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Path of Alchemy

Alchemy is the Path to many abilities, some which one would consider...unnatural.

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.


Key Skills

Upon following the Path of Alchemy, you gain the following Key Skills:

The Bomber

Bombs (Sp)

  • Requirements: CST 2, Craft (Alchemy) 5, 20 EXP

You may create powerful bombs out of unstable reagents to throw at your enemies. To use a bomb, you must expend 4 TP or MP. Bombs are unstable, and if not used in the round they are created, they degrade and become inert - their method of creation prevents large volumes of explosives from being created and stored.

Drawing the components of, creating, and throwing a bomb requires a Half Action which provokes Attacks of Opportunity. Thrown bombs are ranged touch attacks, with a range of 30 ft. Bombs are considered to be their own weapon type, and due to this benefit from weapon-specific Talents (at GM discretion). A Bomb inflicts 1d6 + your Primary Casting Attribute modifier points of Fire damage to your target on a successful hit. The damage increases by 1d6 for every rank in Craft (Alchemy) and BaB you possess, to a maximum of 10d6. For example, your Bombs inflict 7d6 + your Primary Casting Attribute modifier if you possess Craft (Alchemy) 10 and BaB 7.

Bombs instantly become inert if used by anyone other than you. Bombs are treated as Spells for the purpose of Counterspelling and Parrying.

Delayed Bomb

  • Requirements: Bombs, Craft (Alchemy) 10, 20 EXP

You may place a bomb 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 in Craft (Alchemy). If at any point you reclaim possession of the bomb, you may end the timer and prevent the bomb's detonation. A delayed bomb detonates immediately if any other creature attempts to touch or move the bomb. The bomb 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), and splash damage is applied as normal if you possess the Explosive Bomb Talent. The bomb may be disabled via Disable Device (DEX).

Demolition Charge

  • Requirements: Bombs, Craft (Alchemy) 10, 20 EXP

When you make a Bomb, you may choose to have it work against objects rather than creatures. Bombs of this type ignore hardness equal to your CL or BaB, whichever is higher (round down), and may be used for sundering if desired. The Bomb's damage rolls against any excess hardness as normal. Objects caught in the radius of a Bomb that is affected by Demolition Charge and Explosive Bomb take half damage, and the bomb only bypasses half as much hardness.

Bomb-Omb (Sp)

  • Requirements: Bombs, Craft (Alchemy) 10, 20 EXP

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 AC 14 + 1/2 your ranks in Craft (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 (DEX) check against your Craft (Alchemy) check. Bomb-Ombs run out of charge and fall inert after 1 minute per rank in Craft (Alchemy) you possess.

Explosive Bomb (Sp)

  • Requirements: Bombs, CST 5, 15 EXP

Your Bombs may now possess a splash radius of up to 1 ft. for every rank in Craft (Alchemy) you possess (maximum 20 ft. radius at 20 ranks), as desired. Round down to the nearest 5 ft. increment. Creatures in the splash radius take the minimum damage of the bomb, and they may make a Reflex save (DC 10 + 1/2 your BaB or CL, whichever is higher + your Primary Casting Attribute modifier) to half that damage. If desired, you may target a specific square instead of a creature with your Explosive Bomb simply to create the splash explosion.

Fast Bombs

  • Requirements: Bombs, CST 9, Craft (Alchemy) 12, 30 EXP

You may quickly create enough Bombs to throw more than one in a single round. You may prepare and throw a Bomb as a Swift Action by spending 4 additional TP/MP. You may create and throw up to three bombs in a turn using this Talent, and this Talent likewise allows you to breach the limit of one spell per turn when using multiple Bombs, or in conjunction with a spell.

Explosive Missile

  • Requirements: Bombs, CST 5, 15 EXP

As a Half Action, you may infuse a single arrow, crossbow bolt, or firearm bullet with the reagents of your Bomb (spending TP/MP as normal), load the ammunition, and fire. You must be proficient with the weapon used, and the shot targets the enemy's AC as if it were a normal attack (unless it is capable of targeting Touch AC on its own). Upon a successful hit, the shot inflicts damage normally, and deals your Bomb's damage, as if it were a direct hit. If you miss, the Bomb does nothing, and is considered expended.

Elemental Bomb (Sp)

  • Requirements: Bombs, Knowledge (Planes) 5, Craft (Alchemy) 7, 10 EXP

Select one elemental damage type (cold, acid, electricity, or sonic) - you may now throw Bombs which deal this damage type, instead of Fire. You may select this Talent multiple times, gaining one additional elemental damage type each time.

Force Bomb (Sp)

  • Requirements: Elemental Bomb, Craft (Alchemy) 15, 30 EXP

Your bombs may now deal Force damage by expending 1 extra TP/MP per Bomb.

Rotting Bomb (Sp)

  • Requirements: Bombs, CST 11, Craft (Alchemy) 10, 30 EXP

Choose Strength or Dexterity - creatures that take damage from your bombs must make a Fortitude save (DC 10 + 1/2 your BaB or CL, whichever is higher + your Primary Casting Attribute modifier), or suffer damage to that ability score equal to your Secondary Casting Attribute modifier. You must expend 2 extra TP/MP to use this ability.

Mind Bomb (Sp)

  • Requirements: Bombs, CST 11, Craft (Alchemy) 10, 30 EXP

Choose a mental Ability Score - creatures that take damage from your bombs must make a Fortitude save (DC 10 + 1/2 your BaB or CL, whichever is higher + your Primary Casting Attribute modifier), or suffer damage to that ability score equal to your Secondary Casting Attribute modifier. You must expend 2 extra TP/MP to use this ability.

Selective Bombing (Sp)

  • Requirements: Explosive Bomb, 10 EXP

You may now exclude a number of creatures within the area of your Explosive Bombs equal to your Secondary Attribute modifier.

Spell Delivery (Sp)

  • Requirements: Bombs, CST 20, Craft (Alchemy) 15, 40 EXP

As a Full Action, you may infuse a single Spell which you know into a Bomb, and throw it. The Spell takes effect at the target location, or onto the target creature if it is a ranged touch attack spell. You must fulfill any normal requirements for the spell to take effect. The “caster” of the spell is considered to be the Bomb, and due to this it is the point of origin for spells that leverage the caster's position, such as Burning Hands. Creatures make saves against the DC of the spell as normal, in addition to any effects of the Bomb itself against the Bomb's DC(s). You must spend the TP/MP for the Bomb and the Spell used as normal. Bombs of this type do not function at all in an Antimagic Field or similar effects. The GM may determine that certain spells are not valid for this Talent, at their discretion.

The Poisoner

Poison Resistance (Ex)

  • Requirements: CST 3, Craft (Alchemy) 3, 10 EXP

You gain resist poison equal to your Hit Dice. At 10 HD, you become completely immune to poison.

Poison Use (Ex)

  • Requirements: Poison Resistance, 10 EXP

You never accidentally poison yourself when applying poison to a weapon, and may do so as a Move Action. In addition, you increase the DC of any poison you create by an amount equal to your Hit Dice.

Sticky Poison (Ex)

  • Requirements: Poison Use, Craft (Alchemy) 10, 25 EXP

Poison remains on your weapons for a number of uses equal to your Secondary Attribute Modifier (casting or martial, whichever is higher). A use is expended only upon a successful hit against a creature.

Swift Poisoner (Ex)

  • Requirements: Poison Use, Craft (Alchemy) 10, 25 EXP

You may apply poison as a Swift Action.

Master Poisoner (Ex)

  • Requirements: Swift Poisoner, Craft (Alchemy) 15, 35 EXP

You may apply poison to a weapon as an Immediate Action. Adding poison to weapons on your turn is a Free Action.

Brew Potion

  • Requirements: Craft (Alchemy) 3, 10 EXP

You gain access to the Potion Master Shortcut.