Class Features in Pathfinder: Wrath of the Righteous are special abilities of classes and archetypes. In Pathfinder: Wrath of the Righteous most characters have usable abilities, which may be limited to a certain number of charges.

 

 

Alchemist Class Features/Abilities

Alchemist Features
Grenadier
Vivisectionist
Chirurgeon
Preservationist
Metamorph
Incense Synthesizer

 

Alchemist Features

Alchemist Proficiencies (Su)

Alchemists are proficient with all simple weapons and bombs. They are also proficient with light armor, but not with shields.

Bomb (Su)

In addition to magical extracts, alchemists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies. An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier. 
Thrown bombs have a range of 30 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an alchemist’s bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist’s Intelligence modifier. The damage of an alchemist’s bomb increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from an alchemist bomb is always equal to the bomb’s minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier.

Mutagen (Su)

At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality.
It's a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.

Poison Resistance (Ex)

At 2nd level, an alchemist gains a +2 bonus on all saving throws against poison. This bonus increases to +4 at 5th level, and then again to +6 at 8th level. At 10th level, an alchemist becomes completely immune to poison.

 

Persistent Mutagen (Su)

At 14th level, the effects of a mutagen last for 1 hour per level.

Grand Discovery (Su)

At 20th level, the alchemist makes a grand discovery. For many alchemists, the promise of one of these grand discoveries is the primary goal of their experiments and hard work.

Discovery

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.

Poison Immunity

At 10th level, an alchemist becomes completely immune to poison.

 

Throw Anything

All alchemist gain the Throw Anything feat as a bonus at 1st level. An alchemist adds his Intelligence modifier to damage done with splash weapons, including  the splash damage if any.

Brew Potions

Allows you to brew potions of spells up to level 3 during camping.

 

Grenafier Features

Alchemist Proficiencies (Su)

Alchemists are proficient with all simple weapons and bombs. They are also proficient with light armor, but not with shields.

Bomb (Su)

In addition to magical extracts, alchemists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies. An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier. 
Thrown bombs have a range of 30 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an alchemist’s bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist’s Intelligence modifier. The damage of an alchemist’s bomb increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from an alchemist bomb is always equal to the bomb’s minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier.

Alchemical Weapon

At 2nd level, a grenadier can infuse a weapon or piece of ammunition with a single harmful alchemical liquid or powder, such as alchemist’s fire or sneezing powder, as a move action. This action consumes the alchemical item, but transfers its effect to the weapon in question. The alchemical item takes full effect on the next creature struck by the weapon, but does not splash, spread, or otherwise affect additional targets. Any extra damage added is treated like bonus dice of damage, and is not doubled on a critical hit. The alchemical treatment causes no harm to the weapon treated, and wears off 1 minute after application if no blow is struck. At 6th level, a grenadier can use her alchemical weapon ability as a swift action. At 15th level, this ability becomes a free action.

Discovery

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.

 

Martial Weapons Proficiency

You become proficient with all Martial Weapons.

Poison Resistance (Ex)

At 2nd level, an alchemist gains a +2 bonus on all saving throws against poison. This bonus increases to +4 at 5th level, and then again to +6 at 8th level. At 10th level, an alchemist becomes completely immune to poison.

Mutagen (Su)

At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality.
It's a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.

Precise Bombs

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

 

Directed Blast

At 6th level, a grenadier can detonate a bomb so that it splashes in a 30-foot cone rather than affecting a radius. The cone starts at the alchemist and extends away from her in the direction she chooses. 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.

Staggering Blast

At 10th level, a grenadier's bombs become particularly overwhelming when they explode. Whenever a grenadier scores a successful critical hit with a bomb, the creature directly struck by that bomb is staggered for 1d4+1 rounds. A successful Fortitude save (DC equals the bomb's Reflex save DC to avoid splash damage) reduces the duration to 1 round.
Alchemist replaces following features: Poison Resistance, Poison Immunity

Throw Anything

All alchemist gain the Throw Anything feat as a bonus at 1st level. An alchemist adds his Intelligence modifier to damage done with splash weapons, including  the splash damage if any.

Vivisectionist Features

Alchemist Proficiencies (Su)

Alchemists are proficient with all simple weapons and bombs. They are also proficient with light armor, but not with shields.

Sneak Attack

If a character can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The character's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the character flanks her target. This extra damage is 1d6 and increases by 1d6 at later levels. This additional damage is precision damage and is not multiplied on a critical hit.
The character must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot.

Mutagen (Su)

At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality.
It's a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.

Poison Resistance (Ex)

At 2nd level, an Vivisectionist gains a +2 bonus on all saving throws against poison. This bonus increases to +4 at 5th level, and then again to +6 at 8th level. At 10th level, an Vivisectionist becomes completely immune to poison.

 

Persistent Mutagen (Su)

At 14th level, the effects of a mutagen last for 1 hour per level.

Grand Discovery (Su)

At 20th level, the Vivisectionist makes a grand discovery. He immediately learns two normal discoveries, but also learns a grand discovery, representing a truly astounding alchemical breakthrough of significant import. For many Vivisectionists, the promise of one of these grand discoveries is the primary goal of their experiments and hard work.

Medical Discovery

At 2nd level, and then again, every 2 levels thereafter (up to 18th level), a vivestctionist makes an incredible medical discovery. The DC of any saving throw called for by a discovery is equal to 10 + 1/2 the vivisectionist's level + the vivisectionist's Intelligence modifier.

Advanced Talents

After 10th level, a character can choose one of the advanced rogue talents in place of a rogue talent.

 

 

Poison Immunity

At 10th level, an alchemist becomes completely immune to poison. 

Throw Anything

All alchemist gain the Throw Anything feat as a bonus at 1st level. An alchemist adds his Intelligence modifier to damage done with splash weapons, including  the splash damage if any.

 

Chirurgeon Features

Alchemist Proficiencies (Su)

Alchemists are proficient with all simple weapons and bombs. They are also proficient with light armor, but not with shields.

Bomb (Su)

In addition to magical extracts, alchemists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies. An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier. 
Thrown bombs have a range of 30 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an alchemist’s bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist’s Intelligence modifier. The damage of an alchemist’s bomb increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from an alchemist bomb is always equal to the bomb’s minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier.

Power Over Death

At 10th level, a chirurgeon adds breath of life to his formula book as a 4th-level extract. His infused curative ability applies to this extract.

Brew Potions

Allows you to brew potions of spells up to level 3 during camping.

 

Grand Discovery (Su)

At 20th level, the Chirurgeon makes a grand discovery. He immediately learns two normal discoveries, but also learns a grand discovery, representing a truly astounding alchemical breakthrough of significant import. For many Chirurgeons, the promise of one of these grand discoveries is the primary goal of their experiments and hard work.

Persistent Mutagen (Su)

At 14th level, the effects of a mutagen last for 1 hour per level.

Infused Curative

At 2nd level, a chirurgeon's extracts of remove disease, remove blindness, neutralize poison, and cure spells automatically act as infusions and can be used not only on himself but on other people as well.

Mutagen (Su)

At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality.
It's a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma

 

Discovery

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.

Skill Focus - Lore (Religion)

You get a +3 bonus on all checks involving Lore (Religion). If you have 10 or more ranks in Lore (Religion), this bonus increases to +6. 

Throw Anything

All alchemist gain the Throw Anything feat as a bonus at 1st level. An alchemist adds his Intelligence modifier to damage done with splash weapons, including  the splash damage if any.

 

 

Preservationist Features

Mutagen (Su)

At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality.
It's a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.

Alchemist Proficiencies (Su)

Alchemists are proficient with all simple weapons and bombs. They are also proficient with light armor, but not with shields.

Bomb (Su)

In addition to magical extracts, alchemists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies. An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier. 
Thrown bombs have a range of 30 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an alchemist’s bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist’s Intelligence modifier. The damage of an alchemist’s bomb increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from an alchemist bomb is always equal to the bomb’s minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier.

Bottled Ally

At 2nd level, a preservationist adds summon nature’s ally I to his formula book as a 1st-level extract.
At 5th level, a preservationist adds summon nature’s ally II to his formula book as a 2nd-level extract.
At 8th level, a preservationist adds summon nature’s ally IV to his formula book as a 3rd-level extract.
At 10th level, a preservationist adds summon nature’s ally V to his formula book as a 4th-level extract.
At 14th level, a preservationist adds summon nature’s ally VII to his formula book as a 5th-level extract.
At 18 level, a preservationist adds summon nature's ally IX to his formula book as a 6th-level extract.

 

Brew Potions

Allows you to brew potions of spells up to level 3 during camping.

Throw Anything

All alchemist gain the Throw Anything feat as a bonus at 1st level. An alchemist adds his Intelligence modifier to damage done with splash weapons, including  the splash damage if any.

Discovery

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.

 

Metamorph Features

Grand Discovery (Su)

At 20th level, the Vivisectionist makes a grand discovery. He immediately learns two normal discoveries, but also learns a grand discovery, representing a truly astounding alchemical breakthrough of significant import. For many Vivisectionists, the promise of one of these grand discoveries is the primary goal of their experiments and hard work.

Persistent Mutagen (Su)

At 14th level, the effects of a mutagen last for 1 hour per level.

Mutagen (Su)

At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality.
It's a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.

Poison Immunity

At 10th level, an alchemist becomes completely immune to poison.

 

Class Skills

A metamorph adds Stealth to her list of class skills.

Poison Resistance (Ex)

At 2nd level, an alchemist gains a +2 bonus on all saving throws against poison. This bonus increases to +4 at 5th level, and then again to +6 at 8th level. At 10th level, an alchemist becomes completely immune to poison.

Throw Anything

All alchemist gain the Throw Anything feat as a bonus at 1st level. An alchemist adds his Intelligence modifier to damage done with splash weapons, including  the splash damage if any.

Brew Potions

Allows you to brew potions of spells up to level 3 during camping.

 

Dragonkind I

You become a Medium dragon-like creature. You gain a +4 size bonus to Strength, a +2 size bonus to Constitution, a +4 natural armor bonus, immunity to difficult terrain, a breath weapon, and resistance to one element. You also gain one bite (1d8), two claws (1d6), and two wing attacks (1d4). Your breath weapon and resistance depend on the type of your dragon prototype. You can only use the breath weapon once per casting of this spell. All breath weapons deal 6d8 points of damage and allow a Reflex save for half damage.

Dragonkind II

This spell functions as dragonkind I except that it also allows you to assume the form of a Large dragon-like creature. You gain the following abilities: a +6 size bonus to Strength, a +4 size bonus to Constitution, a +6 natural armor bonus, immunity to difficult terrain, a breath weapon, damage reduction 5/magic, and resistance to one element. You also gain one bite (2d6), two claws (1d8), two wing attacks (1d6), and one tail slap attack (1d8). You can only use the breath weapon twice per casting of this spell (when you use it, the duration of your breath weapon ability is reduced by 1/2 your caster level in minutes). All breath weapons deal 8d8 points of damage and allow a Reflex save for half damage. Line breath weapons increase to 80-foot lines and cones increase to 40-foot cones.

Shapechanger

 A metamorph gains the ability to transform herself into another form. The effect lasts for 1 hour per metamorph's alchemist level, or until she changes back. Changing form (to another form or back) is a standard action that doesn't provoke attacks of opportunity. The metamorph is fatigued for 1 round each time she changes shape. A metamorph can use this ability twice per day at 4th level and an additional time per day every 2 alchemist levels thereafter, for a total of ten times at 20th level. This ability functions as beast shape I at 4th level, as Beast Shape II at 9th level, as Beast Shape III at 11th level, as Beast Shape IV or dragonkind I at 13th level, and as dragonkind II at 15th level. This ability replaces alchemy (which also includes bombs, extracts, and mutagen) and Throw Anything.

Adaptive Physiology

At 3rd level, a metamorph gains a 25% chance to negate critical hits and precision damage, similar to the preserve organs discovery. This chance increases to 50% at 6th level, and to 75% at 18th level.

 

Beast Shape I

You become a medium wolf. You gain a +2 size bonus to your Strength and a +2 natural armor bonus. Your movement speed is increased by 20 feet. You also gain a 1d6 bite attack and the tripping bite ability.
Tripping Bite: A wolf can attempt to trip its opponent as a free action if it hits with bite attack.

Beast Shape II

You become a Medium leopard. You gain a +2 size bonus to your Strength and a +2 natural armor bonus. You also gain two 1d3 claw attacks and one 1d6 bite attack.

Beast Shape III

You become a Large bear. You gain a +4 size bonus to your Strength, a –2 penalty to your Dexterity, and a +4 natural armor bonus. Your movement speed is increased by 10 feet. You also have two 1d6 claw attacks, one 1d6 bite attack, and the rend ability. Rend: When a bear hits an opponent with both its claws, it deals an additional 1d6 plus 1–1/2 times its Strength modifier points of slashing damage. It can only deal this additional damage once each round.

Beast Shape IV

You become a Large smilodon, a Large shambling mound or a Large wyvern.

 

 

Discovery

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.

Bomb (Su)

In addition to magical extracts, alchemists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies. An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier. 
Thrown bombs have a range of 30 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an alchemist’s bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist’s Intelligence modifier. The damage of an alchemist’s bomb increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from an alchemist bomb is always equal to the bomb’s minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier.

 

Incense Synthesizer Features

Brew Potions

Allows you to brew potions of spells up to level 3 during camping.

Throw Anything

All alchemist gain the Throw Anything feat as a bonus at 1st level. An alchemist adds his Intelligence modifier to damage done with splash weapons, including  the splash damage if any.

Grand Discovery (Su)

At 20th level, the alchemist makes a grand discovery. For many alchemists, the promise of one of these grand discoveries is the primary goal of their experiments and hard work.

Poison Immunity

At 10th level, an alchemist becomes completely immune to poison.

 

Poison Resistance (Ex)

At 2nd level, an alchemist gains a +2 bonus on all saving throws against poison. This bonus increases to +4 at 5th level, and then again to +6 at 8th level. At 10th level, an alchemist becomes completely immune to poison.

Discovery

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.

Bomb (Su)

In addition to magical extracts, alchemists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies. An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier. 
Thrown bombs have a range of 30 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an alchemist’s bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist’s Intelligence modifier. The damage of an alchemist’s bomb increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from an alchemist bomb is always equal to the bomb’s minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier.

Alchemist Proficiencies (Su)

Alchemists are proficient with all simple weapons and bombs. They are also proficient with light armor, but not with shields.

 

 

Incense Fog

A 1st-level incense synthesizer can use his ability to create incense fog in a 15 feet area around him to aid his allies (including himself), improving their combat abilities. An affected ally receives a +1 alchemical bonus on attack and weapon damage rolls.

Incense Fog Possible Selections

Incense Fog - Increased Ranged
Incense Fog - Toxic Incense
Incense Fog - Unsettling Fog
Incense Fog - Clarifying Incense
Incense Fog - Rallying Incense

 

 

 

 




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