Key Terms
You'll see the following key terms in many alchemist abilities.
Additive: Feats with the additive trait allow you to spend actions to add special substances to bombs or elixirs. You can add only one additive to a single alchemical item, and attempting to add another spoils the item. You can typically use actions with the additive trait only when you're creating an infused alchemical item, and some can be used only with the Quick Alchemy action. The additive trait is always followed by a level, such as additive 2. An additive adds its level to the level of the alchemical item you're modifying; the result is the new level of the mixture. The mixture's item level must be no higher than your advanced alchemy level.
Infused: You created an alchemical item with the infused trait using your infused reagents, and it has a limited time before it becomes inert. Any nonpermanent effects from your infused alchemical items, with the exception of afflictions such as slow-acting poisons, end when you make your daily preparations again.
Every level at which you gain an Alchemist feat, select one of the following feats. You must satisfy any prerequisites before taking the feat.
1st Level Alchemist Feats
- Alchemical Familiar - You have used alchemy to create life, a simple creature formed from alchemical materials, reagents, and a bit of your own blood.
- Alchemical Savant (trained in Crafting) - You can identify alchemical items quickly.
- Far Lobber - You’ve learned how to throw a longer distance.
- Quick Bomber - You keep your bombs in easy-to-reach pouches from which you draw without thinking.
- Subtle Delivery - You can capably deliver toxins with a blowgun.
2nd Level Alchemist Feats
- Demolition Charge - You can rig your bombs to inanimate objects in order to cause destruction to the surrounding area.
- Poison Resistance - Repeated exposure to toxic reagents has fortified your body against poisons of all kinds.
- Revivifying Mutagen - While under the effect of a mutagen, you can metabolize that mutagen’s power to heal yourself.
- Smoke Bomb - You cause the bomb to create a cloud of thick smoke, in addition to its normal effects.
4th Level Alchemist Feats
- Calculated Splash - You have calculated all the angles to maximize a bomb’s splash.
- Efficient 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.
- Enduring Alchemy - You’ve learned how to make your personal energy last just a little bit longer when quickly brewing ad hoc concoctions.
- Healing Bomb - By adding a special catalyst, you transform a healing elixir into a topical projectile.
- Tenacious Toxins - Your victims tend to expire long before your poisons, since the latter have been specifically formulated to last longer.
6th Level Alchemist Feats
- Combine Elixirs - You’ve discovered how to mix two elixirs into a single hybrid concoction.
- Debilitating Bomb - Your bombs impose additional effects on your enemies.
- Directional Bombs - You can lob bombs with great force and a precise trajectory to angle the splash in a cone spraying in a single direction.
- Sticky Poison - A combination of additional viscosity and careful application keeps your weapons poisoned even when suffering significant wear and tear.
8th Level Alchemist Feats
- Perpetual Breadth (perpetual infusions) - You have expanded your supply of near-infinite items.
- Pinpoint Poisoner - Unsuspecting targets are especially vulnerable to your poisons.
- Sticky Bomb - You mix in an additive to make your bomb’s contents adhere to the target and continue to deal damage.
10th Level Alchemist Feats
- Expanded Splash (Calculated Splash) - The particularly volatile compounds that you brew into your bombs result in them creating especially large and powerful explosions.
- Greater Debilitating Bomb (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.
- Merciful Elixir - You mix a special additive into your elixir that calms the drinker’s body and mind.
- Potent Poisoner (powerful alchemy) - By concentrating your poisons’ toxic components, you make them harder for victims to resist.
- Unstable Concoction - You can create extraordinary—albeit volatile—alchemical wonders, though they have an unfortunate tendency to violently explode when you use them.
12th Level Alchemist Feats
- Extend Elixir - Integrating your own personal energy into the elixirs you create causes them to affect you for longer.
- Shaped Contaminant - Through a combination of careful manipulation and precise breath control, you can deploy inhaled toxins precisely.
- Uncanny Bombs (Far Lobber) - You lob bombs unerringly, despite obstructions or distance.
14th Level Alchemist Feats
- Chemical Contagion - With carefully engineered enzymes, you coax some of your poison to infect another target, using the original victim as a carrier.
- Greater Merciful Elixir (Merciful Elixir) - Your additives contain panaceas that can remedy a plethora of maladies.
- Persistent Mutagen (Extend Elixir) - You’ve trained your physical form to remain stable within the a given altered state.
- True Debilitating Bomb (Greater Debilitating Bomb) - Ever inventive, you have discovered increasingly devastating ways for your bombs to impede and hamper your foes.
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