TEXT: 1
  Game Changer                 
  Alchemical Tools
  
  2
  Credits
  Game Changer                 
  Alchemical Tools
  Credits
  Author Matt Roth
  Editor Lucus Palosaari
  Copy Editor Troy Daniels
  Artist Rick Hershey
  Design & Layout Rick Hershey
  Fat Goblin Hoarde Ismael Alvarez, Jason Owen Black, J Gray, Kiel Howell, Taylor Hubler, Michael Ritter, Matt 
  Roth, Lucus Palosaari, Troy Daniels, and Rick Hershey.
   
  Publisher Rick Hershey of Fat Goblin Games
  Game Changer: Alchemical Tools © 2019 Fat Goblin Games
   
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  3
   
  About Fat Goblin Games
  Based in South Carolina, USA, Fat Goblin Games was founded in 2011 to create Pathfinder Roleplaying Game 
  compatible products. With a focus on high quality production values and providing a creative environment 
  for our team of freelancers (The Fat Goblin Hoarde), Fat Goblin Games has quickly become a recognized 
  force in the world of Third Party Publishers of not just the Pathfinder Roleplaying Game and 5th Edition 
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  At the Crossroads of Fantasy & Science 
  4
  Alchemical Tools 
  4
  Alchemical Weapons 
  6
  Old Alchemical Tools 
  7
  Philosopher’s Stone 
  7
  Silversheen 
  7
  Smokestick  
  7
  Snake Oil 
  8
  Sunrod 
   
  8
  Tindertwig 
   
  8
  New Alchemical Tools 
  8
  Alchemical Charge 
   
  8
  Alchemical Repair Paste 
   
  9
  Alchemical Resonator  
   
  10
  Alchemical Torch 
   
  10
  Alkaline Neutralizer 
   
  11
  Anticoagulant 
   
  11
  Armor Lubricant Item  
  11
  Arrowproofing  
  11
  Bladeblunt Polish 
   
  12
  Bladeburn Oil 
   
  12
  Catalytic Detonator 
   
  12
  Clotting Agent   
  13
  Coldforge Blanching 
   
  13
  Dampening Foam 
   
  13
  Darkbane Sunrod 
   
  13
  Dazzlerod 
   
  14
  Deathscent Cover-All 
   
  14
  Duskrod 
   
  14
  Extinguishing Powder 
   
  15
  Firesteel  
   
  15
  Frostfire Torch   
   
  15
  Impact Absorber  
   
   
  16
  Insulation Salve  
  16
  Liquid Diamond 
  16
  Liquid Rope 
   
  17
  Midnight Oil 
   
  17
  Mimicblood Balking 
   
  17
  Mufflestep Grease  
   
   
  18
  Nonconductive Cream 
   
  18
  Preservation Sunrod 
   
  18
  Razoredge Whetstone 
   
  18
  Repellent Smokestick 
   
  19
  Rigidity Reinforcer  
   
  19
  Seeker’s Smokestick 
   
  19
  Signalstick 
   
  19
  Smogstick 
   
  20
  Sureburn Oil 
   
  20
  Tensile Tightening Wax 
   
  20
  Toxin Deaerializer 
   
  21
  Tracer Rod  
   
  21
  Wendigo Eyepiece 
   
  21
  Alchemical Weapons 
  22
  Alchemist’s Aspergillum 
   
  22
  Alchemical Crossbow  
    
  22
  Bomber’s Cleaver 
   
  23
  Dragonbreath Pike 
   
  23
  Heavy Alchemical Crossbow   
  23
  Woundwoe Blade 
   
  24
  New Alchemist Class Features 
  25
  New Alchemist Feats 
  26
  Efficient Storage  
  26
  Measured Expenditure 
   
  26
  Disruptive Formula 
                      
  26
  Reactive Countermeasures                               
  26
  Martial Improvisation 
   
  26
  Adaptive Protection 
   
  26
  Greater Disruptive Formula 
                           27
  Countermagic Formulation 
   
  27
  True Disruptive Formula 
   
  27
  Alchemical Weaponsmith  
  27
  Table of contents
  
  4
  At the 
  Crossroads of 
  Fantasy & Science
  Alchemy is a strange thing in fantasy. It has its basis 
  in real world pseudoscience, yet alchemy could be 
  described as infancy of chemistry. In a world of magic, 
  where the laws of the universe operate differently from 
  our own, the nature of alchemy blurs the lines between 
  science and magic even closer to one another. 
  Yet alchemy is not just about blowing things up or 
  brewing potions. Alchemists are, by nature, scientists. 
  And science is about experimentation, innovation, and 
  the endless development of solutions to your problems 
  and answers to your questions. Alchemists create 
  real solutions to real-world problems (real to their 
  respective fantasy settings, at least) that don’t require 
  some stuffy wizard to thumb through his spellbook or 
  any cleric to beseech their deity with prayers to light 
  a campfire. No alchemists worthy of the title would 
  be satisfied with the simple tools of tindertwigs and 
  smokesticks. After all, adventuring has no shortage of 
  problems that need solving.
  Fortunately, science always finds a way.
  Alchemical Tools
  An alchemical tool is the catch-all descriptor 
  for any alchemical item without the bomb, elixir, 
  or poison trait. Those three categories are sort of 
  self-explanatory by the very nature of the trait, but 
  “tool” is such a generic trait to possess that it is, 
  in fact, defined by the absence of a more specific 
  trait. They are devices, concoctions, oils, salves, and 
  intoxicants that provide a variety of effects to solve 
  the problems of the everyday adventurer. Put another 
  way, alchemical tools are consumable items you don’t 
  drink, eat, or otherwise ingest.
  Below you’ll find a selection of new and updated 
  alchemical tools that are not elixirs (though they 
  may benefit you), not poisons (though few are fit for 
  consuming), and not bombs (though they may well 
  be combustible). 
  Finally, at the end of the book you’ll find a set of 
  alchemist class options designed around the innovator 
  research field, a specialist in alchemical tools. 
  Introduction
  
  5
  Alchemical Tools
  Level
  Item
  Price
  1
  Alchemical repair paste, lesser
  2 gp
  1
  Alchemical torch, lesser
  1 gp
  1
  Armor lubricant, lesser
  4 gp
  1
  Bladeblunt polish
  4 gp
  1
  Clotting agent, lesser
  5 gp
  1
  Dazzlerod, lesser
  5 gp
  1
  Duskrod, lesser
  7 gp
  1
  Extinguishing powder, lesser
  7 gp
  1
  Firesteel
  3 gp
  1
  Insulation salve, lesser
  4 gp
  1
  Liquid rope, lesser
  3 gp
  1
  Mufflestep grease, lesser
  5 gp
  1
  Rigidity reinforcer, lesser
  5 gp
  1
  Seeker’s smokestick, lesser
  3 gp
  1
  Smokestick, lesser
  3 gp
  1
  Snake oil
  2 gp
  1
  Sunrod, lesser
  3 gp
  1
  Tindertwig
  2 sp
  1
  Tracer rod, lesser
  5 gp
  2
  Alkaline neutralizer, lesser
  5 gp
  2
  Dampening foam, lesser
  4 gp
  2
  Deathscent cover-all, lesser
  10 gp
  2
  Frostfire torch, lesserU
  4 gp
  2
  Liquid diamond, lesser
  9 gp
  2
  Midnight oil
  10 gp
  2
  Nonconductive cream, lesser
  4 gp
  2
  Bladeburn oil, lesserU
  7 gp
  2
  Preservation sunrod, lesser
  6 gp
  2
  Razoredge whetstone, lesser
  10 gp
  2
  Repellent smokestick, lesser
  7 gp
  2
  Signalstick
  5 gp
  2
  Silversheen
  6 gp
  2
  Smogstick, lesser
  6 gp
  2
  Sureburn oil
  15 gp
  3
  Alchemical charge, lesser
  15 gp
  3
  Alchemical resonator, lesserU
  14 gp
  3
  Catalytic detonator
  3 gp
  3
  Coldforge blanching
  10 gp
  3
  Impact absorber, lesserU
  15 gp
  3
  Mimicblood balking, lesserU
  20 gp
  4
  Alchemical repair paste, 
  moderate
  10 gp
  4
  Alchemical torch, moderate
  10 gp
  4
  Alkaline neutralizer, moderate
  35 gp
  4
  Armor lubricant, moderate
  17 gp
  4
  Arrowproofing, lesserU
  18 gp
  4
  Clotting agent, moderate
  4
  Duskrod, moderate
  14 gp
  4
  Extinguishing powder, 
  moderate
  40 gp
  4
  Rigidity reinforcer, moderate
  35 gp
  4
  Tensile tightening wax, lesser
  60 gp
  4
  Insulation salve, moderate
  25 gp
  4
  Seeker’s smokestick, moderate
  18 gp
  4
  Smokestick, moderate
  14 gp
  4
  Sunrod, moderate
  11 gp
  4
  Toxin deaerializer, lesser
  18 gp
  4
  Tracer rod, moderate
  20 gp
  5
  Dampening foam, moderate
  22 gp
  5
  Dazzlerod, moderate
  18 gp
  5
  Frostfire torch, moderateU
  14 gp
  5
  Mufflestep grease, greater
  25 gp
  5
  Nonconductive cream, 
  moderate
  25 gp
  5
  Liquid rope, moderate
  27 gp
  5
  Wendigo eyepiece, lesser
  22 gp
  6
  Alchemical charge, moderate
  60 gp
  6
  Alchemical repair paste, greater
  30 gp
  6
  Deathscent cover-all, greater
  45 gp
  6
  Impact absorber, greaterU
  45 gp
  6
  Bladeburn oil, moderateU
  55 gp
  6
  Preservation sunrod, greater
  35 gp
  6
  Razoredge whetstone, 
  moderate
  55 gp
  7
  Anticoagulant
  70 gp
  7
  Darkbane sunrod, lesser
  70 gp
  7
  Duskrod, greater
  70 gp
  7
  Liquid diamond, moderate
  70 gp
  7
  Mimicblood balking, moderateU
  55 gp
  7
  Rigidity reinforcer, greater
  125 gp
  
  6
  7
  Smokestick, greater
  53 gp
  7
  Sunrod, greater
  51 gp
  8
  Alchemical torch, greater
  80 gp
  8
  Armor lubricant, greater
  100 gp
  8
  Arrowproofing, moderateU
  95 gp
  8
  Repellent smokestick, greater
  85 gp
  8
  Seeker’s smokestick, greater
  80 gp
  8
  Smogstick, moderate
  90 gp
  8
  Tensile tightening wax, 
  moderate
  120 gp
  8
  Toxin deaerializer, moderate
  110 gp
  9
  Alchemical charge, greater
  175 gp
  9
  Alchemical repair paste, major
  180 gp
  9
  Alchemical resonator, greaterU
  170 gp
  9
  Frostfire torch, greaterU
  100 gp
  9
  Liquid rope, greater
  180 gp
  10
  Dazzlerod, greater
  175 gp
  10
  Bladeburn oil, greaterU
  160 gp
  10
  Wendigo eyepiece, greater
  188 gp
  11
  Alkaline neutralizer, greater
  270 gp
  11
  Clotting agent, greater
  180gp
  11
  Dampening foam, greater
  165 gp
  11
  Darkbane sunrod, moderate
  300 gp
  11
  Duskrod, major
  280 gp
  11
  Extinguishing powder, greater
  300 gp
  11
  Insulation salve, greater
  200 gp
  11
  Nonconductive cream, greater
  175 gp
  11
  Rigidity reinforcer, major
  250 gp
  11
  Smokestick, major
  275 gp
  11
  Sunrod, major
  250 gp
  11
  Tracer rod, greater
  260 gp
  12
  Alchemical charge, major
  400 gp
  12
  Alchemical torch, major
  450 gp
  12
  Arrowproofing, greaterU
  350 gp
  12
  Liquid diamond, greater
  320 gp
  12
  Mimicblood balking, greaterU
  365 gp
  12
  Razoredge whetstone, greater
  380 gp
  12
  Tensile tightening wax, greater
  360 gp
  12
  Toxin deaerializer, greater
  370 gp
  13
  Frostfire torch, majorU
  570 gp
  13
  Smogstick, greater
  320 gp
  14
  Liquid rope, major
  680 gp
  14
  Bladeburn oil, majorU
  675 gp
  15
  Darkbane sunrod, greater
  1,300 gp
  15
  Dazzlerod, major
  700 gp
  16
  Arrowproofing, majorU
  1,600 gp
  16
  Toxin deaerializer, greater
  1,800 gp
  17
  Alkaline neutralizer, major
  2,650 gp
  17
  Clotting agent, major
  2,650 gp
  17
  Dampening foam, major
  2,500 gp
  17
  Extinguishing powder, major
  2,700 gp
  17
  Insulation salve, major
  2,600 gp
  17
  Nonconductive cream
  2,600 gp
  18
  Razoredge whetstone, major
  3,800 gp
  18
  Smogstick, major
  2,800 gp
  20
  Philosopher’s stone
  —
  20
  Toxin deaerializer, true
  13,750 gp
  U These items are uncommon.
  Alchemical Weapons
  Stretching the bounds of what does or doesn’t 
  count as a “tool,” we’ve also included six alchemical 
  weapons as their own category, after the listing for 
  alchemical tools.
  Alchemical Weapons
  Level
  Item
  Price
  3
  Alchemist’s aspergillumU
  25 gp
  3
  Alchemical crossbowU
  25 gp
  3
  Bomber’s cleaverU
  28 gp
  3
  Dragonbreath pikeU
  30 gp
  4
  Woundwoe bladeU
  40 gp
  5
  Heavy alchemical crossbowU
  55 gp
  U These items are uncommon.
  Introduction
  
  7
  Alchemical 
  Tools
  This section has two parts, a quick reprinting 
  and updating of various alchemical tools from the 
  Pathfinder Second Edition Core Rulebook, sometimes 
  with additional clarity or corrections, and then a 
  section of all new alchemical tools.
  Old Alchemical Tools
  Just because there is an expansive new array of tools 
  at the disposal of the everyday alchemist, that doesn’t 
  mean there isn’t room to innovate on old classics. 
  Some of these common alchemical tools have received 
  updates and improvements upon their quality, 
  keeping them effective well into your adventuring 
  career. Others are being reprinted as a courtesy and 
  completeness (and so you don’t need to look them up 
  in some other book).
  Philosopher’s Stone 
  Item 20
  Uncommon
  Alchemical
  Consumable
  Price —
  Usage held in 2 hands; Bulk 2
  Activate � Interact or 1 or more days; see below 
  An alchemist with the Craft Philosopher’s Stone feat 
  can create a philosopher’s stone once per month by 
  spending 1 batch of infused reagents during their daily 
  preparations using the advanced alchemy class feature. 
  This is the only way to create a philosopher’s stone.
  At a glance, a philosopher’s stone appears to be an 
  ordinary, sooty piece of natural rock. Breaking the rock 
  open with a Force Open action (DC 35) reveals a cavity 
  at the stone’s heart. The cavity is lined with a rare type 
  of quicksilver that can transmute base metals into 
  precious metals or create an elixir of rejuvenation.
  To use the quicksilver, you must be legendary in 
  Crafting and have the Alchemical Crafting feat. You can 
  then use the stone’s quicksilver for one of two effects:
   
  -
  You can apply the stone’s quicksilver to an infused 
  true elixir of life using an Interact action. This turns 
  the elixir into an infused elixir of rejuvenation 
  instantaneously. This doesn’t require any crafting 
  time or additional materials.
   
  -
  You can spend up to a month of downtime applying 
  the quicksilver either to iron to create silver or to lead 
  to create gold. Treat this as a 20th-level task to Earn 
  Income using Crafting, except that you create 500 gp 
  worth of your chosen metal per day on a success or 
  750 gp worth per day on a critical success.
  Silversheen 
  Item 2
  Alchemical
  Consumable
  Price 6 gp
  Usage held in 2 hands; Bulk L
  Activate � Interact
  You can slather this silvery paste onto one melee 
  weapon, one thrown weapon, or 10 pieces of 
  ammunition. Silversheen spoils quickly, so once you 
  open a vial, you must use it all at once, rather than 
  saving it. For the next hour, the weapon or ammunition 
  counts as silver instead of its normal precious material 
  (such as cold iron) for any physical damage it deals.
  Smokestick 
  Item 1+
  Alchemical
  Consumable
  Usage held in 2 hands; Bulk L
  Activate � Interact
  With a sharp twist of this item, you instantly create a 
  screen of thick, opaque smoke in a burst centered on 
  one corner of your space. All creatures within that area 
  are concealed, and all other creatures are concealed to 
  them. The smoke lasts for 1 minute or until dispersed 
  by a strong wind.
  Type lesser; Level 1; Price 3 gp
  The radius of the burst is 5 feet.
  Type moderate; Level 4; Price 14 gp
  The radius of the burst is 10 feet.
  Type greater; Level 7; Price 53 gp
  The radius of the burst is 20 feet.
  Type major; Level 11; Price 275 gp
  The radius of the burst is 30 feet.
  
  8
  Snake Oil 
  Item 1
  Alchemical
  Consumable
  Price 2 gp
  Usage held in 2 hands; Bulk L
  Activate � Interact
  You can apply snake oil onto a wound or other 
  outward symptom of an affliction or condition (such 
  as sores from a disease or discoloration from a poison). 
  For the next hour, the symptom disappears and the 
  wounded or afflicted creature doesn’t feel as if it still 
  has the wound or affliction, though all effects remain. 
  A creature can uncover the ruse by succeeding at a DC 
  17 Perception check, but only if it uses a Seek action to 
  specifically examine the snake oil’s effects.
  Sunrod 
  Item 1+
  Alchemical
  Consumable
  Light
  Usage held in 1 hand; Bulk L
  Activate � Interact
  This 1-foot-long, gold-tipped rod glows after it’s 
  struck on a hard surface. For the next 6 hours, it sheds 
  bright light in a radius (and dim light beyond that).
  Type lesser; Level 1; Price 3 gp
  It sheds bright light in a 20-foot radius and dim 
  light to the next 20 feet.
  Type moderate; Level 4; Price 11 gp
  It sheds bright light in a 30-foot radius and dim 
  light to the next 30 feet.
  Type greater; Level 7; Price 51 gp
  It sheds bright light in a 40-foot radius and dim 
  light to the next 40 feet.
  Type major; Level 11; Price 250 gp
  It sheds bright light in a 60-foot radius and dim 
  light to the next 60 feet.
  Tindertwig 
  Item 1
  Alchemical
  Consumable
  Fire
  Price 2 sp
  Usage held in 1 hand; Bulk —
  Activate � Interact
  An alchemical substance applied to one end of this 
  tiny wooden stick ignites when struck against a rough 
  surface. Creating a flame with a tindertwig is much 
  faster than creating a flame with flint and steel. You 
  can ignite the tindertwig and touch it to a flammable 
  object as part of the same Interact action.
  New Alchemical Tools
  While some of the following are based on existing 
  items, their entries are new or expanded to the point 
  they’re not merely reprinted but we consider them 
  entirely new items.
  Alchemical Charge 
  Item 3+
  Alchemical
  Consumable
  Fire
  Usage held in 2 hands; Bulk 2
  Activate � Interact
  The destructive arsenal of an alchemist is not always 
  about melting the flesh off of one’s foes, but sometimes 
  about clearing a cave-in for the local mining guild or 
  Sunrod Entry          
  Clarification
  In the Pathfinder Second Edition Core Rulebook, 
  two different sets of effects are given for the 
  sunrod between the Chapter 6: Equipment entry 
  for sunrods and the Chapter 11: Crafting & Trea-
  sure entry. The Chapter 6 entry says the sunrod 
  sheds bright light in a 20-foot radius (dim light 
  in the next 20 feet) for 6 hours, while the Chapter 
  11 entry says the sunrod sheds bright light in a 
  20-foot radius (and dim light to the next 40 feet) 
  for 6 hrs. We are assuming the Chapter 11 entry, 
  while the full entry for sunrods, is incorrect as 
  this breaks the style of other illumination devices 
  like lanterns, torches, and light-centric spells. If 
  an errata comes along to clarify this, adjust the 
  rules here to match that style, adding distance to 
  various types of sunrod as needed. In your own 
  game, you are of course free to choose how to 
  rule this, even going so far as to say things like 
  a sunrod, broken into six parts will each shed 
  light as a candle for 1 hour — you do you.
  Chapter ~ 1
  
  9
  demolishing a building. The alchemical charge is a 
  dangerous device designed for use against objects, 
  rather than creatures. An alchemical charge explodes 
  in a 20-foot radius. If set directly against an object 
  (such as at the base of a wall), the charge ignores a 
  portion of its Hardness. An alchemical charge ignores 
  an additional 2 Hardness per proficiency rank you have 
  in Engineering lore (+2 if you are trained, +4 if you’re an 
  expert, +6 if you’re a master, or +8 if you’re legendary).
  Alchemical charges must be primed with a catalytic 
  detonator, which includes the necessary components to 
  detonate the charge. An alchemical charge is too clunky 
  to be thrown while armed. If the detonator is removed 
  before detonation, the charge is rendered inert (but not 
  ruined). Alchemical charges, despite being explosives, 
  do not count as alchemical bombs for effects and do not 
  have the bomb trait. Creatures that are still caught in 
  the explosion may attempt a basic Reflex saving throw 
  against your highest rank class DC proficiency.
  Type lesser; Level 3; Price 15 gp
  The charge deals 1d6 bludgeoning and 1d6 fire 
  damage and ignores 3 Hardness.
  Type moderate; Level 6; Price 60 gp
  The charge deals 2d6 bludgeoning and 2d6 fire 
  damage and ignores 4 Hardness.
  Type greater; Level 9; Price 175 gp
  The charge deals 3d6 bludgeoning and 3d6 fire 
  damage and ignores 5 Hardness.
  Type major; Level 12; Price 400 gp
  The charge deals 4d6 bludgeoning and 4d6 fire 
  damage and ignores 6 Hardness.
  Alchemical Repair Paste 
  Item 1+
  Alchemical
  Consumable
  Usage held in 2 hands; Bulk L
  Activate varies Interact
  This viscous liquid quickly cures into a moldable 
  putty and eventually hardens into a binding, impact-
  resistant substance. Alchemical repair paste is used 
  while using Crafting to Repair an item. Alchemical 
  repair paste replaces the repair kit requirement for the 
  Repair activity and is consumed in the process. The 
  amount of time it takes the putty to harden depends 
  upon the grade of alchemical repair paste.
  Special If you have the Quick Repair feat, alchemical 
  repair paste never slows the speed at which you 
  perform a Repair activity. You restore additional Hit 
  Points per proficiency rank and gain an item bonus to 
  your Crafting checks to Repair. 
  Type lesser; Level 1; Price 2 gp
  Activate 5 minutes Interact
  You spend 5 minutes to perform the Repair 
  activity instead of 10 minutes.
  Special You restore an additional 1 Hit Point per 
  proficiency rank and a +1 item bonus.
  Type moderate; Level 4; Price 10 gp
  Activate 3 minutes Interact
  You spend 3 minutes to perform the Repair 
  activity instead of 10 minutes.
  Special You restore an additional 2 Hit Points per 
  proficiency rank and a +2 item bonus.
  Type greater; Level 6; Price 30 gp
  Activate 1 minute Interact
  You spend 1 minute to perform the Repair activity 
  instead of 10 minutes.
  Special You restore an additional 3 Hit Points per 
  proficiency rank and a +3 item bonus. 
  Type major; Level 9; Price 180 gp
  Activate � Interact
  You can Repair as a 3 action activity.
  Special You restore an additional 4 Hit Points per 
  proficiency rank and a +4 item bonus.
  
  10
  Alchemical Resonator  
  Item 3+
  Uncommon
  Alchemical
  Consumable
  Usage held in 1 hand; Bulk L
  Activate � Interact
  This padded tube protects a resonation rod 
  immersed sound dampening fluid. When exposed 
  to air, the rod attempts to reach equilibrium with the 
  external environment through high-pitched vibrations. 
  For a short time, creatures within range cannot use 
  hearing as a precise sense (most often, but not only, 
  echolocation). When the alchemical process ends, the 
  rod becomes silent and inert.
  Type lesser; Level 3; Price 14 gp
  The effect lasts for 1 round in a 30-foot radius.
  Type greater; Level 9; Price 170 gp
  The effect lasts 1 minute in a 50-foot radius. 
  Alchemical Torch 
   Item 1+
  Alchemical
  Consumable
  Fire
  Light
  Usage held in 1 hand; Bulk L
  Activate � Interact
  Alchemical torches are marked improvements 
  over basic torches, burning hotter and brighter in 
  many circumstances. All alchemical torches include 
  an integrated tindertwig to light it and are partially 
  self-oxidizing, making them difficult to extinguish. A 
  dose of extinguishing powder, however, can be used 
  to extinguish the flame. Alchemical torches burn for 1 
  hour. Alchemical torches are improvised weapons.
  Type lesser; Level 1; Price 1 gp
  The torch sheds bright light in a 20-foot radius (and dim 
  light to the next 20 feet). It deals 1d4 bludgeoning 
  damage and 1d4 fire damage when used as a 
  weapon. The torch can be deprived of oxygen for up 
  to 1 round without being extinguished, but goes out 
  when doused with water.
  Type moderate; Level 4; Price 10 gp
  The torch sheds bright light in a 20-foot radius 
  (and dim light to the next 20 feet). It deals 1d4 
  bludgeoning damage and 1d6 fire damage 
  when used as a weapon. The torch can be 
  deprived of oxygen for up to 1 minute without 
  being extinguished, but goes out when doused 
  with water.
  Type greater; Level 8; Price 80 gp
  The torch sheds bright light in a 30-foot radius 
  (and dim light to the next 30 feet). It deals 1d4 
  bludgeoning damage and 1d8 fire damage 
  when used as a weapon. The torch can be 
  deprived of oxygen for up to 1 minute without 
  being extinguished, and only is doused if fully 
  submerged for 1 round in water.
  Type major; Level 12; Price 450 gp
  The torch sheds bright light in a 40-foot radius 
  (and dim light to the next 40 feet). It deals 1d4 
  bludgeoning damage and 1d8 fire damage 
  when used as a weapon. The torch can be 
  deprived of oxygen for up to 5 minutes without 
  being extinguished, and can burn even 
  underwater for that full time.
  Alchemical Light
  In the Pathfinder Second Edition Core Rule-
  book, the light trait is shared across all spells 
  and effects that create illumination, be they 
  the light spell or the humble sunrod. While 
  alchemical items that possess the light trait 
  can overcome non-magical darkness and can 
  be used to counteract other alchemical items, 
  magical light and darkness always overcomes 
  its non-magical counterparts. Consequently, 
  a GM may rule that even the greatest coun-
  teract check results will not allow an alchemi-
  cal item to counteract magical darkness (as 
  typically only magic can counteract magic).
  In the interest of allowing high level al-
  chemical lights to shine through the dark, we 
  have included a new alchemist feat that di-
  rectly addresses this issue. However, you may 
  feel like this is unnecessary and sufficiently 
  powerful alchemical items should be able 
  to make a counteract check against magic 
  (with or without a penalty). As always, your 
  game is your own--use whichever combina-
  tion of mechanics works best at your table.
  Chapter ~ 1
  
  11
  Alkaline Neutralizer 
  Item 2+
  Alchemical
  Consumable
  Usage held in 2 hands; Bulk L
  Activate � Interact
  The frequency with which alchemists work with acid 
  has necessitated the creation of this acid neutralizer, 
  which uses an alkaline solution to prevent long-lasting 
  chemical burns. When applied to a creature, an alkaline 
  neutralizer lowers the DC of the flat check to remove 
  persistent acid damage. Alkaline neutralizers are not 
  powerful enough to have a significant effect on large 
  environmental hazards (such as vats of acid) but an 
  alkaline neutralizer can counteract an amount of acid 
  equal to a single acid flask of the same level or lower.
  Type lesser; Level 2; Price 5 gp
  Reduce the flat check by 5.
  Type moderate; Level 4; Price 35 gp
  Reduce the flat check by 10.
  Type greater; Level 11; Price 270 gp
  The persistent acid damage is automatically ended. 
  Type major; Level 17; Price 2,650 gp
  The persistent acid damage is automatically ended. 
  For 1 minute, each time the target would be 
  affected by persistent acid damage, they attempt a 
  DC 5 flat check. On a success, it deals no persistent 
  damage (immediate damage is unaffected). 
  Anticoagulant 
  Item 7
  Alchemical
  Consumable
  Price 70 gp
  Usage held in 2 hands; Bulk L
  Activate � Interact
  Although originally designed for medical use, this 
  syrupy substance can be applied to weapons to hasten 
  bleeding from inflicted wounds. It can be applied to 
  one melee weapon, one thrown weapon, or up to 10 
  pieces of ammunition. Once opened, anticoagulant 
  congeals into a useless blob, so it must be used all at 
  once, rather than saved as multiple treatments. For 
  the next attack, the weapon or ammunition inflicts 1 
  persistent bleed damage.
  Armor Lubricant 
  Item 1+
  Alchemical
  Consumable
  Usage held in 2 hands; Bulk L
  Activate 10 minutes Interact
  This simple, grease-based liquid is designed to 
  loosen the joints of armor while maintaining its 
  strength and avoiding adverse chemical reactions 
  for the wearer. Applied slowly over an entire suit of 
  armor, armor lubricant lowers the armor check penalty 
  imposed by that armor for 2 hours or until washed off 
  with water.
  Armor treatment is applied as a Repair activity, but does 
  not require a check to succeed. Only one armor treatment 
  can be applied to any suit of armor at a time, with the 
  most recent treatment overriding previous ones.
  Type lesser; Level 1; Price 4 gp
  The penalty is reduced by 1.
  Type moderate; Level 4; Price 17 gp
  The penalty is reduced by 2.
  Type greater; Level 8; Price 100 gp
  The penalty is reduced by 3.
  Arrowproofing	
  Item	4+
  Uncommon
  Alchemical
  Consumable
  Usage held in 2 hands; Bulk L
  Activate 10 minutes Interact
  The layering of several protective, puncture-proofing 
  alchemical solutions makes any armor treated with 
  arrowproofing significantly more resistant to small 
  ranged piercing weapons (arrows, bolts, thrown 
  daggers, and the like). You gain resistance against 
  such damage for 1 hour after it is applied. It does not 
  protect against other forms of piercing damage, such 
  as a rapier or a creature’s fangs. The glistening sheen 
  of arrowproofing is immediately recognizable as a 
  painted-on substance and can be removed with water 
  or cloth.
  Armor treatment is applied as a Repair activity, 
  but does not require a check to succeed. Only one 
  armor treatment can be applied to any suit of armor 
  at a time, with the most recent treatment overriding 
  previous ones.
  Type lesser; Level 4; Price 18 gp
  
  12
  You gain resistance piercing 2 (ranged only).
  Type moderate; Level 8; Price 95 gp
  You gain resistance piercing 4 (ranged only).
  Type greater; Level 12; Price 350 gp
  You gain resistance piercing 6 (ranged only).
  Type major; Level 16; Price 1,600 gp
  You gain resistance piercing 8 (ranged only).
  Bladeblunt Polish 
  Item 1
  Alchemical
  Consumable
  Price 4 gp
  Usage held in 2 hands; Bulk L
  Activate � Interact
  You can slather this polish onto one melee weapon, 
  one thrown weapon, or 10 pieces of ammunition. 
  Bladeblunt polish expands quickly into a spongy 
  material that dulls lethal edges and softens blunt 
  blows, so once you open a vial you must use it all 
  at once, rather than saving it. For the next hour, the 
  weapon or ammunition deals nonlethal damage 
  instead of lethal damage. Bladeblunt polish can be 
  easily removed from a weapon with an Interact action, 
  if necessary. 
  Bladeburn Oil 
  Item 2+
  Uncommon
  Alchemical
  Consumable
  Usage held in 2 hands; Bulk L
  Activate � Interact
  The alchemical mixture in this wax-coated container 
  reacts violently with oxygen, heating to immense 
  temperatures for an extremely brief period. It can be 
  carefully applied to one melee weapon, one thrown 
  weapon, or up to 10 pieces of ammunition. Bladeburn 
  oil reacts immediately after being exposed to air, 
  so once opened, you must use it all at once, rather 
  than saving it. For the next minute, the weapon or 
  ammunition adds fire damage to any successful Strike 
  it is used in. Superior grades of bladeburn oil improve 
  the amount of fire damage. Typically this compound is 
  only added to iron or steel weapons, as the weapon it 
  is applied to also takes the damage each turn, ignoring 
  the Hardness of flammable materials like wood or 
  leather. Bladeburn oil stacks with the effects of a 
  flaming rune.
  Type lesser; Level 2; Price 7 gp
  The weapon deals an additional 1 fire damage on 
  a successful Strike.
  Type moderate; Level 6; Price 55 gp
  The weapon deals an additional 1 fire damage on 
  a successful Strike, plus 1 persistent fire damage 
  on a critical hit.
  Type greater; Level 10; Price 160 gp
  The weapon deals an additional 1d4 fire damage 
  on a successful Strike, plus 1d4 persistent fire 
  damage on a critical hit.
  Type major; Level 14; Price 675 gp
  The weapon deals an additional 1d6 fire damage 
  on a successful Strike, plus 1d6 persistent fire 
  damage on a critical hit.
  Catalytic Detonator 
  Item 3
  Alchemical
  Consumable
  Price 3 gp
  Usage held in 1 hand; Bulk 2
  Activate � Interact
  This copper tube is topped with a fuse and contains 
  the components necessary to complete the violent 
  Chapter ~ 1
  
  13
  exothermic reaction of an alchemist’s charge. If not 
  inserted into a block of alchemist’s charge, a catalytic 
  detonator acts as an extremely hot and long-lasting 
  tindertwig, dealing 1 point of fire damage to any 
  object or substance it is in after the fuse burns down. 
  The fuse of a catalytic detonator burns 10 minutes, but 
  can be cut down to a shorter length for less cautious 
  alchemists with an Interact action. Cutting the fuse in 
  one-quarter increments does not require a check, but 
  more specific measurements (to as little as 1 round) can 
  be made with a successful DC 18 Crafting check. 
  Clotting Agent  
  Item 1+
  Alchemical
  Consumable
  Usage held in 2 hands; Bulk L
  Activate � Interact
  The frequent hazard of exsanguination has 
  necessitated the creation of this quick-clot agent. When 
  applied to a creature, a clotting agent lowers the DC of 
  the flat check to remove persistent bleed damage.
  Type lesser; Level 1; Price 5 gp
  Reduce the flat check by 5.
  Type moderate; Level 4; Price 30 gp
  Reduce the flat check by 10.
  Type greater; Level 11; Price 180 gp
  The persistent bleed damage is automatically ended.
  Type major; Level 17; Price 2,650 gp
  The persistent bleed damage is automatically 
  ended. For 1 minute, each time the target would 
  be affected by persistent bleed damage, they 
  attempt a DC 5 flat check. On a success, it deals 
  no persistent damage (immediate damage is 
  unaffected).
  Coldforge Blanching 
  Item 3
  Alchemical
  Consumable
  Price 10 gp
  Usage held in 2 hands; Bulk L
  Activate � Interact
  This block of cold iron-infused clay can be melted 
  over a flame and used to coat a weapon with a cold 
  iron alloy. It can be applied to one melee weapon, one 
  thrown weapon, or up to 10 pieces of ammunition. 
  Once melted, coldforge blanching must be used all at 
  once, rather than saved as multiple treatments. For the 
  next hour, the weapon or ammunition counts as cold 
  iron instead of its previous material (such as silver) for 
  any physical damage it deals.
  Dampening Foam 
  Item 2+
  Alchemical
  Consumable
  Usage held in 2 hands; Bulk L
  Activate � Interact
  Although somewhat rare, long-term sonic damage 
  can pose a serious threat to those unable to dampen 
  the effects of raw, concussive waves of sound energy. 
  This rigid band of material reacts when snapped in 
  half, growing exponentially from a hand-sized object 
  into a layer of sound-absorbing foam. The foam quickly 
  loses its structure and crumbles, but when applied to 
  a creature it lowers the DC of the flat check required to 
  remove persistent sonic damage.
  Type lesser; Level 2; Price 4 gp
  Reduce the flat check by 5.
  Type moderate; Level 5; Price 22 gp
  Reduce the flat check by 10.
  Type greater; Level 11; Price 165 gp
  The persistent sonic damage is automatically ended.
  Type major; Level 17; Price 2,500 gp
  The persistent sonic damage is automatically 
  ended. For 1 minute, each time the target would 
  be affected by persistent sonic damage, they 
  attempt a DC 5 flat check. On a success, it deals 
  no persistent damage (immediate damage is 
  unaffected).
  Darkbane Sunrod 
  Item 7+
  Alchemical
  Consumable
  Light
  Visual
  Usage held in 1 hand; Bulk L
  Activate � Interact
  This sunrod is crafted with bright-burning chemicals 
  that are most harmful to creatures whose eyes are 
  adapted to darkness. When the sunrod is lit, all 
  creatures with darkvision within 30 feet must succeed 
  
  14
  at a Fortitude saving throw or be blinded by the 
  sudden flash of light. Creatures that remain in the 
  radius of bright light provided by a darkbane sunrod 
  must attempt a DC 10 flat check every round or 
  become dazzled for 1 round.
  Creatures can perform an Avert Gaze action to gain 
  a bonus to their saving throw. Covering or destroying 
  the rod immediately ends its ongoing effect, but does 
  not restore sight. A darkbane sunrod burns for 6 hours 
  and sheds bright light in a 30-foot radius (and dim 
  light to the next 30). Creatures without darkvision are 
  unaffected by its brilliant glow.
  Critical Success The target is unaffected.
  Success The target is dazzled for 1 minute.
  Failure The target is blinded for 1 minute.
  Critical Failure The target is blinded for 1 hour.
  Type lesser; Level 7; Price 70 gp
  The DC is 23.
  Type moderate; Level 11; Price 300 gp
  The DC is 28.
  Type greater; Level 15; Price 1,300 gp
  The DC is 34.
  Dazzlerod 
  Item 1+
  Alchemical
  Consumable
  Light
  Visual
  Usage held in 1 hand; Bulk L
  Activate � Interact
  This sunrod sparks with a brilliant flash of light when 
  activated, potentially dazzling nearby creatures. Any 
  creatures within 15 feet of a dazzlerod must avert its 
  eyes with a successful Reflex saving throw with the 
  listed DC or be dazzled until the end of its next turn. On 
  a critical failure, the creature is dazzled for 1 minute. A 
  lit dazzlerod can be struck again (as an Interact action), 
  consuming 1 hour of its duration to create another 
  brilliant spark of light. A dazzlerod glows for 6 hours. If 
  less than 1 hour remains when the dazzlerod is struck, 
  it is extinguished immediately after creating the flash 
  of light.
  A dazzlerod always sheds bright light in a 15-foot 
  radius (and dim light to the next 15 feet).
  Type lesser; Level 1; Price 5 gp
  The DC is 17.
  Type moderate; Level 5; Price 18 gp
  The DC is 20.
  Type greater; Level 10; Price 175 gp
  The DC is 27.
  Type major; Level 15; Price 700 gp
  The DC is 34.
  Deathscent Cover-All 
  Item 2+
  Alchemical
  Consumable
  Splash
  Usage held in 2 hands; Bulk L
  Activate � Interact
  The foul contents of this vial are a slurry of organic 
  materials that quickly react with air to produce a short-
  lived but overwhelming (if somewhat nauseating) 
  stench. The effect lasts 1 minute, overwhelming the 
  senses and preventing creatures from using scent as an 
  imprecise sense. Creatures with scent as a precise scent 
  have their senses dulled to imprecise, but can ignore 
  this effect with a successful DC 15 flat check once per 
  dose of deathscent cover-all. 
  Due to its revolting nature, deathscent cover-all is 
  most often thrown as a Strike. When thrown, it is a 
  simple thrown weapon with a range increment of 20 
  feet. Unlike an alchemical bomb, it doesn’t add the 
  manipulate trait to the attack made with it.
  As the stench is produced by the temporary chemical 
  reaction, not the liquid itself, its effects do not persist 
  longer than its 1 minute duration; consequently, a dose 
  of deathscent cover-all does not provide a bonus to 
  long-distance tracking via scent.
  Type lesser; Level 2; Price 10 gp
  The stench affects a 15-foot radius. 
  Type greater; Level 6; Price 45 gp
  The stench affects a 30-foot radius. 
  Duskrod 
  Item 1+
  Alchemical
  Consumable
  Darkness
  Usage held in 1 hand; Bulk L
  Activate � Interact
  Similar in construction to a sunrod, this 1-foot long 
  rod undergoes a complex endothermic reaction after 
  it’s struck against a hard surface as an Interact action. 
  Chapter ~ 1
  
  15
  For the next 6 hours, it absorbs non-magical light 
  within its radius. Bright light becomes dim light, and 
  dim light becomes darkness. A duskrod has no effect 
  on magical sources of light. A “lit” duskrod is often 
  uncomfortable (though not dangerous) to hold. A 
  duskrod pressed against a sunrod of equal or lower 
  level causes each to cancel the other out, treating both 
  as spent rods with no duration left in their time.
  Type lesser; Level 1; Price 7 gp
  The radius is 20 feet.
  Type moderate; Level 4; Price 14 gp
  The radius is 30 feet.
  Type greater; Level 7; Price 70 gp
  The radius is 40 feet.
  Type major; Level 11; Price 280 gp
  The radius is 60 feet.
  Extinguishing Powder 
  Item 1+
  Alchemical
  Consumable
  Usage held in 2 hands; Bulk L
  Activate � Interact
  Fire is a common hazard in most alchemy workshops 
  and highly flammable liquids can be easily mistaken 
  for water—which has led to the development of 
  extinguishing powder. When applied to a creature, 
  extinguishing powder lowers the DC of the flat check 
  to remove persistent fire damage. Extinguishing 
  powder is not powerful enough to have a significant 
  effect on large environmental hazards (such as burning 
  buildings) but can counteract an amount of fire (or 
  render a flammable substance inert) equal to a single 
  alchemist’s fire of the same level or lower. 
  Type lesser; Level 1; Price 7 gp
  Reduce the flat check by 5.
  Type moderate; Level 4; Price 40 gp
  Reduce the flat check by 10.
  Type greater; Level 11; Price 300 gp
  The persistent fire damage is automatically ended. 
  Type major; Level 17; Price 2,700 gp
  The persistent fire damage is automatically ended. 
  For 1 minute, each time the target would 
  be affected by persistent fire damage, they 
  attempt a DC 5 flat check. On a success, it deals 
  no persistent damage (immediate damage is 
  unaffected). 
  Firesteel  
  Item 1
  Alchemical
  Fire
  Price 3 gp
  Usage held in 2 hands; Bulk –
  Activate � Interact
  This complex alchemical alloy uses a rare reaction 
  between iron and rarer metals to create intense 
  sparks. By striking a firesteel with steel, it creates 
  extraordinarily hot sparks that light fires much 
  faster than typical flint and steel. Lighting a fire with 
  ferrocerium is always a 3 action activity, regardless 
  of weather conditions, though severely inclement 
  weather may cause any created fire to be immediately 
  extinguished.
  Frostfire	Torch		
  	
  Item	2+
  Uncommon
  Alchemical
  Cold
  Consumable
  Usage held in 1 hand; Bulk L
  Activate � Interact
  The lump of tacky, blue-white material at the end of 
  this torch is named frostfire, giving this alchemical tool 
  its name. When struck, the material erupts into blue 
  “flames” that absorb heat and are unable to ignite other 
  objects. This unusual property allows the wielder of a 
  frostfire torch to leave small motes of the material stuck 
  to other objects instead of setting things on fire.
  When the torch is pressed against another object (as 
  an Interact action), a small mote of burning frostfire 
  stays affixed in place, reducing the remaining duration 
  of the torch by 10 minutes but staying lit on its own for 
  a short time. A mote cannot be created if the torch has 
  less than 10 minutes remaining.
  A frostfire torch sheds bright, blue-tinted light 
  in a 20-foot radius (and dim light to the next 20 
  feet). A mote of frostfire sheds bright light only in a 
  10-foot radius (and dim light to the next 10 feet). A 
  frostfire torch is an improvised weapon dealing 1d4 
  bludgeoning damage and increasing amounts of 
  cold damage.
  Type lesser; Level 2; Price 4 gp
  
  16
  The torch burns for 1 hour and deals 1 cold 
  damage. Frostfire motes created from the torch 
  burn for 1 minute.
  Type moderate; Level 5; Price 14 gp
  The torch burns for 1 hour and deals 1 persistent 
  cold damage. Frostfire motes created from the 
  torch burn for 10 minutes.
  Type greater; Level 9; Price 100 gp
  The torch burns for 2 hours and deals 2 persistent 
  cold damage. Frostfire motes created from the 
  torch burn for 30 minutes.
  Type major; Level 13; Price 570 gp
  The torch burns for 4 hours and deals 3 persistent 
  cold damage. Frostfire motes created from the 
  torch burn for 1 hour.
  Impact Absorber  
   
  Item 3+
  Uncommon
  Alchemical
  Consumable
  Usage held in 2 hands; Bulk L
  Activate 10 minutes Interact
  This armor treatment reacts to sufficiently large 
  and sudden changes in atmospheric pressure, rapidly 
  expanding to a soft, nonflammable foam before 
  crumbling away in ashen smoke. When applied to 
  armor, it gives the armor the bulwark trait against a 
  single triggering effect.
  Armor treatment is applied as a Repair activity, 
  but does not require a check to succeed. Only one 
  armor treatment can be applied to any suit of armor 
  at a time, with the most recent treatment overriding 
  previous ones.
  Type lesser; Level 3; Price 15 gp
  The impact absorber lasts up to 1 hour.
  Type greater; Level 6; Price 45 gp
  The impact absorber lasts up to 4 hours.
  Insulation Salve 
  Item 2+
  Alchemical
  Consumable
  Usage held in 2 hands; Bulk L
  Activate � Interact
  Although less common than other hazards in an 
  alchemist’s repertoire, this simple salve helps maintain 
  internal body temperature and avoid permanent 
  damage. When applied to a creature an insulation salve 
  lowers the DC of the flat check to remove persistent 
  cold damage. 
  Type lesser; Level 1; Price 4 gp
  Reduce the flat check by 5.
  Type moderate; Level 4; Price 25 gp
  Reduce the flat check by 10.
  Type greater; Level 11; Price 200 gp
  The persistent cold damage is automatically ended. 
  Type major; Level 17; Price 2,600 gp
  The persistent cold damage is automatically 
  ended. For 1 minute, each time the target 
  would be affected by persistent cold damage, 
  they attempt a DC 5 flat check. On a success, 
  it deals no persistent damage (immediate 
  damage is unaffected). 
  Liquid Diamond 
  Item 2+
  Alchemical
  Consumable
  Usage held in 2 hands; Bulk L
  Activate � Interact
  This glistening liquid is not actually composed of 
  diamond, but is a grainy, sandy material that improves 
  an object’s ability to cut through hard materials. It can 
  be applied to one melee weapon, one thrown weapon, 
  or up to 10 pieces of ammunition. Liquid diamond 
  begins to crust once opened, so you must use it all 
  at once, rather than saving it. For the next hour, the 
  weapon or ammunition can ignore some Hardness 
  when attacking objects. This does not improve the 
  weapon’s hardness or prevent it from taking damage 
  from such abuse.
  Type lesser; Level 2; Price 9 gp
  Attacks with the weapon ignore 1 Hardness.
  Type moderate; Level 7; Price 70 gp
  Attacks with the weapon ignore 2 Hardness.
  Type moderate; Level 12; Price 320 gp
  Attacks with the weapon ignore 3 Hardness.
  Chapter ~ 1
  
  17
  Liquid Rope 
  Item 1+
  Alchemical
  Consumable
  Usage held in 1 hand; Bulk L
  Activate � Interact
  Removing the stopper from this container allows you 
  to pour out its slimy contents, which congeal when 
  exposed to air into a durable (if soft) substance. The 
  resultant structure has a length, width, and tensile 
  strength roughly equivalent to 50 feet of rope. A single 
  action allows you to pour out 5 feet of rope. If two 
  liquid ropes are used within the same round, the ends 
  can be bound together into one seamless rope. 
  Liquid rope retains its solid form for 1 hour before 
  sublimating and leaving no sign of its presence. 
  Type lesser; Level 1; Price 3 gp
  The rope is as strong as thin rope (Hardness 2, HP 
  8, BT 4). 
  Type moderate; Level 5; Price 27 gp
  The rope is as strong as thick rope (Hardness 4, HP 
  16, BT 8).
  Type greater; Level 9; Price 180 gp
  The rope is as strong as stone (Hardness 7, HP 28, 
  BT 14).
  Type major; Level 14; Price 680 gp
  The rope is as strong as iron (Hardness 9, HP 36, BT 18).
  Midnight Oil 
  Item 2
  Alchemical
  Consumable
  Fire
  Light
  Price 10 gp
  Usage held in 1 hand; Bulk –
  Activate � Interact
  Not all alchemists operate under perfectly 
  legal or moral grounds, so some semblance of 
  surreptitiousness while working in the dark of night 
  can go a long way. Midnight oil emits only dim light 
  when lit, up to the maximum distance a lantern would 
  provide bright light (and no light at all beyond that). 
  Mimicblood Balking 
  Item 3+
  Uncommon
  Alchemical
  Consumable
  Usage held in 2 hands; Bulk L
  Activate 10 minutes Interact
  Although (usually) possessing no actual mimic blood 
  in the formula, this armor treatment earned its name 
  because of an unusual property of those unusual 
  aberrations. Weapons that hit armor painted with this 
  slimy adhesive become stuck and must be removed 
  with a successful Athletics check (made as a single 
  action). This does not prevent any damage the attack 
  deals. Mimicblood balking begins to harden into a 
  crust once used, gluing a maximum number of objects 
  dependent on its quality before failing. Mimicblood 
  balking remains potent for 1 hour once applied.
  Armor treatment is applied as a Repair activity, 
  but does not require a check to succeed. Only one 
  armor treatment can be applied to any suit of armor 
  at a time, with the most recent treatment overriding 
  previous ones.
  Type lesser; Level 3; Price 20 gp
  A successful DC 18 Athletics check removes the 
  item. The adhesive can glue 1 object.
  Type moderate; Level 7; Price 55 gp
  A successful DC 23 Athletics check removes the 
  item. The adhesive can glue 2 objects.
  Type greater; Level 12; Price 365 gp
  A successful DC 30 Athletics check removes the 
  item. The adhesive can glue 3 objects.
  
  18
  Mufflestep	Grease		
  	
  Item	1+
  Alchemical
  Consumable
  Usage held in 2 hands; Bulk L
  Activate 10 minutes Interact
  This oil can be rubbed over a suit of noisy armor 
  (typically chain shirts or mail) to temporarily remove 
  the noisy trait.
  Armor treatment is applied as a Repair activity, 
  but does not require a check to succeed. Only one 
  armor treatment can be applied to any suit of armor 
  at a time, with the most recent treatment overriding 
  previous ones.
  Type lesser; Level 1; Price 5 gp
  Removes the noisy trait for 1 hour.
  Type greater; Level 5; Price 25 gp
  Removes the noisy trait for 4 hours.
  Nonconductive Cream 
  Item 2+
  Alchemical
  Consumable
  Usage held in 2 hands; Bulk L
  Activate � Interact
  The unsafe application of electricity is a common 
  hazard for the adventuring alchemist, so this rubbery 
  cream helps to alleviate the aftereffects of exposure to 
  lightning. When applied to a creature, nonconductive 
  cream lowers the DC of the flat check to remove 
  persistent lightning damage. 
  Type lesser; Level 2; Price 4 gp
  Reduce the flat check by 5.
  Type moderate; Level 5; Price 25 gp
  Reduce the flat check by 10.
  Type greater; Level 11; Price 175 gp
  The persistent electricity damage is automatically 
  ended.
  Type major; Level 17; Price 2,600 gp
  The persistent electricity damage is automatically 
  ended. For 1 minute, each time the target would 
  be affected by persistent electricity damage, 
  they attempt a DC 5 flat check. On a success, 
  it deals no persistent damage (immediate 
  damage is unaffected).
  Preservation Sunrod 
  Item 2+
  Alchemical
  Consumable
  Light
  Usage held in 1 hand; Bulk L
  Activate � Interact
  Constructed similarly to a standard sunrod, this foot-
  long rod includes a cap constructed with a blocking 
  agent that slows the sunrod’s expenditure. While capped, 
  the preservation sunrod does not emit light or expend 
  its 6 hour duration. Capping or uncapping the sunrod is 
  an Interact action and requires 2 hands. A preservation 
  sunrod can be kept for a maximum of 24 hours, after 
  which the rod burns out regardless of the blocking agent.
  Type lesser; Level 2; Price 6 gp
  The preservation sunrod sheds bright light in a 20-
  foot radius (and dim light to the next 20 feet).
  Type greater; Level 6; Price 35 gp
  The bright light is a 30-foot radius (and dim light 
  to the next 30 feet).
  Razoredge Whetstone 
  Item 2+
  Alchemical
  Consumable
  Usage held in 2 hands; Bulk L
  Activate � Interact
  This whetstone is comprised of two parts, one safe 
  to hold and the other a liquefied and alchemically 
  sharpened solution of steel shards. Too small to see 
  with the naked eye, these shards bind to the surface of 
  a weapon when rubbed over it. You can apply it to one 
  melee weapon, one thrown weapon, or up to 10 pieces 
  of ammunition. Once part of a razoredge whetstone 
  has been used, there is not enough material to save, so 
  you must use it all at once, rather than saving it. For the 
  next hour, the weapon or ammunition improves the 
  results of your precision damage dice and it gains the 
  backstabber weapon trait if it did not already have it.
  Type lesser; Level 2; Price 10 gp
  Treat all 1s rolled as if they were 2s.
  Type moderate; Level 6; Price 55 gp
  Treat all 1s rolled as if they were 3s.
  Type greater; Level 12; Price 380 gp
  Treat all 1s and 2s rolled as if they were 3s.
  Type major; Level 18; Price 3,800 gp
  Treat all 1s, 2s, and 3s rolled as if they were 4s.
  Chapter ~ 1
  
  19
  Repellent Smokestick 
  Item 2+
  Alchemical
  Consumable
  Usage held in 2 hands; Bulk L
  Activate � Interact
  With a sharp twist of this modified smokestick, 
  you release a cloud of pheromone-laden smoke that 
  repels most species of vermin. Insects, arachnids, and 
  similar beasts with an Intelligence modifier of –5 avoid 
  entering the cloud unless attacked from within it or 
  otherwise motivated to act against their nature (such 
  as when another creature uses Command an Animal). 
  The smoke 
  lasts for 1 minute or until dispersed by a strong wind. 
  Type lesser; Level 2; Price 7 gp
  The radius of the burst is 5 feet.
  Type greater; Level 8; Price 85 gp
  The radius of the burst is 20 feet.
  Rigidity Reinforcer  
  Item 1+
  Alchemical
  Consumable
  Usage held in two hands; Bulk L
  Activate 1 minute Interact
  This lump of seemingly inert material reacts with 
  water, softening into a putty that can be applied onto 
  objects before it hardens into a thin, rigid structure. 
  Although temporary, this hardening provides 
  additional Hit Points and Hardness to the object it is 
  applied to (often shields). This hardening effect lasts up 
  to 1 hour before the structure flakes away, rendering 
  it useless. Temporary Hit Points added to an object are 
  protected by its total Hardness and do not modify its 
  Break Threshold.
  Type lesser; Level 1; Price 5 gp
  The object gains 5 temporary Hit Points. 
  Type moderate; Level 4; Price 35 gp
  The object gains 10 temporary Hit Points and a +1 
  item bonus to Hardness. 
  Type greater; Level 7; Price 125 gp
  The object gains 15 temporary Hit Points and a +2 
  item bonus to Hardness.
  Type major; Level 11; Price 250 gp
  The object gains 25 temporary Hit Points and a +3 
  item bonus to Hardness.
  Seeker’s Smokestick 
  Item 1+
  Alchemical
  Consumable
  Usage held in 2 hands; Bulk L
  Activate � Interact
  This smokestick generates a distinctive scent when 
  activated, seeping into objects and creatures caught 
  within the cloud but not providing enough opaque 
  smoke to conceal any creatures. It is made to be used in 
  conjunction with a tracer rod (see below), but creatures 
  with an enhanced sense of smell can also easily 
  follow the distinctive smell. The smell derives from an 
  alchemical reaction, but creatures without scent as 
  a precise or imprecise sense can still track a creature 
  covered by a seeker’s smokestick with a corresponding 
  tracer rod. Creatures with more precise senses can 
  track the scent normally. The strength of the seeker’s 
  smokestick determines how long the trail persists in 
  ideal conditions.
  Type lesser; Level 1; Price 3 gp
  The scent trail persists for 12 hours.
  Type moderate; Level 4; Price 18 gp
  The scent trail persists for 24 hours.
  Type moderate; Level 8; Price 80 gp
  The scent trail persists for 48 hours.
  Signalstick 
  Item 2
  Alchemical
  Consumable
  Price 5 gp
  Usage held in 2 hands; Bulk L
  Activate � Interact
  With a sharp twist of this item, you release a narrow 
  plume of colored smoke over 1 minute. The smoke rises 
  up to 300 feet in average weather conditions before 
  dissipating into the wind, making it visible over about 
  3 miles of flat terrain. The narrow tube can easily be 
  covered to produce gaps in the plume of smoke.
  These modified smokesticks are most common in 
  regions that use smoke signals for communication over 
  long distances, where they are often produced in a 
  variety of colors for different messages. 
  
  20
  Smogstick 
  Item 2+
  Alchemical
  Consumable
  Poison
  Usage held in 2 hands; Bulk L
  Activate � Interact
  This smokestick creates choking clouds of opaque 
  smoke that hamper those breathing in the foul vapors. 
  Although not powerful enough to cause long-term 
  harm, inhaling the smog can cause a coughing 
  fit. Creatures that inhale the smog must attempt 
  a Fortitude saving throw or gain a condition; any 
  creature holding its breath automatically succeed at 
  the saving throw. Creatures that critically fail gain the 
  condition at 2.
  Conditions imposed by a smogstick end when an 
  affected creature breathes clean air for 1 full round 
  (the creature cannot start, end, or move through 
  the smog on that round). A toxin deaerializer fully 
  protects the wearer from any smogsticks of equal or 
  lower level. A smogstick functions in all other ways as 
  a regular smokestick.
  Type lesser; Level 2; Price 6 gp
  The radius of the burst is 5 feet and the DC is 15. 
  Creatures that fail their save are enfeebled 1.
  Type moderate; Level 8; Price 90 gp
  The radius of the burst is 20 feet and the DC is 22. 
  Creatures that fail their save are enfeebled 1.
  Type greater; Level 13; Price 320 gp
  The radius of the burst is 5 feet and the DC is 30. 
  Creatures that fail their save are clumsy 1 and 
  enfeebled 1.
  Type major; Level 18; Price 2,800 gp
  The radius of the burst is 5 feet and the DC is 37. 
  Creatures that fail their save are clumsy 1 and 
  enfeebled 1.
  Sureburn Oil 
  Item 2
  Alchemical
  Consumable
  Fire
  Light
  Price 15 gp
  Usage held in 1 hand; Bulk –
  Activate � Interact
  Sureburn oil is an alchemically enhanced pint of 
  lantern oil that resists most mundane and some 
  magical methods of snuffing the flame. When a 
  nonmagical effect (such as wind) would extinguish 
  the oil, make a DC 10 flat check; when a magical effect 
  (such as gust of wind) would extinguish the oil, make a 
  DC 5 flat check. On a success, the oil remains lit. 
  Additionally, when sureburn oil is used as an 
  improvised weapon you do not need to make a flat 
  check to make sure the oil ignites. 
  Tensile Tightening Wax 
  Item 4+
  Alchemical
  Consumable
  Usage held in 2 hands; Bulk L
  Activate � Interact
  You can apply this waxy substance to bowstrings 
  to greatly improve its tensile strength for 10 minutes. 
  When applied to bows, it grants the propulsive trait 
  if they did not already possess it. When applied to 
  bows with the propulsive trait or crossbows, it instead 
  provides an additional item bonus to damage rolls. 
  Type lesser; Level 4; Price 60 gp
  The weapon gains a +1 item bonus.
  Type moderate; Level 8; Price 120 gp
  The weapon gains a +2 item bonus. 
  The Language of                     
  Smoke Signals
  The public nature of smoke signals means 
  there are few universal concepts depicted 
  through smoke signals. Users often de-
  velop a code for specific colors, lengths, and 
  number of puffs to depict various concepts 
  or information they wish to convey and, if 
  they suspect an enemy may have begun to 
  translate their codes, adapt quickly to avoid 
  eavesdroppers. You can use Society to De-
  cipher Writing on coded smoke signals. 
  The most commonly recognized and 
  shared signals are one, two, and three puff 
  bursts. One puff calls attention (and typi-
  cally starts most messages). Two is a sign 
  for all-clear or everything-okay, while three 
  indicates the opposite. Repeated three puff 
  signals indicate something is quite wrong 
  at the signal-sender’s side of things. 
  Chapter ~ 1
  
  21
  Type greater; Level 12; Price 360 gp
  The weapon gains a +3 item bonus. 
  Toxin Deaerializer 
  Item 4+
  Alchemical
  Consumable
  Usage worn mask; Bulk –
  This bulky headwear shares some structural and 
  functional similarities with the traditional garb of 
  plague doctors, but are designed to extract toxins from 
  the air instead of simply protecting the wearer. Using 
  a toxin deaerializer requires wearing it over your nose 
  and mouth, allowing the natural breathing process to 
  pull pollutants through the filter. A filter lasts only a 
  short time after breath is drawn through it, regardless 
  of whether or not the mask remains worn or if there are 
  actually any airborne toxins.
  While worn, it provides an item bonus to saves 
  against inhaled poisons. High-quality toxin 
  deaerializers actually reduce the saturation of toxin 
  the air to such a degree that it loses some potency. 
  Rather than merely filtering out toxins, the reagents in 
  these masks actively neutralize toxins rendering them 
  harmless often.
  A toxin deaerializer only functions against a poison 
  that is of equal or lower level. If multiple toxins are 
  absorbed, the dose absorbed is always the highest 
  level poison.
  Type lesser; Level 4; Price 18 gp
  The dearializer lasts 1 minute and provides a +1 
  item bonus.
  Type moderate; Level 8; Price 110 gp
  The dearializer lasts 1 minute and provides a +1 
  item bonus. Creatures within 5 feet of the toxin 
  deaerializer (including the user) reduce the 
  poison DC by 1.
  Type greater; Level 12; Price 370 gp
  The dearializer lasts 10 minutes and provides a +2 
  item bonus. Creatures within 5 feet of the toxin 
  deaerializer (including the user) reduce the 
  poison DC by 1.
  Type major; Level 16; Price 1,800 gp
  The dearializer lasts 10 minutes and provides a +2 
  item bonus. Creatures within 5 feet of the toxin 
  deaerializer (including the user) reduce the 
  poison DC by 2.
  Type true; Level 20; Price 13,750 gp
  The dearializer lasts 1 hour and provides a +3 item 
  bonus to the user. Creatures within 5 feet of the 
  toxin deaerializer (including the user) reduce 
  the poison DC by 2.
  Tracer Rod  
  Item 1+
  Alchemical
  Consumable
  Usage held in 1 hand; Bulk L
  Activate � Interact
  This foot-long, wax-covered rod is soaked in 
  alchemical agents that react to specific seeker’s 
  smokesticks. The rod changes colors to respond to 
  density of the corresponding scent, providing an item 
  bonus to Track the creature or object. A tracer rod 
  remains chemically active for 24 hours.
  Type lesser; Level 1; Price 5 gp
  The item bonus is +1.
  Type moderate; Level 4; Price 20 gp
  The item bonus is +2.
  Type greater; Level 11; Price 260 gp
  The item bonus is +3.
  Wendigo Eyepiece 
  Item 4+
  Uncommon
  Alchemical
  Consumable
  Usage worn eyepiece; Bulk –
  These seemingly simple spectacles begin a complex 
  heat-sensitive reaction when twisted (as an Interact 
  action), rendering them entirely opaque except for 
  red shapes that dance across their ashen surface. The 
  shapes correspond to heat, glowing to a pure white 
  for particularly hot creatures or objects. These lenses 
  provide a measure of thermographic perception, 
  enabling its use as a sense. This effect lasts for 10 
  minutes before the lenses “burn out,” remaining 
  opaque and inert.
  Because the lenses are entirely opaque, the wearer is 
  blind to any creature not emitting heat (such as a ghost). 
  Both lenses must be worn or the user gains the dazzled 
  condition until the lenses are donned or doffed.
  Type lesser; Level 5; Price 22 gp
  You gain heatsight 10 feet (imprecise).
  Type greater; Level 10; Price 188 gp
  You gain heatsight 10 feet (precise).
  
  22
  Alchemical 
  Weapons
  Weapons, as dangerous as they are, are nothing more 
  than the tools of conflict. Just as alchemists refine and 
  improve their formulas, so too does the weaponsmith 
  refine their craft. New weapons render others obsolete, 
  and technological progress marches onward.
  Alchemy, with its ability to blur the lines of science and 
  magic, interferes with the progression of weaponry in 
  unusual ways. They allow tried-and-true weapons to 
  be adapted and rebuilt into machines that mix the very 
  real world crafts of metallurgists and bowyers with the 
  fantastic nature of alchemy. 
  The following items are technically classed as 
  alchemical tools (as they lack the bomb, elixir, or 
  poison traits), but may be more aptly classified as 
  alchemical weapons. All of these items possess at least 
  the uncommon trait, as they are relatively rare (well, 
  uncommon) developments in the world of warfare. 
  Your game might include higher level versions of 
  these weapons able to utilize more powerful bombs, 
  or perhaps a weapon potency rune enables bombs 
  of equal or lower level to be used. Just as weapons 
  continue to evolve, these are unlikely to be the only 
  alchemical weapons in a game that includes them and 
  serve only as guidelines for your imagination. 
  Alchemist’s Aspergillum 
  Item 3
  Uncommon
  Alchemical
  Price 25 gp
  Usage held in 1 hand; Bulk 1
  The head of this mace is a compartment with holes 
  drilled through it at regular intervals, allowing contents 
  within to spill out and over your target. As an action, 
  you can load a single lesser alchemical bomb into 
  the compartment; this bomb must be one that deals 
  energy damage (such as an acid flask, alchemist’s 
  fire, bottled lightning, frost vial, or thunderstone). For 
  the next minute, attacks made with the mace deal 1 
  damage of the bomb’s damage type in addition to the 
  mace’s normal damage. If no attacks are made within 
  that minute, the bomb’s energy is wasted. These attacks 
  never deal splash damage or other special effects of 
  the bomb and are not modified by any abilities that 
  add to or modify a bomb’s effect. It otherwise functions 
  as a mace (when determining damage, etc.). Creatures 
  use their mace proficiency when using an alchemist’s 
  aspergillum.
  Alchemical Crossbow  
    Item 3
  Uncommon
  Alchemical
  Price 25 gp
  Usage held in 2 hands; Bulk 1
  This crossbow can deliver alchemically infused bolts. 
  The strange weapon has a metal bracket mounted on 
  the side of the stock near the lath. As an action, you can 
  load a single lesser alchemical bomb into the bracket; 
  this bomb must be one that deals energy damage (such 
  as an acid flask, alchemist’s fire, bottled lightning, frost 
  vial, or thunderstone). The next three attacks made with 
  the crossbow deal 1d6 damage of the bomb’s damage 
  type in addition to the crossbow’s normal damage. If 
  the second and third attacks are not all made within 1 
  minute of the first attack, the bomb’s energy is wasted. 
  These attacks never deal splash damage or other special 
  effects of the bomb and are not modified by any abilities 
  that add to or modify a bomb’s effect. The addition of 
  the bracket serves to unbalance the weapon, reducing 
  its range to 30 feet. It otherwise functions as a crossbow 
  (when determining damage, reload, and so on). 
  Creatures use their crossbow proficiency when using the 
  alchemical crossbow.
  Chapter ~ 2
  
  23
  Bomber’s Cleaver 
  Item 3
  Uncommon
  Alchemical
  Price 28 gp
  Usage held in 1 hand; Bulk 1
  This battle axe has a spring-loaded metallic canister 
  mounted where its shoulder meets the haft. As an 
  action, you can load a single lesser alchemical bomb 
  into the canister; this bomb must be one that deals 
  energy damage (such as an acid flask, alchemist’s fire, 
  bottled lightning, frost vial, or thunderstone). The loaded 
  bomb gains the battle axe’s sweep trait, allowing the 
  wielder to use both melee Strikes and a single bomb 
  Strike to gain the sweep trait’s circumstance bonus to 
  attack rolls. You do not need another hand to wield 
  or launch the loaded bomb from the weapon and it 
  retains its usual range and effects. A bomber’s cleaver 
  otherwise functions as a battle axe (when determining 
  damage, etc.). Creatures use their battle axe proficiency 
  when using a bomber’s cleaver.
  Dragonbreath Pike 
  Item 3
  Uncommon
  Alchemical
  Price 30 gp
  Usage held in 2 hands; Bulk 2
  This modified longspear includes a broad nozzle built 
  into the langet affixing the blade, enabling the delivery 
  of an alchemical bomb as a close-ranged spray without 
  releasing a hand from the weapon. The lopsided-
  looking spear has a canister mounted to the top. As an 
  action, you can load a single lesser alchemical bomb 
  into the canister; this bomb must be one that deals 
  energy damage (such as an acid flask, alchemist’s fire, 
  bottled lightning, frost vial, or thunderstone). You can 
  release the held bomb as an action in a 15-foot cone 
  originating from the end of your weapon. Creatures in 
  this area of effect take splash damage from the bomb, 
  unless you perform a special maneuver. Bombs from a 
  dragonbreath spear is never modified by any abilities 
  that add to or modify a bomb’s effect. It otherwise 
  functions as a longspear (when determining damage, 
  etc.). Creatures use their longspear proficiency when 
  using the dragonbreath pike.
  Activate �
  Effect You strike with the dragonbreath pike 
  and release the alchemical bomb at the same 
  time; make two melee Strikes, one with the 
  longspear and one with the bomb. Both Strikes 
  must have the same target. If both attacks hit, 
  combine their damage, and then add any other 
  applicable effects from both weapons. If the 
  bomb hits, it deals its normal splash damage in 
  a 15-foot cone behind the target. You add any 
  precision damage only once, to the longspear 
  attack. Combine the damage from both 
  Strikes and apply resistances and weaknesses 
  only once. This counts as two attacks when 
  calculating your multiple attack penalty.
  Heavy Alchemical Crossbow  Item 5
  Uncommon
  Alchemical
  Price 55 gp
  Usage held in 2 hands; Bulk 1
  This heavy crossbow can deliver alchemically 
  infused bolts. The strange weapon has a metal bracket 
  mounted on the side of the stock near the lath. As an 
  action, you can load a single moderate alchemical 
  bomb into the bracket; this bomb must be one that 
  deals energy damage (such as an acid flask, alchemist’s 
  fire, bottled lightning, frost vial, or thunderstone). The 
  next three attacks made with the crossbow deal 2d6 
  damage of the bomb’s damage type in addition to the 
  crossbow’s normal damage. If the second and third 
  attacks are not all made within 1 minute of the first 
  attack, the bomb’s energy is wasted. These attacks 
  never deal splash damage or other special effects of 
  the bomb and are not modified by any abilities that 
  add to or modify a bomb’s effect. The addition of the 
  bracket serves to unbalance the weapon, reducing 
  its range to 30 feet. It otherwise functions as a heavy 
  crossbow (when determining damage, reload, and so 
  on). Creatures use their heavy crossbow proficiency 
  when using the alchemical crossbow.
  
  24
  Woundwoe Blade 
  Item 4
  Uncommon
  Alchemical
  Price 40 gp
  Usage held in 1 hand; Bulk L
  The bizarre hilt of this shortsword is actually a 
  cleverly crafted spring-loaded bomb canister. As an 
  action, you can load a single lesser alchemical bomb 
  into the canister; this bomb must be one that deals 
  energy damage (such as an acid flask, alchemist’s 
  fire, bottled lightning, frost vial, or thunderstone). 
  When you score a critical hit, you may release the 
  held bomb directly into the wound as a unique 
  reaction. The woundwoe blade otherwise functions 
  as a shortsword (when determining damage, etc.). 
  Creatures use their shortsword proficiency when 
  using the woundwoe blade.
  Activate �
  Trigger You score a critical hit with a loaded 
  woundwoe blade.
  Effect Make a melee Strike with the bomb; this 
  Strike doesn’t count towards your multiple 
  attack penalty, and your multiple attack penalty 
  doesn’t apply to this Strike. This attack never 
  deals splash damage or other special effects of 
  the bomb and is not modified by any abilities 
  that add to or modify a bomb’s effect. Whether 
  or not the reaction Strike is successful, the 
  bomb’s energy is fully expended.
  Chapter ~ 2
  
  25
  New Alchemist 
  Class Features
  Among the alchemical fields of research, those that 
  focus on tools are often less showy than the bomber 
  or as universally loved as a helpful chirurgeon, but 
  those that innovate functional, effective tools are 
  certainly no slouch.
  New Alchemist          
  Research Field
  Innovator
  You focus your alchemical research into solutions to 
  all of life’s many problems. You start with the formulas 
  for two 1st-level tools in your formula book, in addition 
  to your other formulas.
  As long as your alchemical tools are easily accessible 
  (such as in a belt pouch), once per round you can use 
  the same Interact action to draw the alchemical tool 
  and use it. This does not alter the number of hands 
  required to use the alchemical tool or allow you to 
  quickly use alchemical tools with an activation longer 
  than 1 Interact action.
  FIeld dIscovery 
  5th
  When using advanced alchemy to make alchemical 
  tools during your daily preparations, you can create 
  three alchemical tools with each batch of reagents 
  instead of just two.
  PerPetual InFusIons 
  7th
  Choose two of the following formulas: lesser 
  alchemical repair paste, lesser alchemical torch, lesser 
  armor lubricant, lesser liquid rope, lesser rigidity 
  reinforcer, lesser smokestick, lesser sunrod.
  PerPetual Potency 
  11th
  The moderate version of alchemical tools you chose 
  for perpetual infusions.
  Greater FIeld dIscovery 
  13th
  You do not provoke an Attack of Opportunity 
  reaction for Interacting with alchemical tools. The 
  action retains the manipulate trait.
  PerPetual PerFectIon 
  17th
  The greater version of the alchemical tools you chose 
  for perpetual infusions
  Sample Alchemist
  Innovator
  You use the science of alchemy to provide new 
  solutions to old problems.
  abIlIty scores
  Prioritize Intelligence and Dexterity. 
  Constitution helps keep you alive, and 
  Charisma helps solve social situations that 
  your toolbelt cannot.
  skIlls
  Crafting, Deception, Diplomacy, Nature, 
  Society, Survival, Thievery
  research FIeld
  Innovator
  startInG Feat
  Alchemical Savant
  hIGher-level Feats
  Efficient Storage (2nd), Efficient Alchemy 
  (4th), Adaptive Protection (8th), 
  Countermagic Formulation (12th), Create 
  Philosopher’s Stone (20th)
  
  26
  New Alchemist Feats
  These feats are added to those available to 
  alchemists. At every level that you gain an alchemist 
  feat, you can select one of the following feats. You must 
  satisfy any prerequisites before taking the feat. 
  Efficient	Storage	
  Feat	2
  Alchemist
  The diverse and often bulky nature of alchemical 
  tools means keeping many similar items in partially 
  assembled states which can then be quickly combined 
  into any tool you might need. You gain an additional 
  3 batches of infused reagents each day, but these can 
  only be used for crafting alchemical tools.
  Measured Expenditure 
  Feat 4
  Alchemist
  You know how to get the most out of your 
  alchemical tools by carefully modifying the rate of 
  reactions. Double the duration of any alchemical tool 
  you create and use. If someone else attempts to use 
  the tool without this feat, they ruin your measurements 
  and reduce the item’s maximum duration to its usual 
  length. An item with its maximum duration lowered in 
  this way cannot be further extended by this feat.
  Disruptive Formula �              Feat 6
  Additive 2
  Alchemist
  Frequency once per round
  Trigger You use Quick Alchemy to craft an 
  alchemical tool that is at least 2 levels lower than your 
  advanced alchemy level.
  With a few modifications, you can add disorienting 
  side-effects to otherwise harmless tools. You mix 
  a substance into the tool that causes one of the 
  following: dazzled, fascinated, fatigued, or a –5-foot 
  status penalty to Speeds. If a target uses or is within the 
  area of the modified tool, they must succeed at a Will 
  saving throw or suffer that effect until the start of your 
  next turn. Use your class DC for this saving throw (even 
  if someone else uses the tool).
  This is often used to alter the performance of 
  smokesticks, but can be used with other alchemical tools 
  (such as making a dose of snake oil impair its user).
  Reactive Countermeasures �  Feat 6
  Alchemist
  Frequency once per round
  Trigger You or a creature within your reach is 
  affected by persistent energy damage.
  By anticipating trouble, you are quickly able to 
  avert harm from long-term damaging effects. You can 
  immediately use a corresponding damage counter (such 
  as an alkaline neutralizer against an ongoing persistent 
  acid effect). You must have the tool in-hand or easily 
  accessible (such as in a belt pouch) to use this reaction.
  Martial Improvisation 
  Feat 8
  Alchemist
  Combat can be an ideal place for field testing of 
  new ways to use your favorite tools. You can use an 
  alchemical tool as part of a disarm, shove, or trip action. 
  While using an alchemical tool in this way, you may use 
  your Crafting in place of an Athletics check. The action 
  must make some sense (for example, using liquid rope 
  to snare an opponent’s leg and trip them).
  Adaptive Protection 
  Feat 8
  Additive 2
  Small modifications to the formulas used in your 
  damage neutralization tools provides an extra measure 
  of protection against further injury. In addition to the 
  tool’s usual effects, the target gains resistance to the 
  corresponding energy type equal to one-half the item’s 
  level for 1 minute.
  Chapter ~ 2
  
  27
  Greater Disruptive                
  Formula 
                                Feat 10
  Alchemist
  Prerequisites Disruptive Formula
  You’ve found methods to enhance the negative side-
  effects you can impose with your tools. When you use 
  Disruptive Formula, add the following to the list you 
  can choose from: sickened 1, slowed 1, or a –10-foot 
  status penalty to Speeds.
  Countermagic Formulation Feat 12
  Additive 1
  Alchemist
  Science and magic are different sides of the same 
  coin; you have found ways to flip it. Your alchemical 
  items can be used to counteract magical spells and 
  effects. You must attempt a counteract check against 
  an appropriate effect (for example, using a sunrod to 
  counteract darkness). The consequence of blurring the 
  lines between magic and alchemy, however, means 
  that magical effects can counteract your alchemical 
  items with this additive.
  True Disruptive Formula 
  Feat 14
  Alchemist
  Prerequisites Greater Disruptive Formula
  The side-effects imposed by your alchemical tools 
  can be truly crippling to those unprepared for them. 
  When you use Disruptive Formula, add the following to 
  the list you can choose from: sickened 2, slowed 2, or a 
  –15-foot status penalty to Speeds. If you instead apply 
  one of the effects listed in Disruptive Formula, the 
  target avoids the effect only if the result of the saving 
  throw is a critical success.
  Alchemical Weaponsmith  Feat 18
  Alchemist
  Your mastery of alchemical designs allows you to 
  refine and redesign decades-old weapons to better suit 
  your needs. Select a number of weapons equal to your 
  Intelligence modifier (minimum 1). You gain formulas 
  to construct these weapons with unique alchemical 
  modifications, typically allowing them to employ a 
  bomb in combat or quickly deploy an alchemical tool 
  you favor. The exact specifications of these alchemical 
  weapons are up to you and the GM to decide, but the 
  alchemical weapons included in this book provide 
  a baseline of ideas to work from. Weapon formulas 
  designed with this feat gain the rare and alchemical 
  traits. Once you’ve chosen the weapon formulas, they 
  can’t be changed.
  
  28
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  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors: 
  Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave 
  Arneson.
  Pathfinder Core Rulebook (Second Edition) © 2019, Paizo Inc.; Designers: Logan 
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  OGL
  
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  Game Changer                 
  Alchemical Tools
  
SOURCE: textdata/thevault/Pathfinder/2nd Edition/3rd Party/Fat Goblin Games/Game Changer - Alchemical Tools.pdf