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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

DiscoveryPrerequisite(s)Benefits
Additional Mixture (Ex)Alchemical Mixture class featureThe chemist expands his ability to prepare mixed chemicals for the day. Add 500 gil to your daily allotment of his alchemical mixture, this is before the level multiplication (1,250 x Chemist Level).
Special: This feature can be selected again at chemist level 10, 15, and 20, to a maximum of 2,750 per chemist level.
Alchemical Residue (Ex)Alchemical Manipulation class featureThe chemist is able to capture and store the leftover alchemical residue from Alchemical Manipulation for future use. Any gil differences from Synthesis or Desynthesis is attributed as alchemical residue, allowing the chemist to use this resource as part of alchemical item creation when using Synthesis or Desynthesis.

The Chemist can hold an amount of residue equal to his chemist level x 1,000 in gil value.
Alchemical Simulacrum (Su)Chemist 8The chemist gains the ability to create a lesser simulacrum. This works like the lesser simulacrum spell, except it costs 100 gl in alchemical materials per Hit Die of the simulacrum, requires 24 hours to grow, and decays into inert flesh rather than ice or snow if killed. The created simulacrum is a creature, not a supernatural effect.
└- Doppelganger Simulacrum (Su)Chemist 10, alchemical simulacrum discoveryThe chemist learns how to create a simulacrum, a soulless duplicate of his body, into which he can project his consciousness. As a full-round action, he may shift his consciousness from his current body to any one of his available doppelganger simulacra, which must be on the same plane as the alchemist. If killed in a simulacrum, he transfers to his own body automatically; if killed in his own body, he is dead. Unused simulacra (including his abandoned original body) appear to be lifeless corpses, though they do not decay. Creating a duplicate costs 1,000 gil in alchemical materials and requires 1 week to grow. The created simulacrum is a creature, not a supernatural effect.
└- Greater Alchemical Simulacrum (Su)Chemist 14, alchemical simulacrum discoveryThe chemist gains the ability to create a simulacrum. This works like the simulacrum spell, except it costs 100 gil in alchemical materials per Hit Die of the simulacrum, requires 24 hours to grow, and decays into inert flesh rather than ice or snow if killed. The created simulacrum is a creature, not a supernatural effect.
Alchemical Zombie (Su)Chemist 8The 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.
Bitter Pill (Su)The chemist becomes bitter in flavor. Any creature that hits the bitter chemist with a bite attack gains the sickened condition for 1 round unless it succeeds at a Fortitude save (DC 10 + half the chemist’s level + his Constitution modifier). Any creature that swallows the chemist whole gains the nauseated condition for 1 round unless it succeeds at a Fortitude save (same DC as above). If the chemist is trapped in the creature’s gullet and it becomes nauseated, the creature vomits him back out immediately as a free action at the start of the creature’s turn; the chemist lands prone adjacent to the creature
Bombard (Ex)Bomb class feature, Chemist 6The chemist is able to utilize the Two-Weapon Fighting feat chain and Rapid Shot feat with his Bomb class feature, granting him additional attacks.
Bottled Ooze (Su)Chemist 6The chemist has learned how to preserve a sample of oozes in a sealed bottle, which he can prepare for use. When the chemist activates the bottle, he actually throws it at a square within 30 feet, releasing the ooze, which reconstitutes and attacks the closest creature. The ooze is not under the chemist’s control, but is otherwise treated as a summoned creature. The ooze remains for 1 round per chemist level, and decays into powder when the duration expires. Creating a bottled ooze requires 100 gil in alchemical regeants equal to the ooze’s CR (so a CR 4 gray ooze requires 400 gil), up to the max of half the chemist’s level.
Chameleon (Su) A chemist with this discovery can shift the colors of his skin and equipment to blend in with the surrounding terrain. He gains a +4 enhancement bonus on Stealth checks. At 10th level, the bonus on Stealth checks increases to +8.
Combat FeatA chemist that selects this discovery gains a bonus combat feat. This discovery can be selected only once.
Concentrate Poison (Ex)The chemist can combine two doses of the same poison to increase their effects. This requires two doses of the poison and 1 minute of concentration. When completed, the chemist has one dose of poison. The poison’s frequency is extended by 50% and the save DC increases by +2. This poison must be used within 1 hour of its creation or it is ruined.
Dilution (Su)Chemist 12Once per day, the chemist can dilute any one alchemical item that can be ingested, creating two doses of the same alchemical item from one. Diluting an alchemical item costs a number of gil equal to one-quarter of the alchemical item's market value. An alchemical item that has been diluted cannot be diluted again.
Elixir of Life (Su)Chemist 16Once 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, reviving 3 rounds after it was administered.
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, reviving 3 rounds after he died. 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 Alchemical Item (Su)A number of times per day equal to his Intelligence modifier, the chemist can cause any alchemical item he ingests to function at a caster level equal to his class level.
Explosive Missile (Su)Chemist 4As 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.
Extend Potion (Ex)A number of times per day equal to his Intelligence modifier, the chemist can cause any Alchemical Items with the Ingested usage that does not have an instantaneous duration to function at twice its normal duration.
└- Eternal Potion (Ex)Chemist 16, Extend Potion discoveryIf a chemist drinks a potion that he extends, the effects of that potion become permanent until he chooses to make another potion effect permanent.
Grounding Goo (Su)The chemist’s bomb applies a sticky residue after any damage from the bomb is resolved. If a creature damaged by the bomb has a non-magical fly speed, its flight is severely impaired, and it takes a penalty equal to the chemist’s level on Fly checks for 1 minute.
Holy Poisons (Su)Chemist 8The chemist is able to infuse poisons with holy power so they can affect evil creatures that are normally immune to poison. Any poison the chemist administers to a weapon can affect undead and evil outsiders, bypassing their inherent immunities. Magical effects that negate poisons still apply. If a creature fails its save, the poison acts as normal, but may have no effect on the creature, depending on the effect of the poison (such as dealing Constitution damage to undead).
Lingering Spirit (Ex)Chemist 4The 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).
Mutating Reaction (Ex)Chemical Reaction class featureThe chemist's chemical reaction grows stronger with every creature it affects. For each creature that fails their save to resist a status effect or effect on an alchemical item, increase the ensuing chain reaction DC by 1. This effect stacks up to a +3 DC after affecting 3 targets.
Malignant Poison (Ex)Chemist 10As a full-round action, the chemist can increase the save DC of any poison by 4 and increase its duration by 2 frequency increments (for example, large scorpion venom lasts 8 rounds instead of 6). Additionally, malignant poisons take effect immediately and do not have an onset time. This alchemical change lasts until the poison’s extended duration ends or for a number of minutes equal to the chemist’s level, whichever comes first. After that, the poison reverts back to its original state.
Nauseating Flesh (Su)Chemist 12The 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.
Phantom Limb (Su)The chemist can manifest a ghostly, incorporeal arm that juts out from his torso. This phantom limb does not grant the chemist any extra attacks or actions per round, and it cannot hold or grab anything (including incorporeal objects). The chemist may use his phantom limb to make a touch attack against a foe as a standard action, scraping away at the very fibers of the victim’s soul. This attack deals 1d4 points of damage per chemist level (Fortitude half). Creatures that are immune to incorporeal attacks are immune to this damage, but otherwise the damage bypasses all forms of damage reduction except DR/epic. The chemist may suppress or activate this ability as a free action, and can use his phantom limb for a number of rounds per day equal to 3 + his Intelligence modifier (these rounds need not be consecutive).
Pheromones (Su)The chemist exudes an imperceptible musk that grants him a permanent +3 competence bonus on Bluff, Diplomacy, and Intimidate checks.
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%.
└- Mummification (Ex)Chemist 10, Preserve Organs discovery The chemist has mastered preserving flesh and applied this knowledge to his own body, turning himself into an undead-like creature. After learning this discovery, the chemist must perform a 30-day regimen of a special diet, rigorous exercise, and drinking a mildly poisonous alchemical tea. At the end of this regimen, he falls unconscious for 24 hours, then awakens as a “living mummy.” The chemist’s type does not change, but he becomes immune to ice, nonlethal damage, disable, paralysis, and sleep.
Poison Conversion (Ex)Chemist 6By spending 1 minute, the chemist can convert 1 dose of poison from its current type (contact, ingested, inhaled, or injury) to another type. For example, the chemist can convert a dose of Small centipede poison (an injury poison) to an inhaled poison. This process requires an alchemy lab.
Precise Bombs (Ex)Whenever 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.
Promethean Disciple (Su)Chemist 6A chemist with this discovery learns how to craft constructs by way of alchemical research rather than arcane magic. The chemist gains Craft Construct as a bonus feat without needing to meet its requirements. The chemist substitutes his number of ranks in Craft (alchemy) for his total caster level and must use Craft (alchemy) to create the construct. The DC to create the construct still increases for any necessary spells that the chemist does not have access to.
Quick Infuse (Ex)Alchemical Touch class feature.The chemist is able to infuse an alchemical item as per the Alchemical Touch class feature as a free action.
Ranged Baptism (Su)Chemist 4When the chemist uses holy water as a splash weapon, 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 using the consecrate spell, for a number of rounds equal to the chemist’s Intelligence modifier. Undead struck by holy water remain affected by the consecrate effect even if they leave the affected area.
Sandstone Solution (Su)As a full-round action, the chemist can convert any alchemical item into a solution that, when thrown or applied, solidifies sand or dirt to the hardness of stone for 1 hour, affecting an area with a radius of 10 feet × the level of the alchemical item. If this solution is thrown at or applied to stone, it instead causes a 5-foot cube of stone to become crumbly and soft for 1 minute, reducing its hardness by double the level of the alchemical item.
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.
└- Healing Touch (Ex)Chemist 6, Spontaneous Healing discoveryThe 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.
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.
Tentacle (Ex)The chemist grows a prehensile, arm-length tentacle on his body. The tentacle is fully under his control and cannot be concealed except with magic or bulky clothing. The tentacle does not give the chemist any extra attacks or actions per round, though he can use it to make a tentacle attack (1d4 damage for a Medium alchemist, 1d3 damage for a Small one) with the grab ability. The tentacle can manipulate or hold items as well as the chemist’s original arms can (for example, allowing the chemist to use one hand to wield a weapon, the tentacle to hold a potion, and the third hand to throw a bomb). Unlike an arm, the tentacle has no magic item slots.
Underwater Demolition (Ex)The chemist gains the ability to throw bombs underwater (normally, thrown weapons cannot be used underwater), including throwing from the air into the water. If the bomb travels through water, the range increment is reduced to 5 feet.
Vestigial Arm (Ex)The chemist grows a new arm (left or right) on his torso. The arm is fully under his control and cannot be concealed except with magic or bulky clothing. The arm does not give the chemist any extra attacks or actions per round, though the arm can wield a weapon and make attacks as part of the chemist’s attack routine (using two-weapon fighting). The arm can manipulate or hold items as well as the chemist’s original arms (for example, allowing the chemist to use one hand to wield a weapon, another hand to hold a potion, and the third hand to throw a bomb). The arm has its own “hand” and “ring” magic item slots (though the chemist can still only wear two rings and two hand magic items at a time). Special: A chemist may take this discovery up to two times.
Wings (Ex)Chemist 6The chemist gains bat-like, bird-like, or insect-like functional wings, allowing him to fly as the fly spell for a number of minutes per day equal to his chemist level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. Special: A chemist can select this discovery multiple times; each time he does so, he adds his chemist level to the number of minutes per day that he can fly with the wings. This flight is an extraordinary ability.
Bomb 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.
Acid Bomb (Su)*When the chemist creates a bomb, he can choose to have it inflict earth damage. Creatures that take a direct hit from an acid bomb take an additional 1d6 points of earth damage 1 round later.
Anarchic Bombs (Su)*Chemist 8When the chemist creates a bomb, he can choose to have it deal chaotic shadow damage. Lawful creatures that take a direct hit from an anarchic bomb must succeed at a Fortitude save or be staggered on their next turn. Against neutral creatures, anarchic bombs deal half damage, and such targets are not affected by their staggering effect. Anarchic bombs have no effect on chaotic-aligned creatures.
Axiomatic Bombs (Su)*Chemist 8When the chemist creates a bomb, he can choose to have it deal lawful holy damage. Chaotic creatures that take a direct hit from an axiomatic bomb must succeed at a Fortitude save or be staggered on their next turn. Against neutral creatures, axiomatic bombs deal half damage, and such targets are not affected by their staggering effect. Axiomatic bombs have no effect on lawful creatures.
Blinding Bomb (Su)*Chemist 8When 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.
└- Glitterdust Bomb (Su)*Chemist 8, Blinding Bomb discoveryWhen the chemist creates a bomb, he can choose it to explode in glitter, in addition to its normal effects. Creatures that take a direct hit from a glitterdust 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 visibly outlined, including invisible creatures for the duration of 1 minute. All within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades. Any creature covered by the dust takes a -40 penalty on Stealth checks.
└- Sunlight Bomb (Su)*Chemist 10, Blinding Bomb discoveryThe chemist can throw bombs that explode with a searing radiance equivalent to that of sunlight and that act as blinding bombs. Undead, fungi, molds, oozes, slimes, and creatures to which sunlight is harmful or unnatural take +2 damage per die from the bomb. Undead that are harmed by sunlight and that fail their saves against the bomb are also staggered for 1 round.
Boneshard Bomb (Su)*Must possess the alchemical zombie discovery.The chemist’s bomb deals piercing damage instead of fire damage, and creatures that take a direct hit from a boneshard bomb must succeed at a Fortitude save or take 1d4 points of bleed damage in addition to normal damage. If a creature is killed by a boneshard bomb or the resulting bleed effect, its corpse immediately reanimates as an undead creature with the skeleton template. Skeletons that are created in this manner count as undead created by animate dead for the purposes of determining how many undead the chemist can control.
Breath Weapon Bomb (Su)*Chemist 6Instead 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)*Chemist 8The 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 unless they succeed at a Will save. 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 3 chemist levels after 1st.
Cursed Bomb (Su)*Chemist 12When a chemist creates a bomb, he can choose to have it deliver a debilitating curse. A creature that takes a direct hit from a cursed bomb must succeed at a Will save or be affected by bestow curse.
Cytillesh Bomb (Su)*When the chemist creates a bomb, he can infuse it with cytillesh extract. Cytillesh bombs deal 1d4 points of damage, plus 1d4 points of damage for every 3 chemist levels after 1st, instead of 1d6. Creatures that take a direct hit from a cytillesh bomb are sickened for 1 round per chemist level unless they succeed at Fortitude saves. If a creature is rendered unconscious from this bomb or any other attack before it is able to remove the sickened condition, the victim loses all memory from the last hour and cannot form new memories for 8 hours. The lost and prevented memories might return later as dreams, and can be restored with a restora spell.
Darkness Bomb (Su)*When the chemist creates a bomb, he can choose to have it suppress light sources on the target. This extinguishes non-magical light sources carried by the target and dispels magical light sources for 1 round/level.
Defoliant Bomb (Su)*When the chemist creates a bomb, he can choose to have it deal extra damage against plant creatures but less damage against other creatures. Against creatures with the plant type, a defoliant bomb deals 1d8 points of damage, plus 1d8 points of damage for every odd-numbered level the chemist possesses, instead of 1d6. Against all other creatures, the defoliant bomb only deals 1d4 points of damage, plus 1d4 points of damage for every odd-numbered level, instead of 1d6. This is a poison effect. A defoliant bomb kills all normal vegetation in the target’s square and its splash area; any plant-based difficult terrain in the affected area becomes normal terrain.
Delayed Bomb (Su)*Chemist 8The 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).
Demolition Charge (Su)*Chemist 8When the chemist creates a bomb, he can choose to have it deal damage to an object as if by a sunder combat maneuver. If the item is worn or held by an opponent, the item is considered the direct target, and the wearer/holder takes splash damage from the blast. If the object is unattended, a demolition charge deals an additional 2d6 points of damage on a direct hit. This bonus doesn’t affect the bomb’s splash damage.
Directed Bomb (Su)*The chemist can cause his bombs to splash in a 15-foot cone instead of a 5-foot-radius burst. The chemist chooses the direction of the cone. If the attack misses, roll an additional 1d8 to determine the direction of the blast from where the bomb lands. This discovery can’t be combined with the explosive bomb discovery.
Dispelling Bomb (Su)*Chemist 6When 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.
Ectoplasmic Bomb (Su)*The chemist can infuse his bombs with a special unction that damages incorporeal creatures and reveals the presence of undead creatures hiding in the area. Incorporeal creatures struck by an ectoplasmic bomb take full damage from the bomb. In addition, squares in the affected area of the bomb begin to faintly glow in the spaces where undead creatures have traveled in the last minute, including undead benefiting from invisibility or other forms of obscurity, effectively creating a glowing trail. Any undead creatures in the affected area at the time of the explosion likewise glow faintly. This glowing effect lasts for 1 minute.
Explosive Bomb (Su)*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.
└- Hellfire Bomb (Su)*Chemist 10, Explosive Bomb discoveryWhen the chemist creates a bomb, he can have it act as an explosive bomb, but deal half of its damage as fire damage and half as shadow damage that is not subject to fire resistance or immunity.
└- Siege Bomb (Su)*Chemist 12, Explosive Bomb discoveryAs a standard action, the chemist infuses a single piece of ammunition on a loaded siege weapon with the power of his bomb. As long as the siege weapon with this ammunition is fired before the start of the chemist’s next turn, the ammunition does damage normally, and also deals the damage of the chemist’s bomb. The splash radius of the bomb effect is 20 feet rather than 5 feet. Creatures that take the bomb’s damage (either direct damage or splash damage), take 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 bonus on the save. Dousing the target with at least 2 gallons of water automatically extinguishes the flames.
Flesh-Eating Bomb (Su)*The chemist’s bomb deals damage one die step higher than normal (regular bombs deal d8s, crude bombs deal 1d6, and so on), but they have no effect on inorganic matter. In addition, a creature with at least a +1 armor bonus to AC is less likely to be harmed; such creatures in the bomb’s splash radius take no damage on a successful Reflex save, and the target of a direct hit can attempt a Reflex save against the bomb’s save DC to take only half damage.
Force Bomb (Su)*Chemist 8When the chemist creates a bomb, he can choose to have it inflict non-elemental damage. Force bombs deal 1d4 points of non-elemental damage, plus 1d4 points of non-elemental damage for every 3 chemist levels after 1st, 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 (Su)*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 frozen on their next turn unless they succeed on a Fortitude save.
Glassfoot Bomb (Su)*When the chemist creates a bomb, he can choose to have it cover the ground in volatile jagged crystals in addition to its normal effects. These crystals act like caltrops, evaporating into a smelly but harmless gas in 2d6 rounds.
Grease Bomb (Su)*Chemist 6When the chemist creates a bomb, he can choose to have it create a grease slick upon detonation. When a grease bomb detonates, it coats an area equal to the bomb’s splash radius in grease (as the oil spell) for 1 round per level. The DC of the Reflex save to avoid falling after a failed Acrobatics check is equal to 10 + half the chemist’s level + his Intelligence modifier. A grease bomb can’t affect items or armor.
Healing Bomb (Su)*When the chemist creates a bomb, he can choose to have it heal damage instead of dealing it. Creating a healing bomb requires the chemist to expend a healing potion (a cure potion, a hi-potion, or a x-potion). A creature that takes a direct hit from a healing bomb is healed as if she had imbibed the potion used to create the bomb. Creatures in the splash radius are healed for the minimum amount of damage the cure spell is capable of healing. A healing bomb damages undead instead of healing them, a Will save to reduce the damage by half.
Holy Bombs (Su)*Chemist 8When the chemist creates a bomb, he can choose to have it deal good, holy damage. Evil creatures that take a direct hit from a holy bomb must succeed at a Fortitude save or be illuminated on their next turn. Against neutral creatures, holy bombs deal half damage, and such targets are not affected by their staggering effect. Holy bombs have no effect on good-aligned creatures.
Immolation Bomb (Su)*Chemist 4When 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.
Madness Bomb (Su)*Chemist 12The 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.
Neutralizing Bomb (Su)*When the chemist creates a bomb, he can choose to give it the potential to end certain ongoing effects instead of dealing damage. Each creature in the splash radius can attempt a new saving throw against any poison afflicting it and any ongoing conditions that inflict ongoing earth, fire, ice, lightning, water, or wind damage. (If an effect did not allow a saving throw, this bomb doesn’t allow affected creatures to attempt one.) Success counts as one successful save toward ending poison and immediately ends other conditions. Exposed poison in the splash radius is also rendered harmless. A creature with poison abilities that is directly struck by the bomb finds those abilities useless for 1d4 rounds unless it succeeds at a Fortitude saving throw.
Ooze Blight (Su)*A target hit by the chemist’s bomb loses the split special quality for 1d4 rounds. In addition, against creatures with the ooze type, this bomb deals non-elemental damage that bypasses all resistances.
Plague Bomb (Su)*Chemist 8The 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).
Poison Bomb (Su)*Chemist 4The 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).
Psychoactive Bomb (Su)*Chemist 6A creature struck by a psychoactive bomb takes a –1 penalty on saving throws against charm, emotion, fear, and pain effects, and the DC for Intimidate checks against the victim decreases by 2. This effect lasts for 1 hour per chemist level. These penalties do not stack, and a creature can only be affected by a single psychoactive bomb at a time. A psychoactive bomb deals 1d6 fewer hit points of damage than normal.
Quake Bomb (Su)*When the chemist creates a bomb, he can choose to have it inflict earth damage. Creatures that take a direct hit from a quake bomb are weighted for 1d4 rounds.
Shadow Bomb (Su)*Chemist 8When the chemist creates a bomb, he can choose to have it deal evil, shadow damage. Good creatures that take a direct hit from a shadow bomb must succeed at a Fortitude save or be staggered on their next turn. Against a neutral creature, a shadow bomb deals half damage, and the target is not affected by the bomb’s staggering effect. A shadow bomb has no effect against evil-aligned creatures.
Shock Bomb (Su)*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 static for 1d4 rounds.
Sticky Bomb (Su)*Chemist 10The 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.
Tanglefoot Bomb (Su)*A creature that takes a direct hit from a tanglefoot bomb must save against the bomb’s DC or be entangled and glued to the floor as if it had failed its save against a tanglefoot bag. Creatures in the splash area that fail their saves are entangled but not glued to the floor; those who make this save are not entangled at all.
Thorny Bomb (Su)*When the chemist creates a bomb, he can choose to have it deal piercing damage. Thorny bombs count as magic weapons for the purpose of overcoming damage reduction.
Void Bomb (Su)*Chemist 6By combining the spores from strange fungi with slivers from extradimensional voids, some chemists create bombs that cause bursts of gravity capable of crushing those inside. Void bombs deal 1d4 points of bludgeoning damage, plus 1d4 points of bludgeoning damage for every 3 chemist levels beyond 1st, instead of 1d6. A creature hit by the bomb must succeed at a Reflex save against the bomb’s DC. If it fails, it is knocked prone and can’t get up for 1 round. If it succeeds, all of its movement speeds are reduced to 5 feet for 1 round. Other creatures within 5 feet of the bomb’s target take no damage, but must succeed at a Reflex save against the bomb’s DC or have all their movement speeds reduced to 5 feet for 1 round.
└- Blackstar Bomb (Su)*Void Bomb discoveryThis bomb crushes the target like a void bomb, then repels nearby creatures with a burst of gravity. The target takes damage as if hit by a void bomb. All other creatures within 5 feet of the target are subject to a bull rush. The chemist uses his chemist class level in place of his Combat Maneuver Bonus, and adds his Intelligence modifier in place of his Strength or Dexterity modifier to resolve the bull rush attempts. Creatures moved by a blackstar bomb are pushed directly away from the target’s square.