Discovery

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At 2nd level, and then again, every 2 levels thereafter (up to 18th level), an alchemist makes an incredible alchemical discovery. Unless otherwise noted, an alchemist cannot select an individual discovery more than once. Some discoveries can only be made if the alchemist has met certain prerequisites first, such as uncovering other discoveries. Only one such discovery can be applied to an individual bomb. The DC of any saving throw called for by a discovery is equal to 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier.

Discovery is one of many Class Features available in Pathfinder: Wrath of the Righteous. Class Features are generally passive benefits that characters gain based on their Class but can also sometimes be active Skills that you can use in combat. Abilities in Pathfinder: Wrath of the Righteous can be used for both dealing damage to Enemies, inflict Status Ailments, buff characters or just protect you.

 

Discovery Information

Type:

 

 

Discovery Possible Selections

An Alchemist can choose one of the following Discoveries once it reaches level 2. Then every 2 levels thereafter, until he reaches level 18th. This means that a level 20 Alchemist can pick up 9 different abilities from this pool.

Quick Search of All Discoveries 

Name

Description

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Acid Bomb

When the Alchemist creates a bomb, he can choose to have it inflict Acid Damage. Creatures that take a direct hit from an acid bomb take an additional 1d6 points of acid damage 1 round later.

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Blinding Bombs

When the Alchemist creates a bomb, he can choose for it to detonate very brightly. Creatures that take a direct hit from a blinding bomb are blinded for 1 minute unless they succeed at a Fortitude save. Creatures in the splash area that fail their saves against the bomb are dazzled for 1 minute.

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Breath Weapon Bomb

Instead of drawing the components of, creating, and throwing a bomb, the alchemist can draw the components, drink them, mix them within his body, and then expel them as a breath weapon as a Standard Action. This breath weapon is a 15-foot cone and has the same DC as the bomb. Each creature within the cone takes damage as if it had suffered a direct hit from the alchemist's bomb, but succeeding at a Reflex save (DC = 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier) halves the damage. Unlike throwing normal bombs, drawing, drinking, and expelling breath weapon bombs does not provoke attacks of opportunity.

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Choking Bomb

Instead of dealing damage, this bomb exposes creatures around it to choking gas. Creatures that take a direct hit or are in the splash area must succeed at a Fortitude save or become nauseated for 1 round per 1d6 damage the alchemist bomb would usually inflict. Creatures nauseated by this bomb can attempt another save each round.

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Cognatogen

The Alchemist gains the ability to create a Cognatogen, a mutagen-like mixture that heightens one mental ability score at the expense of a physical ability score. If the cognatogen enhances his Intelligence, it applies a penalty to his Strength. If it enhances his Wisdom, it applies a penalty to his Dexterity. If it enhances his Charisma, it applies a penalty to his Constitution. Otherwise, this ability works just like the mutagen ability (including the natural armor bonus to AC). Anytime the alchemist would prepare a mutagen, he may instead prepare a cognatogen. All limitations of mutagens apply to cognatogens as if they were the same substance — an alchemist can only maintain one mutagen or cognatogen at a time, a cognatogen that is not in an alchemist's possession becomes inert, drinking a cognatogen makes a non-alchemist sick, and so on. When the effect of the cognatogen ends, the Alchemist takes 2 points of Ability damage to the ability score penalized by the Cognatogen. The infuse mutagen discovery and the persisten mutagen class ability apply to cognatogens.

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Cursed Bomb

When an Alchemist creates a bomb, he can choose to have it deliver one of the four powerful curses. A creature that takes a direct hit from a cursed bomb must succeed at a Will save or be affected by one of the following curses:

Curse of Feeble Body — the subject suffers a -6 penalty to Constitution score.

Curse of Weakness — the subject suffers a -6 penalty to Strength and Dexterity scores.

Curse of Idiocy — the subject suffers a -6 penalty to IntelligenceWisdom, and Charisma scores.

Curse of Deterioration — the subject suffers a -4 penalty on attack rolls, saves, ability checks, and skill checks.

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Dispelling Bombs

When the Alchemist creates a bomb, he can choose to have it dispel magic effects instead of deal damage. Creatures that take a direct hit from a dispelling bomb are subject to a targeted dispel magic spell, using the alchemist's level as the caster level. This cannot be used to target a specific spell target.

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Enhance Potion 

Any potion that Alchemist drinks functions at a caster level equal to his class level.

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Explosive Bombs

The Alchemist's bombs now have a splash radius of 10 feet rather than 5 feet. Creatures that take a direct hit from an explosive bomb catch fire, taking 1d6 points of Fire Damage each round until the fire is extinguished.

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Extend Potion

Any potion that alchemist drinks functions at twice its normal duration, as if affected by an Extend Spell metamagic feat.

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Fast Bombs

An alchemist with this discovery can quickly create enough bombs to throw more than one in a single round. The alchemist can prepare and throw additional bombs as a full-round action if his base attack bonus is high enough to grant him additional attacks. This functions just like a full-attack with a ranged weapon.

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Feral Mutagen

Whenever the alchemist imbibes a mutagen, he gains two claw attacks and a bite attack. These are primary attacks and are made using the alchemist's full base attack bonus. The claw attacks deal 1d6 points of damage (1d4 if the alchemist is small) and the bite attack deals 1d8 points of damage (1d6 if the alchemist is Small). While the mutagen is in effect, the alchemist gains a +2 competence bonus on Persuasion skill checks when used to intimidate.

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Feral Wings

Under the effects of feral mutagen the alchemist gains bat-like wings that give him a +3 dodge bonus to AC against melee attacks and immunity to the effects of difficult terrain.

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Force Bombs

When an alchemist creates a bomb, he can choose to have it inflict force damage. Force bombs deal 1d4 points of Force Damage, plus 1d4 points of force damage for every odd-numbered level, instead of 1d6. Creatures that take a direct hit from a force bomb are knocked prone unless they succeed at a Reflex save.

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Frost Bombs

When an alchemist creates a bomb, he can choose to have it inflict Cold Damage. Creatures that take a direct hit from a frost bomb are  staggered for one round unless they succeed on a Fortitude save.

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Grand Cognatogen

The alchemist's cognatogen now grants a +6 natural armor bonus to AC, a +8 alchemical bonus to one mental ability score (Intelligence, Wisdom, or Charisma), a +6 alchemical bonus to a second mental ability score, and a +4 alchemical bonus to a third mental ability score. The alchemist takes a -2 penalty to his Strength, Dexterity, and Constitution as long as the cognatogen persists, and takes 2 points of Ability Damage to each physical ability score when the cognatogen ends.

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Grand Mutagen

The alchemist's mutagen now grants a +6 natural armor bonus to AC, a +8 alchemical bonus to one ability score (Strength, Dexterity, or Constitution), a +6 alchemical bonus to a second physical ability score, and a +4 alchemical bonus to a third physical ability score. The alchemist takes a -2 penalty to Intelligence, Wisdom and Charisma as long as the mutagen persists.

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Greater Cognatogen

The alchemist's cognatogen now grants a +4 natural armor bonus to AC, a +6 alchemical bonus to one mental ability score (Intelligence, Wisdom, or Charisma), and a +4 alchemical bonus to a second mental ability score. The alchemist takes a -2 penalty on both associated physical ability scores as long as the cognatogen persists, and takes 2 points of ability damage to both associated physical ability scores when the cognatogen ends.

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Greater Mutagen

The alchemist's mutagen now grants a +4 natural armor bonus to AC, a +6 alchemical bonus to one physical ability score (Strength, Dexterity, or Constitution), and a +4 alchemical bonus to a second physical ability score. The alchemist takes a -2 penalty on both associated mental ability scores as long as the mutagen persists.

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Holy Bombs

When the alchemist creates a bomb, he can choose to have it deal good divine damage. Evil creatures that take a direct hit from a Holy Bomb must succeed at a Fortitude save or be staggered on their next turn. Against neutral creatures, holy bombs deal half damage, and such targets are not affected by their staggering effect. Holy Bombs have no effect on good-aligned creatures.

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Infusion

The infusion discovery allows an alchemist to use his extracts not only on himself but on other people as well. With this discovery, all alchemist extracts will behave exactlly like Spells of the same names when considering targets and range.

Mummification

The alchemist has mastered preserving flesh and applied this knowledge to his own body, turning himself into an undead-like creature. The alchemist's type does not change, but he becomes immune to cold, paralysis, and sleep.

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Nauseating Flesh

The alchemist's body is suffused with poison. Any creature that bites the alchemist must make a Fortitude save throw or be nauseated for 1d4 rounds.

Precise Bomb

When the alchemist thowos a bomb, it doesn't affect allies.

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Preserve Organs

The alchemist learns how to preserve and protect his vital organs, reducing the chance of a mortal wound. When a Critical Hit or Sneak Attack is scored on the alchemist, there is a 25% chance that the Critical Hit or Sneak Attack is negated and damage is instead rolled normally.

This does not stack with similar abilities that negate critical hits and sneak attacks (such as fortification armor). An alchemist can take this discovery up to three times; the effects stack; increasing this chance to 50% and then 75%.

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Shock Bomb

When the alchemist creates a bomb, he can choose to have it inflict Electricity Damage. Creatures that take a direct hit from a shock bomb are dazzled for 1d4 rounds.

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Spontaneous Healing

The alchemist gains the ability to Heal from wounds rapidly. As a Free Action once per round, he can heal 5 Hit points as if he had the fast healing ability. He can heal 5 hit points per day in this manner for every 2 alchemist levels he possesses.

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Tanglefoot Bombs

A creature that takes a direct hit from a Tanglefoot Bomb must save against the bombs' DC or be entangled and glued to the floor as if it had failed its  save against a tanglefoot bag. Creatures in the splash area that fail their saves are entangled but not glued to the floor; those who make this save are not entangled at all.

 

How to Acquire Discovery

Discovery can be obtained by the following classes:

 

Discovery can be cast by using the following Items:

  • Item: ??
  • Weapon: ??
  • Armor: ??

 

Discovery Tips & Notes

  • Notes & Tips go here

 

 

 




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