo Creature from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Author Scott Greene, based
on original material by Gary Gygax. Forlarren from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Author Scott Greene, based on original
material by Ian Livingstone. Genie, Marid from the Tome of Horrors Complete 2011, Necromancer Games, Inc., published and distributed by Frog God
Games; Author: Scott Greene, based on original material by Gary Gygax. Giant Slug from the Tome of Horrors, 2002, Necromancer Games, Inc.; Author
Scott Greene, based on original material by Gary Gygax. Giant, Wood from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Author Scott
Greene, based on original material by Wizards of the Coast. Gloomwing from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Author Scott
Greene, based on original material by Gary Gygax. Grippli from the Tome of Horrors Complete 2011, Necromancer Games, Inc., published and distributed
by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.Nereid from the Tome of Horrors Complete 2011, Necromancer
Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax. Gryph from the Tome of Horrors,
Revised, 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Peter Brown. Hangman Tree from the Tome of Horrors,
Revised, 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. Hippocampus from the Tome of Horrors,
Revised, 2002, Necromancer Games, Inc.; Author Scott Greene and Erica Balsley, based on original material by Gary Gygax. Huecuva from the Tome of
Horrors, Revised, 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Underworld Oracle. Ice Golem from the Tome of
Horrors, 2002, Necromancer Games, Inc.; Author Scott Greene. Iron Cobra from the Tome of Horrors, 2002, Necromancer Games, Inc.; Author Scott
Greene, based on original material by Philip Masters. Jackalwere from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Author Scott
Greene, based on original material by Gary Gygax. Jubilex from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Author Scott Greene, based
on original material by Gary Gygax. Kamadan from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Author Scott Greene, based on original
material by Nick Louth. Kech from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary
Gygax. Kelpie from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Lawrence Schick.
Korred from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. Leprechaun
from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. Lurker Above from
the Tome of Horrors Complete, 2011, Necromancer Games, Inc.; published and distributed by Frog God Games; Author: Scott Greene, based on original
material by Gary Gygax. Magma ooze from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Author Scott Greene. Marid from the Tome of
Horrors III, 2005, Necromancer Games, Inc.; Author Scott Greene. Mihstu from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Author:
Scott Greene, based on original material by E. Gary Gygax. Mite from the Tome of Horrors, 2002, Necromancer Games, Inc.; Author Scott Greene, based on
original material by Ian Livingstone and Mark Barnes. Mongrelman from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Author Scott
Greene, based on original material by Gary Gygax. Nabasu Demon from the Tome of Horrors, 2002, Necromancer Games, Inc.; Author Scott Greene, based
on original material by Gary Gygax. Necrophidius from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Author: Scott Greene, based on
original material by Simon Tillbrook. Nereid from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Author Scott Greene, based on original
material by Gary Gygax. Pech from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary
Gygax. Phycomid from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
Poltergeist from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Lewis Pulsipher.
Quickling from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
Quickwood from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. Rot Grub
from the Tome of Horrors, 2002, Necromancer Games, Inc.; Author Scott Greene and Clark Peterson, based on original material by Gary Gygax. Russet
Mold from the Tome of Horrors, 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. Sandman from the
Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Roger Musson. Scarecrow from the Tome
of Horrors, Revised, 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Roger Musson. Shadow Demon from the Tome
of Horrors, 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Neville White. Skulk from the Tome of Horrors, Revised,
2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Simon Muth. Slime Mold from the Tome of Horrors, Revised, 2002,
Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. Slithering Tracker from the Tome of Horrors, Revised, 2002,
Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. Soul Eater from the Tome of Horrors, Revised, 2002,
Necromancer Games, Inc.; Author Scott Greene, based on original material by David Cook. Spriggan from the Tome of Horrors, Revised, 2002,
Necromancer Games, Inc.; Author Scott Greene and Erica Balsley, based on original material by Roger Moore and Gary Gygax. Tenebrous Worm from the
Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. Tentamort from the Tome of
Horrors, Revised, 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Mike Roberts. Tick, Giant & Dragon from the Tome
of Horrors, Revised, 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. Trapper from the Tome of Horrors
Complete, 2011, Necromancer Games, Inc.; published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.

*Some Features can be found in multiple books, the ones listed here are the most recent publication version* 32 | P a g e
Troll, Ice from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Russell Cole. Troll, Rock
from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Author Scott Greene. Vegepygmy from the Tome of Horrors, 2002, Necromancer
Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. Wolf-In-Sheep's-Clothing from the Tome of Horrors, Revised, 2002,
Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. Wood Golem from the Tome of Horrors, 2002, Necromancer
Games, Inc.; Authors Scott Greene and Patrick Lawinger. Yellow Musk Creeper from the Tome of Horrors, 2002, Necromancer Games, Inc.; Author Scott
Greene, based on original material by Albie Fiore. Yellow Musk Zombie from the Tome of Horrors, 2002, Necromancer Games, Inc.; Author Scott Greene,
based on original material by Albie Fiore. Yeti from the Tome of Horrors, 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material
by Gary Gygax. Zombie, Juju from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary
Gygax.

*Some Features can be found in multiple books, the ones listed here are the most recent publication version* 33 | P a g e

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