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Discoveries

At 2nd level, and then again every two chemist levels thereafter (up to 18th level), a chemist makes an incredible alchemical discovery. Unless otherwise noted, a chemist cannot select an individual discovery more than once. Some discoveries can only be made if the chemist 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 + half of the chemist’s level + his Intelligence modifier.

Table: Chemist Discoveries

DiscoveryBenefits
Acid Bomb*When the chemist creates a bomb, he can choose to have it inflict acid damage. Creatures that take a direct hit from an acid bomb take an additional 1d6 points of non-elemental damage 1 round later.
Alchemical Bullet (Ex)Prerequisite(s): Chemist 4
A chemist learns to modify bullets to carry alchemical effects, allowing them to reach farther than normal. When using Alchemical Bullet to carry the effects of a Chemist's Bomb, the chemist may modify, load and fire the bullet as part of the action of creating the bomb, instead of throwing it. The chemist may not use Discoveries to further modify the bomb. When using Alchemical Bullet to carry the effects of any other alchemical item, modifying the bullet requires a move action, while loading and firing the bullet must be performed separately. Splash weapons that have been modified to be carried by the bullet are no longer splash weapons, nor are they thrown, and do not gain the benefit of Throw Anything (including Intelligence to damage) nor any other feat that only affects thrown or splash weapons. The chemist must provide the alchemical item and the ammunition.
Alchemical Zombie (Su)Prerequisite(s): Chemist 8
The chemist gains the ability to animate a relatively complete corpse as an alchemy-powered zombie. This process takes 1 hour and costs 100 gil in alchemical reagents per HD of the corpse being animated; the dead creature gains the zombie template. The undead the chemist creates remains under his control indefinitely. No matter how many times he uses this discovery, however, he can control only 4 HD worth of undead creatures per chemist level. The created zombie is a creature, not a supernatural effect.
Blinding Bomb (Su)Prerequisite(s): Chemist 8
When the chemist creates a bomb, he can choose for it to detonate very brightly. Creatures that take a direct hit from a blinding bomb are inflicted with the Blind status for 1 minute unless they succeed at a Fortitude save. Creatures in the splash area that fail their saves against the bomb are dazzled for 1 minute.
Bombard (Ex)*Prerequisite(s): Chemist 6
As a full-attack action, the chemist can create and throw two bombs at his highest base attack bonus with a -2 penalty.
Breath Weapon Bomb*Prerequisite(s): Chemist 6
Instead of drawing the components of, creating, and throwing a bomb, the chemist can draw the components, drink them, mix them within his body, and then expel them as a breath weapon as a standard action. This breath weapon is a 15-foot cone and has the same DC as the bomb. Each creature within the cone takes damage as if it had suffered a direct hit from the chemist’s bomb, but succeeding at a Reflex save (DC 10 + half of the chemist’s level + his Intelligent modifier) halves the damage. Unlike throwing normal bombs, drawing, drinking, and expelling breath weapon bombs does not provoke attacks of opportunity.
Confusion Bomb (Su)Prerequisite(s): Chemist 8
The chemist’s bombs twist the target’s perception of friend and foe. A creature that takes a direct hit from a confusion bomb takes damage from the bomb and is inflicted with the Confuse status for 1 round per chemist level. Reduce the amount of normal damage dealt by the bomb by 2d6 (so a bomb that would normally deal 6d6+4 points of damage deals 4d6+4 points of damage instead).
Crude Bomb (Ex)The chemist can throw non-magical bombs. These function as standard bombs, but deal 1d4 points of damage, plus 1d4 points of fire damage for every odd-numbered level.
Delayed BombPrerequisite(s): Chemist 8
The chemist can place a bomb so that it explodes a number of rounds after the chemist ceases contact with the bomb. This delay can be any number of rounds as chosen by the chemist, up to a number of rounds equal to his level. If at any point the chemist reclaims possession of the delayed bomb, he can end the timer and prevent the bomb’s detonation. A delayed bomb detonates immediately if any other creature attempts to touch or move it, or if the bomb’s contents are removed from the vial (such as if the vial breaks). The bomb deals damage as if it scored a direct hit to any creature in the square with the bomb when it detonates, and splash damage (see Throw Splash Weapon) to all adjacent creatures as normal. A chemist cannot have more than one delayed bomb at one time. If he creates another delayed bomb, the previous bomb becomes inert. Dispel can neutralize a delayed bomb, as can a successful Disable Device check (DC 10 + the chemist’s level + his Intelligence modifier).
DilutionPrerequisite(s): Chemist 12
Once per day, the chemist can dilute any one potion or elixir, creating two doses of the same potion from one. Diluting a potion costs a number of gil equal to one-quarter of the potion's market value. A potion that has been diluted cannot be diluted again.
Dispelling BombPrerequisite(s): Chemist 6
When the chemist creates a bomb, he can choose to have it dispel magic effects instead of deal damage. Creatures that take a direct hit from a dispelling bomb are subject to a targeted dispel spell, using the chemist’s level as the caster level. This cannot be used to target a specific spell effect.
Elixir of LifePrerequisite(s): Chemist 16
Once per day, the chemist can brew an elixir of life. An elixir of life, when administered by the chemist who brewed it, restores life to a dead creature as per the spell full-life. Alternatively, the chemist himself may drink the elixir of life, after which point he is immediately targeted with a full-life spell the next time he is killed. Used in this manner, the effects of an elixir of life persist only for a number of days equal to the chemist’s Intelligence modifier; if he does not die before that time expires, the effects of the elixir of life end.
Enhance PotionA number of times per day equal to his Intelligence modifier, the chemist can cause any potion he drinks to function at a caster level equal to his class level.
Explosive Bomb*The chemist’s bombs now have a splash radius of 10 feet rather than 5 feet (see Throw Splash Weapon). Creatures that take a direct hit from an explosive bomb catch fire, taking 1d6 points of fire damage each round until the fire is extinguished. Extinguishing the flames is a full-round action that requires a Reflex save. Rolling on the ground provides the target with a + 2 to the save. Dousing the target with at least 2 gallons of water automatically extinguishes the flames.
Explosive MissilePrerequisite(s): Chemist 4
As a standard action, the chemist can infuse a single arrow, crossbow bolt, or one-handed firearm bullet with the power of his bomb, load the ammunition, and shoot the ranged weapon. He must be proficient with the weapon in order to accomplish this. When the infused ammunition hits its target, it deals damage normally and detonates as if the chemist had thrown the bomb at the target. If the explosive missile misses, it does not detonate.
Force Bomb*Prerequisite(s): Chemist 8
When the chemist creates a bomb, he can choose to have it inflict force damage. Force bombs deal 1d4 points of non-elemental damage, plus 1d4 points of non-elemental damage for every odd-numbered level, instead of 1d6. Creatures that take a direct hit from a force bomb are knocked prone unless they succeed on a Reflex save.
Frost Bomb*When the chemist creates a bomb, he can choose to have it inflict ice damage. Creatures that take a direct hit from a frost bomb are staggered on their next turn unless they succeed on a Fortitude save.
Grenade Gun (Ex)Prerequisite(s): Chemist 8, Alchemical Bullet discovery
A chemist further refines his abilities, allowing him to create special bullets that function identically to his bombs. When using Alchemical Bullet to carry the effects of a chemist's bomb, the chemist may use Discoveries to further modify the bomb. The Alchemical Bullet now deals splash damage, and benefits from feats that specifically improve splash weapons (But not from feats that apply to any thrown weapon).
Healing Touch (Ex)Prerequisite(s): Chemist 6, Spontaneous Healing discovery
The chemist gains the ability to heal other creatures. As a standard action, he may touch a creature and apply 1 use of his spontaneous healing discovery to that creature; this counts toward his spontaneous healing limit for the day. This ability only functions if the target is the same type of creature (humanoid, undead, and so on) as the chemist.
Immolation Bomb*Prerequisite(s): Chemist 4
When the chemist creates a bomb, he can choose to have its substance coat the direct target’s body, causing the bomb to deal its damage over time instead of all at once. The bomb’s effect lasts for a number of rounds equal to the number of damage dice the bomb would normally deal (for instance, a 5d6 bomb lasts for 5 rounds). When the bomb hits the direct target, the bomb deals 1d6 + the chemist’s Intelligence modifier in damage, and those within the splash zone take damage equal to 1 + the chemist’s Intelligence modifier. It repeats this damage against the direct target of the bomb each round the immolation bomb lasts, dealing the damage at the start of the chemist’s turn. Splash damage is dealt again to any creature that is adjacent to the direct target when it takes damage from the immolation bomb. A creature taking damage from an immolation bomb’s direct hit can attempt to extinguish the flames as a full-round action that requires a Reflex save (DC 10 + half of the chemist’s level + his Intelligent modifier). Because of the alchemical nature of this bomb, rolling on the ground does not grant a bonus on the saving throw, and dousing a creature with water does not stop it from burning. These bombs can be used underwater.
Lingering Spirit (Ex)Prerequisite(s): Chemist 4
The chemist is familiar enough with the ties between his body and spirit that he lingers at death’s door far longer than a normal person. He treats his Constitution as 10 points higher than normal for the purpose of determining when hit point damage kills him (so a chemist with a Constitution of 10 and this discovery dies at –20 hit points instead of –10). Reducing him to 0 Constitution or its equivalent (from ability damage, ability drain, Constitution penalties, and so on) makes him unconscious and comatose, but he is only killed after taking an additional 5 points of Constitution damage, drain, or penalty (in effect, the chemist must be brought to –5 Constitution in order to be killed by these attacks).
Madness BombPrerequisite(s): Chemist 12
The chemist’s bombs do more than sear flesh—they sear the mind. A creature that takes a direct hit from a madness bomb takes damage from the bomb plus 1d4 points of Wisdom damage. Reduce the amount of normal damage dealt by the bomb by 2d6 (so a bomb that would normally deal 6d6+4 points of damage deals 4d6+4 points of damage instead). The amount of Wisdom damage dealt by a madness bomb is reduced by 1 for each madness bomb that hit the target in the past 24 hours, to a minimum of 1 point of Wisdom damage.
Nauseating FleshPrerequisite(s): Chemist 12
The chemist’s body is suffused with poison. Any creature that bites, engulfs, or swallows the chemist must make a Fortitude saving throw or be nauseated for 1d4 rounds. The chemist with this discovery does not suffer the effect of the poison of his own nauseating flesh.
Plague Bomb (Su)Prerequisite(s): Chemist 8
The chemist’s bombs is infused with disease and plague. A creature that takes a direct hit from a plague bomb takes damage from the bomb and is inflicted with the Disease status for 1 round per chemist level. Reduce the amount of normal damage dealt by the bomb by 2d6 (so a bomb that would normally deal 6d6+4 points of damage deals 4d6+4 points of damage instead).
Preserve Organs (Ex)The chemist learns how to preserve and protect his vital organs, reducing the chance of a mortal wound. When a critical hit or sneak attack is scored on the chemist, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally. This does not stack with similar abilities that negate critical hits and sneak attacks. A chemist can take this discovery up to three times; the effects stack, increasing this chance to 50% and then 75%.
Poison Bomb (Su)Prerequisite(s): Chemist 4
The chemist’s bombs is infused with poison. A creature that takes a direct hit from a poison bomb takes damage from the bomb and is inflicted with the Poison status for 1 round per chemist level. Reduce the amount of normal damage dealt by the bomb by 1d6 (so a bomb that would normally deal 6d6+4 points of damage deals 5d6+4 points of damage instead).
Precise BombsWhenever the chemist throws a bomb, he can select a number of squares equal to his Intelligence modifier that are not affected by the splash damage from his bombs. If the bomb misses, this discovery has no effect.
Shock Bomb*When the chemist creates a bomb, he can choose to have it inflict lightning damage. Creatures that take a direct hit from a shock bomb are dazzled for 1d4 rounds.
Spontaneous Healing (Ex)The chemist gains the ability to heal from wounds rapidly. Each day he can use this ability a number of times equal to half his chemist level plus his Intelligence modifier. With one use of this ability, as a swift action, a chemist can heal 1d6 hit points of damage for every two chemist levels he possesses. If the chemist falls unconscious because of hit point damage and he still has healing available from this ability, the ability activates automatically each round until he is conscious again or the ability is depleted for the day.
Sticky BombPrerequisite(s): Chemist 10
The effects of the chemist’s bombs are persistent and continue to damage creatures for 1 round after the initial damage. Creatures that take a direct hit from a sticky bomb take the splash damage 1 round later. Bombs that have effects that would normally occur 1 round later instead have those effects occur 2 rounds later.
Strafe Bomb (Su)The chemist can throw bombs that splash in a 40-foot line rather than affecting a radius. The line starts at the chemist and extends away from him in the direction he chooses. The chemist designates one creature in the squares affected by the line to be the target of the bomb and makes his attack roll against that creature; all other squares in the line take splash damage. If the chemist has the explosive bomb discovery and throws an explosive strafe bomb, the line of splash damage is 80 feet long instead of 40 feet.