You can identify alchemical items quickly. When using the Crafting skill to Identify Alchemy on an alchemical item you hold, you can do so as a single action, which has the concentrate and manipulate traits, instead of spending 10 minutes.
If you have the formula for the item you are attempting to identify, you gain a +2 circumstance bonus to your check, and if you roll a critical failure, you get a failure instead.
You have used alchemy to create life, a simple creature formed from alchemical materials, reagents, and a bit of your own blood. This alchemical familiar appears to be a small creature of flesh and blood, though it might have some unusual or distinguishing aspects depending on your creative process. Like other familiars, your alchemical familiar assists you in your laboratory and on adventures. The familiar uses your Intelligence modifier to determine its Perception, Acrobatics, and Stealth modifiers.
You've learned how to throw a longer distance. When you throw an alchemical bomb, it has a range increment of 30 feet instead of the usual 20 feet.
You keep your bombs in easy-to-reach pouches from which you draw without thinking. You Interact to draw a bomb, then Strike with it.
You can capably deliver toxins with a Blowgun. Your blowgun Strikes can apply injury poisons even if they deal no damage due to a creature's resistance.
If you critically succeed at an attack roll using a blowgun loaded with a dart you've poisoned and the target rolls a failure on the poison's initial save, the target critically fails instead.
You can rig your bombs to inanimate objects in order to cause destruction to the surrounding area.
As an activity that takes 1 minute, you attach between one and four bombs to an inanimate object within your reach, such as a chest, door, wall, or column.
This creates a hazard in one square occupied by or adjacent to the inanimate object, and the hazard's Stealth DC to detect it and Thievery DC to disable it are equal to your class DC.
The hazard has the following reaction, which you can also trigger as a single action so long as you are within 30 feet of the hazard. The hazard retains its potency until it's triggered, until the inanimate object moves from its space, or until you make your next daily preparations, whichever comes first.
Fire in the Hole
Trigger A creature moves into the hazard's space
Effect The hazard explodes, dealing the bombs' damage and splash damage to the inanimate object. Combine this damage for the purpose of resistances and weaknesses, and this damage ignores an amount of the object's Hardness equal to your level. Any creatures adjacent to the hazard take the bombs' splash damage, similarly combined for the purpose of resistances and weaknesses. As a reminder, since you didn't throw the bombs, Calculated Splash and similar effects don't apply.
(Alchemist) Repeated exposure to toxic reagents has fortified your body against poisons of all kinds.
(Druid) Your affinity for the natural world grants you protection against some of its dangers.
You gain poison resistance equal to half your level, and you gain a +1 status bonus to saving throws against poisons.
While under the effect of a mutagen, you can metabolize that mutagen's power to heal yourself.
This uses a single action, which has the concentrate and manipulate traits.
Once the action is complete, you regain [[/r 1d6]] Hit Points for every 2 item levels of the mutagen (minimum 1d6), but the mutagen's duration immediately ends, even if you are under the effect of Persistent Mutagen.
Frequency once per round
Trigger You use Quick Alchemy to craft an alchemical bomb with a level at least 1 lower than your advanced alchemy level
You cause the bomb to create a cloud of thick smoke, in addition to its normal effects.
When thrown, the bomb creates a cloud of smoke in a 10-foot-radius burst. You choose which corner of the target's space (or the space in which the bomb lands) the cloud is centered on.
Creatures within that area have the Concealed condition, and all other creatures are concealed to them. The smoke lasts for 1 minute or until dissipated by a strong wind.
Frequency once per round
Trigger You use Quick Alchemy to craft an alchemist's fire or ghost charge, and that bomb's level is at least 2 levels lower than your advanced alchemy level.
You developed a method to chemically purify and consecrate your bombs on the fly. You include this additive mixture when crafting your alchemist's fire or ghost charge. The created bomb deals [[/r 1d4[persistent,positive]]] damage in addition to whatever damage it would normally cause. As usual for positive damage, this damage harms only undead and creatures with negative healing.
Thanks to the time you've spent studying and experimenting, you know how to scale your formulas into larger batches that don't require any additional attention.
When spending downtime to Craft alchemical items, you can produce twice as many alchemical items in a single batch without spending additional preparatory time. For instance, if you are creating elixirs of life, you can craft up to eight elixirs in a single batch using downtime, rather than four.
This does not reduce the amount of alchemical reagents required or other ingredients needed to craft each item, nor does it increase your rate of progress for days past the base downtime spent. This also does not change the number of items you can create in a batch using Advanced Alchemy.
You've learned how to make your personal energy last just a little bit longer when quickly brewing ad hoc concoctions.
When using Quick Alchemy to create an alchemical tool or elixir, that tool or elixir remains potent until the end of your next turn, instead of losing its potency at the start of your next turn.
Frequency once per round
Trigger You craft an Elixir of Life using Quick Alchemy, and that elixir is at least 2 levels lower than your advanced alchemy level.
By adding a special catalyst, you transform a healing elixir into a topical projectile. You grant the elixir the bomb trait.
If you throw an elixir of life bomb at a willing target, you hit even on a failure, though not on a critical failure. If your Strike with this elixir bomb hits a living target, the target regains Hit Points as if it had consumed the elixir. On a critical success, the target also gains the elixir's item bonus to saving throws against diseases and poisons for 1 minute.
Your victims tend to expire long before your poisons, since the latter have been specifically formulated to last longer. The maximum duration of any poison you create increases by an amount equal to the poison's stage 1 interval, to a maximum of twice the poison's maximum duration.
You have calculated all the angles to maximize a bomb's splash. When you throw an alchemical bomb with the splash trait, you can cause the bomb to deal splash damage equal to your Intelligence modifier (minimum 0) instead of the normal amount.
You can lob bombs with great force and a precise trajectory to angle the splash in a cone spraying in a single direction. When throwing an alchemical bomb with the splash trait, instead of splashing all squares adjacent to the target, you can treat the target's space as the first affected square of a @Template[type:cone|distance:15] directed away from you, potentially allowing you to avoid allies and splash deeper into enemy lines. If the target takes up more than a single square, the target's square closest to you is the first affected square of the cone.
A combination of additional viscosity and careful application keeps your weapons poisoned even when suffering significant wear and tear.
If your Strike with a poisoned weapon would expend its poison without your target attempting an initial save (due to resistance or your Strike being a critical failure, for example), attempt a @Check[type:flat|dc:5]. On a success, your weapon remains poisoned.
If your Strike with a poisoned weapon succeeds, attempt a @Check[type:flat|dc:17]. On a success, your weapon remains poisoned until the end of your next turn.
Frequency once per round
Trigger You use Quick Alchemy to craft an alchemical bomb that is at least 2 levels lower than your advanced alchemy level.
Your bombs impose additional effects on your enemies. You mix a substance into the bomb that causes one of the following: Dazzled, Deafened, Flat-Footed, or a -5-foot status penalty to Speeds.
If the attack with that bomb hits, the target must succeed at a Fortitude saving throw or suffer that effect until the start of your next turn. Use your class DC for this saving throw (even if someone else throws the bomb).
Frequency once per round
Trigger You use Quick Alchemy to craft an alchemical item that has the elixir trait and is at least 2 levels lower than your advanced alchemy level.
You've discovered how to mix two elixirs into a single hybrid concoction.
You can spend 2 additional batches of Infused Reagents to add a second elixir to the one you're crafting. The second elixir must also be at least 2 levels lower than your advanced alchemy level, and the combination elixir is an alchemical item two levels higher than the higher of the two elixirs' levels. When this combination elixir is consumed, both the constituent elixirs take effect.
For example, you can combine two elixirs of life to create a combined elixir that heals twice the normal amount, or you can combine a lesser darkvision elixir with a lesser eagle-eye elixir to both gain darkvision and find secret doors.
Frequency once per round
Trigger You use Quick Alchemy to craft an Alchemist's Fire, and that bomb's level is at least 2 levels lower than your Advanced Alchemy level.
Artokus developed a mixture of volatile materials that burns hotter and longer than typical alchemist's fire. You include this additive mixture when crafting your alchemist's fire.
The alchemist's fire deals [[/r 1d4[persistent,fire]]] damage in addition to what the alchemist fire would normally cause (for instance, a moderate alchemist's fire deals 1d4+2 persistent fire damage).
A creature taking persistent fire damage from the alchemist's fire requires two successful flat checks to end the persistent damage, or one check if the creature had an assisted recovery that reduces the flat check to DC 10.
The enhanced alchemist's fire burns even underwater, and any attempts to end the persistent damage by using water have no effect.
Unsuspecting targets are especially vulnerable to your poisons. When you successfully Strike a flat-footed creature with a poisoned weapon or expose a Flat-Footed creature to an inhaled poison, the flat-footed condition also gives that creature a -2 circumstance penalty to its initial save against that poison.
Frequency once per round
Trigger You use Quick Alchemy to craft an alchemical bomb, and that bomb's level is at least 2 levels lower than your advanced alchemy level
You mix in an additive to make your bomb's contents adhere to the target and continue to deal damage.
A creature that takes a direct hit from one of your sticky bombs also takes persistent damage equal to and of the same type as the bomb's splash damage. If the bomb already deals persistent damage, combine the two amounts.
Trigger You would take damage from an adjacent creature's Strike.
Requirements You're holding holy water or a bomb that deals positive damage in one of your hands.
You twist your hand in front of the blow, ensuring the enemy's attack shatters the required holy water or bomb. The creature takes the on-hit and splash damage from the holy water or required bomb, not counting any additional effects you would add or apply when you throw the bomb, such as weapon specialization or Calculated Splash. You're splashed by the holy water or required bomb, although since positive damage harms only undead and creatures with negative healing, it's unlikely you will take damage.
Your bestial mutagen brings out the beast lurking within you, granting you especially sharp claws and teeth as well as a ferocious appearance.
Whenever you're affected by a Bestial Mutagen, you gain the mutagen's item bonus to your Intimidation checks.
In addition, your claws and jaws are increasingly vicious, and they gain the deadly d10 trait. Finally, you can increase the mutagen's penalty to AC from -1 to -2 and, in exchange, increase the damage die size of your claws and jaws by one step.
You have expanded your supply of near-infinite items. Choose a research field. Add one item from the list of options available to that field from perpetual infusions, or two items if you choose your own field.
If you have Perpetual Potency or Perpetual Perfection, you gain an additional item (or items if you chose your own field) appropriate to the field you chose, for instance a higher-level version of the bomb you chose or a new poison.
You can cause your body to twist and flow like the quicksilver within your mutagens.
Whenever you are under the effects of a Quicksilver Mutagen, you can stretch your legs and Step up to 10 feet, and you can squish and compress your body, allowing you to make it through tight spaces as if you were one size smaller, in addition to any effect from Squeezing.
You have learned enhanced techniques and alchemical secrets that allow you to expand the range of effects you can impose with your bombs.
When you use Debilitating Bomb, add the following to the list you can choose from: Clumsy 1, Enfeebled 1, Stupefied 1, or -10-foot status penalty to Speeds.
By concentrating your poisons' toxic components, you make them harder for victims to resist. When you craft an alchemical item with the poison trait by any means, the DC is increased by up to 4, to a maximum of your class DC.
Frequency once per round
Trigger You craft an Elixir of Life using Quick Alchemy, and that elixir is at least 2 levels lower than your advanced alchemy level
You mix a special additive into your elixir that calms the drinker's body and mind.
The elixir of life attempts to counteract one fear effect or one effect imposing the Paralyzed condition on the drinker using the item's level and a counteract modifier equal to your class DC - 10.
You can throw bombs at just the right trajectory to create especially large and powerful explosions. When you throw an alchemical bomb and that bomb has the splash trait, you can add your Intelligence modifier to the bomb's usual splash damage, and it deals splash damage to every creature within 10 feet of the target.
You can create extraordinary-albeit volatile-alchemical wonders, though they have an unfortunate tendency to violently explode when you use them.
When you use Quick Alchemy, you can create an alchemical item from your formula book whose level is up to 2 higher than your advanced alchemy level. You can spend up to 3 additional batches of Infused Reagents when creating this item to stabilize it.
Upon activating the item, attempt a @Check[type:flat|dc:10]; for every additional batch of Infused Reagents you spent to create the item, reduce this DC by 2. On a success, the item functions normally. On a failure, the item explodes, dealing force damage to the user equal to twice the item's level (doubled on a critical failure).
Repeated exposure to fortifying additives in mutagens makes your juggernaut form impervious.
Whenever you're affected by a Juggernaut Mutagen, you gain resistance to all physical damage equal to your Intelligence modifier (minimum 0).
You lob bombs unerringly, despite obstructions or distance.
When you throw an alchemical item with the bomb trait, its range increment increases to 60 feet, you reduce any circumstance bonus to the target's AC from cover by 1, and you automatically succeed at the flat check when targeting a Concealed creature.
Integrating your own personal energy into the elixirs you create causes them to affect you for longer. When you consume one of your alchemical items that has the elixir and infused traits and a duration of 1 minute or longer, that elixir's duration is doubled.
Your additives contain panaceas that can remedy a plethora of maladies. When you use Merciful Elixir, your elixir can instead attempt to counteract the Blinded, Deafened, Sickened, or Slowed condition.
Ever inventive, you have discovered increasingly devastating ways for your bombs to impede and hamper your foes.
When you use Debilitating Bomb, add the following to the list you can choose from: Enfeebled 2, Stupefied 2, or -15-foot status penalty to Speeds.
If you instead apply one of the effects listed in Debilitating Bomb the target avoids the effect only if the result of its saving throw is a critical success.
Your silvertongue mutagen transcends languages and plausibility.
When affected by a Silvertongue Mutagen you have created, you ignore circumstance penalties to Deception, Diplomacy, Intimidation, and Performance checks.
In addition, your words transcend linguistic barriers; everyone listening to you speak hears your words as if you were speaking in their own language (though you do not actually speak that language, nor does this ability allow you to understand any additional languages).
Specialized tweaks to your body's chemical composition considerably broaden the benefits you gain from cognitive mutagens.
When you're affected by a Cognitive Mutagen, you also gain the mutagen's item bonus to Deception, Diplomacy, Intimidation, Medicine, Nature, Performance, Religion, and Survival checks.
In addition, you can communicate telepathically with creatures within 60 feet with whom you share a language. The communication is two-way once you establish it, so a creature you contact can also communicate with you.
You've trained your physical form to remain stable within the a given altered state. Once per day, when you consume an alchemical item with the infused and mutagen traits, you can retain its effects until the next time you make your daily preparations instead of its normal duration.
Trigger A creature within 30 feet critically fails its initial saving throw against a poison you created.
With carefully engineered enzymes, you coax some of your poison to infect another target, using the original victim as a carrier. A creature adjacent to the triggering creature is exposed to the triggering poison.
Frequency once per round
Trigger You craft an alchemical bomb using Quick Alchemy that's at least 2 levels lower than your advanced alchemy level.
You mix a substance into the bomb to foil resistances. The bomb reduces any resistance the enemy has to its damage type by an amount equal to your level, but only for that attack.
Your body readily accepts and retains minor changes. When you drink one of your alchemical items that has the elixir and infused traits and a duration of 1 minute or more, you can make the elixir's duration indefinite. You can do so only if the elixir's level is half your level or lower. If you later consume a different elixir and make it indefinite, the effect of the previous indefinite elixir ends.
With the right mindset, consuming a serene mutagen grants you special mental protections.
When you're affected by a Serene Mutagen, detection, revelation, and scrying effects of 9th level or lower detect nothing from you or your possessions and auras.
For instance, detect magic would still detect other magic in the area, but not any magic on you.
Your mastery of alchemical secrets enables you to replicate effects most believe can be achieved only via magic.
Select a number of potions equal to your Intelligence modifier (minimum 1); these potions must be of 9th level or lower. You gain formulas to create these potions as alchemical items with the elixir trait.
When making these alchemical elixirs, you can substitute alchemical reagents for an equal value of magical components, and you can use Alchemist's Tools (for Quick Alchemy) or an Alchemist's Lab(for the Craft activity) instead of any other required tool kits. Other than that, the formula does not change.
Once you've chosen the potion formulas, they can't be changed.
You have perfected the formulas for bombs that impede your enemies.
When you use Debilitating Bomb, your target avoids the condition the bomb imposes only if it critically succeeds at its saving throw.
Frequency once every 10 minutes
Your alchemical mastery can resuscitate the recently slain. You can administer a True Elixir of Life to a creature who has been dead for no more than 2 rounds. When you do, that creature is immediately returned to life with 1 Hit Point and becomes wounded 1.
Your research has paid off, culminating in the legendary philosopher's stone. You learn the formula for the Philosopher's Stone and can add it to your formula book.
You have enhanced the formulas for your mutagens, aligning them perfectly to your physiology. When under the effect of a mutagen you crafted, you do not suffer its drawback.
Requirements You are holding an infused alchemical bomb you crafted, with a level at least 3 lower than your advanced alchemy level
You add an incredibly powerful additive to a held bomb to create a mega bomb, greatly increasing its area and power.
You use an Interact action to throw the mega bomb, rather than Strike, and you don't make an attack roll.
The mega bomb affects creatures in a 30-foot-radius burst, centered within 60 feet of you. The bomb deals damage as if each creature were the primary target, with a basic Reflex save. On a failed save, a creature also takes any extra effects that affect a primary target (such as flat-footed from bottled lightning). While all targets in the area take splash damage as primary targets, there is no further splash beyond that area.
If your next action after creating a mega bomb isn't an Interact action to throw it, the mega bomb denatures and loses all effects.
You have learned Artokus Kirran's most hidden secrets, granting you the ability to create alchemy infused with the power of wishes.
Once per day when you use Advanced Alchemy during your daily preparations, you can spend a batch of infused reagents to create a wish vial containing a single common arcane spell of your choice of 8th level or lower.
The spell must have a casting time of no more than 3 actions, no Cost, and must be able to target you. Only you can Activate the wish vial, which takes the same number of Interact actions as the spell's casting time and grants you the effects of the spell.