TEXT: undeFEATable
  22: ALCHEMIST
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  3.5 SYSTEM COMPATIBLE
  LPJ9372
  Written By Loren Peterson
  NEW FEATS
  BOMB BALM
  You can use your bombs as a special coating that 
  grants you an aura of elemental fury.
  Prerequisites: None.
  Benefit: As a full-round action, you may convert 
  an unused bomb into a special gel and coat your-
  self with it. While coated in this gel, you gain 
  resistance 5 to the damage type of the converted 
  bomb. Also, while coated, at the start of your turn, 
  you and adjacent creatures take damage equal to 
  that of the converted bomb. Finally, while coated, 
  any creature that attacks you with a natural weapon 
  takes damage equal to that of the converted bomb, 
  though only once per turn. This gel coats you for 1 
  round. When you first apply the gel, you may add 
  more bombs; each additional bomb increases the 
  gel’s duration by 1 round and increases your resis-
  tance by 5. 
  BOTTLED MEMORIES
  Using a creature’s blood, you may gain a glimpse 
  into its memories.
  Prerequisite: Alchemist level 5th.
  Benefit: You create a special tonic from fresh 
  blood—taken from a corpse dead no longer than an 
  hour per alchemist level—and special herbs worth 
  100 gp. Creating the tonic requires a Knowledge 
  (arcana) check with a DC equal to 5 + the crea-
  ture’s CR. When imbibed, the tonic functions as 
  if you had cast speak with dead on the creature 
  whose blood you used, using your alchemist level 
  as your caster level, and the creature had failed its 
  save. However, any questions you ask the crea-
  ture are answered in the form of brief images and 
  memories, not words. You can drink the tonic up to 
  an hour after you create it.
  BOTTLED SOUL
  Studying the nature of souls, you’ve discovered 
  how to extract and bottle them. 
  Prerequisites: Ability to create 4th-level alchemist 
  extracts, Knowledge (religion) 10 ranks, lingering 
  spirit discovery.
  Benefit: As a full-round action, you may capture 
  the soul of a dying creature in place of a vacant 
  extract slot of 4th level or higher. If the creature is 
  willing, you bottle its soul with little effort. If it is 
  unwilling, it receives a Will save with a DC equal 
  to the extract slot you are using to bottle it. While 
  bottled, the creature’s soul does not pass into the 
  afterlife and cannot be brought back to life without 
  the intervention of a deity, a miracle, or a wish. 
  As long as the soul remains bottled, it occupies 
  the chosen extract slot. Every day at sundown, the 
  soul may attempt a Will save to break free from its 
  container; otherwise, it remains indefinitely. The 
  moral repercussions of using this feat are left up to 
  the GM.
  The bottled soul may be used by any spellcaster 
  as a focus or material component of any spell 
  that requires such. It may also be used as a focus 
  component for any spell that brings a creature back 
  to life, so long as the target creature is the owner 
  of the bottled soul. When the bottled soul is used 
  to bring a creature back to life, this spell has a 
  halved casting time, requires no part of the original 
  body, and may be used after any amount of time 
  since the creature’s death. 
  The container is a specially prepared glass vial 
  with hardness 0 and 5 hit points. Constructing it 
  requires 1000 gp in rare ingredients and a week’s 
  worth of work. If the container is broken, the soul 
  is released.  
  
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  CAUSTIC BILE
  So tainted are your bodily fluids by constant experimenta-
  tion that they have become destructive in their own right.
  Prerequisite: Nauseating flesh discovery.
  Benefit: As a standard action, you may force yourself to 
  retch and spew forth a 15-foot line of acid that deals 1d4 
  damage per two alchemist levels and causes the target to 
  become sickened. Opponents who succeed on a Reflex 
  save (DC 10 + 1/2 your alchemist level + your Constitution 
  modifier) take half damage and do not become sickened. 
  This feat may be used a number of times per day equal to 
  your Constitution modifier.
  COMBAT HIGH
  You have learned to control your body’s response to 
  harmful drugs while in the heat of combat.
  Prerequisite: Poison immunity class feature.
  Benefit: When you use a drug while in combat, you may 
  suppress all negative effects of the drug until combat ends. 
  When you finish combat, the drug kicks in, and you imme-
  diately suffer all of its negative effects. 
  DEADLY SWAP
  When you pick someone’s pocket, you may leave a deadly 
  surprise.
  Prerequisites: Sleight of Hand 5 ranks, Improved Steal, 
  delayed bomb discovery.
  Benefit: When you attempt to take an item from a crea-
  ture, you may secretly stash a bomb on their person—in a 
  bag, pocket, belt pouch, or elsewhere. You may perform 
  this while using the steal combat maneuver or a Sleight 
  of Hand check. In either case, your opponent opposes 
  your combat maneuver check or Sleight of Hand check 
  with a Perception check. If the opponent succeeds on the 
  Perception check, it notices you place the bomb. 
  DIRTY BOMBS
  You know how to harry your opponents with more than 
  just a few explosions.
  Prerequisites: Improved Dirty Trick, Point Blank Shot, 
  Throw Anything.
  Benefit: When you successfully hit an opponent with a 
  bomb, you may also attempt a dirty trick combat maneuver 
  against the target. This feat may only be used one per turn.
  ESSENCE OF BEING
  You can tap into the latent magical energies in a creature’s 
  blood.
  Prerequisite: Alchemist level 3rd, ability to create muta-
  gens, Knowledge (arcana) 3 ranks, Heal 3 ranks.
  Benefit: Using a similar method to mutagen creation, you 
  can distill the blood of sorcerers or creatures with magical 
  potential. When you would prepare a mutagen, you may 
  instead prepare an “essence of being” by using a pint of 
  blood from a creature who shares a type or subtype with 
  a sorcerer bloodline (e.g., orc, undead, dragon). Drinking 
  this concoction instills you with a portion of the creature’s 
  natural powers. For one hour per level, you gain the benefit 
  of the bloodline arcana and the 1st-level bloodline power 
  of the linked bloodline. At the GM’s discretion, certain 
  creatures may provide access to other bloodlines, even if 
  they do not share a type or subtype.
  EXPERT ANATOMIST
  Your intimate knowledge of anatomy lets you bring the 
  pain to your enemies.
  Prerequisites: Heal 5 ranks, sneak attack +3d6, vivisec-
  tionist alchemist archetype.
  Benefit: When you deal sneak attack damage, you may 
  sacrifice any number of d6s gained from the sneak attack. 
  If you do, apply the fatigued, shaken, or sickened condition 
  to your target for a number of rounds equal to the number 
  of dice you sacrificed.
  EXPLOSIVE RETREAT
  You leave explosives in your wake as you retreat—or as 
  surprises for those who try to remove you from the fray.
  Prerequisites: Combat Reflexes, fast bombs discovery.
  Benefit: When you are subject to any teleportation effect, 
  you may use an attack of opportunity to drop a bomb in 
  your space before you are relocated. Your bomb detonates 
  as soon as you are teleported away, unless you possess the 
  ability to delay the explosion. 
  EXTRACT POISON
  You are able to harvest poisons and venom from creatures 
  who possess them.
  Prerequisites: Knowledge (arcana, dungeoneering, local, 
  nature, or planes) 3 ranks, poison use class feature.
  Benefit: By spending 1 minute with a willing, helpless, or 
  recently deceased (no more than one hour) creature with 
  the poison monster ability, you may attempt to extract 
  some of its poison for your own use. Doing so requires a 
  Knowledge check of the same field of study required to 
  identify the creature (e.g., arcana for magical beasts, nature 
  for animals). The DC of this check is equal to the poison’s 
  save DC. If you succeed, you harvest one dose of poison 
  
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  3
  plus one additional dose for every increment of 5 by which 
  you beat the DC. If you roll a natural 1, you expose your-
  self to the poison. This feat can be used once per creature. 
  GREATER BREW POTION
  You have unlocked the secrets of brewing potions of 
  greater potency.
  Prerequisites: Alchemist level 11th, Brew Potion, Craft 
  (alchemy) 10 ranks.
  Benefits: You may brew potions of any formulae you 
  know, using your alchemist level as your caster level. 
  Table: Potion costs
  4th: 950 gp
  5th: 1,250 gp
  6th: 2,175 gp
  GREATER ESSENCE OF BEING
  Your essence of being has reached a nearly pure form.
  Prerequisites: Alchemist level 11th, Essence of Being, 
  Improved Essence of Being, Heal 11 ranks, Knowledge 
  (arcana) 11 ranks.
  Your essence of being now also grants you the benefit of 
  the 9th-level bloodline power of its linked bloodline. You 
  may now also cast the 5th-level bloodline spell for that 
  bloodline as a spell-like ability once during the duration of 
  the essence of being.
  IMPROVED ESSENCE OF BEING
  With study and experimentation, you can now pull greater 
  latent magical energy from creatures’ blood.
  Prerequisites: Alchemist level 5th, ability to create muta-
  gens, Essence of Being, Heal 5 ranks, Knowledge (arcana) 
  5 ranks.
  Benefits: Now even more potent, your essence of being 
  also grants you the benefit of the 3rd-level bloodline power 
  of its linked bloodline. In addition, you may also cast the 
  3rd-level bloodline spell for that bloodline once as a spell-
  like ability during the duration of the essence of being.
  MUTUALLY ASSURED DESTRUCTION
  As a last-ditch effort, you detonate all of your bombs at 
  once.
  Prerequisites: None.
  Benefit: As a full-round action, you may detonate any 
  bombs you have left for the day. Doing so deals the 
  damage of your bomb plus half that damage for every 
  bomb beyond the first in a 15-foot radius around you; 
  adjacent creatures take the bomb damage, not the splash 
  damage. Attempting this is effectively a coup de grace 
  against yourself, unless you are immune to the damage of 
  your bombs.
  PERFECTED ESSENCE OF BEING
  Squeezing every last drop of magical energy from a crea-
  ture’s blood, you instill yourself with sorcerous powers.
  Prerequisites: Alchemist level 17th, Essence of Being, 
  Greater Essence of Being, Improved Essence of Being, 
  Heal 15 ranks, Knowledge (arcana) 15 ranks.
  Benefits: Your essence of being now grants you the benefit 
  of the 15th-level bloodline power of its linked bloodline. 
  In addition, you may cast the bloodline spells of 7th, 9th, 
  11th, and 15th level once each during the duration of the 
  essence of being. 
  POISONOUS BREATH
  You no longer fear airborne poison; in fact, you embrace it. 
  Prerequisites: Alchemist level 10th, poison use class 
  feature.
  Benefit: When you have an inhaled poison in your lungs, 
  you may forcefully expel it as a standard action, filling 
  a 15-foot cone in front of you. Creatures in that cone are 
  subject to the poison as normal. 
  POTENT ESSENCE
  Digging deeper into blood studies has allowed you to 
  unlock hidden potential.
  Prerequisites: Alchemist level 7th, Essence of Being, 
  Improved Essence of Being.
  Benefit: When you create an essence of being, you may 
  choose to instill it with one bloodline feat of the linked 
  bloodline. You gain the benefits of that feat as long as you 
  are under the effects of the essence of being. 
  SPLASH WEAPON EXPERTISE
  You tinker with splash weapons, giving them new func-
  tionalities.
  Prerequisites: Splash Weapon Mastery, Throw Anything, 
  Weapon Focus (splash weapons). 
  Fire: When you throw a splash weapon that deals fire 
  damage, anyone it hit gets coated with sticky burning tar 
  that immediately lights it on fire. The target takes 1d6 
  fire damage each turn until it spends a full-round action 
  scraping the tar off, it takes any cold damage, or an effect 
  extinguishes the fire.
  Acid: Splash weapons that deal acid damage are particu-
  larly potent, eating away at the ground they cover. When 
  
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  4
  you throw a splash weapon that deals acid damage, the 
  area it covers becomes difficult terrain so long as its hard-
  ness is less than 5.
  Cold: Splash weapons that deal cold damage coat their 
  area in a sheet of slippery ice. Creatures moving through 
  this area must make a DC 15 Acrobatics check or fall 
  prone; moving at half speed reduces the DC to 10. This ice 
  sheet lasts for a number of rounds equal to the number of 
  damage dice the splash weapon deals.
  Electricity: Splash weapons that deal electricity damage 
  leave your opponents in shock and awe. Opponents who 
  take electricity damage from your splash weapons are left 
  dazzled and deafened for 1d4 rounds.
  UNSTABLE BOMBS
  You can combine bombs to make them more potent but 
  incredibly unstable. 
  Prerequisite: Bomb class feature.
  Benefit: As a full-round action, you may combine unused 
  bombs, up to a number equal to your Intelligence modifier, 
  together into a large flask and then hurl it at your oppo-
  nents. For each bomb after the first you add, the bomb’s 
  damage increases by half the dice your bomb would deal. 
  If you add bombs of different types, add all the effects of 
  those bombs. When you attempt to use the unstable bomb, 
  it might explode violently and immediately. The change of 
  this happening is a cumulative 5% for each bomb added, 
  and 10% for any bombs of a different type from the orig-
  inal. If the unstable bomb explodes in this way, choose one 
  corner of your square to treat as the targeted intersection 
  for the splash weapon.
  WILD MUTAGEN
  As you experiment with new ingredients and processes, 
  your mutagen takes on unpredictable effects.
  Prerequisite: Ability to create a mutagen or cognatogen.
  A wild mutagen has varying effects, both beneficial and 
  detrimental. Roll twice on the following table. The results 
  are applied to your mutagen (or cognatogen) in addition to 
  its usual effects and last for the same duration.
  D20
  1 You gain 2 temporary negative levels 
  2 You become immune to fire damage 
  3 You can breathe underwater
  4 You are slowed, as per slow
  5 You gain DR 3/—
  6  Reverse the ability score modifications of your mutagen 
  (positive becomes negative and vice versa)
  7 You gain a climb speed of 30 feet
  8 You become fatigued
  9 You gain the effects of arcane sight
  10 You become deafened
  11 Your size increases by one category
  12 Your size decreases by one category
  13 You gain fast healing 1
  14 You gain vulnerability to cold iron
  15 Your skin changes color periodically
  16 You gain a bite attack
  17 You lose the ability to speak
  18 You become sickened
  19 You become unnaturally hairy
  20 Roll twice, ignoring this result if it is rolled again
  
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  Undefeated 22, Copyright 2015, Louis Porter Jr. Design, Inc.
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