炼金术士(Alchemist)
于你而言,再也没有比烧杯里翻腾冒泡的怪异制剂和由你肆意挥洒的极具独创性的灵药更美妙的景象了。你沉醉于揭开科学与自然的秘密,也时常躲进实验室中进行实验,又或是忙于发明充满无限可能的合剂。面对危险你无所畏惧,大胆地将易爆或是剧毒的造物砸向敌人。而将你的精神与肉体推向极致的炼金制剂,将为你铺就通往伟大真理的唯一道路。
关键属性
智力
1级时,你的职业会在智力上给予你属性提升。
生命值
8加你的体质调整值
你在1级和之后每个等级将你的最大生命值提升如上的数值。
初始熟练1级时,你在如下列出的这些数据上获得熟练等级。你在任何没有列举于下方的项目上都视作未受训,除非你通过其他方式获得了更高的熟练等级。
察觉在察觉上为受训豁免检定在强韧上为专家
在反射上为专家
在意志上为受训技能在手艺(Crafting)上为受训
在数量为3+你的智力调整值个额外技能上为受训
攻击在简易武器上为受训
在炼金炸弹上为受训
在无武装攻击上为受训
防御
在轻甲上为受训
在中甲上为受训
在无甲防御上为受训职业DC在炼金术士职业DC上为受训
在战斗遭遇中…你向对手投掷炸弹,扰乱你的敌人,并用强力的灵药支援你的队友。在高等级时,你的突变药剂能将你的肉体变为灵活而强大的武器。
在社交遭遇中…你能提供关于炼金物品和与其相关的秘密——例如毒素和疾病——的知识与经验。
在探索中…时刻留心你那伺机待发、麻烦不断的炸弹,并为任何与炼金术或神秘学相关的事情提供建议。
在休整期…你会在炼金实验室中进行实验,酿造灵药,制作炸弹,并且更进一步地提升你的炼金学识。
你可能…•喜欢摆弄那些古怪的公式和炼金制剂,常常因为专注如一的献身和不顾后果的鲁莽而让人退避三舍。
•从运用自制的炼金合剂肆意破坏中得到乐趣,乐于看到事物燃烧、溶解、冻结和震颤。
•为发现更多新颖而强力的炼金工具而无休止地进行实验。
其他人可能…•认为你是某种术士或者古怪的法师,认识不到你其实不能施展法术;那些笨拙地涉猎炼金术的施法者只会加深这种误解。
•难以理解你对炼金术和发明创造的热忱。
•猜想你的实验如果还没引发大灾难,那也是迟早的事情。
你的等级 | 职业特性 |
1 | 族裔和背景,初始熟练,炼金术,公式簿,研究课题,炼金术士专长,课题发现 |
2 | 炼金术士专长,技能专长 |
3 | 通用专长,技能提升 |
4 | 炼金术士专长,技能专长 |
5 | 属性提升,族裔专长,强效炼金术,技能提升 |
6 | 炼金术士专长,技能专长 |
7 | 炼金武器专家训练,通用专长,钢铁意志,无限灌注,技能提升 |
8 | 炼金术士专长,技能专长 |
9 | 炼金术专家训练,警觉,族裔专长,双份制剂,技能提升 |
10 | 属性提升,炼金术士专长,技能专长 |
11 | 通用专长,钢铁之躯,无限增效,技能提升 |
12 | 炼金术士专长,技能专长 |
13 | 族裔专长,高等课题发现,中甲专家训练,技能提升,武器专精 |
14 | 炼金术士专长,技能专长 |
15 | 属性提升,轻灵炼金,反射闪避,通用专长,技能提升 |
16 | 炼金术士专长,技能专长 |
17 | 炼金术大师训练,族裔专长,无限至臻,技能提升 |
18 | 炼金术士专长,技能专长 |
19 | 通用专长,中甲大师训练,技能提升 |
20 | 属性提升,炼金术士专长,技能专长 |
职业特性作为一名炼金术士你获得如下这些能力。高等级时才会获得的能力会在这些特性的名字旁边列出你获得它们的等级。
族裔和背景除了你的职业一级时所给予的能力之外,你还会如同第二章所述的那样从你所选择的族裔和背景那里获得好处。
初始熟练1级时,你获得一定数量的初始熟练来代表你所受的基本训练。这些熟练在这个职业最开始的部分列出。
炼金术(Alchemy)你理解自然与超自然的物质之间复杂的交互反应,并能够调制出符合你需求的炼金物品。你可以使用正常的炼金试剂和制作(Craft)行动来调制炼金物品,也可以使用特殊的灌注试剂,这允许你无需代价地快速制作出临时性的物品。随着时间推移,你能够免费创造出越来越多的炼金物品,而这些物品也会变得越来越强大,你突飞猛进的力量会将那些无法理解你怪异科学的家伙远远甩在后头。
你获得炼金工艺(Alchemical Crafting)专长(258页),哪怕你并不满足专长的先决条件你也会获得,你还会从这个专长中得到四个常见1级炼金公式。炼金物品的目录开始于543页。一旦你在你的公式簿中记录下一件炼金物品的公式,你就能使用这个专长制造这件物品。
灌注试剂(Infused Reagents)你将自己独有的炼金精华灌注至试剂之中,让你能够无需代价地创造出炼金物品。每天在你日常准备期间,你获得数批灌输试剂,数量为你的等级+你的智力调整值。你能够将这些试剂用于高阶炼金术或高速炼金(Quick Alchemy),如下所述。同时,这些灌注试剂为轻负载(Light Bulk)。
一旦你进行下一次日常准备,你在上次日常准备中获取的灌注试剂就会立即被摧毁,前一天的灌注物品带来的非永久效果也会立即结束。虽然这些灌注试剂是客观存在的物品,但他们不能被复制,储存,或通过除了日常准备以外的任何其他方式创造。任何这类伪造的试剂都缺乏灌注并且不能被用于高阶炼金术或高速炼金(Quick Alchemy)。
高阶炼金术(Advanced Alchemy)在日常准备期间,你可以在制造了新的灌注试剂之后,花费这批灌注试剂来创造出灌注炼金物品。你不需要为此尝试手艺(Crafting)检定,你忽略创造这些物品通常所需的工作天数和任何炼金试剂。你的高阶炼金术等级等同于你的等级。你每花费一批灌注试剂,你就可以从你的公式簿中选择一件等级不高于你高阶炼金术等级的炼金物品,并制造出两件所选物品。这些物品具有灌注(Infused)特征,并且只会保持效力24小时或直至你下次进行日常准备为止,取其先者。
高速炼金(Quick Alchemy)如果你急需一份特定的炼金物品,你可以使用你的灌注试剂,通过高速炼金动作将其快速制造出来。
高速炼金(QUICK ALCHEMY)
炼金术士 操纵
花费 1批灌注试剂
先决条件 拥有炼金工具(287页),你所创造的炼金物品的公式,以及一只空闲的手。
你迅速调制出一份炼金物品以便立即使用。你创造出单独一份记载于公式簿上的,等级不高于你的高阶炼金术等级的物品,并且不必为这份物品通常所需的炼金试剂支付货币成本,也不需要尝试手艺(Crafting)检定。这份物品具有灌注(Infused)特征,但它的效力只会持续到你下一回合开始。
公式簿(Formula Book)炼金术士将每一件他能够制作的物品的公式都一丝不苟地记录了下来。你在起始便免费获得一本价值10sp或更低的标准公式簿(详见290页)。这本公式簿包含了两个由你选择的常见一级炼金物品公式,外加你从炼金工艺(Alchemical Crafting)专长和研究课题中获得的公式。炼金物品的目录开始于543页。
每当你获得一个等级,你可以将两个常见炼金物品的公式添加到你的公式簿中。这些新的公式可以对应任何等级的物品,只要是你能够制作的。你自动学会这些公式,不过你也可以从定居点或其他炼金术士那里找到或买到额外的公式,你还可以用发明家(Inventor)专长(262页)去发明它们。
研究课题(Research Field)你对炼金术万象之理的探求会引导你专注于某个独特的研究课题。你可能拥有某个科研机构颁发的,符合你所研究的课题的学位,也可能是作为一位孤独的天才进行活动。选择一个研究课题。本书所提供的研究课题如下所述。
爆破学家(Bomber)你专门研究爆炸和其他效果猛烈的炼金反应。你在起始获得的其他公式之外,将两个一级炼金炸弹公式添加到你的公式簿中。
当投掷带有泼溅(Splash)特征的炼金炸弹时,你可以放弃通常的溅射区域,只对你的主要目标造成溅射伤害。
医学专家(Chirurgeon)你专注于用炼金术治疗他人。你在起始获得的其他公式之外,将2个具有治疗特征的常见1级灵药的公式添加到你的公式簿中。
你可以用手艺熟练度来满足任何需要医疗熟练度的事情(比如先决条件),并且可在所有医疗检定中使用手艺调整值来代替医疗调整值。
突变学家(Mutagenist)你专注于研究能够牺牲生物的精神或肉体而强化另一方面的奇异突变转化。你在起始获得的公式之外,将两个一级突变药剂公式添加到你的公式簿中。
你能够从任何突变药剂中获得好处,即便它并不是特别为你酿造的。你获得突变闪回(Mutagenic Flashback)动作。
突变闪回(Mutagenic Flashback)
炼金术士 操作
频率:每日一次
你会经历一次短暂的突变药剂回溯。选择一瓶从你最近一次日常准备中获得且已经被你消耗掉的突变药剂。你获得该突变药剂的效果1分钟。
课题发现(Field Discovery) 1级你研究的课题会将一定数量的公式加入你的公式簿中;这些公式视作你的标志物品。当使用高阶炼金术消耗灌注试剂来创造你的标志物品时,你能够一次创造出三件而不是两件物品。每当你获得一个等级,你都能够将其中一个标志物品更换为公式簿中的另一个公式。这件新的标志物品必须存在于你的研究课题可用标志物品列表中。
5级时,你在你所选的课题上有了不同寻常的发现。
爆破学家:当你在日常准备期间使用高阶炼金术制造炸弹时,取代制造出两份相同的炸弹,你能够使用一批灌注试剂制造出任意三份炸弹。
医学专家:当你在日常准备期间使用高阶炼金术制造任何带有治疗特征的灵药时,每批灌注试剂都能制造出三份灵药而不是原本的两份。
突变学家:当你在日常准备期间使用高阶炼金术制造突变药剂时,取代制造出两份相同的突变药剂,你能够使用一批灌注试剂制造出任意三份突变药剂。
炼金术士专长(Alchemist Feats)在1级以及之后每个偶数等级,你获得炼金术士职业专长。炼金术士职业专长的描述开始于76页。
技能专长(Skill Feats) 2级在2级以及之后每2级,你获得一个技能专长。技能专长能够在第五章找到,并且全都拥有技能(Skill)特征。你必须在对应的技能上达到受训或更高的熟练等级才能选择技能专长。
通用专长(General Feats) 3级在3级以及之后每4级,你获得一个通用专长。通用专长列举于第五章。
技能提升(Skill Increases) 3级在3级以及之后每2级,你获得一个技能提升。你能够使用这个提升去将一个你未受训的技能的熟练等级提升至受训,或者将一个已经受训的技能的熟练等级提升至专家。
从7级起,你能够使用技能提升去将一个你已经成为专家的技能的熟练等级提升至大师,而从15级起,你能够使用技能提升去将一个你已经成为大师的技能的熟练等级提升至传奇。
属性提升(Ability Boosts) 5级在5级以及之后每5级,你提升四项不同的属性值。你能够使用这些属性提升将你的属性值提升至18以上。提升一个已经有18或更高的属性值意味着将它的数值增加1,而提升低于18的属性值则将数值增加2。
族裔专长(Ancestry Feats) 5级在你起始获得的族裔专长外,你还会在5级和之后每4级获得一个族裔专长。你能够在第二章中你的族裔的条目下找到可用族裔专长的列表。
强效炼金术(POWERFUL ALCHEMY) 5级你匆忙制造的炼金物品变得异常地有效。当你使用高速炼金制造一件允许进行豁免的灌注炼金物品时,你能够将它的DC变为你的职业DC。
炼金武器专家训练(Alchemical Weapon Expertise) 7级你专门进行训练以便更有效地持用那些你在实验室里找到的武器。你在简易武器和炼金炸弹上的熟练等级提升至专家。
钢铁意志(Iron Will) 7级你的心理防线如同一座钢铁堡垒。你在意志上的熟练等级提升至专家。
无限灌注(Perpetual Infusions) 7级你已经掌握了如何创造出能够为某种简单的物品提供近乎无限的供给的无限炼金灌注。你获得在使用高速炼金创造两种选定的1级炼金物品时无需消耗灌注试剂的能力。你能够选择的物品取决于你的研究课题,并且它们必须都存在于你的公式簿中。每当你升级时,你可以将任意数量的为无限灌注选取的炼金物品与其他符合条件的炼金物品进行交换。
爆破学家:选择2种1级炸弹。
医学专家:选择2种具有治疗特征的1级灵药。如果有生物因为无限灌注炼金物品恢复了生命值,该生物会在10分钟内暂时免疫来自后续无限灌注炼金物品的生命值治疗(但不免疫这些炼金物品的任何其他效果)。
突变学家:选择2种1级突变药剂。
关键术语(KEY TERMS)
你会在许多炼金术士能力中看到下述的关键术语。
添加剂(Additive):具有添加剂特征的专长允许你花费动作向炸弹或灵药中添加特殊物质。单独一件炼金物品只能添加一份添加剂,尝试添加更多添加剂将会破坏这件物品。你通常只有在制作一件灌注炼金物品时才能使用具有添加剂特征的动作,这些动作中的某些必须与高速炼金动作一起使用。添加剂特征后面总是标注着等级,例如添加剂2。添加剂会将它的等级添加到你正在用其调制的炼金物品的等级上;将相加的结果作为混合物的新等级。这件混合物的物品等级不能高于你的高阶炼金术等级。
灌注(Infused):你可以使用灌注试剂制造一件具有灌注特征的炼金物品,它会在限定的时间结束后失效。任何来自于你的灌注炼金物品的非永久性效果,除了类似行动迟缓毒素(Slow-acting poisons)的苦难(Afflictions)之外,都会在你再次进行日常准备时终止。
范例公式簿(SAMPLE FORMULA BOOK)
你可以选择任何1级常见炼金物品添加到你的公式簿中,但下面的列表给出了一个起始公式簿的良好选项。一本包含了下列的公式的,被称作《炼金术的基础(The Fundamentals of Alchemy)》的初学者书籍正因为远离了突变药剂这一类具有争议性的主题而在主流炼金术士中变得流行起来,虽然它也因为引导新手炼金术士远离更具革新性的实验而招致了一些边缘炼金术士的批评。
炼金物品公式:次等强酸瓶(Lesser acid flask),次等炽火胶(Lesser alchemist’s fire),次等解毒剂(Lesser antidote),次等抗生素(Lesser antiplague),次等猎豹灵药(Lesser cheetah’s elixir),次等生命灵药(Lesser elixir of life),次等绊足包(Lesser tanglefoot bag),次等发烟棒(Lesser smokestick)。
炼金术专家训练(Alchemical Expertise) 9级长年累月的练习提升了你所调配的合剂的效果。你在你炼金术士职业DC上的熟练等级提升至专家。
警觉(Alertness) 9级你时刻警惕着周围的危险。你在察觉上的熟练等级提升至专家。
双份制剂(Double Brew) 9级你对你的公式是如此熟悉以至于你可以同时调制出两份物品。当使用高速炼金动作时,取代花费一批灌注试剂制作单独一件物品,你可以花费至多两批灌注试剂来同时制造出至多两份该动作中所描述的炼金物品。这两件物品不必相同。
钢铁之躯(Juggernaut) 11级你的身体习惯于承受物理伤害和抵抗细菌与疾病。你在强韧豁免上的熟练等级提升至大师。当你在一个强韧豁免检定上取得成功时,你可以将其替换为大成功。
无限增效(Perpetual Potency) 11级你的无限灌注获得强化,让你能够无需代价地使用高速炼金创造出更加强力的所选物品。你能够选择的物品取决于你的研究课题,并且它们必须都存在于你的公式簿中。
爆破学家:选择2种3级及以下的炸弹。
医学专家:选择2种具有治疗特征的6级及以下的灵药。
突变学家:选择2种3级及以下的突变药剂。
高等课题发现(Greater Field Discovery) 13级随着你对课题理解的加深,你取得了更加惊人的发现。
爆破学家:你能够提升你的炼金炸弹的溅射范围,令其伤害周围10尺内的生物,如果你拥有溅射扩展(Expanded Splash)的话则是周围15尺内的生物。
医学专家:当你使用高速炼金来创造任意种类的生命灵药时,喝下这份灵药的生物恢复的生命值会变为灵药所能提供的治疗量的上限,而不需要投骰来决定生物所恢复的生命值。
突变学家:当你处在你制造的突变药剂的效果下时摄入另一份突变药剂,你能够同时从这两份突变药剂中获得好处和缺陷,哪怕实际上这两份药剂都具有变形(Polymorph)特征并且通常来说无法同时生效。如果你在已经从两份突变药剂中获取好处的情况下再度受到任何一份突变药剂的影响,你必须从之前生效的突变药剂中选择一份并且失去它带来的好处,但你仍旧保留所有突变药剂带来的缺陷。如果你已经处于两份突变药剂的影响下,而此时受到一个并非来自于突变药剂的变形效果的影响,你失去这些突变药剂带来的好处并且仍旧保留它们的缺陷。
中甲专家训练(Light Armor Expertise) 13级你知晓如何在穿戴中甲、轻甲或不穿戴护甲的情况下进行闪避。你在中甲、轻甲和无甲防御上的熟练等级提升至专家。
武器专精(Weapon Specialization) 13级你知晓如何在使用那些你最擅长的武器时造成更大的伤害。使用你已经成为其专家的武器或无武装攻击时你会额外造成2点伤害。这个伤害在你成为其大师时增加至3,而在你成为其传奇时增加至4。
轻灵炼金(Alchemical Alacrity) 15级你在调制物品时是如此娴熟以至于你可以同时制造出三份物品。当使用高速炼金动作时,你可以花费至多三批灌注试剂来同时制造出至多三份该动作中所描述的炼金物品。这三件物品不必相同。而在你把这些新物品创造出来的同时,你也会自动储存(stow)其中一个。
反射闪避(Evasion) 15级你知道如何快速避开爆炸、龙息,甚至更糟的东西。你在反射豁免上的熟练等级提升至大师。当你在反射豁免上取得成功时,你可以视作取得大成功。
炼金术大师训练(Alchemical Mastery) 17级你的炼金合剂难以置信地有效。你在炼金术士职业DC上的熟练等级提升至大师。
无限至臻(Perpetual Perfection) 17级你的无限灌注近乎完美,这让你能够无需代价地使用高速炼金来创造愈发强力的所选物品。你能够选择的物品取决于你的研究课题,并且它们必须都存在于你的公式簿中。
爆破学家:选择2种11级及以下的炸弹。
医学专家:选择2种具有治疗特征的11级及以下的灵药。
突变学家:选择2种11级及以下的突变药剂。
中甲大师训练(Light Armor Mastery) 19级你穿戴轻甲的技能愈发精进,进一步提升了你闪避攻击的能力。你在中甲、轻甲和无甲防御上的熟练等级提升至大师。
剧透 - 原文:
Alchemist
There’s no sight more beautiful to you than a strange brew bubbling in a beaker, and you consume your ingenious elixirs with abandon. You’re fascinated by uncovering the secrets of science and the natural world, and you’re constantly experimenting in your lab or on the go with inventive concoctions for every eventuality. You are fearless in the face of risk, hurling explosive or toxic creations at your foes. Your unique path toward greatness is lined with alchemical brews that push your mind and body to their limits.
During combat encounters...
You lob bombs at your foes, harry your enemies, and support the rest of your party with potent elixirs. At higher levels, your mutagens warp your body into a resilient and powerful weapon.
During social encounters...
You provide knowledge and experience about alchemical items and related secrets, such as poisons and diseases.
While exploring...
You keep an eye out for trouble with your bombs at the ready, while giving advice on all things alchemical and mysterious.
In downtime...
You experiment in an alchemical lab, brewing elixirs, making bombs, and furthering your alchemical knowledge.
You Might...
• Enjoy tinkering with strange formulas and alchemical reagents, often with a single-minded dedication and recklessness that gives others pause.
• Get a kick out of wreaking havoc with the alchemical concoctions you’ve made, and enjoy watching things burn, dissolve, freeze, and jolt.
• Endlessly experiment to discover new, more potent alchemical tools.
Others Probably...
• Think you’re some kind of sorcerer or an eccentric wizard and don’t understand that you don’t cast spells; spellcasters who clumsily dabble in alchemy only heighten this misconception.
• Don’t understand your zeal for alchemy, creativity, and invention.
• Assume that if you haven’t caused a catastrophe with your experimentations, you inevitably will.
Hit Points
8 plus your Constitution Modifier
You increase your maximum number of HP by this number at 1st level and every level thereafter.
Key Ability
INTELLIGENCE
At 1st level, your class gives you an ability boost to Intelligence.
INITIAL PROFICIENCIES
At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.
PERCEPTION
Trained in Perception
SAVING THROWS
Expert in Fortitude
Expert in Reflex
Trained in Will
SKILLS
Trained in Crafting
Trained in a number of additional skills equal to 3 plus your Intelligence modifier
ATTACKS
Trained in simple weapons
Trained in alchemical bombs
Trained in unarmed attacks
DEFENSES
Trained in light armor
Trained in unarmored defense
CLASS DC
Trained in alchemist class DC
Class Features
You gain these abilities as an alchemist. Abilities gained at higher levels list the levels at which you gain them next to the features’ names.
Ancestry and Background
In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background, as described in Chapter 2.
Initial Proficiencies
At 1st level, you gain a number of proficiencies that represent your basic training. These proficiencies are noted at the start of this class.
Alchemy
You understand the complex interactions of natural and unnatural substances and can concoct alchemical items to meet your needs. You can do this using normal reagents and the Craft activity, or you can use special infused reagents that allow you to craft temporary items quickly and at no cost. Over time, you can create more and more alchemical items for free, and since each of them becomes more and more powerful, you advance in power dramatically, leaving behind those who don’t understand your strange science.
You gain the Alchemical Crafting feat (page 258), even if you don’t meet that feat’s prerequisites, and you gain the four common 1st-level alchemical formulas granted by that feat. The catalog of alchemical items begins on page 543. You can use this feat to create alchemical items as long as you have the items’ formulas in your formula book.
Infused Reagents
You infuse reagents with your own alchemical essence, allowing you to create alchemical items at no cost. Each day during your daily preparations, you gain a number of batches of infused reagents equal to your level + your Intelligence modifier. You can use these reagents for either advanced alchemy or Quick Alchemy, described below. Together, these infused reagents have light Bulk.
As soon as you make your next daily preparations, your infused reagents from the previous day’s preparations are instantly destroyed, and nonpermanent effects of your previous day’s infused items immediately end. While infused reagents are physical objects, they can’t be duplicated, preserved, or created in any way other than your daily preparations. Any such artificial reagents lack the infusion and are useless for advanced alchemy or Quick Alchemy.
Advanced Alchemy
During your daily preparations, after producing new infused reagents, you can spend batches of those infused reagents to create infused alchemical items. You don’t need to attempt a Crafting check to do this, and you ignore both the number of days typically required to create the items and any alchemical reagent requirements. Your advanced alchemy level is equal to your level. For each batch of infused reagents you spend, choose an alchemical item of your advanced alchemy level or lower that’s in your formula book, and make a batch of two of that item. These items have the infused trait and remain potent for 24 hours or until your next daily preparations, whichever comes first.
Quick Alchemy
If you need a specific alchemical item on the fly, you can use your infused reagents to quickly create it with the Quick Alchemy action.
QUICK ALCHEMY [o[fre[o[one-action]
ALCHEMIST MANIPULATE
Cost 1 batch of infused reagents
Requirements You have alchemist’s tools (page 287), the formula for the alchemical item you’re creating, and a free hand.
You swiftly mix up a short-lived alchemical item to use at a moment’s notice. You create a single alchemical item of your advanced alchemy level or lower that’s in your formula book without having to spend the normal monetary cost in alchemical reagents or needing to attempt a Crafting check. This item has the infused trait, but it remains potent only until the start of your next turn.
Formula Book
An alchemist keeps meticulous records of the formulas for every item they can create. You start with a standard formula book worth 10 sp or less (as detailed on page 290) for free. The formula book contains the formulas for two common 1st-level alchemical items of your choice, in addition to those you gained from Alchemical Crafting and your research field. The catalog of alchemical items begins on page 543.
Each time you gain a level, you can add the formulas for two common alchemical items to your formula book. These new formulas can be for any level of item you can create. You learn these formulas automatically, but it’s also possible to find or buy additional formulas in settlements or from other alchemists, or to invent them with the Inventor feat (page 262).
Research Field
Your inquiries into the alchemical nature of the universe have led you to focus on a particular field of research. You might have a degree from an scientific institute, correspond with other researchers in your field, or work as a genius loner. Choose a field of research. The research fields presented in this book are as follows.
Bomber
You specialize in explosions and other violent alchemical reactions. You start with the formulas for two 1st-level alchemical bombs in your formula book, in addition to your other formulas.
When throwing an alchemical bomb with the splash trait, you can deal splash damage to only your primary target instead of the usual splash area.
Chirurgeon
You concentrate on healing others with alchemy. You start with the formulas for two of the following in your formula book, in addition to your other formulas: lesser antidote, lesser antiplague, or lesser elixir of life.
As long as your proficiency rank in Medicine is trained or better, you can attempt a Crafting check instead of a Medicine check for any of Medicine’s untrained and trained uses.
Mutagenist
You focus on bizarre mutagenic transformations that sacrifice one aspect of a creature’s physical or psychological being in order to strengthen another. You start with the formulas for two 1st-level mutagens in your formula book, in addition to your other formulas.
You can gain the benefit of any mutagen, even if it wasn’t specifically brewed for you. Whenever your proficiency rank for simple weapons increases, your proficiency rank for unarmed attacks increases to the same rank unless it’s already better.
Alchemist Feats
At 1st level and every even-numbered level thereafter, you gain an alchemist class feat. Alchemist class feats are described beginning on page 76.
Skill Feats 2nd
At 2nd level and every 2 levels thereafter, you gain a skill feat. Skill feats can be found in Chapter 5 and have the skill trait. You must be trained or better in the corresponding skill to select a skill feat.
General Feats 3rd
At 3rd level and every 4 levels thereafter, you gain a general feat. General feats are listed in Chapter 5.
Skill Increases 3rd
At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase either to increase your proficiency rank to trained in one skill you’re untrained in, or to increase your proficiency rank in one skill in which you’re already trained to expert.
At 7th level, you can use skill increases to increase your proficiency rank to master in a skill in which you’re already an expert, and at 15th level, you can use them to increase your proficiency rank to legendary in a skill in which you’re already a master.
Ability Boosts 5th
At 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it’s already 18 or above, or by 2 if it starts out below 18.
Ancestry Feats 5th
In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter. The list of ancestry feats available to you can be found in your ancestry’s entry in Chapter 2.
Field Discovery 5th
You learn a special discovery depending on your field.
Bomber: When using advanced alchemy to make bombs during your daily preparations, you can use a batch of reagents to create any three bombs instead of just two of the same bomb.
Chirurgeon: When using advanced alchemy to make elixirs of life during your daily preparations, you can create three elixirs with each batch of reagents instead of two.
Mutagenist: When using advanced alchemy to make mutagens during your daily preparations, you can use a batch of reagents to create any three mutagens instead of just two of the same mutagen.
Alchemical Weapon Expertise 7th
You’ve trained to more effectively wield the weapons you find in your lab. Your proficiency ranks for simple weapons and alchemical bombs increase to expert.
Iron Will 7th
Your mental defenses are an iron fortress. Your proficiency rank for Will saves increases to expert.
Perpetual Infusions 7th
You have learned how to create perpetual alchemical infusions that can provide a near-infinite supply of certain simple items. You gain the ability to create two 1st-level alchemical items using Quick Alchemy without spending a batch of infused reagents. The items you can select depend on your research field and must be in your formula book.
Bomber: Choose two of the following formulas: lesser acid flask, lesser alchemist’s fire, lesser bottled lightning, lesser liquid ice, lesser tanglefoot bag, lesser thunderstone.
Chirurgeon: Lesser antidote and lesser antiplague.
Mutagenist: Choose two of the following formulas: lesser bestial mutagen, lesser bullheaded mutagen, lesser cognitive mutagen, lesser juggernaut mutagen, lesser quicksilver mutagen, lesser silvertongue mutagen.
KEY TERMS
You’ll see the following key terms in many alchemist abilities.
Additive: Feats with the additive trait allow you to spend actions to add special substances to bombs or elixirs. You can add only one additive to a single alchemical item, and attempting to add another spoils the item. You can typically use actions with the additive trait only when you’re creating an infused alchemical item, and some can be used only with the Quick Alchemy action. The additive trait is always followed by a level, such as additive 2. An additive adds its level to the level of the alchemical item you’re modifying; the result is the new level of the mixture. The mixture’s item level must be no higher than your advanced alchemy level.
Infused: You created an alchemical item with the infused trait using your infused reagents, and it has a limited time before it becomes inert. Any nonpermanent effects from your infused alchemical items, with the exception of afflictions such as slow-acting poisons, end when you make your daily preparations again.
Alchemical Expertise 9th
Constant practice has increased the effectiveness of your concoctions. Your proficiency rank for your alchemist class DC increases to expert.
Alertness 9th
You remain alert to threats around you. Your proficiency rank for Perception increases to expert.
Double Brew 9th
You know your formulas so well that you can concoct two items at once. When using the Quick Alchemy action, instead of spending one batch of infused reagents to create a single item, you can spend up to two batches of infused reagents to make up to two alchemical items as described in that action. These items do not have to be the same.
Juggernaut 11th
Your body has become accustomed to physical hazards and resistant to pathogens and ailments. Your proficiency rank for Fortitude saves increases to master. When you roll a success on a Fortitude save, you get a critical success instead.
Perpetual Potency 11th
Your perpetual infusions improve, allowing you to use Quick Alchemy to create more powerful items with no cost. The items you can select depend on your research field and must be in your formula book.
Bomber: The moderate versions of the bombs you chose for perpetual infusions.
Chirurgeon: Moderate antidote and antiplague.
Mutagenist: The moderate versions of the mutagens you chose for perpetual infusions.
Greater Field Discovery 13th
You learn an incredible discovery that advances your understanding of your field.
Bomber: You can increase the splash on your bombs to damage creatures within 10 feet, or 15 feet if you have Expanded Splash.
Chirurgeon: When you use Quick Alchemy to create any type of elixir of life, the creature drinking the elixir gains the maximum Hit Points possible for that elixir, instead of rolling to determine the number of Hit Points regained.
Mutagenist: If you imbibe another mutagen while you are under the effects of a mutagen that you created, you can gain the benefits and the drawbacks of both mutagens at once, despite the fact that they both have the polymorph trait and would not normally function together. If you come under the effects of any further mutagens while benefiting from two mutagens, you lose the benefit of one of the former mutagens of your choice, while retaining the drawbacks of all the mutagens. If you are under the effects of two mutagens and you come under the effect of a non-mutagen polymorph effect, you lose the benefits of the mutagens while retaining the drawbacks of both.
Light Armor Expertise 13th
You’ve learned how to dodge while wearing light or no armor. Your proficiency ranks for light armor and unarmored defense increase to expert.
Weapon Specialization 13th
You’ve learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you’re a master, and to 4 if you’re legendary.
Alchemical Alacrity 15th
Your comfort in concocting items is such that you can create three at a time. When using the Quick Alchemy action, you can spend up to three batches of infused reagents to make up to three alchemical items as described in that action. These items do not have to be the same.
Evasion 15th
You’ve learned to move quickly to avoid explosions, dragon’s breath, and worse. Your proficiency rank for Reflex saves increases to master. When you roll a success on a Reflex save, you get a critical success instead.
Alchemical Mastery 17th
Your alchemical concoctions are incredibly effective. Your proficiency rank for your alchemist class DC increases to master.
Perpetual Perfection 17th
You have perfected your perpetual infusions, allowing you to use Quick Alchemy to create even more powerful items at no cost. The items you can select depend on your research field and must be in your formula book.
Bomber: The greater versions of the bombs you chose for perpetual infusions.
Chirurgeon: Greater antidote and antiplague.
Mutagenist: The greater versions of the mutagens you chose for perpetual infusions.
Light Armor Mastery 19th
Your skill with light armor improves, increasing your ability to dodge blows. Your proficiency ranks for light armor and unarmored defense increase to master.