Whether secreted away in a smoky basement laboratory or gleefully experimenting in a well-respected school of magic, the alchemist is often regarded as being just as unstable, unpredictable, and dangerous as the concoctions he brews. While some creators of alchemical items content themselves with sedentary lives as merchants, providing tindertwigs and smokesticks, the true alchemist answers a deeper calling. Rather than cast magic like a spellcaster, the alchemist captures his own magic potential within liquids and extracts he creates, infusing his chemicals with virulent power to grant him impressive skill with poisons, explosives, and all manner of self-transformative magic.
Upon following the Path of Alchemy, you gain the following Key Skills:
You may create powerful flasks out of unstable reagents to throw at your enemies. To use a flask, you must expend 1 TP or MP at minimum and for each point of MP or TP spent it adds three dice of damage, d8s. The maximum dice that can be added is equal to your Prowess or Caster Level. When a flask is made you select its damage type to either be Acid or Fire Damage. Once made, any MP or TP spent this way is reserved and does not recover until the flask is used. Making a flask requires 1 minute of work, or any number of Flasks can be made in a 15 minute period.
Thrown flasks are ranged attacks that target Magic Defense, with a range of 30 ft. They use the Weapon Skill (Alchemic). You add either your Primary Casting Ability to damage or Secondary Ability to damage, whichever is higher. In addition whenever you attack with mundane alchemic weapons or mundane thrown explosives you may add your Primary Casting Ability or Secondary Ability to that weapons damage as well.
Flasks may be used by others. As a Swift Action you may choose any flask not on your person to become inert, It is a free action if on your person.
Attacking with a flask provokes attacks of opportunity
You may place a flask so that it explodes a number of rounds after you cease contact with the bomb. This delay can be any number of rounds chosen by you, up to your ranks inCraft (Alchemy). If at any point you reclaim possession of the flask, you may end the timer and prevent the flask's detonation. A delayed flask detonates immediately if any other creature attempts to touch or move the flask. The flask deal damage as if it scored a direct hit to any creature within the bomb's square when it detonates (though simply occupying the bomb's square does not set it off). The bomb may be disabled via Sleightofhand with a DC Equal to 10 + the bombs damage dice + Primary Casting Ability or Secondary Ability .
Admixtures can be added to any Flask before it is used. Flasks can support two admixtures as a base. They are prepared just as Flasks are and reserve TP/MP in the same way
You gain the ability to make the following admixtures. Spending 1 TP/MP makes 2 doses of admixture, you can mix and match them.
You gain the ability to make the following admixtures. Spending 1 TP/MP makes 2 doses of admixture, you can mix and match them. If delivery method allows a save, than a successful save means no status condition applied
You gain the ability to make the following admixtures. Spending 1 TP/MP makes 2 doses of admixture, you can mix and match them.
You may spend 2 extra TP/MP when making a Bomb to create a Bomb-Omb, a tiny construct primed with a bomb (the Bomb may be affected by any Bomber Talents you possess as desired, by spending TP/MP as normal). Undirected, they take no actions except to flock around you in your square and follow you as best they can. They can be attacked normally, but gain cover while occupying your square. As a Swift Action, you can order one of your Bomb-Ombs to attack an enemy it can see. The Bomb-Omb moves at a speed of 30 ft., and if it successfully reaches the square of your chosen target, it immediately detonates, dealing direct hit damage to the chosen creature, and applying any other bomb effects as normal.
The Bomb-Omb has hardness 10, 10 HP (no Wounds), and Defense 14 + 1/2 your ranks inCraft (Alchemy). If destroyed before reaching it's target, it falls inert and harmless to the ground, and is considered expended. A creature other than the target may successfully disable it with a disable_device check against yourCraft (Alchemy) check. Bomb-Ombs run out of charge and fall inert after 1 minute per rank inCraft (Alchemy) you possess.
Instead of making a standard Alchemy Flask, you make a more potent Alchemy Bomb. They cost the same amount as a Flask however they no longer require a Ranged Attack roll and have a range of 90 ft. Instead they affect a cross shape with a 15ft diameter. Anyone caught in the blast mush roll a Reflex Save DC (10+ Half Caster Level/Prowess + Primary Casting Ability/Secondary Ability). On Success they take half damage.
All abilities that apply to Flasks apply to Bombs, Unless otherwise noted.
You may now make flasks with the Cold, Electric or Sonic elements as well instead of just Fire or Acid. You may also make an admixture of the elements for 1 TP/MP for 2 doses. When added to a flask it changed the Element.
You may now make flasks with the Slashing, Piercing or Bludgeoning elements as well instead of just Fire or Acid. You may also make an admixture of the elements for 1 TP/MP for 2 doses. When added to a flask it changed the Element.
You may now make flasks with the Holy, Unholy, Axiomatic or Anarchic elements as well instead of just Fire or Acid. You may also make an admixture of the elements for 1 TP/MP for 2 doses. When added to a flask it changed the Element. If these effects are added to a Flask or Bomb that has a save, it is now a Will Save rather than a Reflex save.
When adding an admixture that would change the damage type, instead it adds to it. Flasks can only have two damage types at once
When selecting this talent you may expend 15 TU in Mundane parts to make a Flask Launcher ranged weapon. This weapon requires two hands to use and has a range of 100ft. You use the Weapon Skill (Alchemic) to fire it. You may load in Flasks and fire them as a standard attack that targets Magic Defense. If using a Alchemic Bomb increase the Bomb's range to 250 ft.
This weapon can not be enchanted with any elemental damage changes.
This weapon provokes attacks of opportunity when fired just as well ranged weapons do.
Instead of attacking with a flask normally, you may instead use it as a melee attack targeting Magic defense. This does not provoke attacks of opportunity.
You gain resist poison equal to your Hit Dice. At 10 HD, you become completely immune to poison.
You never accidentally poison yourself when applying poison to a weapon.In addition you may now apply any admixture or poison to a weapon as part of an attack. It is consumed upon hitting. Adding more than one requires a swift action, you can apply up to two.
Poison and admixtures remains on your weapons for a number of uses equal to your Secondary Ability. A use is expended only upon a successful hit against a creature.
You may now make your own poison by either spending 2 TP/MP or 2 Alchemic Parts. The TP/MP is reserved until the poison used. The poison is an Injury poison and must be applied to weapons through poison use to be effective. Primary Effect does not get a save, but secondary does. Fort Save DC 15. You select one Primary effect and one secondary effect. The secondary effect is applied on the targets next turn if the save is failed.
Primary Effects
Secondary Effects