Alchemist Feats
Alchemical Assessment Feat 1
Prerequisites trained in Crafting
You can identify alchemical items quickly. When using the Crafting skill to Identify Alchemy on an alchemical item you hold, you can do so as a single action, rather than spending 10 minutes.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
AlchemistThis indicates abilities from the alchemist class.
Alchemical Familiar Feat 1
You have used alchemy to create life, a simple creature formed from alchemical materials, reagents, and a bit of your own blood. You gain a familiar, which has the Construct familiar ability; this is permanent, doesn't require the familiar to have the Tough familiar ability, and doesn't count against your usual limit of familiar abilities (typically 2). The familiar uses your Intelligence modifier to determine its Perception, Acrobatics, and Stealth modifiers.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
AlchemistThis indicates abilities from the alchemist class.
Blowgun Poisoner Feat 1
You can capably deliver toxins with a Blowgun. Your blowgun Strikes can apply injury poisons even if they deal no damage due to a creature's resistance. If you critically succeed at a blowgun Strike using a poisoned dart, the target's initial save against the poison is one degree of success worse than the creature rolls; this is a misfortune effect.
In addition, if you make a blowgun Strike while Hidden or Undetected, you don't automatically become Observed. Instead, immediately attempt a stealth check against the Perception DC of the target. If you succeed, you don't become observed, and are hidden (if you were undetected, you still become hidden rather than remaining undetected).
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
AlchemistThis indicates abilities from the alchemist class.
Far Lobber Feat 1
You've learned how to throw a longer distance. When you throw an alchemical bomb, it has a range increment of 30 feet instead of the usual 20 feet.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
AlchemistThis indicates abilities from the alchemist class.
Quick Bomber
Feat 1
You keep your bombs and bomb-related reagents in easy-toreach pouches from which you draw without thinking. You Interact to draw a bomb, draw a versatile vial, or use Quick Alchemy to create a bomb, then Strike with the bomb. If you have the ability to create more than one bomb at a time with Quick Alchemy (such as from the double brew class feature), you can Strike with only one of the bombs you create with this action.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
AlchemistThis indicates abilities from the alchemist class.
Soothing Vials Feat 1
The healing chemicals in your versatile vials also help calm a patient's mind. When a living creature affected by a mental effect regains Hit Points from one of your versatile vials, it can immediately attempt a new Will saving throw to end one mental effect of its choice. It gains a +1 item bonus to the saving throw.
Effect: Soothing Vials
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
AlchemistThis indicates abilities from the alchemist class.
Clotting Elixirs Feat 2
Your restorative concoctions have a clotting effect on the drinker's blood. When a living creature drinks an infused elixir with the healing trait that you have created, it can immediately attempt a DC 10 flat to remove any persistent bleed damage.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
AlchemistThis indicates abilities from the alchemist class.
Demolition Charge Feat 2
You can rig your bombs to inanimate objects in order to cause destruction to the surrounding area.
As an activity that takes 1 minute, you attach between one and four bombs to an inanimate object within your reach, such as a chest, door, wall, or column.
This creates a hazard in one square occupied by or adjacent to the inanimate object, and the hazard's Stealth DC to detect it and Thievery DC to disable it are equal to your class DC.
The hazard has the following reaction, which you can also trigger as a single action so long as you are within 30 feet of the hazard. The hazard retains its potency until it's triggered, until the inanimate object moves from its space, or until you make your next daily preparations, whichever comes first.
Trigger A creature moves into the hazard's space
Effect The hazard explodes, dealing the bombs' damage and splash damage to the inanimate object. Combine this damage for the purpose of resistances and weaknesses, and this damage ignores an amount of the object's Hardness equal to your level. Any creatures adjacent to the hazard take the bombs' splash damage, similarly combined for the purpose of resistances and weaknesses. As a reminder, since you didn't throw the bombs, Calculated Splash and similar effects don't apply.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
AlchemistThis indicates abilities from the alchemist class.
Improvise Admixture
Feat 2
Source Pathfinder Player Core 2
Frequency once per day
Requirements You have fewer than your maximum number of versatile vials, and you're either holding or wearing an alchemist's toolkit.
You scrounge together enough ingredients from what's left in your alchemist's toolkit to produce a few more versatile vials on the fly. Attempt a crafting check. The DC is usually a standard-difficulty DC for your level, but the GM can assign a different DC based on the circumstances. The number of vials you regain depends on the result of your check (up to your maximum).
Critical Success You regain 3 versatile vials.
Success You regain 2 versatile vials.
Failure You regain 1 versatile vial.
Critical Failure You don't regain any versatile vials.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
AlchemistThis indicates abilities from the alchemist class.
ConcentrateAn action with this trait requires a degree of mental concentration and discipline.
ManipulateYou must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can't perform actions with this trait. Manipulate actions often trigger reactions.
Pernicious Poison Feat 2
Source Pathfinder Player Core 2
You can add a toxic additive to an alchemical poison to make it splash poison on its target. A poison with this additive deals an amount of poison damage equal to the poison's level if the target succeeds at its initial saving throw against it. A target that critically succeeds at its saving throw against this poison still takes no damage.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
AdditiveFeats with the additive trait allow you to add special substances to alchemical consumables you create when you use Quick Alchemy to create a consumable (you can't use additives with quick vials). You can add only one additive to a single alchemical item, you can add an additive only once per round, and most additive abilities specify a subset of alchemical consumables you can add them to.
AlchemistThis indicates abilities from the alchemist class.
Poison Resistance Feat 2
Source Pathfinder Player Core
Alchemist Repeated exposure to toxic reagents has fortified your body against poisons of all kinds.
Druid Your affinity for the natural world grants you protection against some of its dangers.
You gain poison resistance equal to half your level, and you gain a +1 status bonus to saving throws against poisons.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
AlchemistThis indicates abilities from the alchemist class.
DruidThis indicates abilities from the druid class.
Revivifying Mutagen
Feat 2
Requirements You are under the effects of a mutagen.
You metabolize a mutagen to heal yourself. You regain (floor(@actor.level/2))d6 healing1d6 Hit Points for every 2 levels you have, but the mutagen's duration immediately ends.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
AlchemistThis indicates abilities from the alchemist class.
ConcentrateAn action with this trait requires a degree of mental concentration and discipline.
Smoke Bomb Feat 2
Source Pathfinder Player Core 2
You can add a tarry additive to an alchemical bomb to make it emit smoke. When thrown, in addition to its normal effects, the bomb creates a cloud of smoke in a 10-foot burst. You choose which corner of the target's space (or the space in which the bomb lands) the cloud is centered on. Creatures within that area have the Concealed condition, and all other creatures are concealed to them. The smoke lasts for 1 minute or until dissipated by a strong wind.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
AdditiveFeats with the additive trait allow you to add special substances to alchemical consumables you create when you use Quick Alchemy to create a consumable (you can't use additives with quick vials). You can add only one additive to a single alchemical item, you can add an additive only once per round, and most additive abilities specify a subset of alchemical consumables you can add them to.
AlchemistThis indicates abilities from the alchemist class.
Calculated Splash Feat 4
You have calculated all the angles to maximize a bomb's splash. When you throw an alchemical bomb with the splash trait, you can cause the bomb to deal splash damage equal to your Intelligence modifier (minimum 0) instead of the normal amount.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
AlchemistThis indicates abilities from the alchemist class.
Chemical Purification
Feat 4
Source Pathfinder Lost Omens Knights of Lastwall
Frequency once per round
Trigger You use Quick Alchemy to craft an alchemist's fire or ghost charge, and that bomb's level is at least 2 levels lower than your advanced alchemy level.
You developed a method to chemically purify and consecrate your bombs on the fly. You include this additive mixture when crafting your alchemist's fire or ghost charge. The created bomb deals 1d4 persistent,vitality damage in addition to whatever damage it would normally cause. As usual for vitality damage, this damage harms only undead and creatures with void healing.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
AdditiveFeats with the additive trait allow you to add special substances to alchemical consumables you create when you use Quick Alchemy to create a consumable (you can't use additives with quick vials). You can add only one additive to a single alchemical item, you can add an additive only once per round, and most additive abilities specify a subset of alchemical consumables you can add them to.
AlchemistThis indicates abilities from the alchemist class.
Efficient Alchemy (Alchemist) Feat 4
Prerequisites advanced alchemy
Thanks to the time you've spent studying and experimenting, you know how to scale your formulas into larger batches that don't require any additional attention. Increase the number of items you can create each day with Advanced Alchemy to 6 + your Intelligence modifier.
In addition, when you Craft alchemical consumables during downtime, you can produce twice as many alchemical items in a single batch without spending additional preparatory time. For instance, if you are creating Elixirs of Life, you can craft up to eight elixirs in a single batch using downtime, rather than four. This doesn't change the amount of alchemical reagents or other ingredients required to craft each item, nor does it change your rate of progress for days past the base downtime spent.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
AlchemistThis indicates abilities from the alchemist class.
Enduring Alchemy Feat 4
You've learned how to make your personal energy last just a little bit longer when quickly brewing ad hoc concoctions. When using Quick Alchemy to create an alchemical tool or elixir, that tool or elixir remains potent until the end of your next turn, instead of losing its potency at the start of your next turn.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
AlchemistThis indicates abilities from the alchemist class.
Fermenting Liquors
Feat 4
Source Pathfinder Lost Omens Tian Xia Character Guide
Frequency once per day
Requirements You have a hand free.
You always have a special batch of preserved liquor ready for each day. You serve your liquor to a willing adjacent creature. The creature recovers (2*@actor.level) healingHit Points equal to twice your level. Additionally, for 1 hour, all Diplomacy checks to influence the creature gain a +1 status bonus.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
AlchemistThis indicates abilities from the alchemist class.
HealingA healing effect restores a creature's body, typically by restoring Hit Points, but sometimes by removing diseases or other debilitating effects.
ManipulateYou must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can't perform actions with this trait. Manipulate actions often trigger reactions.
Healing Bomb Feat 4
Source Pathfinder Player Core 2
You can add a foamy catalyst to an Elixir of Life to turn it into a topical projectile. You can throw the elixir at a creature within 20 feet as an Interact action to heal that creature and those near it. The target is affected as though it drank the elixir, and each living creature adjacent to it regains HP from the bomb equal to the elixir's number of damage dice (3 HP for a lesser elixir of life, for example).
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
AdditiveFeats with the additive trait allow you to add special substances to alchemical consumables you create when you use Quick Alchemy to create a consumable (you can't use additives with quick vials). You can add only one additive to a single alchemical item, you can add an additive only once per round, and most additive abilities specify a subset of alchemical consumables you can add them to.
AlchemistThis indicates abilities from the alchemist class.
Inured to Alchemy Feat 4
Source Pathfinder #178: Punks in a Powder Keg
Prerequisites expert in Fortitude saves
Access You're from Alkenstar or the Mana Wastes.
You've developed control over how your body processes alchemical poisons and drugs. Each of your successful saving throws against an alchemical poison, a drug, or an addiction reduces the stage by 2, or by 1 for a virulent alchemical poison, drug, or addiction. Each critical success reduces the stage by 3, or by 2 for a virulent alchemical poison, drug, or addiction.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
AlchemistThis indicates abilities from the alchemist class.
BarbarianThis indicates abilities from the barbarian class.
FighterThis indicates abilities from the fighter class.
Invigorating Elixir Feat 4
Source Pathfinder Player Core 2
You can mix an aromatic salve into an elixir with the healing trait to soothe physical maladies. In addition to its normal effects, the elixir can be imbibed by a creature prevented from doing so (such as a Sickened creature).
In addition to its other effects, the elixir attempts to counteract an effect imposing one of the following conditions of the imbiber's choice: Clumsy, Enfeebled, Sickened, or Stupefied. Use half your level rounded up for the counteract rank and your class DC β 10 for the counteract modifier. The imbiber is then temporarily immune to the effects of this additive for 10 minutes. The additive can't counteract curses, diseases, or conditions that are part of the creature's normal state.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
AdditiveFeats with the additive trait allow you to add special substances to alchemical consumables you create when you use Quick Alchemy to create a consumable (you can't use additives with quick vials). You can add only one additive to a single alchemical item, you can add an additive only once per round, and most additive abilities specify a subset of alchemical consumables you can add them to.
AlchemistThis indicates abilities from the alchemist class.
Numbing Spice Exhalation Feat 4
Source Pathfinder Lost Omens Tian Xia Character Guide
You can mix alchemically preserved peppers into an alchemical food consumable to spice it up with alchemical fire. When the modified alchemical food is consumed, the user's mouth goes numb temporarily. Once within the next hour, they can spend a single action to breathe a gout of flame in a 15-foot cone. Each creature in the cone takes (floor(@actor.level/2))d6 fire1d6 fire damage for every two levels you have with a reflex save against your class DC.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
AdditiveFeats with the additive trait allow you to add special substances to alchemical consumables you create when you use Quick Alchemy to create a consumable (you can't use additives with quick vials). You can add only one additive to a single alchemical item, you can add an additive only once per round, and most additive abilities specify a subset of alchemical consumables you can add them to.
AlchemistThis indicates abilities from the alchemist class.
Regurgitate Mutagen
Feat 4
Requirements You are under the effects of a mutagen.
You redirect a mutagen within your body to spit a stream of stomach acid at a foe. A creature within 30 feet takes 1d6 acid damage for every 2 levels you have ((floor(@actor.level/2))d6 acid), with a reflex save against your class DC. On a failure, the creature is also Sickened 1 (or Sickened 2 on a critical failure). The mutagen's duration immediately ends.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
AlchemistThis indicates abilities from the alchemist class.
ManipulateYou must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can't perform actions with this trait. Manipulate actions often trigger reactions.
Tenacious Toxins Feat 4
Your victims tend to expire long before your poisons, since the latter have been specifically formulated to last longer. The maximum duration of any poison you create increases by an amount equal to the poison's stage 1 interval, to a maximum of twice the poison's maximum duration.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
AlchemistThis indicates abilities from the alchemist class.
Artokus's Fire
Feat 6
Source Pathfinder Lost Omens Legends
Frequency once per round
Trigger You use Advanced Alchemy to craft an Alchemist's Fire, and that bomb's level is at least 2 levels lower than your Advanced Alchemy level.
Artokus developed a mixture of volatile materials that burns hotter and longer than typical alchemist's fire. You include this additive mixture when crafting your alchemist's fire.
The alchemist's fire deals 1d4 persistent,fire damage in addition to what the alchemist fire would normally cause (for instance, a moderate alchemist's fire deals 1d4+2 persistent fire damage).
A creature taking persistent fire damage from the alchemist's fire requires two successful flat checks to end the persistent damage, or one check if the creature had an assisted recovery that reduces the flat check to DC 10.
The enhanced alchemist's fire burns even underwater, and any attempts to end the persistent damage by using water have no effect.
Traits
This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.
AdditiveFeats with the additive trait allow you to add special substances to alchemical consumables you create when you use Quick Alchemy to create a consumable (you can't use additives with quick vials). You can add only one additive to a single alchemical item, you can add an additive only once per round, and most additive abilities specify a subset of alchemical consumables you can add them to.
AlchemistThis indicates abilities from the alchemist class.
Combine Elixirs Feat 6
Source Pathfinder Player Core 2
You can add the full ingredients of a second elixir to an elixir you make to create a hybrid concoction. You must expend an additional versatile vial to make this combined elixir, and the ingredients must be for an elixir of the same level or lower that you could create with Quick Alchemy. When this combination elixir is consumed, both the constituent elixirs take effect. For example, you can combine two Lesser Elixirs of Life to create a combined elixir that heals twice the normal amount, or you can combine a Lesser Darkvision Elixir with a Lesser Eagle-Eye Elixir to both gain darkvision and find secret doors.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
AdditiveFeats with the additive trait allow you to add special substances to alchemical consumables you create when you use Quick Alchemy to create a consumable (you can't use additives with quick vials). You can add only one additive to a single alchemical item, you can add an additive only once per round, and most additive abilities specify a subset of alchemical consumables you can add them to.
AlchemistThis indicates abilities from the alchemist class.
Debilitating Bomb Feat 6
Source Pathfinder Player Core 2
You can add a crystalline additive to an alchemical bomb to have it undermine your enemy. Choose Dazzled, Deafened, Off-Guard, or a β5-foot status penalty to Speeds. If the attack with the bomb hits, in addition to the bomb's normal effects, the target must succeed at a fortitude saving throw or take that effect until the start of your next turn. Use your class DC for this saving throw, even if someone else throws the bomb.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
AdditiveFeats with the additive trait allow you to add special substances to alchemical consumables you create when you use Quick Alchemy to create a consumable (you can't use additives with quick vials). You can add only one additive to a single alchemical item, you can add an additive only once per round, and most additive abilities specify a subset of alchemical consumables you can add them to.
AlchemistThis indicates abilities from the alchemist class.
Directional Bombs Feat 6
You can lob bombs with great force and a precise trajectory to angle the splash in a cone that sprays in a single direction, potentially allowing you to avoid allies and splash deeper into enemy lines. When throwing an alchemical bomb with the splash trait, instead of splashing all squares adjacent to the target, you can create a splash in a 15-foot cone. You choose the cone's direction, but its first square must be a square in the target's space.
Special If you have the Expanded Splash feat or another ability that increases the radius of splash damage, you can have the splash damage be a 20-foot cone.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
AlchemistThis indicates abilities from the alchemist class.
Fortified Elixirs Feat 6
Your treatments for diseases and poisons can be very efficacious, though they tend not to last as long. A creature that is under the effect of an infused Antidote or Antiplague that you created can choose to reroll a failed Fortitude saving throw against an appropriate affliction (poison for antidote and disease for antiplague). The creature doesn't gain the elixir's usual item bonus to the reroll, and after the reroll, the elixir's duration immediately ends. This is a fortune effect.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
AlchemistThis indicates abilities from the alchemist class.
Sticky Poison Feat 6
A combination of additional viscosity and careful application keeps your weapons poisoned even when suffering significant wear and tear.
If your Strike with a poisoned weapon would expend its poison without your target attempting an initial save (due to resistance or your Strike being a critical failure, for example), attempt a DC 5 flat. On a success, your weapon remains poisoned.
If your Strike with a poisoned weapon succeeds, attempt a DC 17 flat. On a success, your weapon remains poisoned until the end of your next turn.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
AlchemistThis indicates abilities from the alchemist class.
Alter Admixture Feat 8
Requirements You are holding or wearing an alchemist's toolkit.
Sometimes, you need to adapt your alchemical mixtures to new situations. In a process that takes 10 minutes, you change an item you created with advanced alchemy into a similar item. You can change an alchemical bomb into another type of alchemical bomb, an elixir into another type of elixir, or a poison into another type of poison. If it's unclear whether two alchemical consumables are similar, the GM decides. You must know the formula for the new item, and the new item must be of the same or lower item level than the original item. The new item still keeps the infused trait, and it remains potent as long as the original item would have.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
AlchemistThis indicates abilities from the alchemist class.
ExplorationAn activity with this trait takes more than a turn to use, and can usually be used only during exploration mode.
Glitter Crystals Feat 8
Source Pathfinder Lost Omens Tian Xia Character Guide
You can mix a blend of crushed flowers and alchemical salt into an alchemical elixir with the healing trait or alchemical food. Choose one of the following effects: reduce the drained condition by 1, reduce the stupefied condition by 1, remove the Dazzled condition, or remove the Deafened condition. The creature who consumes the modified healing elixir or alchemical food gains this benefit in addition to the food or elixir's normal effects. This has no effect against permanent conditions.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
AdditiveFeats with the additive trait allow you to add special substances to alchemical consumables you create when you use Quick Alchemy to create a consumable (you can't use additives with quick vials). You can add only one additive to a single alchemical item, you can add an additive only once per round, and most additive abilities specify a subset of alchemical consumables you can add them to.
AlchemistThis indicates abilities from the alchemist class.
HealingA healing effect restores a creature's body, typically by restoring Hit Points, but sometimes by removing diseases or other debilitating effects.
Improved Invigorating Elixir Feat 8
Prerequisites Invigorating Elixir
Choose physical invigoration or mental invigoration, and add the listed conditions to those you can choose for an invigorating elixir you create to counteract:
Physical Invigoration Blinded, Deafened, Drained, Paralyzed, Slowed
Mental Invigoration Confused, controlled, Fleeing, Frightened, Paralyzed, Slowed.
Special You can select this feat a second time to choose a different type of invigoration and add its options to those you can choose.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
AlchemistThis indicates abilities from the alchemist class.
Mutant Physique Feat 8
Basic mutagens that affect your physical form can bring out the beast within you, turn you nigh invincible, or make your body more elastic. While you're affected by one of the listed mutagens, you get an additional benefit.
- Bestial Mutagen You gain the mutagen's item bonus to your Intimidation checks. In addition, you increase the damage die size of your claws and jaws by one step, and they gain the deadly d10 trait.
- Juggernaut Mutagen You gain resistance to all physical damage equal to half your level.
Quicksilver Mutagen You can stretch your legs and Step up to 10 feet, and you can squish and compress your body, allowing you to make it through tight spaces as if you were one size smaller, in addition to any effect from Squeezing.
Special If you can be under the effects of multiple mutagens (with the mutagenist greater field discovery, for example), you get all relevant benefits.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
AlchemistThis indicates abilities from the alchemist class.
Perpetual Breadth Feat 8
Prerequisites perpetual infusions
You have expanded your supply of near-infinite items. Choose a research field. Add one item from the list of options available to that field from perpetual infusions, or two items if you choose your own field.
If you have Perpetual Potency or Perpetual Perfection, you gain an additional item (or items if you chose your own field) appropriate to the field you chose, for instance a higher-level version of the bomb you chose or a new poison.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
AlchemistThis indicates abilities from the alchemist class.
Pinpoint Poisoner Feat 8
Unsuspecting targets are especially vulnerable to your poisons. When you successfully Strike an Off-Guard creature with a poisoned weapon or expose an off-guard creature to an inhaled poison, that creature takes a β2 circumstance penalty to its initial save against that poison.
Effect: Pinpoint Poisoner
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
AlchemistThis indicates abilities from the alchemist class.
Retaliatory Cleansing
Feat 8
Trigger You would take damage from an adjacent creature's Strike.
Requirements You're holding holy water or a bomb that deals vitality damage in one of your hands.
You twist your hand in front of the blow, ensuring the enemy's attack shatters the required holy water or bomb. The creature takes the on-hit and splash damage from the holy water or required bomb, not counting any additional effects you would add or apply when you throw the bomb, such as weapon specialization or Calculated Splash. You're splashed by the holy water or required bomb, although since vitality damage harms only undead and creatures with void healing, it's unlikely you will take damage.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
AlchemistThis indicates abilities from the alchemist class.
Sticky Bomb Feat 8
Source Pathfinder Player Core 2
You can mix in a sticky additive to an alchemical bomb to make its contents adhere and continue to deal damage. A creature hit by a sticky bomb also takes persistent damage equal to and of the same type as the bomb's splash damage. Use the splash damage amount listed in the bomb's stat block, even if you used an ability to change the splash damage dealt. If the bomb already deals persistent damage, combine the two amounts.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
AdditiveFeats with the additive trait allow you to add special substances to alchemical consumables you create when you use Quick Alchemy to create a consumable (you can't use additives with quick vials). You can add only one additive to a single alchemical item, you can add an additive only once per round, and most additive abilities specify a subset of alchemical consumables you can add them to.
AlchemistThis indicates abilities from the alchemist class.
Advanced Efficient Alchemy Feat 10
Prerequisites Efficient Alchemy
You make an even-larger batch of alchemical items each morning. Increase the maximum number of items you can create with advanced alchemy to 8 + your Intelligence modifier, or to 10 + your Intelligence modifier if you're 16th level or higher.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
AlchemistThis indicates abilities from the alchemist class.
Expanded Splash Feat 10
You can throw bombs at just the right trajectory to create especially large and powerful explosions. When you throw an alchemical bomb and that bomb has the splash trait, you can have the splash damage affect all creatures within 10 feet of the target instead of 5 feet. If you do, you gain a status bonus to the bomb's splash damage equal to your Intelligence modifier. If you have the bomber 5th-level field discovery, this additional damage applies even if you caused your bomb to deal splash damage equal to your Intelligence modifier instead of the normal amount, allowing your bombs to deal splash damage equal to double your Intelligence modifier.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
AlchemistThis indicates abilities from the alchemist class.
Greater Debilitating Bomb Feat 10
Prerequisites Debilitating Bomb
You have learned enhanced techniques and alchemical secrets that allow you to expand the range of effects you can impose with your bombs. When you use Debilitating Bomb, add the following to the list you can choose from: Clumsy 1, Enfeebled 1, Stupefied 1, or β10-foot status penalty to Speeds.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
AlchemistThis indicates abilities from the alchemist class.
Merciful Elixir
Feat 10
Source Pathfinder Core Rulebook
Frequency once per round
Trigger You craft an Elixir of Life using Quick Alchemy, and that elixir is at least 2 levels lower than your advanced alchemy level
You mix a special additive into your elixir that calms the drinker's body and mind.
The elixir of life attempts to counteract one fear effect or one effect imposing the Paralyzed condition on the drinker using the item's level and a counteract modifier equal to your class DC - 10.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
AdditiveFeats with the additive trait allow you to add special substances to alchemical consumables you create when you use Quick Alchemy to create a consumable (you can't use additives with quick vials). You can add only one additive to a single alchemical item, you can add an additive only once per round, and most additive abilities specify a subset of alchemical consumables you can add them to.
AlchemistThis indicates abilities from the alchemist class.
Potent Poisoner Feat 10
Prerequisites Powerful Alchemy
By concentrating your poisons' toxic components, you make them harder for victims to resist. When you craft an alchemical item with the poison trait by any means, the DC is increased by up to 4, to a maximum of your class DC.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
AlchemistThis indicates abilities from the alchemist class.
Sour Bomb Feat 10
Source Pathfinder Lost Omens Tian Xia Character Guide
You can mix ingredients with a powerful sour smell into an alchemical bomb to make its explosion an overpowering stench. Any creature hit by the bomb must attempt a fortitude save against your class DC in addition to the bomb's normal effects.
Success The creature is unaffected beyond a strong craving for pickles.
Failure The creature is Sickened 1.
Critical Failure The creature is Sickened 2, and Fleeing for 1 round from the smell.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
AdditiveFeats with the additive trait allow you to add special substances to alchemical consumables you create when you use Quick Alchemy to create a consumable (you can't use additives with quick vials). You can add only one additive to a single alchemical item, you can add an additive only once per round, and most additive abilities specify a subset of alchemical consumables you can add them to.
AlchemistThis indicates abilities from the alchemist class.
OlfactoryAn olfactory effect can affect only creatures that can smell it. This applies only to olfactory parts of the effect, as determined by the GM.
Unstable Concoction Feat 10
Source Pathfinder Player Core 2
You can mix a wondrous yet volatile liquid into an alchemical consumable if it has an initial effect that uses dice. You increase the size of any dice for the item's initial effect by one step. For instance, you could increase damage from a Moderate Alchemist Fire to 2d10 or healing from a Moderate Elixir of Life to 5d8+12. Because this affects only initial dice, it wouldn't increase unarmed attack damage from a bestial mutagen, persistent damage from an acid flask, and the like. When this item is activated, the creature activating it must succeed at a DC 10 flat or take acid damage equal to the item's level.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
AdditiveFeats with the additive trait allow you to add special substances to alchemical consumables you create when you use Quick Alchemy to create a consumable (you can't use additives with quick vials). You can add only one additive to a single alchemical item, you can add an additive only once per round, and most additive abilities specify a subset of alchemical consumables you can add them to.
AlchemistThis indicates abilities from the alchemist class.
Extend Elixir Feat 12
Integrating your own personal energy into the elixirs you create causes them to affect you for longer. When you consume one of your alchemical items that has the elixir and infused traits and a duration of 1 minute or longer, that elixir's duration is doubled. If you created the item with Quick Alchemy, this can't cause it to exceed the 10-minute duration limit.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
AlchemistThis indicates abilities from the alchemist class.
Shaped Contaminant Feat 12
Through a combination of careful manipulation and precise breath control, you can deploy inhaled toxins precisely. When you activate an inhaled poison, you can cause it to fill a 20-foot line that's 5 feet tall rather than a 10-foot cube. You gain a +3 status bonus to saving throws against inhaled poisons that you activate.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
AlchemistThis indicates abilities from the alchemist class.
Supreme Invigorating Elixir Feat 12
Prerequisites Invigorating Elixir
For the purposes of counteracting effects with invigorating elixirs, treat your level as though it were 2 higher. Add the listed conditions to those you can choose for an invigorating elixir you create to counteract: Petrified, Stunned. You can also choose a disease regardless of what, if any, conditions it imposes.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
AlchemistThis indicates abilities from the alchemist class.
Uncanny Bombs Feat 12
Prerequisites Far Lobber
You lob bombs unerringly, despite obstructions or distance. When you throw an alchemical item with the bomb trait, its range increment increases to 60 feet, you reduce any circumstance bonus to the target's AC from cover by 1, and you automatically succeed at the flat check when targeting a Concealed creature.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
AlchemistThis indicates abilities from the alchemist class.
Double Poison Feat 14
You can apply two different infused injury poisons to the same weapon, though not to a piece of ammunition. Each poison's level must be 2 or more levels lower than your level. You have to apply the two poisons individually. Once you've applied both, the poisons merge into a double poison that uses the lower of the two poisons' DCs and number of stages. If the poisons require different types of saving throws (such as Fortitude and Will), choose which of them the double poison uses. This double poison is virulent only if both poisons were virulent. Combine the effects of each stage of the poison on any creature affected by it. For each stage of the poison, use the effects of both poisons and the longer interval for that stage among the two poisons.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
AlchemistThis indicates abilities from the alchemist class.
Greater Merciful Elixir Feat 14
Prerequisites Merciful Elixir
Your additives contain panaceas that can remedy a plethora of maladies. When you use Merciful Elixir, your elixir can instead attempt to counteract the Blinded, Deafened, Sickened, or Slowed condition.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
AlchemistThis indicates abilities from the alchemist class.
Mutant Innervation Feat 14
Basic mutagens that affect your mind and thoughts can make you communicate telepathically, protect you from being detected, or let you communicate with anyone. While you're affected by one of the listed mutagens, you get an additional benefit.
- Cognitive Mutagen You also gain the mutagen's item bonus to Deception, Diplomacy, Intimidation, Medicine, Nature, Performance, Religion, and Survival checks. In addition, you can communicate telepathically with creatures within 60 feet with whom you share a language. The communication is two-way once you establish it, so a creature you contact can also communicate with you.
- Serene Mutagen Detection, revelation, and scrying effects of 9th rank (or 17th level) or lower detect nothing from you or your possessions and auras. For instance, detect magic would still detect other magic in the area, but not any magic on you.
Silvertongue Mutagen Ignore circumstance penalties you would take to Deception, Diplomacy, Intimidation, and Performance checks. In addition, your words transcend linguistic barriers; everyone listening to you speak hears your words as if you were speaking in their own language (though you don't actually speak that language, nor does this ability allow you to understand any additional languages).
Special If you can be under the effects of multiple mutagens (with the mutagenist greater field discovery, for example), you get all relevant benefits.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
AlchemistThis indicates abilities from the alchemist class.
True Debilitating Bomb Feat 14
Prerequisites Greater Debilitating Bomb
You have discovered increasingly devastating ways for your bombs to impede your foes. When you use Debilitating Bomb, add the following to the list of effects you can choose from: Enfeebled 2, Stupefied 2, or a β15-foot status penalty to Speeds.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
AlchemistThis indicates abilities from the alchemist class.
Eternal Elixir Feat 16
Prerequisites Extend Elixir
Your body readily accepts and retains minor changes. When you drink one of your alchemical items that has the elixir and infused traits and a duration of 1 minute or more, you can make the elixir's duration indefinite. This can exceed the 10-minute limit of an item made with Quick Alchemy. You can do so only if the elixir's level is half your level or lower. If you later consume a different elixir and make it indefinite, the effect of the previous indefinite elixir ends.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
AlchemistThis indicates abilities from the alchemist class.
Exploitive Bomb Feat 16
Source Pathfinder Player Core 2
You can mix a refractile substance into an alchemical bomb to foil resistances. Choose one damage type the bomb can deal. Any damage dealt by the bombβincluding initial, splash, and persistent damageβignores an amount of that resistance equal to your level.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
AdditiveFeats with the additive trait allow you to add special substances to alchemical consumables you create when you use Quick Alchemy to create a consumable (you can't use additives with quick vials). You can add only one additive to a single alchemical item, you can add an additive only once per round, and most additive abilities specify a subset of alchemical consumables you can add them to.
AlchemistThis indicates abilities from the alchemist class.
Persistent Mutagen Feat 16
Prerequisites Extend Elixir
You've trained your physical form to remain stable. Once per day, when you consume an alchemical item with the infused and mutagen traits, you can extend its duration to last until the next time you make your daily preparations instead of its normal duration. Unlike with the normal extension from Extend Elixir, this can exceed the duration of an item created with Quick Alchemy beyond its normal 10-minute limit.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
AlchemistThis indicates abilities from the alchemist class.
Improbable Elixirs Feat 18
Your mastery of alchemical secrets enables you to replicate effects most believe can be achieved only via magic. Select a number of potions equal to your Intelligence modifier (minimum 1); these potions must be of 9th level or lower. You gain formulas to create these potions as alchemical consumables with the elixir trait. When making these alchemical elixirs, you can substitute alchemical reagents for an equal value of magical components, and you can use an alchemist's toolkit (for Quick Alchemy) or an alchemist's lab (for the Craft activity) instead of any other required toolkits. Other than that, the formula doesn't change. Once you've chosen the potion formulas, they can't be changed.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
AlchemistThis indicates abilities from the alchemist class.
Miracle Worker Feat 18
Frequency once every 10 minutes
Your alchemical mastery can resuscitate the recently slain. You can administer a major or true elixir of life to a creature who has been dead for no more than 2 rounds. When you do, that creature is immediately returned to life with 1 Hit Point and becomes Wounded 1.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
AlchemistThis indicates abilities from the alchemist class.
Perfect Debilitation Feat 18
You have perfected the formulas for bombs that impede your enemies. When you use Debilitating Bomb, your target avoids the condition the bomb imposes only if it critically succeeds at its saving throw.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
AlchemistThis indicates abilities from the alchemist class.
Alchemical Revivification Feat 20
If you die while under the effect of at least one elixir, the alchemical compounds in your bloodstream bring you back to life at the start of your next turn. You're affected by an Elixir of Rejuvenation, then a true elixir of life, then your choice of a major bestial mutagen, major juggernaut mutagen, or major quicksilver mutagen as though you just imbibed it. These automatic reactions don't get any special benefits you add when creating or using these items. Because you died, all other alchemical compounds in your bloodstream are inert. After being revived, you're temporarily immune to Alchemical Rejuvenation for 1d4 hours.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
AlchemistThis indicates abilities from the alchemist class.
Astonishing Explosion
Feat 20
Source Pathfinder #156: The Apocalypse Prophet
Frequency once per minute
Trigger You use Advanced Alchemy to craft an alchemical bomb that deals splash damage and is at least 2 levels lower than your Advanced Alchemy level.
Your bomb incorporates an explosive spark of wonder that leaves witnesses dumbfounded. Any target hit by your Strike with the bomb is Fascinated by you for 1 round. On a critical success, the target is also Stunned 1.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
AdditiveFeats with the additive trait allow you to add special substances to alchemical consumables you create when you use Quick Alchemy to create a consumable (you can't use additives with quick vials). You can add only one additive to a single alchemical item, you can add an additive only once per round, and most additive abilities specify a subset of alchemical consumables you can add them to.
AlchemistThis indicates abilities from the alchemist class.
Craft Philosopher's Stone Feat 20
Your research has paid off, culminating in the legendary philosopher's stone. You learn the formula for the Philosopher's Stone and can add it to your formula book.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
AlchemistThis indicates abilities from the alchemist class.
Efficient Alchemy (Paragon) Feat 20
Your daily preparations are particularly efficient and plentiful. When using your infused reagents to create alchemical items during your daily preparations, you make a batch of three of a given item instead of a batch of two, or a batch of four if your field normally lets you create three of that item.
Note: This feat is incompatible with the Alchemist class presented in Player Core 2, and is not automated as a result.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
AlchemistThis indicates abilities from the alchemist class.
Mega Bomb Feat 20
Source Pathfinder Player Core 2
You can add a highly explosive additive to an alchemical bomb to turn it into a mega bomb. Throwing this bomb takes a 2-action activity instead of a Strike. This isn't a Strike, and you don't make an attack roll. The mega bomb explodes in a 30-foot burst within 60 feet. It deals damage as if each creature were the primary target, with a reflex save. On a failed save, a creature also takes any extra effects that affect a primary target (such as Off-Guard from bottled lightning). Though all targets in the area take splash damage as primary targets, there is no further splash beyond that area.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
AdditiveFeats with the additive trait allow you to add special substances to alchemical consumables you create when you use Quick Alchemy to create a consumable (you can't use additives with quick vials). You can add only one additive to a single alchemical item, you can add an additive only once per round, and most additive abilities specify a subset of alchemical consumables you can add them to.
AlchemistThis indicates abilities from the alchemist class.
ManipulateYou must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can't perform actions with this trait. Manipulate actions often trigger reactions.
Perfect Mutagen Feat 20
You have enhanced the formulas for your mutagens, aligning them perfectly to your physiology. When under the effect of a mutagen you crafted, you do not suffer its drawback.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
AlchemistThis indicates abilities from the alchemist class.
Plum Deluge
Feat 20
Requirements You have at least three of the same contact poison.
You have learned to saturate an area with poison in imitation of the techniques of your rival, Blue Viper. As part of this ability, you Interact to draw three vials of the same contact poison and throw them in the air, where they shatter and spread a poisonous deluge affecting a 20-foot burst within 60 feet. All creatures in the burst are automatically exposed to the poison, immediately bypassing any onset time, and must attempt a saving throw against that poison. The three vials must be identical, even if the poison can come in multiple types or different levels.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
AlchemistThis indicates abilities from the alchemist class.
Wish Alchemy Feat 20
You have learned Artokus Kirran's most hidden secrets, granting you the ability to create alchemy infused with the power of wishes.
Once per day when you use Advanced Alchemy during your daily preparations, you can spend a batch of infused reagents to create a wish vial containing a single common arcane spell of your choice of 8th level or lower.
The spell must have a casting time of no more than 3 actions, no Cost, and must be able to target you. Only you can Activate the wish vial, which takes the same number of Interact actions as the spell's casting time and grants you the effects of the spell.
Traits
This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.
AlchemistThis indicates abilities from the alchemist class.