TEXT:  
   
   
   
  PRODUCT NO. CA409 
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  ABANDONED ARTS©
   PRESENTS: 
   
  EIGHTEEN NEW DISCOVERIES FOR USE WITH THE PATHFINDER® ROLEPLAYING GAME 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See 
  http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee 
  compatibility, and does not endorse this product. Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder 
  Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used 
  under the Pathfinder Roleplaying Game Compatibility License. 
   
  See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license. 
  
  2 
   
  DISCOVERIES 
   
   
   
   
   
   
   
   
   
   
   
   
  As described in the Pathfinder® Roleplaying Game: Advanced Player’s Guide ™, discoveries are incredible 
  abilities gained at every even-numbered alchemist level. Grand discoveries are available at 20th level. 
  An alchemist cannot select an individual talent more than once. Discoveries marked with an asterisk (*) 
  modify an alchemist’s bombs, and do not stack. The DC of any saving throw called for by a discovery is 
  equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  AUTOPSY (EX):  You can perform an extended study to analyze a dead 
  creature in order to determine some of the specific circumstances 
  surrounding the death of the creature studied. The study requires 
  access to an alchemical laboratory and a minimum of 24 hours of 
  physical experimentation, although you are not necessarily required 
  to perform the analysis in a single 24-hour session. At the conclusion 
  of 24 hours of study, you may make a single Heal check to determine 
  the general events that caused the creature to die. The DC is equal to 
  20 plus twice the number of weeks that the creature has been dead. 
  Autopsy reveals general information, such as “this creature was killed 
  by a death effect,” but not specific detail, such as “this creature was 
  killed by a finger of death spell.” You also determine the time of 
  death to within a week, and the gender and approximate age of the 
  corpse in question, if such was not immediately apparent. 
     If you also possess the deep analysis discovery (see below), you may 
  elect to perform an autopsy and a deep analysis at the same time, as 
  a part of the same extended study. 
   
  CRAFT WONDROUS ELIXIR (EX):  You can craft magical beads, dusts, 
  elixirs, glues, powders, soaps, solvents, and other wondrous items 
  consisting of alchemical materials or potion-like objects as if you had 
  the Craft Wondrous Item feat. 
     An alchemist must be at least  4th level before selecting this discovery. 
   
  COMBINE POTIONS (EX):  You can combine two potions in order to 
  combine the potency of both into a single brew. Both potions must 
  duplicate the same spell effect, and combining the brews requires 
  access to an alchemical laboratory and 1 hour of uninterrupted work. 
  The resulting brew has a caster level equal to the combined caster 
  levels of the combined potions, to a maximum caster level equal to 
  your alchemist level. 
   
  CORROSIVE BOMB (SU)*:  Creatures within the area of your smoke 
  bomb must succeed on a Fortitude saving throw or become coated 
  with a harsh and irritating powder that causes great discomfort and 
  pain. After one round, the corrosive airborne irritant within the cloud 
  dissipates, though creatures that fail their saving throws continue to 
  suffer the effects of the residue for a number of rounds equal to half 
  your alchemist level. Living creatures affected take 1d4 points of acid 
  damage at the beginning of each turn, and take a -2 penalty to their 
  Dexterity scores. A creature so affected may spend a full round action 
  itching and scratching at the residue in order to relieve itself of the 
  effects. Doing so causes the creature to receive 1d4 points of acid 
  damage for every round remaining on the duration of the effect. 
     An alchemist must have the smoke bomb discovery and must be at 
  least 8th level before selecting this discovery. 
  CUMULATIVE MUTAGEN (EX):  When you imbibe a mutagen that you 
  prepare while under the effects of another mutagen, you immediately 
  recover a number of hit points equal to your Constitution modifier 
  times your Hit Dice. The effects of the latest mutagen that you imbibe 
  replace but do not stack with the effects of the original mutagen. 
   
  DEATHLY INDUCTION (SU):  You can induce a death-like coma in one 
  willing or helpless creature as a full-round action. Make a Heal check 
  opposed by the Sense Motive checks of any who observe the affected 
  creature. Creatures that succeed on the opposed check believe the 
  afflicted creature to be dead. Closer inspection is nearly impossible 
  to fool; a DC 5 Heal check performed as a standard action reveals the 
  deathlike trance for what it is. Left to its own devices, a creature will 
  awaken in 2d12 hours. The creature can be forced awake before this 
  time with a DC 15 Heal check performed as a full-round action. If an 
  affected creature receives damage while induced, the creature may 
  attempt a Will saving throw with a DC equal to 15 + the damage dealt 
  or awaken. Otherwise, an affected creature remains unconscious for 
  the duration of the deathly induction. 
   
  DEEP ANALYSIS (EX):  You can perform an extended study on a dead, 
  unconscious, or otherwise helpless creature in order to analyze and 
  better understand the creature and its anatomy. The study requires 
  access to an alchemical laboratory and a minimum of 24 hours of 
  physical experimentation, although you are not necessarily required 
  to perform the analysis in a single 24-hour session. At the conclusion 
  of 24 hours of study, you may make a single Knowledge skill check to 
  identify the creature and learn its properties and weaknesses, even if 
  you have previously performed or failed such a check. You gain a +8 
  circumstance bonus on the Knowledge check, plus an additional +2 
  circumstance bonus for every hour beyond the required 24 hour 
  minimum that you spent studying the creature (up to a maximum 
  circumstance bonus of +40 at 20 additional hours of analysis). 
     If you also possess the autopsy discovery (see above), you may elect 
  to perform an autopsy and a deep analysis at the same time, as a part 
  of the same extended study. 
   
  DELAY MUTAGEN (EX):  When you drink a mutagen, you may elect to 
  delay the onset of your transformation for 1 hour by succeeding on a 
  DC 10 Will save. Every hour beyond the first, you must succeed on a 
  new saving throw or transform involuntarily. Every saving throw after 
  the first has a Will saving throw increased by a cumulative +5. At any 
  time, you may transform voluntarily as a swift action. 
   
  ELASTIC FLESH (EX):  You gain a +8 circumstance bonus on Disguise 
  and Escape Artist skill checks whenever you are in a mutagenic form. 
  
  3 
   
  ETHER DUST (SU):  You can create and throw a fistful of alchemical 
  powder that renders ethereal and invisible creatures partially visible 
  on contact. This ability is a standard action that uses up one of your 
  daily uses of the bomb ability, and requires a ranged touch attack to 
  hit. You can throw the dust up to 30 feet, and ethereal and invisible 
  creatures affected are revealed as though outlined by a glitterdust 
  effect. The effects of the powder wear off after 1 round. 
     Alternately, you can apply the dust to a fire-based light source (such 
  as a candle or a torch) in order to reveal all such creatures within the 
  area illuminated by the light source, which adopts an unearthly silvery 
  quality for 1 round. Any ethereal and invisible creatures within the 
  area are outlined for 1 round before this effect fades. 
   
  FECUND FORMULA (SU):  You can create and throw an alchemically-
  treated formula that causes immediate and instantaneous plantlike 
  growth. This ability is a standard action that uses up one or more of 
  your daily uses of the bomb ability, and can be thrown or sown up to 
  30 feet. A formula affects a 10-foot square and causes a thick tangle 
  of green growth to take root and grow in the affected spaces. Treat 
  the affected area as though it contained light undergrowth. At your 
  option, you may expend a second daily use of your bomb ability when 
  you create and throw a fecund formula in order to cause the growth 
  to generate a dimly-luminescent fungus throughout the undergrowth 
  that causes the affected area to radiate dim light in a 5-foot radius, 
  equivalent to the light generated by a candle. The growth persists for 
  a number of rounds equal to your alchemist level before decaying. 
     Alternately, you can expend ten uses of your daily bomb ability to 
  cause a permanent area of light undergrowth (to include luminescent 
  fungus at your option) to take root. The area to be affected must 
  contain fertile soil, and the plants must be tended to and cared for 
  the in same way that any naturally-growing plant would. Sowing the 
  formula in this manner requires one minute of uninterrupted work. 
     An alchemist must be at least  4th level before selecting this discovery. 
   
   
   
  LETHAL INJECTION (EX):  Whenever you would deal unarmed strike 
  damage to a creature with a successful grapple maneuver, you may 
  choose to inject the creature with a potion or dose of poison instead. 
  If you have the infusion discovery, you may inject an opponent with 
  one of your extracts instead. As a part of the action used to perform 
  the grapple maneuver, you create and prepare a special alchemical 
  syringe with which you deliver the potion or poison. Using this ability 
  uses up one of your daily uses of the bomb ability. 
   
  LOBOTOMIZE (EX):  You can subject a helpless living creature to an 
  invasive alchemical process that permanently reduces the creature’s 
  Intelligence, Wisdom, and Charisma scores to 1. The creature gains 
  an indifferent attitude with regard to other creatures and takes a -8 
  penalty on ability checks, attack rolls, initiative checks, saving throws, 
  and skill checks. The effects of a lobotomy are permanent, and can 
  only be removed by a wish or miracle spell. The process requires 1d4 
  hours of uninterrupted work and access to an alchemical laboratory. 
   
  MAD MUTAGEN (SU):  You may choose to grant a mutagen that you 
  create a dizzying confusion effect. When you imbibe a mad mutagen, 
  you gain a form of controlled confusion (as the spell). The effect only 
  manifests when you enter a situation that is stressful or dangerous 
  (such as combat). You may roll twice to determine your actions each 
  round, taking the most desired result, and you are never required to 
  attack the last creature that attacked you. While confused in this 
  way, you gain immunity to fear and to other confusion and insanity 
  effects and you gain a +4 insight bonus on weapon damage rolls. 
   
  NECROTIC MUTAGEN (SU):  You gain the benefits of a false life spell 
  whenever you imbibe a mutagen. As long as you retain at least one 
  temporary hit point from this effect, you gain a +2 bonus on Fortitude 
  saving throws and on Will saving throws against mind-affecting effects. 
  The caster level of this false life effect is equal to your caster level. 
   
   
   
  GRAND DISCOVERIES 
   
  ALCHEMICAL INTELLIGENCE (SU):  You can concoct a miraculous 
  alchemical reagent capable of elevating mindless organic creatures to 
  a state of rudimentary sentience. Creating and applying the reagent 
  requires access to an alchemical laboratory, 1 hour of work, and a 
  willing or helpless organic and mindless subject creature (such as a 
  flesh golem, an ooze, an organic undead, or a vermin). That creature 
  permanently gains an Intelligence score of 1 and is no longer mindless. 
   
  ELEMENTAL ALCHEMY (SU):  You have unlocked an immensely potent 
  alchemical secret: a volatile formula capable of converting alchemical 
  energies into elemental life. Whenever one of your bombs kills a living 
  creature with a direct hit, you may elect to convert the life energies 
  of the slain creature into a living elemental creature. The elemental 
  has a type which corresponds to the type of energy damage that your 
  bomb deals (air elementals may be produced by electricity damage, 
  earth elementals by acid damage, fire elementals by fire damage, and 
  water elementals by cold damage). Other types of energy damage 
  are not attuned to this ability and cannot produce elemental life. An 
  elemental given life by your bomb has the same size as the creature 
  slain, and is in no way beholden to you or under your control. 
   
  RADIATION BOMB (EX)*:  When you create a bomb, you can choose 
  to have the bomb inflict 1d4 points of Constitution drain rather than 
  inflicting  energy damage. The amount of Constitution drain dealt by 
  a radiation bomb is reduced by 1 for each radiation bomb that hit the 
  target in the past 24 hours, to a minimum of 1 point of Constitution 
  damage. Creatures that suffer a direct hit and creatures that would 
  receive splash damage from your radiation bomb are also exposed to 
  a deadly but invisible effect called radiation poisoning. 
     Furthermore, the area affected by your bomb becomes permanently 
  suffused with radiation poisoning. This is an extraordinary effect that 
  may not be removed or neutralized by any mortal spell save for a 
  wish or miracle spell with a caster level of at least 20th. In addition to 
  the effects detailed below, prolonged exposure to radiation poisoning 
  may cause mutation or wreak havoc on local ecosystems or on entire 
  species. Though radiation poisoning is a contact poison, it also lingers 
  in the air. Airborne contact exposes a creature to the poison normally. 
  Ability score damage caused by radiation poisoning can be removed 
  by normal means. The effects of radiation are described below: 
     Radiation poisoning–contact; save Fort DC 20; frequency 1/minute 
  for 10 minutes; effect 1d3 Con drain; cure 2 consecutive saves. 
  
  4 
   
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  15. COPYRIGHT NOTICE 
  Open Game License v 1.0 © 2000, Wizards of the Coast, Inc.; System Reference Document. © 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte 
  Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: 
  Jason Buhlman, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Advanced Player’s Guide. © 2010, Paizo Publishing, LLC; Author: Jason 
  Buhlman, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Pathfinder Roleplaying Game Ultimate Combat © 2011, Paizo Publishing, LLC; 
  Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Buhlman, Brian J. Cortijo, Jim Groves, Tim Hitchcock, Richard A. Hunt, Colin McComb, Jason Nelson, 
  Tom Phillips, Patrick Renie, Sean K Reynolds, and Russ Taylor. Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publushing. LLC; Authors: Jason Buhlman, 
  Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor. The Book of 
  Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with 
  Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content 
  from TSR. Abandoned Arts Presents: Class Acts: Alchemists © 2012, Daron Woodson; Author: Daron Woodson, based on material by Jonathan Tweet, Monte Cook, 
  and Skip Williams. 
   
  CREDITS 
   
  Design and editing by Daron Woodson. 
   
  Open Game License v 1.0 © 2000, Wizards of the Coast, Inc. 
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