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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. Discoveries that modify bombs that are marked with an asterisk (*) do not stack. 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.

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

Note Discoveries marked with an asterisk (*) do not stack—only one such discovery may be applied to a single bomb.

Table: Alchemist Discoveries
Discovery Prerequisites Benefits Source
Acid Bomb* Deal acid damage with your bombs PRG:APG
Alchemical Simulacrum Alchemist 8 Create a lesser simulacrum PRG:UM
Alchemical Zombie Alchemist 8 Create zombie as if created by animate dead PRG:UM
Anarchic Bomb Alchemist 8 Create bombs which deal chaotic divine damage, possibly staggering lawful creatures on their next turn if they take a direct hit. Anarchic bombs deal 1/2 damage vs. neutral creatures and such targets are not affected by the staggering effect. Anarchic bombs have no effect on chaotic-aligned creatures. CoB
Axiomatic Bomb Alchemist 8 Create bombs which deal lawful divine damage, possibly staggering chaotic creatures on their next turn if they take a direct hit. Axiomatic bombs deal 1/2 damage vs. neutral creatures and such targets are not affected by the staggering effect. Axiomatic bombs have no effect on lawful-aligned creatures. CoB
Blackstar Bomb* Drow, void bomb This bomb crushes the target like a void bomb, then repels nearby creatures with a burst of gravity. MC
Blinding Bomb* Alchemist 8 Blind enemies with your bombs PRG:UM
Boneshard Bomb* Alchemical zombie discovery Bomb deals piercing damage instead of fire, and creatures that take a direct hit from a boneshard bomb must succeed at a Fortitude save or take 1d4 bleed in addition to normal damage. Creatures killed by a boneshard bomb or the bleed effect immediately reanimate as an undead creature with the skeleton template and count as undead created by animate dead for the purposes of determining how many undead the alchemist can control. USH
Bottled Ooze Alchemist 6 Preserve an ooze so it can be summoned later PRG:UM
Breath Weapon Bomb* Alchemist 6 You can use a bomb as a breath weapon PRG:UC
Celestial Poisons Alchemist 8 You can make poisons which affect undead and evil outsiders (which are normally immune to poisons.) CoP
Chameleon Your skin changes colors, granting you a bonus on Stealth checks PRG:ARG
Change Alignment Alchemist 12, infusion discovery Once/day brew an infusion which changes drinkers alignment to good for 10 min./alchemist level (unwilling drinkers gain save to resist.) CoP
Cognatogen Increase a mental score and decrease a physical score PRG:UM
Collective Memory Cognatogen discovery While under the effects of a cognatogen, the alchemist adds half his class level on all Knowledge skill checks and may attempt all Knowledge skill checks untrained. This bonus does not stack with the second Intelligence bonus granted by the mindchemist archetype's perfect recall class feature. CoB
Combine Extracts Alchemist 8 Use two formulae at once PRG:APG
Concentrate Poison Combine two poisons for increased effect PRG:APG
Concussive Bomb* Alchemist 6 Deal sonic damage with your bombs PRG:APG
Confusion Bomb* Alchemist 8 Cause confusion with your bombs PRG:UM
Cursed Bomb* Alchemist 12 Deliver a curse with a bomb attack. CoC
Cytillesh Bomb Cytillesh bombs deal 1d4 points of damage, plus 1d4 points of damage for every odd-numbered level, instead of 1d6 and are possibly sickened or become unconscious.
Darkness Bomb
You can choose to have a bomb extinguish non-magical light sources carried by the target and dispel magical light sources carried by the target for 1 round/level (as deeper darkness.) PRG:ARG
Deadly Excretions Alchemist 8 Your toxic skin poison deals Constitution damage PRG:ARG
Defoliant Bomb You can create a bomb that deals extra damage to plant creatures PRG:ARG
Delayed Bomb Alchemist 8 You can choose to delay the explosion of your bombs PRG:APG
Demolition Charge* Alchemist 8 When you create a bomb, you can choose to have it deal damage to an object as if by a sunder combat maneuver. DHB
Dilution Alchemist 12 Create two doses of a potion or elixir from one set of ingredients PRG:APG
Directed Bomb Cause bombs to splash in a 15-ft. cone instead of a 5-foot burst MM
Dispelling Bomb Alchemist 6 Dispel magic with your bombs PRG:APG
Doppelganger Simulacrum Alchemist 10, alchemical simulacrum Create a temporary body PRG:UM
Ectoplasmic Bomb* Bombs damage incorporeal creatures and reveal presence of hidden undead creatures in the area. USH
Elemental Mutagen Whenever you imbibe a mutagen, you gain resistance to an energy type and a competence bonus on an associated skill check. MM
Elixir of Life Alchemist 16 Create an elixir that can cast true resurrection PRG:APG
Enhance Potion Cause potions to be more powerful PRG:APG
Eternal Potion Alchemist 16, extend potion Cause a potion to become permanent PRG:APG
Explosive Bomb* Your bombs gain an increased area of effect PRG:APG
Explosive Missile Alchemist 4 Infuse a piece of ammunition with a bomb PRG:UC
Extend Potion Potions you drink last longer PRG:APG
Fast Bombs Alchemist 8 You can throw multiple bombs in a round PRG:APG
Feral Mutagen Gain two claw attacks and a bite attack PRG:APG
Fire Brand Goblin Use a bomb to set your weapon on fire PRG:ARG
Force Bomb* Alchemist 8 Deal force damage with your bombs PRG:APG
Frost Bomb* Deal cold damage with your bombs PRG:APG
Glassfoot Bomb You can cover the ground in jagged crystals in addition to its normal effects. These crystals act like caltrops, evaporating into a smelly but harmless gas in 2d6 rounds. PRG:ARG
Glimmering Infusion Infusion discovery You can expend any prepared extract to produce a cube of glowing motes adjacent to you that acts as glitterdust. PPC:SpyHB
Grand Cognatogen Alchemist 16, greater cognatogen Increase mental scores and decrease physical scores PRG:UM
Grand Inspiring Cognatogen (Su) Alchemist 16, greater inspiring cognatogen Your inspiring cognatogen grants a +4 dodge bonus to AC and a +4 bonus to Reflex saving throws; a –6 penalty to Strength and Constitution; and the effects of having the item lore, tenacious inspiration, and underworld inspiration investigator talents. PRG:ACG
Grand Mutagen Alchemist 16, greater mutagen Increase physical scores and decrease mental scores PRG:APG
Grease Bomb* Alchemist 6 When you create a bomb, you can choose to have it create a grease slick upon detonation. DHB
Greater Plague Bomb Alchemist 16, plague Bomb, smoke Bomb Your smoke bombs spread a deadly disease PRG:ARG
Greater Alchemical Simulacrum Alchemist 14, alchemical simulacrum Create a simulacrum PRG:UM
Greater Cognatogen Alchemist 12, cognatogen Increase mental scores and decrease physical scores PRG:UM
Greater Inspiring Cognatogen (Su) Alchemist 12, inspiring cognatogen
Your inspiring cognatogen grants a +2 dodge bonus to AC and a +2 bonus to Reflex saving throws; a –4 penalty to Strength and Constitution; and the effects of having the amazing inspiration, eidetic recollection, and expanded inspiration investigator discoveries. PRG:ACG
Greater Mutagen Alchemist 12 Increase physical scores and decrease mental scores PRG:APG
Healing Bomb* When you create a bomb, you can choose to have it heal damage instead of dealing it. MM
Healing Touch Alchemist 6, spontaneous healing Heal other creatures with a touch PRG:UM
Hellfire Bomb Alchemist 9, tiefling, explosive bomb You can deal half fire/half unholy damage with an explosive bomb. PPC:AoE
Holy Bombs* Alchemist 8 Bombs you create can deal good divine damage. CoP
Immolation Bomb* Alchemist 3 Deal damage over time with your bombs PRG:UC
Inferno Bomb* Alchemist 16, smoke bomb Create an incendiary cloud effect with your bombs PRG:APG
Infuse Mutagen You can have multiple mutagens prepared PRG:APG
Infusion Your extracts can be used by others PRG:APG
Inspired Bomb (Su) You can expend two uses of inspiration to increase a bomb's damage by 1d6. PRG:ACG
Inspiring Cognatogen (Su) You learn how to make an inspiring cognatogen, a mutagen-like mixture that grants him inspiration (as the investigator's class feature) at the expense of Strength and Constitution. PRG:ACG
Intuitive Understanding Alchemist 4, cognatogen discovery If you drink an extract of the divination school while under the effects of a cognatogen, your effective CL temporarily increases by +2. In addition, while under the effects of a cognatogen, you may use augury once as a spell-like ability (caster level equal to his alchemist level). At 10th level, you can use divination instead. CoB
Lingering Plague Alchemist 8 Creatures have to save more often against your disease-causing bombs PRG:ARG
Lingering Spirit Alchemist 4 You can take more damage before being killed PRG:UM
Madness Bomb Alchemist 12 Deal Wisdom damage with your bombs PRG:APG
Malignant Poison Alchemist 10 As a full-round action, you can increase the save DC of any poison and increase its duration DHB
Material Mastery (Ex)
By expending an extract of the same school and level as a spell prerequisite when crafting a magic item, you take only a –2 penalty for ignoring that requirement, instead of –5. PPC:C&C
Mummification Alchemist 10, preserve organs Gain mummy-like immunities PRG:UM
Mutagen Increase physical scores and decrease mental scores PRG:UM
Nauseating Flesh Alchemist 12 Anything that bites the alchemist is nauseated PRG:UC
Parasitic Twin Vestigial arm (2) You can reroll your saves against certain mental effects PRG:UM
Phantom Limb Alchemist 8 Manifest a ghostly, incorporeal arm. USH
Pickled Quasit Alchemist 10 You seal a quasit in a bottle, which you can throw at a square within 30 feet and release the quasit (it is not under your control.) CoC
Plague Bomb* Alchemist 8, smoke bomb Duplicate the effects of contagion with your bombs PRG:UM
Plague Vector Alchemist 14, plague bomb Cause those affected by your plague bomb to become carriers for the disease, infecting those they come into physical contact with. CoC
Poison Bomb* Alchemist 12, smoke bomb Duplicate the effects of cloudkill with your bombs PRG:APG
Poison Conversion Alchemist 6 You can convert one form of poison to another form PRG:UC
Precise Bombs Choose which squares are missed by your bomb's splash damage PRG:APG
Preserve Organs Sneak attacks and critical hits are less likely to do damage PRG:UM
Profane Bomb* Alchemist 8 You can have your bomb deal evil divine damage. Good creatures that take a direct hit from a profane bomb must make a Fort save or be staggered on their next turn. Against a neutral creature, a profane bomb deals half damage, and the target is not affected by the bomb's staggering effect. A profane bomb has no effect against evil-aligned creatures. CoC
Promethean Disciple
Alchemist 6
You know how to craft constructs by way of alchemical research rather than arcane magic. You gain Craft Construct as a bonus feat without needing to meet its requirements and you substitute the number of ranks in Craft (alchemy) you have for your total caster level and must use Craft (alchemy) to create the construct.
Psychoactive Bomb* Alchemist 6 Your bombs make it easier to manipulate others BotM
Psychokinetic Tincture Alchemist 4 1/day, concoct a tincture as a standard action, and channel one spirit for every 4 alchemist levels possessed (see details). USH
Rag Doll Mutagen Goblin Your body becomes rubbery and easy to contort PRG:ARG
Ranged Baptism Alchemist 4 You can use holy water as a splash weapon and any squares subject to its effects (including creatures affected by splash damage) or that contain creatures subject to its effects are also affected as if by the consecrate spell. CoP
Rocket Bomb Goblin, alchemist 6th Create bombs with less accuracy but more ka-boom! PRG:ARG
Sandstone Solution Use a potion to make sand or dirt as hard as stone. PoS
Scrap Bomb Goblin Your bombs create shrapnel and cause bleed damage PRG:ARG
Shock Bomb* Deal electricity damage with your bombs PRG:APG
Siege Bomb* Alchemist 12, explosive bomb Deal bomb damage with siege weapons PRG:UC
Smoke Bomb* Create a fog cloud effect with your bombs PRG:APG
Spell Knowledge
Select a single spell from the sorcerer/wizard spell list that is at least 2 levels lower than your highest-level extract known. You can prepare and cast this spell as an arcane spell. PPC:C&C
Spontaneous Healing You can heal more rapidly PRG:UM
Sticky Bomb Alchemist 10 Deal splash damage one extra round PRG:APG
Sticky Poison Alchemist 6 Poison applied to a weapon lasts longer PRG:APG
Stink Bomb* Smoke bomb Create a stinking cloud effect with your bombs PRG:APG
Strafe Bomb Your bomb splash damage affects a line PRG:UM
Sunlight Bomb* Alchemist 10, blinding bomb Create a bright sunlight effect with your bombs PRG:UM
Syringe Stirge (Su)
Alchemist 6 As a full-round action, you can expend two daily uses of bombs to create a syringe stirge, a tiny construct primed with a bomb (if you have multiple types of bombs, you must select which type the syringe stirge carries when created). PPC:C&C
Tainted Infusion Delayed bomb, infusion When you prepare an extract with the infusion discovery, you can lace the extract with one of your bombs as long as the extract has a duration greater than instantaneous. You can reduce the duration of the extract to 1 round. As soon as the extract's duration expires, it detonates, dealing 150% of the normal bomb damage to the drinker. This effect does not produce a splash radius. Producing a tainted extract consumes both an infusion slot and a daily bomb use. CoC
Tanglefoot Bomb* Entangle foes with your bombs PRG:UM
Tentacle Gain an extra limb PRG:UM
Tumor Familiar Gain a familiar that is part of the alchemist's body PRG:UM
Underwater Demolition You can create and throw bombs underwater PRG:ARG
Vestigial Arm Gain an extra arm PRG:UM
Void Bomb* Drow, alchemist 6 By combining the spores from strange fungi with slivers from extradimensional voids, some drow alchemists create bombs that cause bursts of gravity capable of crushing those inside. MC
Wings Alchemist 6 Gain wings that let you fly PRG:UM
Grand Discoveries Prerequisites Benefits Source
Awakened Intellect Grand discovery Gain 2 points of Intelligence PRG:APG
Change Alignment, Greater Grand discovery, alchemist 20, change alignment discovery, infusion discovery Change alignment infusion effects are permanent (but can be removed by wish or miracle.) CoP
Eternal Youth Grand discovery Stop aging PRG:APG
Fast Healing Grand discovery Gain fast healing 5 PRG:APG
Philosopher's Stone Grand discovery Learn how to make a philosopher's stone PRG:APG
Poison Touch Grand discovery Gain a poison touch attack PRG:APG
True Mutagen Grand discovery, grand mutagen Gain a more powerful mutagen PRG:APG
3rd Party Publishers
Ascension Games, LLC
Discoveries Prerequisites Benefits Source
Alter Simulacrum Alchemist 10, alchemical simulacrum discovery Alter the physical appearance of your alchemical simulacra. PS
Blending Body Increased miss chance while in dim light. PS
Bottled Assistant Alchemist 8
Create an alchemical assistant to help identify and create items. PS
Darkness Bomb* Bomb creates darkness, fatigues creature hit. PS
Extinguishing Touch Extinguish small fires and light sources with a touch. PS
Keen Sight Gain low-light vision and darkvision. PS
Perfect Sight Alchemist 12, keen sight discovery Gain immunity to blindness. PS
Shadowmeld Compound Alchemist 8
Create an alchemical substance that can turn objects into shadowstuff. PS
Terror Bomb* Alchemist 8
Bomb incites fear in those struck. PS
Umbral Bomb* Alchemist 6, darkness bomb discovery Bomb creates supernatural darkness, exhausts target and fatigues those in splash radius. PS
Legendary Games
Discoveries Prerequisites Benefits Source
Compounding Formulary Alchemist 4 The alchemist can create alchemical items in powdered rather than liquid form and can infuse powders and liquids together into a variety of stable magical compounds. Inverse
Effectual Invisibility Alchemist 4 Whenever using an extract, potion, spell-completion, or spell-trigger item to create an invisibility effect, use alchemist level as caster level rather than the caster level of the item. Inverse
Invisible Bomb Alchemist 8 When creating a bomb, can choose to render the bomb and its explosion invisible until thrown denying opponent its Dexterity bonus to AC against the attack and creatures struck or within the blast radius suffer a -2 to Reflex saves against the bomb. Inverse
Tenacious Invisibility Alchemist 6 When creating an extract or mutagen that provides invisibility, whenever the invisibility effect would be ended prior to the end of its duration, including being dispelled or being broken by making an attack, the invisibility effect lingers for a number of additional rounds and the DC to dispel an extract that provides invisibility is increased. Inverse
Transparency Mutagen Alchemist 10 Become invisible when imbibing a mutagen and invisibility lasts for the duration of the mutagen. Inverse
True Invisibility Alchemist 14 When creating an extract or mutagen that provides invisibility, the target of that extract or mutagen is also protected against all devices and spells that gather information about the target through divination magic for as long as the invisibility effect lasts. Inverse
Radiance House
Discoveries Prerequisites Benefits Source
Expelling Bomb Alchemist 8 Expelling bomb deals full damage to incorporeal creatures, including splash damage and a creature struck by a direct hit is affected as by Exorcise Spirit binder secret. An expelling bomb's damage dice are reduced by one step: d6s to d4s or d4s to d3s. PMU2
Occult Mutagen Alchemist 6 When preparing your mutagen, can choose to forgo normal benefits to seal a spirit within the concoction. PMU2