TEXT: INTO THE BREACH
  The Alchemist
  
  I had discovered, early in my 
  researches, that their doctrine 
  was no mere chemical fantasy, 
  but a philosophy they applied 
  to the world, to the elements, 
  and to man himself.
  -W.B. Yeats,
  Rosa Alchemica
  
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  Credits
  Compatibility
  Into the Breach: The Alchemist
  Publisher: Frank Gori 
  Co-Owner: Jeff Harris 
  Editors: Taylor Hubler   
  Lead Developer: Jeff Harris 
  Developers: Dylan Brooks, Kiel Howell, Taylor Hubler, Mikko 
  Kallio, Richard Litzkow, Jacob W. Michaels, and Mark Nordheim. 
  Layout: Jeff Harris 
  Cover Artist: Anthony Butler 
  Interior Illustrations: Adapted under creative commons Plant-a-
  Bare-Rooted-Rose-Bush-in-a-Pot-Step-1 by anon, 91465 by anon, 
  Alchemy_symbol by anon, 66e6f5dadd22eafc07c3ecd63ec31d40 
  by anon, alchemist1 by anon, 635032484539505854 by anon, 
  lonely_steampunk_girl_by_alchemy_art, restored-stone-armor by 
  anon, blue-aerial-shell by anon, fern_hound_by_savvybanan, 
  poison_bottle_by_tulwarr1, Bega_-_De_Alchemist by 
  Cornelis_Pietersz, and Predator-Ooze-Art-by-Ryan-Yee.
  Other: Tome of Horrors Complete, Necromancer Games, Inc.,  
  Author Scott Greene and Forgotten Foes, Tricky Owlbear 
  Publishing, Inc.; Authors Mark Gedak and Stefen Styrsky. 
  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.
  This product is published by Flying Pincusion Games and is licensed 
  under the Open Game License version 1.0a and Create Commons 
  Attribution-ShareAlike.
  
  4   The Flying Pincushion | Into The Breach | The Alchemist  | 2015
  About Into the Breach
  4 
  About Into the Breach 
  New Archetypes 
  5 
  5 
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  8 
  9 
  11 
  13 
  15 
  16 
  Academician
  Botanist  
  Humoralist  
  Kiln Crafter  
  Natural Transmuter
  Supplementum 
  Venom Bomber
  18 
  20 
  20 
  24 
  26 
  31 
  Into the Breach is a series of crunch-focused books intended to expand the options available to the Base Classes (the alchemist, cavalier, gunslinger, 
  inquisitor, magus, oracle, summoner, and witch).
  For our sixth installment, we make a big bang with the alchemist.  With nine new archetypes your are sure to fine new ways to mutate and blast your 
  way to knowledge, or victory if such things matter to you.  Also you will find new prestige classes, discoveries, and more, all alchemist tested and 
  approved.
  Table of contents
  Viscous Arcanist 
  Prestige Classes 
  Banechemist 
  Exochymest 
  Discoveries  
  Pyrotician
  New Plant Companion Options
  
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  5
  The thrill of discovery motivates many alchemists to create bizarre concoctions. 
  The most intellectual among them have perfected the process of research      
  and invention. More likely to be found experimenting in a lab than lobbing 
  bombs in the field, these academicians are devoted to advancing their 
  knowledge of alchemy.
  Class Skills: The academician gains all Knowledge skills 
  as class skills. 
  Academic Specialty
  The academician receives the Skill Focus feat in a Knowledge 
  skill of his choice as a bonus feat at 1st level.
  This ability replaces Throw Anything.
  Explosive Trap (Su)
  At 1st level, the academician can create explosive traps – 
  bombs that are placed on the ground and remotely detonated, 
  rather than thrown. An academician can create a number of 
  explosive traps per day equal to his class level + his Intelligence 
  modifier. The academician can place an explosive trap in his 
  square or within an adjacent 5-foot square as a standard action 
  that provokes attacks of opportunity. When placing the trap, the 
  academician selects one of the following methods for triggering 
  the explosion:
  New Archetypes
  Academician 
  Proximity: The trap explodes when any creature in 
  contact with the ground enters its space. If no creature 
  enters its space within 10 minutes per academician 
  level, the trap becomes inert.
  Remote Detonation: The academician can cause the 
  trap to explode as a swift action if he is within 10 feet 
  per academician level of the trap. If he does not 
  detonate the trap within 10 minutes per academician 
  level, the trap becomes inert.
  Timer: The trap explodes after a fixed number of 
  rounds selected by the academician, up to a maximum 
  of 10 minutes per academician level.
  The trap deals the same damage as the bomb of an 
  alchemist of his level to creatures in its space. It also 
  deals splash damage in the same radius as a standard 
  bomb. Because no target is hit directly by the trap, all 
  affected creatures are allowed Reflex saves for half 
  damage. The DC of this save is equal to 10 + 1/2 the 
  academician's level + the academician's Intelligence 
  modifier. Any discovery that modifies the damage and 
  effects of an alchemist’s bomb may also be used to 
  modify an academician’s trap. For the purposes of 
  these discoveries, a creature in the trap’s space is 
  considered to be the target directly hit by the bomb.
  Explosive traps are cunningly camouflaged and 
  difficult to detect, requiring a Perception check with a 
  DC equal to 10 + the academician’s level + the 
  academician’s Intelligence modifier to notice. Dispel 
  magic can neutralize an explosive trap, as can a 
  successful Disable Device check (DC equals 10 + the 
  academician’s level + the academician’s Intelligence 
  modifier). Any attempt to pick up and move an 
  explosive trap without disarming it triggers the 
  explosion.
  At 1st level, an academician cannot have more than 
  one explosive trap placed and active at the same time. 
  If he places another explosive trap, the previous trap 
  becomes inert. At 5th level and every five levels 
  thereafter, the number of traps that the academician 
  can have active simultaneously increases by one, to a 
  maximum of five traps at 20th level. When he places a 
  trap in excess of this limit, the academician chooses 
  which of the previously placed traps becomes inert. 
  An academician may not have more than one active 
  trap in any five-foot square.
  This ability modifies and replaces bombs.
  Insightogen (Su)
  At 1st level, an academician discovers how to create an 
  insightogen that he can imbibe to gain a temporary 
  burst of insight. The rules for brewing an 
  
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  When an academician brews an insightogen, he selects one 
  of the following effects:
  Amazing Insight (Su)
  At 14th level, when the academician brews an insightogen, he 
  can select two of the three possible effects, gaining both 
  benefits when he imbibes it.
  This ability replaces persistent mutagen.
  Grand Discovery
  At 20th level, in addition to the choices available to all 
  alchemists, the academician may select the following as his 
  grand discovery:
  Explosives Mastery: The academician may place and   
  activate up to five explosive traps on five different 5-foot 
  squares within 30 feet as a single standard action. He is able to 
  safely toss them to their positions. Each of these traps may 
  have a different trigger mechanism. In addition to the standard 
  triggers for explosive traps, the academician may invent a trigger 
  for each trap, causing it to explode under any condition he 
  specifies, using the guidelines for setting conditions found in 
  the contingency spell. Traps created using this ability do not expire 
  - they remain active until they are triggered or until the
  academician chooses to render them inert.
  This ability modifies grand discovery.
  insightogen are identical to those for the alchemist’s 
  mutagen ability.
  Flash of Knowledge: The academician makes a single 
  Knowledge check with a +10 insight bonus. This check 
  may be made untrained. The check must be made 
  within 10 minutes per academician level.
  Instant Discovery: The academician selects one 
  discovery for which he meets all prerequisites. He gains 
  the use of this discovery for 10 minutes per academician 
  level.
  Invented Formula: The academician can create one 
  extract of any level that he could normally create, 
  selected from the alchemist class formulae list, even 
  if he does not know the formula.  The extract takes 1 
  minute to brew and does not count against the 
  academician’s total number of extracts per day. The 
  extract must be both brewed and consumed within 
  10 minutes per academician level or the knowledge 
  of the formula is lost and the extract becomes inert.
  All limitations of mutagens apply to insightogens as if 
  they were the same substance—an academician can only 
  maintain one insightogen at a time, an insightogen that is 
  not in an academician’s possession becomes inert, 
  drinking an insightogen makes a non-academician sick, 
  and so on.
  This ability replaces mutagen.
  Botanist
  All manner of sentient species grow crops and utilize plants for everything 
  from clothing to curing disease.  However due to their humble and 
  uncomplaining way plants are overlooked in how diverse and 
  astoundingly powerful they truly are.  The botanist puts his hands to soil 
  and his mind to work to unlock all the hidden potential left in the green 
  growing things of the world, and finds them lush with possibilities yet 
  undreamed.
  Weapon proficiencies: A botanist gains proficiency with 
  the thorn bow and thorn bracer.
  Green Thumb (Ex) 
  At 1st level, the botanist adds half his class level 
  (minimum +1) as a bonus to all Knowledge (nature) and 
  Profession (farmer, gardener, and herbalist) skill checks.  
  The botanist must have at least one rank in the skill in 
  order to receive these bonuses. 
  
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  *Statistics for the carnivorous flower, crawling vine,
  puffball, and sapling treant may be found in the Pathfinder
  Advanced Race Guide.
  Once given a dose of extract, the plant companions 
  Intelligence increases to 1 if it did not have an Intelligence 
  score previously, and it also gains a 5-ft. base land speed if it 
  had a 0-ft. base land speed previously.  A botanist's effective 
  druid level is equal to his class level and stacks with levels in 
  any other class that grants an animal companion. 
  The botanist may only have one plant companion at a time, 
  but may freely change the plant he bonds with by feeding a 
  new plant from his plant companion list a new dose of the 
  unique extract.  Once done the old plant companion reverts 
  to its normal state and the new companion gains the 
  benefits of this ability. 
  This ability replaces poison use, swift poison, poison 
  resistance gained at all levels, and the discovery gained at 
  2nd level.
  Enhanced Verdant Mutagen (Su)
  At 10th level, the botanist's verdant mutagen becomes 
  more complex and provides additional benefits when 
  imbibed by the botanist or his plant companion.  In 
  addition to the bonuses granted by verdant mutagen when 
  consumed, the botanist gains the immunities of the plant 
  type, DR 5/slashing, and grows a covering of thorns that 
  act as armor spikes. The botanist is considered proficient 
  with this weapon while using verdant mutagen. The thorns 
  also add +1d4 piercing damage to the botanist’s slam attack 
  gained from verdant mutagen.
  When the botanist’s plant companion is given an enhanced 
  verdant mutagen, in addition to the normal bonus and 
  penalty it gains one of the following special abilities for the 
  duration of the verdant mutagen’s effect:
  Dense Bark: Plant companion gains a +4 natural 
  armor bonus that stacks with any other natural armor it 
  has and also gains DR 5/-.  Additionally if the plant 
  companion has a slam attack, that attack deals damage 
  as if the plant companion were one size category larger 
  and is considered magic for overcoming damage 
  reduction, reach however remains unchanged.
  Additionally the botanist gains a +1 dodge bonus to his 
  Armor Class and a +1 bonus to damage against any 
  opponent he and his plant companion are flanking in melee 
  or that have been successfully hit by both with ranged 
  attacks.
  This ability replaces Brew Potion.
  Organic Bombs (Su)
  At 1st level, the botanist gains bombs much like those of 
  normal alchemist's, however a botanist's arsenal is grown 
  rather than mixed.  The bomb is in fact a fast-growing, fist-
  sized thorny fungus that contains a volatile gas pocket. 
  These fungus bombs deal piercing damage rather than fire 
  damage, but otherwise act in all ways as a normal alchemist’s 
  bomb, including range, number per day, and ability to be 
  modified by discoveries as normal bombs.
  This ability modifies bombs.
  Verdant Mutagen (Su)   
  At 1st level, the botanist is able to create mutagens like other 
  alchemists, however it functions not only on the botanist 
  but on his plant companion as well. When the mutagen is 
  imbibed by the botanist, he gains a +2 natural armor bonus 
  and a slam attack (1d6 for Medium botanists) for 1 minute 
  per class level. One of his mental statistics (player’s choice) 
  takes a -2 penalty and his base land speed is halved for the 
  duration of the verdant mutagen’s effect; the penalty to 
  movement stacks with other factors that reduce movement 
  speed such as armor and encumbrance. If the mutagen is 
  given to the plant companion, it functions as a normal 
  alchemist’s mutagen for the plant companion, enhancing 
  one physical statistic and reducing the corresponding mental 
  statistic as normal. If a plant companion's Intelligence is 
  reduced to 0, it gains the mindless quality until the verdant 
  mutagen’s effects end.
  This ability modifies mutagen.
  Plant Companion (Ex)
  At 2nd level, the botanist forms a deep bond with a single 
  creature of the plant type.  He must spend 8 hours 
  preparing a unique extract containing a small amount of 
  his blood and costing 500 gp in materials.  The botanist 
  must select a plant from the following list: archer bush, 
  ascomoid, bloodbush, *crawling vine, *carnivorous 
  flower, leaf ray, phlogiston, *puffball (floating fungus), 
  *sapling treant, singing shrieker, thorny, or vampire rose.
  
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  Healing Balm: The plant companion creates a salve 
  that heals an amount of damage equal to 3d8 + the 
  companion’s hit dice, though extracting it causes 1d8 + 
  the companion's hit dice of damage to the plant 
  companion. The plant companion can generate this 1/
  round as long as the mutagen is active, though it cannot 
  do so if it has half or less of its full hit points. Harvested 
  salve becomes inert when the mutagen’s duration 
  expires.
  Miracle fruit: The plant companion grows 1d4+3 
  strange-colored fruit which cure non-magical diseases 
  and neutralize poisons.  The effective caster level equals 
  10 +1/2 it's hit die + it's Constitution modifier. Once 
  used up-these fruit do not re-grow unless another dose 
  of verdant mutagen is taken, and if not used up by the 
  time the mutagen’s effect ends, they become inert and 
  rot swiftly away to mush.
  Potent Biology: The plant companion gains a +2 
  alchemicalto the DC of any saving throw an opponent 
  must make against any special ability the plant 
  companion has, including poison and spore-based 
  abilities.  Additionally any creature that fails a save 
  against the plant companion’s special ability is affected 
  for the ability’s maximum duration  If the ability has no 
  duration or save, then this ability has no effect.
  Vicious Thorns: The plant companion grows long, 
  sharp thorns. A plant creature that does not possess 
  thorns normally does +1d6 piercing damage when 
  making natural attacks. If the plant companion already 
  has thorns (ranged or melee), it instead gains +2 to 
  attack rolls and damage with them and increases the 
  critical threat range by 1.
  Humoralist
  To the humoralist the elements dwell within each of us, waiting 
  to be harnessed and released. From yellow bile there is fire, black bile 
  is earth, phlegm is water, and blood is air. The body is nature’s alchemy 
  lab.
  Elemental Temperament (Su)
  At 1st level, the humoralist can create a connection to the 
  elemental planes that mimics the domain spells of a cleric. To 
  do so the humoralist ingests infusions that intentionally alter his 
  body chemistry to create an imbalance favoring one of the 
  bodily humors which, are each connected to a different 
  element. Brewing an infusion follows all rules for brewing a 
  mutagen save that 3 + humoralists Intelligence modifer of 
  doses can be maintained at a time.
  These infusions give the humoralist access to domain spells of 
  the elemental domain corresponding to the humor, though also 
  causes a side effect. The humoralist’s class level is treated as his 
  cleric level to determine what spells he has access to. Spells are 
  treated as spell-like abilities and can be used once each, unless 
  another infusion is ingested to add additional uses.
  Yellow Bile: Imbalance makes the humoralist passion 
  driven and grants access to the spells of the fire 
  domain. The cost of this passion imbalance is a -2 
  penalty to Will saves and Wisdom based skill checks. 
  A second drink doubles the penalty. A third requires 
  a Will save DC 10 + humoralist level or it results in 
  1d4 Wisdom damage though the abilities are still 
  granted.
  This ability replaces poison immunity and the discovery 
  gained at 10th level.
  Formulae
  The botanist adds the following to the list of formulae he is 
  able to learn.
  1st- detect plants or animals, entangle, goodberry
  2nd- barkskin, green sight, forest friend ( UC), tree shape, warp wood, 
  wood shape
  3rd- plant growth, speak with plants, spike growth
  4th- arboreal hammer, command plants
  5th- awaken (plants only), tree stride, wall of thorns
  6th- fire seeds, ironwood, liveoak, transport via plants
  
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  Black Bile: Imbalance makes the humoralist 
  melancholic while granting him access to the spells of 
  the earth domain. The cost of this melancholy is a -2 
  penalty to Strength-based skill and  ability checks, 
  attacks, and damage. A second drink doubles the 
  penalty. A third requires a Will save DC 10 + 
  humoralist level or it results in 1d4 Strength damage 
  though the abilities are still granted.
  Phlegm: Imbalance makes the humoralist overly 
  calm while granting him access to the water domain 
  spells. The cost of being so calm is a -2 penalty to 
  initiative and Reflex saves. A second drink doubles 
  the penalty. A third requires a Will save DC 10 + 
  humoralist level or it results in 1d4 Dexterity damage 
  though the abilities are still granted.
  Blood: Imbalance makes the humoralist amorous 
  while granting him the ability to access air spells. The 
  amorousness taps into the humoralists bodily health 
  reserves causing a -2 to his Fortitude saves and all 
  Constitution related abilities. A second drink doubles 
  the penalty. A third requires a Will save DC 10 + 
  humoralist level or it results in 1d4 Constitution 
  damage though the abilities are still granted.
  Also due to his unstable nature, the humoralist's bombs gain 
  +1d6 damage every four levels rather than every two.
  This ability replaces mutagen and modifies bombs.
  Temperamental Resistance (Su)
  At 2nd level, a humoralist gains a +2 bonus on all saving 
  throws against the damage caused by his current elemental 
  temperment (yellow bile for fire, black bile for acid, 
  phlegm for cold and blood for lightning).  This bonus increases 
  to +4 at 5th level, and then again to +6 at 8th level. At 10th 
  level, a humoralist becomes completely immune to damage 
  associated with the element he is utilizing.
  This ability replaces poison resistance.
  Temperament Stacking (Su)
  At 3rd level, a humoralist can attempt to cause more than one 
  imbalance (though never with opposed elements) by making a 
  Fortitude save with a DC equal to 10 + 1/2 the humoralist 
  level. Success means he can gain the benefits and drawbacks 
  of more than one humor, failure means the humoralist is 
  sickened for 2d4 rounds.
  This ability replaces poison use.
  The potter's art is one almost as old as civilization, but those with the 
  knowledge to do so can craft much more than just pots, plates, and 
  mugs.  There are ways to make porcelain strong as steel and fitted plates 
  of armor that weigh little more than a set of winter furs.  It is with just 
  the right application of fire to the elements of earth that the kiln crafter 
  turns simple clay to sublime substance.
  Balanced Temperament (Ex)
  At 6th level the humoralist may attempt to balance the 
  humors in himself and in others as a Heal skill check DC 25 
  that takes a standard action. If successful, the target of the 
  Heal check gains back 2 hit points per humoralist level. The 
  humoralist may only attempt this once per target other than 
  himself in a given day. On himself he may do this anytime 
  his humors are in imbalance though doing so loses all 
  special abilities associated with the humor imbalance.
  This ability replaces swift poisoning.
  Ceramics Savant (Ex)    
  At 1st level, a kiln crafter is ever experimenting with new 
  blends and types of earthenware. He gains a bonus to 
  the Craft (pottery) skill equal to 1/2 of his class level 
  (minimum of +1) and also receives an extra skill point at 
  1st level that is allocated to the Craft (pottery) skill.  
  When crafting ceramic items a kiln crafter may use his 
  Craft (pottery) skill in place of the normal craft skill 
  check to create weapons (except bows or crossbows) 
  and armor (except chainmail armor or those not made 
  with any metal such as padded and leather armor).
  Ceramic weapons function as their normal steel or wood 
  counterparts but have the fragile property and weigh 
  only half as much as normal.  Ceramic weapons also gain 
  an enhanced critical threat range, which increases by one, 
  a 20 becoming 19-20, a 19-20 becoming an 18-20, etc.  
  This effect does not stack with the keen magic weapon 
  property or any other effect that increases a weapon's 
  critical threat range.  The cost of crafting a ceramic 
  weapon is the same as that of its metal counterpart.   
  Kiln Crafter
  
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  Alchemical Glazes and Additives (Ex)  
  At 1st level, the kiln crafter through experimentation gains 
  access to a number of special glazes and additives that can 
  enhance and change the properties of the ceramics he 
  produces.  Due to the delicate nature of these processes, 
  only one glaze and one additive may be used in the creation 
  of a given item.      
  Ceramic armor functions in most ways like steel armor 
  of the same type, but weighs only 1/2 of what the same 
  metal armor would weigh.  Ceramic armor also grants 
  DR/bludgeoning equal to its armor bonus: this DR is 
  not increased by magical enhancement bonuses placed 
  on the armor.  Ceramic armor also provides fire 
  resistance 5 against normal, but not magical, fire.  
  However, ceramic armor that is broken cannot be 
  repaired using normal means, but only by a kiln crafter 
  or magical means such as the make whole spell. The cost 
  of crafting ceramic armor is +250 gp for light armor, 
  +500 gp for medium armor, and +750 gp for heavy
  armor, but otherwise uses the craft armor skill rules.
  This ability replaces Brew Potion.
  Clever Shattering (Ex)
  At 1st level, the kiln crafter gains Disposable 
  Weapon as a bonus feat even if he does not meet 
  the prerequisites for it.
  This ability replaces Throw Anything.
  Blade Breaker Glaze: When added to a weapon, 
  any sunder combat maneuver attempt that is 
  successful deals an additional 1d6 damage to the 
  weapon or item sundered.  When added to a suit of 
  ceramic armor, the armors DR/Bludgeoning 
  amount is increased by +2.
  Conductive Additive: When added to a ceramic 
  weapon, this additive harvests the ambient static 
  electricity in the air and collects it, allowing the 
  weapon to deal +1d4 electrical damage 5/day.  
  This damages does not stack with any weapon 
  special property that deals electrical damage.  If 
  added to a suit of ceramic armor, the wearer gains 
  resist electricity 5.
  
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  Insulating Additive: When added to a suit of 
  ceramic armor, the resist fire value granted to the 
  wearer is increased to 10.    
  Razor Glaze: When added to a piercing or slashing 
  ceramic weapon, this glaze produces a superior 
  edge or point, and weapons treated with such a 
  glaze have a +1 to attack rolls and a +2 to damage.  
  Shatter Proofing Additive: When added to a 
  ceramic weapon, this strengthening metallic 
  additive removes the fragile property of a ceramic 
  weapon.
  Spike Glaze: When added to a suit of ceramic 
  armor, this additive creates needle-sharp spikes that 
  function as armor spikes but have a critical threat 
  range of 19-20 x2. 
  This ability replaces mutagen.
  Acid-Weeping Blade (Ex) 
  At 4th level, the kiln crafter has gained sufficient knowledge 
  to create a ceramic blade that contains a number of vents 
  that are able to deliver strong acid into the injuries the blade 
  inflicts.  An acid-weeping blade must have the reservoir 
  located in the handle filled with acid from a flask or other 
  source as a move action.  The reservoir can hold up to three 
  flask's worth of acid at once, and depressing a small button 
  on the blade’s hilt or haft releases one flasks worth of acid, 
  dealing an additional 1d6 point of acid damage. Any bladed 
  weapon can be modified in this way during creation by the 
  kiln crafter, and increases the overall DC of the Craft check 
  by +5.
  This ability replaces the discovery gained at 4th level.
  Terra-Cotta Guardian (Su)
  At 8th level, the kiln crafter's ability to work with clay 
  transcends artistry and allows him to construct statues of 
  fine clay that have the semblance of life.  The kiln crafter 
  gains the Craft Construct feat even if he does not meet 
  the prerequisites for it.  However, the kiln crafter may 
  only craft terra-cotta soldiers (including all variants, see 
  Pathfinder Bestiary 3). He does not need to meet the 
  caster level requirement, however the cost and time to 
  create a terra-cotta soldier golem is unchanged.      
  This ability replaces the discovery gained at 8th level and 
  poison resistance +6. 
  Natural Transmuter
  Simply replicating a wizard’s spell or creating physically enhancing 
  mutagens are not the natural transmuter’s formula for success. A 
  natural transmuter uses his alchemy to transform existing materials 
  into another form he can twist to aid his defense or offensive arsenal.
  Class Skills: A natural transmuter adds Knowledge 
  (engineering) to his list of class skills and removes  
  Profession.
  Alchemy (Su)
  At 1st level, a natural transmuter creates bombs, 
  extractors, and transmutagens. Extractors are specially 
  prepared containers that are used to trap arcane spells 
  and turn them back against their casters. Transmutagens 
  are substances that a natural transmuter prepares to 
  swiftly change an existing material into something else, 
  such as an area of sand into a wall. This feature 
  otherwise functions the same as the alchemist's alchemy 
  class ability.
  This ability modifies alchemy.
  Extractors (Su)
  At 1st level, a natural transmuter learns to create an 
  extractor, which is a specially prepared container that a 
  natural transmuter uses to trap an arcane spells that 
  target himself. To trap an arcane spell targeting him 
  directly, a natural transmuter must successfully identify a 
  spell using a Spellcraft check, then spend an immediate 
  action to trap the spell targeting him in the extractor. A 
  failed Spellcraft check to identify the spell means he 
  does not identify the spell, cannot trap it, and is subject 
  to the spell’s effects. A natural transmuter must be 
  holding an extractor to attempt to trap a spell or he 
  must possess the Quick Draw feat to draw one and trap 
  the spell.  The extractor must be of a level equal to or 
  greater than the level of the spell being trapped.  Spells 
  that do not target the natural transmuter directly, such as 
  fireball, cannot be trapped with an extractor.
  A spell that has been successfully trapped in an extractor 
  may be released back onto any target the natural 
  transmuter selects and meets the targeting requirements 
  of the spell. The natural transmuter uses his level as his 
  effective caster level. Releasing a trapped spell takes the 
  same amount of time as the spell’s casting 
  
  12   The Flying Pincushion | Into The Breach | The Alchemist | 2015
  Fire ⇔ Cold
  Earth ⇔ Air
  Electricity ⇔ Sonic
  Light ⇔ Darkness       Wood ⇔ Stone
  Metal ⇔ Water
  time. Regardless of the spell’s original area of effect, it 
  only affects a single target the natural transmuter chooses 
  when he releases it.  Trapping a spell that can target more 
  than one creature directly,  such as scorching ray or magic 
  missile, negates only the effects that target the natural 
  transmuter, other targets of the same spell are still 
  affected as normal.
  A natural transmuter may create the same number of 
  extractors as a normal alchemist’s extracts per day. 
  Extractors are potent for 1 day after being prepared and 
  must be re-prepared each day. Preparing an extractor 
  takes 1 minute of work.  An extractor that is not in a 
  natural transmuter's possession becomes inert until he 
  picks it up again. Extractors that have been used to 
  prepare an extract from the natural transmuters formula 
  list cannot be used to trap a spell.  Thus a natural 
  transmuter often leaves some of his extractor slots open 
  so he can trap spells when needed.
  This ability modifies extracts.
  Transmutagen (Su)
  At 1st level, a natural transmuter learns to create a 
  transmutagen that he can use to command existing 
  materials to change into another material or turn into 
  armor, a small structure, or a weapon for a short period 
  of time. It takes 1 hour to brew a dose of transmutagen, 
  and once brewed, it remains potent until used. A natural 
  transmuter can only maintain one dose of transmutagen 
  at a time—if he brews a second dose, any existing 
  transmutagen becomes inert. As with an extractor or 
  bomb, a transmutagen that is not in a natural 
  transmuter's possession becomes inert until a natural 
  transmuter picks it up again. 
  Changing an existing material into an equal amount of 
  another follows the chart below. Any material not listed 
  below cannot be changed by a natural transmuter. A 
  material changed into an armor, structure, or weapon by 
  a transmutagen remains as the new shape for a number 
  of rounds equal to 3 + the natural transmuter’s 
  Intelligence bonus. Once this time has expired, the 
  materials form back into their original shape and material 
  in an unoccupied square next to the natural transmuter. If 
  no square is unoccupied, then the materials reform in the 
  same square as the natural transmuter and he takes 2d6 
  points of force damage and gains the entangled condition 
  until he moves out of that square. 
  If a material is attended or a creature, then it receives a Will save 
  with a DC equal to 10 + 1/2 natural transmuter's level 
  (minimum 1) + his Intelligence modifier.  Success means the 
  change fails. Materials resulting from instantaneous effects 
  cannot be changed by a transmutagen. Any material with an 
  enhancement bonus or special ability (keen, fortification, etc) 
  retains that enhancement or special ability though they do not 
  apply while the material is changed unless the current form 
  allows for it.
  Commanding materials to form a structure requires that 
  material to be a solid material. The natural transmuter can 
  command materials to form any structure he can imagine taking 
  up a number of 5-foot squares equal to or less than 5 + half his 
  natural transmuter level (minimum 1) . For example, at 1st level, 
  he can command an area of sand to form a wall 5 feet deep, 20 
  feet long, and 5 feet tall. The materials must occupy a like 
  amount squares in its original form or the natural transmuter 
  must provide the difference in like materials. Each square of 
  material used makes a negligible difference in the square 
  providing the material.
  
  13   The Flying Pincushion | Into The Breach | The Alchemist | 2015
  Commanding materials to form into armor or weapons 
  requires 1 5-foot square of materials for a Medium 
  sized weapon or armor. It requires 1 5-foot square of 
  materials for each size category above Medium and half 
  of a 5-foot square for each size category below 
  Medium. Armor and weapons created with this ability 
  are considered masterwork quality. The weapon or 
  armor created forms in the natural transmuter’s hand 
  or on his body immediately. An armor created by a 
  natural transmuter does not stack with any armor he is 
  currently wearing, it supersedes the armor bonus of 
  whatever armor he is currently wearing. Creating 
  weapons and armor does not give him the proper 
  proficiencies to use them without penalty.   
  This ability replaces mutagen.
  Swift Alchemy(Ex)
  At 3rd level, a natural transmuter can create his 
  extractors and transmutagens in half the normal 
  amount of time. This otherwise functions as the 
  alchemist class ability.
  This ability modifies swift alchemy.
  Persistent Transmutagen (Su)
  At 14th level, the effects of a transmutagen last for 
  double the normal amount of time.
  This ability replaces persistent mutagen.
  Instant Alchemy (Ex)
  At 18th level, a natural transmuter can create his 
  extractors as a full-round action providing he is 
  successful at the Craft (alchemy) check and has the 
  resources on hand. He can create a transmutagen in 1 
  minute. This otherwise functions as the alchemist class 
  ability.
  This ability modifies instant alchemy.
  Grand Discovery (Su)
  At 20th level, a natural transmuter makes a grand 
  discovery, with a new option listed below. This 
  otherwise functions as the alchemist grand discovery 
  class ability.
  True Transmutagen: The natural transmuter’s 
  transmutagen can create weapons or armor with 
  enhancements or special abilities totaling to a +5 
  enhancement. Any structures created with his transmutagen 
  doubles the amount of squares it can occupy (while only 
  requiring the normal amount of materials).
  Sometimes a task takes more flare and noise to be done right. 
  Sometimes it needs to end with a bang.
  Fireworks Display (Ex)
  The pyrotician is able to use fireworks in amazing and usual 
  ways. A pyrotician is able to draw and light a firework as a 
  standard action, and doing so does not provoke attacks of 
  opportunity. He must have the fireworks already crafted and 
  on his person to do this. If he has the quick light discovery it 
  will only take him a move action to draw and light fireworks, 
  provided he has a tindertwig on him when doing so. The 
  Quick Draw feat also reduces the time needed to draw and 
  light to a move action. If he has both Quick Draw and quick 
  light, he may draw and light additional fireworks as a full-
  round action if his base attack bonus is high enough to grant 
  him additional attacks. This functions just like a full attack 
  with a ranged weapon.
  Pyrotician 
  
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  Throwing or aiming a firework at a specific target 
  requires a standard action that provokes an attack of 
  opportunity. Ranged fireworks use the Thrown Splash 
  Weapon special attack, even if they are launched instead 
  of thrown. If a firework has no listed range in its 
  description, it is 20 feet. Fireworks are considered 
  weapons and can be selected using feats such as Point-
  Blank Shot and Weapon Focus, using the category 
  “fireworks” when selecting any such feats. All attacks 
  with fireworks are against touch AC. On a direct hit with 
  an attack, a firework inflicts its listed damage + 1d6 
  points of fire damage + additional damage equal to the 
  pyrotician's Intelligence modifier. 
  The damage of fireworks increases by 1d6 points at every 
  odd-numbered pyrotician level (this bonus damage is not 
  multiplied on a critical hit or by using feats such as Vital 
  Strike). If a firework deals damage to an area, it deals full 
  damage to the target and splash damage to all others in 
  that area. Splash damage from a firework is always equal 
  to the firework's minimum damage (so if the firework 
  would deal 2d6+4 points of fire damage on a direct hit, 
  its splash damage would be 6 points of fire damage). 
  Those caught in the splash damage can attempt a Reflex 
  save for half damage. 
  Fireworks that cannot be aimed but do damage to an 
  entire area, like the starfountain, deal minimum damage 
  only.
  All saves involved with fireworks crafted and used by the 
  pyrotician have a DC equal to 10 + 1/2 the pyrotician’s 
  level + his Intelligence modifier. 
  Discoveries that modify the area of effect may not be 
  taken to modify fireworks, but other discoveries that 
  modify bombs may be taken and applied to fireworks. 
  The discoveries must be applied during crafting, and 
  cannot be applied to existing fireworks. 
  This ability replaces bombs and Throw Anything.
  Fireworks Mastery (Ex)
  At 2nd level, the pyrotician is able to use fireworks more 
  effectively. As a move action he can adjust the length of a 
  firework’s fuse by plus or minus a number of rounds 
  equal to his level. This adjustment must be made anytime 
  before a fireworks is lit. If a fuse is set to less than one 
  round the pyrotician may choose to have it 
  go off an instant after it is lit and thrown or at the end of his 
  turn. A pyrotician using his firework display ability may draw, 
  adjust a fuse, and light the firework as a full-round action that 
  provokes an attack of opportunity.
  Additionally, the pyrotician may spend a full-round action to 
  tie multiple firework together for simultaneous ignition. 
  Fireworks used in this way must be set up on the ground or 
  other solid foundation and must be all in the same square 
  before he ties them together. He may tie together a number of 
  fireworks equal to half his level.
  If a firework needs to be set on the ground to be used 
  properly, it can be set down as a free action without worrying 
  about it tipping over or being improperly placed. Also, the 
  pyrotician may light any fireworks within reach, and does not 
  need to be holding them to do so. Fireworks that are not 
  being held or on the ground can’t be accurately aimed and can 
  only be used to target an intersection or unattended object. It 
  takes a move action to aim one firework that is on the ground.
  This ability replaces poison resistance and poison use.
  Swift Alchemy (Ex)
  At 3rd level, a pyrotician can create alchemical items and 
  fireworks with astounding speed. It takes a pyrotician half 
  the normal amount of time to create alchemical items. He 
  can create fireworks in a quarter of the normal amount of 
  time. He only pays one quarter the market price in raw 
  materials when crafting fireworks. 
  This ability modifies swift alchemy.
  Big Finish (Ex)
  Starting at 6th level, the pyrotician may aim one bundle of 
  fireworks that is on the ground and tied together for 
  simultaneous ignition as a move action. He does not have 
  to aim all of the fireworks in the same direction, and may 
  give each one a different target. He may aim a single 
  firework that is on the ground as a swift action.
  This ability replaces swift poisoning.
  
  15   The Flying Pincushion | Into The Breach | The Alchemist | 2015
  Supplementum
  A ready herb or chemical concoction is the staple of this alchemically 
  inclined individual. His passions lie in unlocking all the potential in 
  life’s creations.
  Enhancer
  At 1st level, a supplementum discovers how to brew an 
  additive that can be combined with existing alchemical 
  items, bombs, extracts, and potions or oils to give bonuses 
  or added effects. An enhancer takes 1 hour to brew, and 
  once brewed, remains potent until combined with an 
  alchemical item, bomb, extract, or a potion or oil. A 
  supplementum can only maintain one enhancer at a time, 
  if he brews a second dose any existing enhancer becomes 
  inert. An enhancer is considered to be existing until the 
  alchemical items, bombs, extracts, and potions or oil it is 
  mixed with is used. It is a move action to combine an 
  enhancer with an alchemical item, bomb, extract, or 
  potion or oil. A supplementum chooses one bonus or 
  added effect to apply from the enhancer categories below 
  at the time of combination. These effects last for 10 
  minutes per supplementum level.
  Alchemical Items:  The enhancer can decrease the 
  DC of any skill check required in an alchemical item 
  by 2, double the area affected by an alchemical item, 
  double the uses of an alchemical item, double the 
  listed duration of an alchemical item (up to 3 hours), 
  change any DC’s of the alchemical item to 10 + half 
  the supplementum’s level, halve any time an 
  alchemical item requires to be effective, or increase a 
  bonus from an alchemical item by 1/2 (rounded 
  down).
  Bombs: The enhancer can allow an extra bomb (not 
  counted against his daily limit) to be created from 
  the bomb the enhancer was combined with, cause 
  splash damage to be considered a direct hit from the 
  bomb, double the duration of a discovery applied to 
  a bomb, double the additional damage dice a bomb’s 
  discovery gives,  increase direct hit bomb damage by 
  +4 by decreasing the number of squares the splash
  damage effects by 2, or increase the Reflex save DC
  to halve splash damage to be 10 + supplementum
  level + Intelligence modifier.
  Extracts: The enhancer can add a metamagic feat 
  to the spell duplicated in the extract (up to a 
  metamagic feat that uses up a spell slot 3 levels 
  higher), create an extract in half the time (stacks 
  with instant alchemy and swift alchemy), create 
  one extra extract (not counting against his daily 
  limit) by combining the enhancer and extract 
  and splitting them into 2 containers, or hold a 
  consumed extract’s effects to be released as a swift 
  action at any time up to the life of the enhancer.
  Potions and Oils: The enhancer can change the 
  potion’s method of activation to applied (as a magic 
  oil), double the duration of the potion or oil (up to 3 
  hours), increase the spell level allowed in the creation 
  of a potion or oil, increase the DC to identify the 
  potion or oil by 4, reduce the cost to create a potion or 
  oil by half, or treat the potion or oil as though affected 
  by the Maximize Spell metamagic feat.
  This ability replaces mutagen.
  Poison Possibilities (Ex): At 8th level, a supplementum 
  can take any 2 poisons with the same type and  combine 
  them. Doing this causes both poison’s effects to occur upon 
  successfully afflicting a target.
  This ability replaces the poison resistance ability.
  Persistent Enhancer (Ex): At 14th level, the effects of the 
  enhancer last 1 hour per supplementum level.
  This ability replaces persistent mutagen.
  Grand Discovery (Ex): At 20th level, the supplementum 
  may choose from a new grand discovery listed below.  This 
  otherwise functions as the alchemist grand discovery class 
  ability.
  Everlasting Enhancer: The supplementum’s enhancer does 
  not become inert after any amount of time. He may also 
  create and maintain two enhancers at any given time.
  
  16   The Flying Pincushion | Into The Breach | The Alchemist | 2015 
  Venom Bomber
  While all alchemists are skilled in the use of poison, for the 
  venom bomber, the use of poison is his main form of attack. His 
  bombs explode not with bursts of fire, but with splashes of 
  venom that coat his enemies in deadly poison and reduce them to 
  hideous, wasted wretches.
  Venom Bomb (Su)
  The bombs created by a venom bomber do not 
  explode in blasts of fire, but instead consist of a type of 
  contact poison that damages and debilitates those 
  affected. A venom bomb deals 1d6 points of poison 
  damage, plus the venom bomber’s Intelligence 
  modifier, to the target struck. The target must also 
  make a Fortitude saving throw or be poisoned. Targets 
  in the bomb’s splash radius (typically 5 ft.) take damage 
  equal to the minimum damage of the bomb and are 
  affected by the initial effect of the poison for one 
  round. A successful Fortitude save against the splash 
  damage halves the damage and negates the poison.
  Venom bombs do not increase in damage or effect as 
  the alchemist increases in level unless the alchemist 
  applies the poison modification ability to them.
  If the venom bomber applies a discovery that changes 
  the type of damage or effects of a bomb (such as acid 
  bomb or smoke bomb), the bomb acts as a normal 
  bomb modified as per the discovery.  Discoveries that 
  do not change the bomb’s damage type function 
  normally.
  Venom Bomber Poison
  Type poison (contact); Save Fortitude DC 10 + Int 
  modifier + ½ level
  Onset --; Frequency 1/round for a number of rounds 
  equal to the venom bomber’s Int modifier
  Effect sickened while poison is active/1d6 poison 
  damage; Cure 1 save
  Victims of this deadly toxin have trouble acting, as 
  internal hemorrhaging causes them to cough up blood.
  This ability modifies bombs.
  Delayed Poison: This poison takes considerably 
  longer to take effect than most venom bomb 
  poisons. It has an onset time of 2d6 hours.
  Desiccant: The venom bomber mixes powerful 
  alchemical agents designed to dry out his target into 
  his bomb. The poison affects creatures of the ooze 
  type, ignoring their normal immunity to poison.
  Herbicidal: The poison affects creatures of the 
  plant type, ignoring their normal immunity to 
  poison.
  Increased Duration: The poison’s duration 
  increases by a number of rounds equal to the 
  venom bomber’s Intelligence modifier. 
  Increased Initial Damage: The initial damage dealt 
  by the venom bomb’s impact increases by 1d6, 
  increasing the splash damage by 1. This 
  modification can be applied any number of times.
  Nonlethal: There are times when the venom 
  bomber prefers to subdue a target rather than kill 
  them. The damage caused by the poison’s hit point 
  damage is all nonlethal damage.
  Hallucinogenic: The venom bomber modifies his 
  venom bomb to cause hallucinations in those 
  affected by it, changing the initial effect of the 
  poison from sickened to confused.
  Venom Modification (Su)
  Venom bombers are capable of making a startling array 
  of toxins, allowing them to customize their venom 
  bombs to bring down nearly any target. Each odd level 
  after 1st, the venom bomber gains 1 point of venom 
  modification that he can spend each time he creates a 
  venom bomb, changing the poison to suit his target. 
  The venom bomber makes these choices as he creates 
  and throws each bomb. Unless otherwise noted, a 
  particular venom modification cannot be selected more 
  than once.
  1-Point Poison Modifications
  
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  Holy Blight: The poison is infused with the essence of 
  positive energy, allowing it to affect creatures of the 
  undead type, ignoring their normal immunity to poison.
  Tiring Poison: This poison saps the vitality of its 
  targets, causing them to suffer fatigue while they are 
  poisoned. This replaces the normal sickened condition 
  caused by a venom bomb.
  2-Point Poison Modifications
  Ability Damage, Lesser: This poison deals 1d3 points 
  of Strength, Dexterity, Wisdom, or Charisma damage 
  with its initial and secondary effects. This replaces the 
  sickened condition normally caused by a venom bomb. 
  At 13th level, the venom bomber can apply this 
  modification twice, selecting a different ability score.
  Debilitating Ability Damage: This poison is unusually 
  potent, capable of bringing down even large, dangerous 
  targets. The ability damage dealt by its initial and 
  secondary effects increases by one die type, following 
  the normal rules for weapon size (1d3, 1d4, 1d6, 1d8). 
  The poison must have the lesser ability damage or ability 
  damage modifications before selecting this one.
  Fiendbane Poison: This poison is mixed with sacred 
  oils known to be damaging to evil outsiders, allowing it 
  to affect outsiders with the evil subtype regardless of 
  their normal immunities.
  Golemrot Poison: This poison is designed to be 
  disruptive to creatures of the construct type, rotting their 
  forms and disrupting the magic that animates them. This 
  allows the venom to affect creatures of the construct 
  type, regardless of their normal immunities.
  3-Point Poison Modifications
  Ability Damage: This poison deals 1d3 points of 
  Constitution or Intelligence damage with its initial and 
  secondary effects. This replaces the sickened condition 
  normally caused by a venom bomb. 
  Enduring: The poison is unusually resilient, requiring 
  two consecutive Fortitude saves to remove its effects.
  Throatgripper Poison: This poison paralyzes the 
  muscles of the victim’s throat, making swallowing, 
  speaking, and spellcasting difficult. An affected 
  target must make a Fortitude save at the DC of the 
  initial poison to use a potion, extract, or other 
  imbibed item. Spellcasters must make a 
  concentration check at the same DC to cast a spell 
  with a vocal component.
  4-Point Poison Modifications
  Increased Secondary Damage: The damage 
  inflicted by the venom bomb’s secondary damage 
  increases by 1d6 per round. This modification can 
  be purchased once at 7th level, and a second time at 
  15th level.
  Nauseating Poison: This poison causes a more 
  violent reaction than most venom bombs, causing 
  those affected to suffer the nauseated condition 
  rather than the sickened condition for 1d6 rounds 
  after the initial effect.
  5-Point Poison Modifications
  Ability Drain: The poison’s initial effect deals 1d4 
  points of ability drain to one selected ability score, 
  instead of the normal sickened effect.
  Unending: The poison is among the most 
  persistent toxins in the world, requiring three 
  consecutive saves to end the affliction.
  This ability replaces mutagen.
  Venom Bomb Conversion (Su)
  At 4th level, the venom bomber learns to convert his 
  venom bomb into a more stable poison that can be 
  applied to a weapon or given surreptitiously to an 
  opponent. This process takes 1 minute of work, and 
  expends two of the alchemist’s daily bombs. The resulting 
  poison can be either an injury, contact, or ingested 
  poison, and is created using the same rules as a venom 
  bomb. However, the bomb does not deal  damage 
  directly on application as a venom bomb, just the initial 
  and secondary effects. If not used, poison created in
  
  18   The Flying Pincushion | Into The Breach | The Alchemist | 2015 
  this way lasts for 24 hours until it goes inert. These 
  poisons remain active even if they leave the possession 
  of the venom bomber. 
  This ability replaces the discovery gained at 4th level.
  Persistent Poison (Su)
  At 14th level, the venom bomber learns to create and apply 
  any poison to turn it to deadly effect. The number of saves 
  required to end any poison effect generated by the venom 
  bomber increases by one. This increase stacks with either the 
  enduring or unending venom modifications. 
  This ability replaces persistent mutagen.
  The viscous arcanist distills and sublimates natural forms of magical 
  energy pushing at the boundaries between the physical and the magical. 
  He wrestles with forces that refuse to be contained in mere bottles, forces 
  that other alchemists daren't touch.
  Only he has learned how to tame that energy, how to channel the roiling 
  magical essence into a proxy, to nurture that spell until it is ready to be 
  released.
  Class Skills: The viscous arcanist adds Knowledge 
  (dungeoneering) to his list of class skills.
  Concoct (Su)
  At 1st level, the viscous arcanist gains the ability to fashion 
  magical potion-like extracts in which he can store spell 
  effects. Using a portable ooze vat, the concoctions take the 
  form of gel mixtures that the viscous arcanist imbues with 
  magical energy. These spells are drawn from the alchemists
  formulae list and from two schools of magic chosen at character 
  creation from the sorcerer/wizard spell list. The save DC for 
  any concocted spell is equal to DC 10 + spell level + the 
  viscous arcanist's Intelligence modifier.
  To use the concoction, the viscous arcanist must consume the 
  gel like substance - like drinking a potion - or shatter the flask 
  whilst willing a simple set of instructions to the ooze contained 
  within. The potion may also be thrown as a simple weapon with 
  range increments of 15 ft.
  This second method calls forth a Tiny ooze (sample stats block 
  below) containing a single trapped spell that attempts to fulfill 
  the simple tasks to the letter (eg. “Move north 50 ft. and release 
  spell,” “Move west to the ranger and meld,” “Move east 30 ft., 
  wait 2 rounds and release spell”). Any concocted spell with a 
  touch or personal descriptor requires the ooze to meld with the 
  subject and the specifications of the spell are determined during 
  casting. Example: A concocted ooze containing mage armor must 
  end its turn in a square and often allows the target a save against 
  the DC set by the viscous arcanist (DC 10 + spell level + 
  Intelligence modifier).
  An alchemical ooze has a number of hit points equal to the level 
  of the spell plus the caster level of the creator. It also has a finite 
  lifespan, lasting for a number of rounds equal to the caster level 
  of the viscous arcanist before releasing the contained magical 
  energy and dissolving into a puddle of worthless minerals. 
  Nothing can prevent the magical energy from escaping, even if 
  the body of the ooze is somehow preserved - when the 
  countdown ends, the spell releases, and the body dissolves. 
  Once unleashed, the ooze takes the most direct path to its 
  destination and triggers attacks of opportunity if it passes 
  through any threatened square. 
  If slain, or the duration expires, it releases the magical energy 
  contained within itself, triggering any area of effect extracts 
  contained within it.
  This ability replaces Throw Anything, and functions as the 
  alchemist’s Alchemy ability except where noted.
  Volatile Creation (Su)
  At 1st level, the viscous arcanist imbues his alchemical 
  oozes with explosive potential. Like a concocted ooze, 
  upon being released they must be given a simple 
  instruction that they will attempt to fulfill. 
  Viscous Arcanist 
  
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  The lifespan and hit points of an explosive alchemical 
  ooze is equal to the caster level of the viscous arcanist. 
  Upon being released they pulse with a menacing inner 
  light. This effect sheds light like a candle (5 ft). Volatile 
  oozes explode upon death and if they meld with a target, 
  the target must make a Fortitude save DC 10 + 1/2 
  viscous arcanist level + his Intelligence modifier to take 
  half damage from this effect. This ability otherwise 
  functions in the same way as alchemist's bombs and may 
  be modified by discoveries accordingly. Thrown vials of 
  explosive ooze are a simple weapon and have a range 
  increment of 15 ft.
  This ability replaces bombs.
  Alchemic Resistance (Ex)
  At 2nd level, the viscous arcanist gains acid resistance 
  5. Each time he would gain poison resistance (at 5th,
  8th, and 10th level) he instead gains an additional 5
  acid resistance up to acid resistance 20 at 10th level.
  This replaces poison resistance and poison immunity.
  Alchemical Ooze
  Created by viscous arcanists this tiny ooze radiates a 
  tremendous amount of magical energy.
  Alchemical Ooze CR (1/2)
  XP 400
  N Tiny ooze
  Init +0; Senses blindsight 60 ft.; Perception -5
  DEFENSE
  AC 12, touch 12, flat-footed 12 (+2 size)
  hp 3 (1 HD) (special: or as per spell level + caster 
  level)
  Fort +0; Ref +0; Will -5
  Immune ooze traits
  OFFENSE
  Speed 10 ft., climb 10 ft., swim 10 ft.
  Space 1 ft.; Reach 0 ft.
  Special Attacks meld, release energy
  STATISTICS
  Str 4, Dex 10, Con 10, Int --, Wis 1, Cha 1
  Base Atk +0; CMB -2; CMD 3 (can’t be tripped) 
  SPECIAL ABILITIES
  Meld (Ex)
  An alchemical ooze automatically melds with any 
  corporeal creature it occupies a square with at the end 
  of its turn, the ooze is destroyed as part of the 
  melding and the magical effect stored within itself is 
  transferred to the target, allowing it to convey touch 
  and personal range spells, these imparted spells allow 
  for saves as normal. This ability triggers attacks of 
  opportunity for moving into an occupied square as 
  normal.
  Release Energy (Su)
  An alchemical ooze is animated by the magic imbued 
  within it, it may release this as a swift action and acts 
  as the origin for the spell it releases. It may hold this 
  magical energy for a number of rounds equal to the 
  caster level of its creator no spell or effect can prevent 
  this from occurring, at the end of this time it uses this 
  ability as an immediate action. An ooze that reaches 0 
  HP releases energy as an immediate action. Using this 
  ability causes the ooze to dissolve into a puddle of 
  worthless minerals.
  ECOLOGY
  Environment urban
  Organization solitary
  Treasure none
  Alchemical oozes are the creation of viscous arcanists, 
  they are short lived, non-sentient oozes that follow a 
  simple instruction imparted upon them upon creation 
  and ending in either the fizzling of magical energy or 
  an explosion.
  They may come in a variety of colors and are almost 
  always Tiny sized. With the exception of non-spell 
  carrying alchemical oozes they never out-live their 
  short lifespans as the magical energy they contain also 
  fuels them.
  
  20   The Flying Pincushion | Into The Breach | The Alchemist | 2015 
  Prestige Classes
  Role: A banechemist can hold his own in combat 
  against any foe using weapons, mutagens, bombs, 
  poison, and extracts. However, his true strength is in 
  tailoring these abilities to defeat specific types of 
  enemies. Due to the banechemist’s tireless research into 
  these enemies, they stand little chance of surviving his 
  alchemical onslaught.
  Alignment: Although the sometimes grisly work of a 
  banechemist can have unpredictable effects on a 
  practitioner’s moral and ethical outlook, this 
  transformation is unique to each individual. Therefore, a 
  banechemist may be of any alignment.
  The greatest predators possess deep knowledge of their 
  prey. For banechemists, this knowledge goes beyond 
  behaviors and habits, extending into the realms of 
  anatomy and alchemy. These hunters craft poisons, 
  bombs, and other alchemical concoctions specifically 
  targeted to defeat their favored foes.
  Banechemists are almost always alchemist/rangers, 
  though some have levels in other classes as well. Many 
  banechemists have animal companions who share the 
  mutagens they produce and assist with the hunt.
  Banechemist
  
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  5 
  Class Skills
  The banechemist class skills are Craft (any) (Int), 
  Handle Animal (Cha), Heal (Wis), Intimidate 
  (Cha), Knowledge (arcana) (Int), Knowledge 
  (dungeoneering), Knowledge (nature) (Int), Perception 
  (Wis), Profession (Wis), Ride (Dex), Sleight of Hand 
  (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), 
  and Use Magic Device (Cha).
  Skill Ranks at Each Level: 4 + Intelligence Modifier
  Level
  Attack 
  Bonus
  Fort Save
  Ref Save
  Will Save
  1st
  Extracts Per Day 
  -
  2nd
  3rd
  4th
  5th
  6th
  7th
  8th
  9th
  10th
  +1
  +2
  +2
  +3
  +3
  +4
  +4
  +5
  +5
  +1
  +2
  +2
  +3
  +3
  +4
  +4
  +5
  +5
  +1
  +1
  +1
  +2
  +2
  +2
  +3
  +3
  +3
  +1 level of existing class
  +1 level of existing class
  -
  +1 level of existing class
  +1 level of existing class
  +1 level of existing class
  -
  +1 level of existing class
  +1 level of existing class
  +1
  +1
  +0
  Special
  Bomb +1d6, favored enemy, 
  hunter's bond,  targeted alchemy
  Adaptation
  Bomb +2d6
  Adaptation
  Bomb +3d6, favored enemy 
  Adaptation
  Bomb +4d6
  Adaptation
  Bomb +5d6, favored enemy
  Grand adaptation
  Class Features
  All of the following are class features of the banechemist 
  prestige class.
  Weapon and Armor Proficiency: A banechemist 
  gains no proficiency with any weapon or armor.
  Extracts per Day
  At the indicated levels, a banechemist gains new extracts 
  per day as if he had also gained a level in alchemist. He 
  does not, however, gain other benefits a character of 
  that class would have gained, except for extracts per day 
  and an increased effective caster level for extracts.
  Bomb
  The banechemist’s bomb ability continues to advance 
  as the alchemist ability of the same name. Add the 
  indicated damage for the banechemist’s level to the 
  bomb damage gained from the banechemist’s alchemist 
  levels. Banechemist levels stack with alchemist levels to 
  determine the number of bombs per day and the save DC 
  of the bombs’ splash damage.
  In addition, the banechemist’s level stacks with alchemist 
  levels to determine the banechemist’s competence bonus 
  to Craft (alchemy) checks when creating alchemical items, 
  as well as the durations of mutagens.
  Favored Enemy (Ex)
  At 1st level, 5th level, and 9th level, the banechemist 
  selects a new favored enemy from the ranger’s favored 
  enemy list and increase the bonus against an existing 
  favored enemy by +2. This works exactly as if he had 
  gained a new favored enemy from the ranger class.
  +0
  +1
  +2
  +3
  +3
  +4
  +5
  +6
  +6
  +7
  Hit Die: d8
  Requirements
  To qualify for banechemist, a character must fulfill 
  the following criteria.
  Skills: Craft (alchemy) 5 ranks, Knowledge (nature) 
  5 ranks.
  Alchemy: able to brew 1st-level extracts. 
  Special: Bomb class feature, favored enemy class 
  feature, Throw Anything.
  Table: Banechemist
  
  22   The Flying Pincushion | Into The Breach | The Alchemist | 2015 
  Hunter’s Bond (Ex)
  At 1st level, the banechemist forms a bond with his hunting 
  companions. This functions like the ranger ability of the same 
  name, and the banechemist can select either of the two types 
  of bond.If he selects an animal companion, the effective druid 
  level is equal to his banechemist level.
  If the banechemist already has the hunter’s bond class feature 
  from his ranger levels, he does not gain this feature again. 
  Instead, his banechemist levels stack with his ranger levels to 
  determine the effective druid level for his animal companion 
  (if he originally chose to form a bond with his companions, he 
  gains nothing from acquiring this feature again.
  Targeted Alchemy
  At 1st level, the banechemist adds his favored enemy bonus to 
  attack and damage rolls of bombs that he throws at his 
  favored enemies. This bonus damage also applies to the 
  bomb’s splash damage (but is not added against non-favored 
  enemies).
  Adaptation (Su)
  At 2nd, 4th, 6th, and 8th levels, the banechemist is able to 
  adapt his craft, improving his ability to defeat his favored 
  enemies. A banechemist cannot select an individual adaptation 
  more than once. Some adaptations may only be selected if the 
  banechemist meets specific prerequisites, like the possession of 
  other adaptations. The adaptations are selected from the 
  following list:
  Alchemical Adaptation: The banechemist gains one 
  discovery from the alchemist class discovery list for 
  which he meets all prerequisites. His banechemist level 
  stacks with his alchemist level for the purpose of 
  meeting this discovery’s prerequisites (but not for 
  discoveries acquired by any other means). The 
  banechemist must possess the alchemist’s discovery class 
  feature before selecting this adaptation.
  Bane Bomb: When the banechemist throws a bomb, he 
  can choose to make it a bane bomb targeted at one of his 
  favored enemies. Bane bombs deal an extra 2d6 points 
  of bonus damage against the targeted creature type. They 
  deal 2d6 fewer points of damage than usual to all other 
  creature types. The banechemist must possess the 
  targeted bomb adaptation before selecting this 
  adaptation.
  Combat Adaptation: The banechemist gains 
  one bonus feat from the feat list for his ranger 
  combat style, exactly as if he had gained it from 
  the ranger class feature. His banechemist level 
  stacks with his ranger level when determining 
  which of the bonus feats he is able to select(but 
  they do not stack when the banechemist gains 
  bonus feats from adding ranger levels. The 
  banechemist must possess the ranger’s combat 
  style class feature before selecting this 
  adaptation.
  Companion’s Mutagen: The banechemist 
  prepares his mutagens so that they give him a 
  special link with his animal companion. When 
  he imbibes the mutagen, the banechemist may 
  choose to gain the benefits for himself, to grant 
  them to his animal companion, or to split them 
  – with the banechemist and his companion
  each gaining half of each bonus granted.
  Regardless of how the bonuses are allocated,
  the banechemist himself suffers the ability
  penalties associated with the mutagen. The
  banechemist must have selected an animal
  companion for his hunter’s bond and possess
  the alchemist’s mutagen class feature before
  selecting this adaptation.
  Greater Companion’s Mutagen: When under 
  the effects of a mutagen, the banechemist and 
  his animal companion become more alike, 
  gaining some of each other’s abilities. The 
  banechemist gains all special abilities possessed 
  by his animal companion that appear on the 
  ability list for beast shape III. He also chooses 
  one natural attack possessed by the animal 
  companion and gains the appropriate limbs to 
  make that attack for the duration of the 
  mutagen. This counts as a primary natural 
  attack. The animal companion’s limbs become 
  slightly more humanoid, granting it the 
  alchemist’s Throw Anything class feature and 
  allowing it to throw bombs, mixed and given to 
  them, by the banechemist that deal the same 
  damage as if they were thrown by the 
  banechemist (these deplete the banechemist’s 
  daily supply of bombs as normal). The 
  banechemist must possess the companion’s 
  mutagen adaptation before selecting this 
  adaptation.
  
  23   The Flying Pincushion | Into The Breach | The Alchemist | 2015 
  Ignore Energy Resistance: When attacking one of his 
  favored enemies with a bomb or alchemical weapon, 
  the banechemist treats his target’s energy resistance 
  against his attack as if it were 10 points lower than 
  normal. If the target is immune to the type of energy he 
  is using to attack, he treats the target as if it had energy 
  resistance 30 instead.
  Ignore Poison Immunity: The banechemist’s poisons 
  can affect his favored enemies even if they are immune 
  to poison. Even undead can be affected 
  (poisons that damage an ability score they don’t possess 
  deal Charisma damage instead. This adaptation does not 
  allow poison to affect constructs.
  Targeted Alchemical Weapon: When the banechemist 
  creates an alchemical weapon, he can choose to target it 
  against one of his favored enemies. The saving throw 
  DC for the weapon increases by the banechemist’s 
  favored enemy bonus for the creature type selected if it 
  is used against that type of creature. The save DC is 
  reduced by 2 for all other creature types. If the 
  alchemical weapon deals damage, it deals additional 
  damage equal to the banechemist’s favored enemy 
  bonus against the targeted creature type.
  Targeted Bomb: When the banechemist throws a 
  bomb, he can choose to target it against one of his 
  favored enemies. The saving throw DC for the bomb’s 
  splash damage, and for any other effects of the bomb 
  that require a save, increases by the banechemist’s 
  favored enemy bonus for the creature type selected if it 
  is used against that type of creature. The save DC is 
  reduced by 2 for all other creature types.
  Targeted Poison: When the banechemist creates 
  poison, he can choose to target it against one of his 
  favored enemies. The saving throw DC for the poison 
  increases by the banechemist’s favored enemy bonus 
  for the creature type selected if it is used against that 
  type of creature. The save DC is reduced by 2 for all 
  other creature types.
  Grand Companion’s Mutagen: When under the 
  effects of mutagen, the link between the banechemist 
  and his animal companion becomes supernaturally 
  strong. First, both the banechemist and his companion 
  receive the full ability and natural armor bonuses of the 
  mutagen, no longer needing to split them. Second, the 
  alchemist and his companion gain the benefits of the 
  companion mind link spell for the duration of the 
  mutagen. Finally, the banechemist gains the benefits of 
  the shield other spell, either protecting the animal 
  companion and allocating damage to the banechemist, 
  or vice-versa. This ability can be suppressed or resumed 
  as a free action. The banechemist must possess the 
  greater companion’s mutagen adaptation before 
  selecting this grand adaptation.
  Lethal Poison: Once per day, the banechemist may 
  brew a lethal poison targeted at one of his favored 
  enemies. Brewing the poison takes 1 minute. This 
  poison is delivered by injury, and can be applied to a 
  weapon like other poisons. If a creature of the targeted 
  type is affected by the poison, it must make a Fortitude 
  save with a DC equal to 10 + the banechemist’s level + 
  his favored enemy bonus against that creature type 
  (from the targeted poison adaptation) or die 
  immediately. The poison has no effect on creatures of 
  other types. The banechemist must possess the targeted 
  poison adaptation before selecting this grand 
  adaptation.
  Perfect Bomb: When the banechemist throws a bomb, 
  he may choose to make it a perfect bomb targeted at 
  one of his favored enemies. Perfect bombs ignore all 
  energy resistance and immunity of the targeted creature 
  type. Perfect bombs also gain all of the benefits of the 
  targeted bomb and bane bomb adaptations. They have 
  absolutely no effect on creatures other than the targeted 
  type. The banechemist must possess the bane bomb 
  and ignore energy resistance adaptations before 
  selecting this grand adaptation.
  Versatile Adaptation: The banechemist gains two 
  normal adaptations for which he meets all prerequisites, 
  instead of a grand adaptation. If he has the alchemist’s 
  discovery class feature, he may select a discovery for 
  which he qualifies in place of one or both of these 
  adaptations. He may stack his banechemist level with 
  his alchemist level for this purpose, as with alchemical 
  adaptation. If he has the ranger’s combat style class 
  feature, he may select a bonus feat from his
  Grand Adaptation (Su)
  At 10th level, the banechemist gains an 
  exceptionally powerful adaptation, selected from the 
  following list:
  
  24   The Flying Pincushion | Into The Breach | The Alchemist | 2015 
  Level
  Base 
  Attack 
  Bonus
  Fort Save
  Ref Save
  Will Save
  Extracts per Day
  1st
  2nd
  3rd
  4th
  5th
  6th
  7th
  8th
  9th
  10th
  +0
  +1
  +1
  +2
  +2
  +3
  +3
  +4
  +4
  +5
  +1
  +1
  +2
  +2
  +3
  +3
  +4
  +4
  +5
  +5
  +0
  +1
  +1
  +1
  +2
  +2
  +2
  +3
  +3
  +3
  +1
  +1
  +2
  +2
  +3
  +3
  +4
  +4
  +5
  +5
  Special
  Alchemical studies, eidolon 
  bond, evolutionist 
  combat style in place of one or both of the 
  adaptations. He may stack his banechemist level 
  with his ranger level for this purpose, as with 
  combat adaptation.
  Exochymist
  Bomb +1d6, warping mutagen
  Shared link
  Discovery
  Sympathetic link
  Bomb +1d6
  Discovery
  Symmetrical link
  Persistent mutagen
  Bomb +1d6, discovery, true link
  +1 level of existing class
  -
  +1 level of existing class
  +1 level of existing class
  +1 level of existing class
  +1 level of existing class
  +1 level of existing class
  +1 level of existing class
  +1 level ofexisting class
  +1 level of existing class
  Mutagens and extracts tested time and again on his 
  other-worldy companion and his own person. The 
  exochymist is a summoner that mixes his study of 
  alchemy with his eidolon, allowing him to shape his 
  bound creature to fit his desires and strengthen the 
  connection between them.
  Role: Exochymists tend to avoid combat themselves, 
  preferring to strengthen their allies, particularly their 
  eidolon. They are excellent support characters, 
  increasing the strength of a group through their 
  alchemical extracts and summoned ally, while 
  hindering opponents with bombs from a safe 
  distance.
  Requirements
  To qualify to become an exochymist, a character must 
  fulfill all the following criteria.
  Skills: Craft (alchemy) 5 ranks, Heal 5 ranks, 
  Knowledge (planes) 5 ranks
  Spells: Ability to brew 1st-level extracts
  Special: Eidolon, life link, and mutagen class features
  Class Skills
  The exochymist’s class skills are Craft (Int), Fly (Dex), 
  Heal (Wis), Knowledge (all) (Int), Profession (Wis), 
  Ride (Dex), Spellcraft (Int), and Use Magic Device 
  (Cha).
  Skill Ranks at Each Level: 4 + Int modifier
  For most summoners, their eidolon is a potent ally and 
  companion, a being that will stand by their side 
  throughout their lives. Some, however, are prone to 
  ever experimenting on them, and on themselves.  
  Table: Exochymist
  
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  Class Features
  The following are class features of the exochymist 
  prestige class.
  Weapon and Armor Proficiency: An exochymist 
  gains no proficiency with any weapons or armor.
  Extracts per Day: At the indicated levels, an 
  exochymist gains new extracts per day as if he had also 
  gained a level in alchemist. He does not, however, gain 
  other benefits a character of that class would have 
  gained, except for extracts per day and an increase in 
  effective caster level for extracts, and the benefits 
  gained from the alchemical studies ability.
  Alchemical Studies (Ex): While their studies focus 
  on the bond between themselves and their eidolon, 
  exochymists are, first and foremost, alchemists. Their 
  exochymist levels stack with their alchemist levels for 
  the purposes of the number of bombs they can use per 
  day, level requirements for alchemist discoveries, the 
  saving throw DC of their alchemist class abilities, and 
  the duration of their mutagen.
  Eidolon Bond (Ex): Levels in exochymist stack with 
  levels in summoner to determine an eidolon’s abilities 
  and available evolutions. Additionally, as the 
  exochymist has made an extensive study of the 
  eidolon’s nature and the bond between them, the 
  exochymist’s eidolon can make use of his mutagen and 
  extracts as though it were the exochymist, and his 
  extracts do not become inert when in the possession of 
  the eidolon.
  Evolutionist (Ex): The following summoner spells are 
  added to the exochymist’s formula book when they can 
  create extracts of the specified level, and are considered 
  to be on the alchemist formula list.
  1st - lesser rejuvenate eidolon (, life conduit, unfetter  
  2nd - lesser evolution surge
  3rd - evolution surge, improved life conduit, rejuvenate eidolon, 
  restore eidolon
  4th - greater evolution surge
  5th - greater life conduit, greater rejuvenate eidolon
  Bomb (Su): At 2nd level and every four subsequent 
  levels, the damage dealt by the exochymist’s bombs 
  increases by 1d6.
  Warping Mutagen (Su): When the exochymist brews 
  a mutagen, he infuses it with some of the vital essence 
  of his eidolon, allowing him to take on some of its 
  abilities when he uses the mutagen in addition to its 
  normal effect. He chooses up to 2 points worth of 
  evolutions that his eidolon possesses when he brews 
  the mutagen, and gains those evolutions while the 
  mutagen is active. If the evolution requires a particular 
  base form other than humanoid, the exochymist must 
  meet the requirements for any evolution he selects.
  Shared Link (Su): As the exochymist studies the link 
  between himself and his eidolon, he learns to use this 
  link to channel consumed magical effects between the 
  two. When either the exochymist or the eidolon uses 
  an extract, mutagen, or potion, they may choose to 
  have the effect take place as though the other one had 
  used the item instead. This does not require an action 
  on the part of the recipient of the effect. The 
  exochymist and his eidolon must be within 100 ft. for 
  this ability to function. Moving more than 100 ft. apart 
  ends the effects consumed magical effect. 
  Discovery: At 4th level, and every three subsequent 
  levels, the exochymist gains an alchemist discovery, as 
  the class ability of the same name.
  Sympathetic Link (Su): At 5th level, the exochymist 
  has learned to move unpleasant maladies between 
  himself and his eidolon, allowing him to survive nearly 
  any ailment or suffer them himself in order to allow 
  his eidolon to protect him. When either the 
  exochymist or his eidolon suffers a condition from the 
  following list, he may, as an immediate action, cause 
  the other to suffer the full effects of the condition 
  instead, for the normal duration. This decision is made 
  after any applicable saving throws have been made. If 
  more than one condition is applied at the same time 
  (such as a color spray) they must all be transferred as one 
  immediate action. The exochymist and his eidolon 
  must be within 100 ft. of each other in order to use 
  this ability. The conditions that can be affected by the 
  sympathetic link are: ability damage, ability drain, 
  bleed, blinded, dazed, deafened, diseased, energy 
  drained, exhausted, fatigued, frightened, nauseated, 
  panicked, paralyzed, poisoned, shaken, sickened, 
  staggered, and stunned.
  
  26   The Flying Pincushion | Into The Breach | The Alchemist | 2015 
  Once this ability has been used, it cannot affect that 
  condition again until it has run its course.
  Symmetrical Link (Su): The exochymist has learned 
  to strengthen his bond with his eidolon so that 
  potentially lethal damage can be transferred in either 
  direction, allowing the eidolon to suffer damage for the 
  exochymist just as he can suffer damage that would 
  banish his eidolon. Whenever the exochymist takes 
  enough damage to reduce him to 0 or fewer hit points, 
  the eidolon can sacrifice any number of hit points, up 
  to its current total. Each hit point sacrificed in this way 
  prevents 1 point of damage done to the exochymist.
  Persistent Mutagen (Su): At 9th level, the exochymist 
  gains the persistent mutagen ability, as the alchemist 
  class feature of the same name.
  True Link (Su): At 10th level, the bond between the 
  exochymist and his eidolon is incredibly strong. As 
  long as they are within 100 ft, whenever either one 
  takes damage, the other may choose to sacrifice any 
  number of hit points, up to its current total. Each point 
  of damage sacrificed in this way prevents 1 point of 
  damage to the other member of the link. When the 
  exochymist uses the sympathetic link ability, he may 
  choose to affect both himself and his eidolon with the 
  condition, but the duration of the effect is split as 
  equally as possible between the two.
  Discoveries
  While inside the body, the ooze may puppet it, gaining its 
  physical attributes but none of its abilities, proficiencies, 
  feats or skills. Further the alchemical ooze loses its 
  blindsight trait while inhabiting a body and is limited to 
  using the vision of the body. It gains the ability to speak its 
  master's native language.
  Unless disguised by mundane or magical means the body 
  still carries all the wounds that killed it and moves in an 
  obviously unnatural way. It may inhabit a corpse for up to 
  12 hours before the corpse becomes too rigid. Spells that 
  preserve dead bodies may extend the duration, but only for 
  the first cast, after which the chemical and magical energy 
  the ooze emits burns the body out.
  Alchemical Item Mastery: The alchemist is a master at 
  crafting and using alchemical items. Any items he crafts 
  and uses have a DC of 10 + 1/2 your class level + your 
  Intelligence modifier. This DC is only for when he use 
  the item, and if anyone else uses it the DC is that 
  normally listed in the item's description.
  Alchemical Revivification: The alchemist's alchemical 
  ooze familiar may crawl inside a recently dead body of 
  any creature with the humanoid type, extending black 
  tendrils and animating it temporarily. The corpse must 
  not have been dead for more than an hour and must be 
  whole.
  
  27   The Flying Pincushion | Into The Breach | The Alchemist | 2015 
  Contaminants may be brewed in place of normal extracts of 
  the same level, following all rules for brewing extracts. To 
  use a contaminant, an alchemist may either convince a 
  creature to consume it, or he may apply it to a weapon, 
  allowing the contaminant to affect any creature he strikes 
  with the weapon as if he had coated his weapon with 
  poison. If anyone other than the alchemist wields the 
  coated weapon, the contaminant becomes inert. If the 
  contaminant is based on a spell that normally affects an area 
  or multiple targets, only the single creature targeted by the 
  alchemist can be affected. Save DC equals 10 + spell level 
  + his Intelligence modifier.
  Discoveries that give the alchemist new methods of 
  delivering poison may also be used to deliver contaminants 
  by these methods, but other discoveries that affect extracts 
  or poisons (like combine extracts, concentrate poison, and 
  sticky poison) do not function on contaminants. An 
  alchemist must be at least 4th level before he can select this 
  discovery. An alchemist may take this discovery multiple 
  times. Each time it grants one new 1st-level contaminant 
  and one new 2nd-level contaminant. New contaminants 
  may not be learned by any means other than selecting this 
  discovery, or the greater contaminant and grand 
  contaminant discoveries.
  Enhanced Transmutagen: The natural transmuter’s 
  transmutagen is now able to create weapons or armor with 
  enhancements or special abilities equal to a +2 
  enhancement. A natural transmuter must be at least 8th 
  level before taking this discovery.
  Explosive Genius: The alchemist has learned to mix 
  particularly volatile and experimental bombs, allowing him 
  to combine multiple unusual effects to create truly unique 
  explosions. As a full-round action, the alchemist may mix 
  and throw a bomb that applies the effects of two bomb-
  modifying discoveries (those marked with an asterisk on the 
  list of alchemist discoveries). Doing so expends two of his 
  daily bomb uses. If the alchemist has the fast bombs 
  discovery, this is a standard action, rather than a full-round 
  action. If used with two discoveries that change the damage 
  type of the bomb (for example, acid bomb and force 
  bomb) then half the damage is of one type and half the 
  other, with both secondary effects applying. If the damage 
  die of the bomb is changed by a discovery, use the lower 
  die for all damage from the bomb. An alchemist must be at 
  least 6th level and possess two or more bomb-modifying 
  discoveries to select this ability.
  If the body is subject to any spell that would raise 
  it, like animate dead, raise dead, resurrection, or true 
  resurrection, the ooze is instantly ejected from the 
  body. Spells that only affect the dead, like speak 
  with dead, work as normal but allow the controlling 
  ooze to make a Will save to prevent the body 
  speaking.
  A revivified corpse uses the hit points of the 
  alchemical ooze and is destroyed if brought to 0 
  hp or below. If this happens, the ooze is ejected 
  and must make a DC 15 Fortitude save to avoid 
  dying. A revivified corpse uses the alchemical 
  ooze familiar’s BAB, AC and saving throws 
  appropriately modified by the physical ability 
  scores of the body. An alchemist must be at least 
  12th level and have the ooze bond discovery to 
  select this ability.
  Arcane Radiance: Concocted oozes containing a 
  spell with an elemental spell descriptor deal 1d6 + 
  1 damage per caster level of the viscous arcanist 
  (max +10) to creatures adjacent to it at the start 
  of its turn. This damage is always of the same type 
  noted in the spell. Oozes created with arcane 
  radiance emit light like a torch of a color 
  appropriate to the element. An alchemist must be 
  at least 8th level to select this discovery.
  Contaminant: The alchemist learns to create 
  extracts based on offensive spells, called 
  contaminants, and can use them as if they were 
  poison. When the alchemist gains this discovery, 
  he learns to brew one 1st-level contaminant and 
  one 2nd-level contaminant, immediately adding 
  them to his formula book. 
  The 1st level contaminant is selected from the 
  following list: cause fear, charm person, command, doom, 
  hideous laughter, inflict light wounds, lesser confusion, 
  memory lapse, murderous command, sleep, and touch of 
  gracelessness. 
  The 2nd level contaminant is selected from the 
  following list: blindness/deafness, disfiguring touch, 
  ghoul touch, hold person, inflict moderate wounds, mad 
  hallucination, pox pustules, scare, suggestion, touch of 
  idiocy, and unshakable chill.
  
  28   The Flying Pincushion | Into The Breach | The Alchemist | 2015 
  Flowing Body: The alchemist’s internal structure has 
  become more malleable, allowing him to change his 
  features and slip through gaps normally too small for a 
  creature his size; he gains a bonus on all Disguise and 
  Escape Artist checks equal to 1/2 his alchemist level 
  and the compression universal monster ability. An 
  alchemist must be at least 8th level to select this 
  discovery.
  Fungal Bloom: The fungal growths covering the 
  alchemist blossom with alien spores. The alchemist 
  may make a melee touch attack to cause an opponent 
  to inhale these spores inflicting the effects of the 
  Confabulation Powder. The save DC of the poison 
  and its effects is equal to 10 + 1/2 the alchemist’s level 
  + his Intelligence modifier. An opponent that
  successfully saves cannot be affected again by this
  discovery for 24 hours. Opponents immune to poison
  or inhaled gases are immune to this effect. The
  alchemist is immune to his own fungal bloom effect.
  An alchemist must be at least 4th level and have the
  hungry mold discovery to select this ability.
  Grand Contaminant: This discovery functions 
  exactly like contaminant except that it grants the 
  alchemist one 5th-level contaminant and one 6th-level 
  contaminant. Save DC equals 10 + spell level + his 
  Intelligence modifier.
  The 5th-level contaminant is selected from the 
  following list: baleful polymorph, feeblemind, greater command, 
  greater contagion, major curse, slay living, and suffocation. 
  The 6th-level contaminant is selected from the 
  following list: banishment, disintegrate, epidemic, euphoric 
  tranquility, flesh to stone, harm, and irresistible dance. 
  An alchemist must be at least 16th level and possess 
  the greater contaminant discovery before he can select 
  this discovery. An alchemist may take this discovery 
  multiple times. Each time it grants one new 5th level 
  contaminant and one new 6th level contaminant.
  Greater Contaminant: This discovery functions 
  exactly like contaminant except that it grants the 
  alchemist one 3rd-level contaminant and one 4th-level 
  contaminant. Save DC equals 10 + spell level + his 
  Intelligence modifier.
  The 3rd level contaminant is selected from the 
  following list: bestow curse, charm monster, confusion, 
  contagion, fear, fungal infestation, hostile levitation, inflict serious 
  wounds, and slow. 
  The 4th level contaminant is selected from the following list: 
  debilitating portent, dimensional anchor, dismissal, dominate person, 
  enervation, fleshworm infestation, hold monster, inflict critical wounds, and 
  modify memory. 
  An alchemist must be at least 10th level and possess the 
  contaminant discovery before he can select this discovery. An 
  alchemist may take this discovery multiple times. Each time it 
  grants one new 3rd level contaminant and one new 4th level 
  contaminant.
  Hungry Mold: The alchemist's skin is hyper absorbent like that 
  of moss or mold, allowing him to digest ambient micro-
  organisms and scraps from his environment. He requires half as 
  much food and water to sustain him as normal and can go for 
  twice as long before suffering from the effects of starvation and 
  dehydration.
  Improvised Potion: The alchemist has spent countless hours 
  working on his potions, and has learned to bind magical effects 
  he doesn't fully understand into potion form. When creating a 
  potion or oil, the alchemist may attempt to bypass the 
  prerequisite spell by adding +5 to the DC of the Spellcraft or 
  Craft (alchemy) check required to make the potion. He must 
  also expended two empty extract slots of the spell's level, as 
  though he had prepared and expended extracts. He may use this 
  ability to craft potions of spells on any spell list, even if they are 
  not normally alchemist extracts. If the spell is not on the 
  alchemist extract list, use the highest spell level of any class that 
  grants it to calculate the cost of the potion. The alchemist must 
  have the Brew Potion feat to select this discovery.
  Merciful Healer, Greater: Add the following effects to the list 
  of conditions and effects that can be selected when the alchemist 
  creates a healing extract or potion, as the lesser merciful healer 
  discovery: blinded, deafened, panicked, stunned. If the drinker 
  has one or more temporary negative levels they may make a 
  saving throw to remove one at the DC of the original effect (a 
  creature can only gain the benefit of this ability once per day, and 
  does not grant any temporary immunity,) if the drinker has any 
  ability drain they are healed one point to one ability score (this 
  does not grant any temporary immunity,) any two effects from 
  the merciful healer list. The alchemist must be at least 10th level 
  and possess the merciful healer discovery to select this ability.
  Merciful Healer, Lesser: The alchemist has learned to enhance 
  his curative extracts and potions with minor medicinal effects, 
  allowing him to alleviate unpleasant conditions. Whenever he 
  makes an extract of a formula with “cure” in the name, he may 
  select one of the following conditions: dazed, dazzled, fatigued, 
  shaken, sickened, or staggered. When the alchemist drinks the 
  
  29   The Flying Pincushion | Into The Breach | The Alchemist | 2015 
  extract (or, if it is an infusion, when anyone drinks it) 
  he is are cured of that condition immediately and is 
  immune to it for a number of rounds equal to the 
  extract's spell level. The alchemist may also apply this 
  effect to a potion he creates of a cure formula, but it 
  increases the cost of the potion as though the caster 
  level were one higher. This does not affect the 
  requirements or actual caster level of the potion, just 
  the cost to create it.
  Merciful Healer: Add the following effects to the list 
  of conditions and effects that can be selected when 
  the alchemist creates a healing extract or potion, as 
  the lesser merciful healer discovery: drinker heals 1 
  point of ability damage to one ability score of their 
  choice (this does not grant any temporary immunity,) 
  confused, diseased, exhausted, frightened, nauseated, 
  poisoned (the potion or extract acts as a neutralize 
  poison spell cast at the potion’s caster level), any two 
  effects from the lesser merciful healer list. 
  The alchemist must be at least 6th level and have the 
  lesser merciful healer discovery to select this 
  discovery.
  Ooze Bond: The alchemist gain an alchemical ooze 
  familiar (see alchemical ooze monster). The 
  alchemical ooze is a stable form of a concocted ooze 
  but draws upon your essence to live. It gains familiar 
  abilities (including an Intelligence score, and a 
  Wisdom score of half its Intelligence score), based on 
  the alchemist’s caster level (though some familiar 
  abilities may be useless to an alchemist).
  The alchemical ooze may be swallowed by the 
  alchemist as a standard action, granting him immunity 
  to poisons as long as the ooze remains in his stomach. 
  While within the alchemist, the alchemical ooze has 
  fast healing 5. The alchemist may expel the ooze from 
  his stomach as a full-round action that places it in an 
  adjacent square.
  An alchemist’s extracts and mutagens are considered 
  spells for the purposes of familiar abilities like share 
  spells and deliver touch spells. If an alchemical ooze 
  familiar is lost or dies, it can be replaced 1 week later 
  through a specialized procedure that costs 200 gp per 
  alchemist level. The ritual takes 8 hours to complete 
  and the created ooze gains the benefits of any other 
  discoveries you have that enhance your ooze. If you 
  gain discoveries that enhance oozes you create, 
  you may perform the same ritual to replace an ooze, for half 
  the cost, to improve your existing alchemical ooze familiar.
  Poison Breath: The alchemist may drink a vial of poison 
  and immediately expel its contents as a breath weapon by 
  using a standard action that does not provoke attacks of 
  opportunity. This breath weapon is a 15-foot cone. All 
  creatures in the cone are affected by the poison, but the save 
  DC is reduced by 2 because of the diluted nature of the 
  breath weapon. Any poison that is normally either ingested 
  or delivered by injury may be delivered this way, however 
  the breath weapon itself counts as a contact poison. This 
  discovery may also be used in conjunction with the 
  contaminant discovery to deliver a contaminant via breath 
  weapon. If the contaminant is based on a spell that normally 
  has a single target, the save DC is normal, but only the 
  closest target in the cone is affected. If the base spell 
  normally affects multiple targets, this discovery allows the 
  contaminant to affect all creatures in the cone, but the save 
  DC is reduced by 2 as it is with poisons. An alchemist must 
  be 10th level before he can select this discovery.
  Poison Sting*: Instead of creating a bomb, the alchemist can 
  use his explosive components to power a diminutive wasp-
  like alchemical construct that immediately flies to one target 
  within 100 feet and stings.  The wasp does not provoke 
  attacks of opportunity. This requires a standard action and 
  the use of the components prepared for one bomb. 
  Launching the wasp provokes attacks of opportunity. The 
  wasp’s sting is resolved as a standard attack with an attack 
  bonus of the alchemist’s level + the alchemist’s Intelligence 
  modifier + the wasp’s size modifier (+4). The sting inflicts 
  1d4 points of damage, plus additional damage equal to 1/2 
  the alchemist’s level. In addition, the wasp may be loaded 
  with a dose of any poison that is normally delivered by 
  injury. A successful sting by the wasp injects this poison into 
  its target. Regardless of the result, each wasp may be used for 
  only a single sting attempt before it is rendered inert. This 
  discovery may be used in conjunction with the contaminant 
  discovery to deliver a contaminant via the wasp’s sting. An 
  alchemist must be 6th level before he can select this 
  discovery.
  Potion Adept: The alchemist has learned to make potions 
  that surpass the normal limits of the potion maker’s craft. 
  He can make potions and oils of spells of up to 4th level, 
  rather than the normal limit of 3rd-level spells or formula. 
  All other limitations are the same, and the cost of the potion 
  is calculated with the same formula. The alchemist must 
  have the Brew Potion feat and be at least 10th level to select 
  this discovery.
  
  30   The Flying Pincushion | Into The Breach | The Alchemist | 2015 
  Potion Master (Grand Discovery): The 
  alchemist has attained the pinnacle of his craft, 
  and knows how to store potent of magic in a 
  simple potion bottle. He can make potions of 
  spells 5th level, following all the normal rules for 
  item creation and market price. A number of 
  times per day equal to his Intelligence modifier, 
  the alchemist may create a potion in 10 minutes 
  per spell level, rather than the normal amount of 
  time required to create a potion. He does not 
  require the use of a full alchemist’s lab to create a 
  potion when using potion master. The alchemist 
  must possess the potion adept discovery to select 
  this ability.
  Quick Light: You can light torches and start 
  fires with tindertwigs as a swift action. 
  Additionally it takes only a free action to draw 
  tindertwigs. This may reduce the time needed to 
  light or use certain alchemical or mundane items 
  provided you have a tindertwig on you when 
  doing so.
  Roiling Jelly: Oozes you create (via ability, feat 
  or discovery including ooze bond) are more 
  potent and visibly bubble with energy, their 
  abilities hit harder and stored spells are 
  magnified. Increase the save DC of any ability or 
  stored spell or extract by 1. This discovery may 
  be taken a second time. An alchemist must be at 
  least 5th level to select this ability.
  Rustrot Bomb*: The alchemist has learned to 
  create and throw a dose of a potent agent 
  designed to destroy all manner of metals, leaving 
  them oxidized, pitted, and useless. Against worn 
  or carried metal objects, this is treated as a 
  sunder attempt at range, using the alchemist’s 
  bomb attack roll in place of his CMB, dealing 
  normal bomb damage and ignoring the hardness 
  of any metal object struck. Against metal objects 
  or creatures composed primarily of metal (such 
  as many constructs and inevitables) it deals 
  normal bomb damage and ignores hardness. A 
  targeted creature composed mostly of metal 
  must make a Fortitude save or be staggered for 
  one round. This supersedes a construct’s normal 
  immunity to effects that require a Fortitude 
  saving throw. Against non-metallic objects and 
  creatures, a rustrot bomb has no effect. A rustrot 
  bomb does not splash; it only affects the target directly 
  struck by it.
  Sapient Slime: By relinquishing part of his mind, oozes 
  the alchemist creates (via ability, feat or discovery 
  including ooze bond) gain an Intelligence and Wisdom 
  score of 1. Oozes created with this discovery do not gain 
  any skills or feats but, as they contain an echo of the 
  creator's Intellect and Wisdom, and may be given more 
  complex commands. For each use of this discovery the 
  alchemist takes 1 point of Intelligence and Wisdom 
  damage that can be healed as normal. Alchemical ooze 
  familiars do not gain Intelligence or Wisdom but instead 
  become receptacles of knowledge for the alchemist storing 
  memories; while within the alchemist they grant an 
  additional saving throw against any enchantment or 
  compulsion effect that targets the alchemist. An alchemist 
  must be at least 8th level to select this ability. 
  Swift Ooze: Any ooze the alchemist creates (via ability, 
  feat or discovery including ooze bond) gains an additional 
  10 feet of movement speed. This is an alchemical bonus.
  Tenacious Goo: A concocted ooze lasts twice as long as 
  normal. Oozes created via Craft Ooze gain bonus hit 
  points equal to the caster level of the creator. Alchemical 
  ooze familiars gain DR 5/bludgeoning. An alchemist must 
  be at least 2nd level to select this ability. 
  Toxic Slime: The oozes the alchemist creates (via 
  ability, feat or discovery including ooze bond) gain the 
  ability to absorb poisons he provides. An ooze may 
  absorb a single poison or drug, any attacks or abilities of 
  the appropriate type now also inflict that poison along 
  with the appropriate listed save.  
  Contact or injury poisons may be inflicted via natural 
  attack or melding. Ingested poisons are only inflicted by 
  melding. Inhaled poisons cannot be used. An alchemical 
  ooze familiar does not poison its master and is never at 
  risk of doing so. Any opponent that successfully ends a 
  poison effect inflicted by a toxic slime becomes immune 
  to the poison from that toxic slime for 24 hours. An 
  alchemist must be at least 6th level to select this ability.
  Translucent Ooze: Oozes the alchemist creates (via 
  ability, feat or discovery including ooze bond) are almost 
  completely transparent, giving the ooze concealment (20% 
  miss chance). If the ooze already had concealment from 
  any source, it increases to a 50% miss chance.
  
  31   The Flying Pincushion | Into The Breach | The Alchemist | 2015 
  Versatile Poison Bomb*: This discovery 
  functions exactly like the poison bomb 
  discovery, except that the effects and save DC 
  of the cloudkill effect are replaced by those of 
  a vial of poison that is consumed in the 
  creation of the bomb. Any type of poison may 
  be used with this bomb. This discovery may be 
  used in conjunction with the contaminant 
  discovery to deliver a contaminant via bomb. If 
  the contaminant is based on a spell that 
  normally affects only a single target, only a 
  target directly hit by the bomb is affected by 
  the poison, and the poison does not remain for 
  any additional rounds. If the base spell affects 
  multiple targets, all creatures in the area are 
  affected and the cloud lasts for its normal 
  duration. An alchemist must be 14th level and 
  possess the poison bomb discovery before 
  selecting this discovery.
  Versatile Transmutagen: The natural 
  transmuter’s transmutagen is now able to 
  create weapons or armor with enhancements 
  or special abilities equal to a +4 enhancement. 
  A natural transmuter must be at least 14th level 
  and have the enhanced transmutagen before 
  taking this discovery.
  New Plant  Companion Options
  Archer Bush
  Starting Statistics
  Size Small; Speed 10 ft.; AC +2 natural armor; Attack ranged; thorns (1d6); Ability Scores Str 11, Dex 17, Con 14, 
  Int 2, Wis 12, Cha 3; Special Attacks thorns; Special Qualities blindsense 30 ft., low-light vision.
  4th-Level Advancement
  Size Medium; AC +1 natural armor; Attack ranged; thorns (1d8); Ability Scores Str +4, Dex -2; Con +2 
  Thorns (Ex)
  An archer bush may loose a cluster of needle-sharp thorns at a single target within 20 feet as a standard action. An 
  opponent hit takes 1d6 (1d8 if Medium) points of piercing damage. Further, the target takes a –1 circumstance 
  penalty on attack rolls, saves, and checks until the thorns are removed (full-round action to remove the thorns).
  Ascomoid
  Starting Statistics
  Size Medium; Speed 30 ft.; AC +1 natural armor; Attack slam (2d4); Ability Scores Str 14, Dex 13, Con 14, Int 1, 
  Wis 12, Cha 1; Special Attacks none; Special Qualities low-light vision.
  
  32  The Flying Pincushion | Into The Breach | The Alchemist | 2015 
  7th-Level Advancement
  Size Large; Speed 40 ft.; AC +2 natural armor; Attack slam (2d6 + poison); Ability Scores Str +8, Dex -2, Con+4 
  Special Attacks spores
  Poison (Ex)
  Spores—inhaled; save Fort DC is 10 + 1/2 hit die + Constitution modifier; frequency 1/round for 2 rounds; effect 1d2 
  Str damage; cure 1 save.
  Bloodbush
  Starting Statistics
  Size Small; Speed 5 ft.; AC +2 natural armor; Attack tentacle (1d3); Ability Scores Str 13, Dex 15, Con 14, Int 1, 
  Wis 12, Cha 4; Special Attacks none; Special Qualities low-light vision, scent.
  4th-Level Advancement
  Size Medium; Speed 15 ft.; AC +1 natural armor; Attack slam (1d4) Ability Scores Str +4, Dex -2, Con +2 
  Special Attacks flower dart (ranged attack), implant
  Flower Dart (Ex)
  As a standard action, a blood bush can launch a barrage of six flower darts (make an attack roll for each dart). This 
  attack has a range of 40 feet with no range increment and deals 1d3 damage. All targets must be within 30 feet of 
  each other. The creature can launch only 30 such darts in one day.
  Implant (Ex)
  A creature hit by one of the blood bush’s flower darts is implanted with one of its seeds. A seed quickly germinates 
  and affects the target as follows:
  Round: Effect
  First: Will save or be affected by the cause fear spell.  Save DC is 10 + 1/2 hit die + Constitution modifier.
  Third: Wounding: 1d4 points of bleed damage per round until the seed is removed with a DC 15 Heal skill check or 
  application of a spell that cures hit point damage.  
  Leaf Ray
  Starting Statistics
  Size Small; Speed 5 ft., fly  30 ft. (average); AC +1 natural armor; Attack sting (1d3); Ability Scores 
  Str 11, Dex 17, Con 14, Int 1, Wis 12, Cha 6; Special Defenses can’t be tripped; Special Qualities low-light vision
  4th-Level Advancement
  Size Small; Speed 10 ft. Fly 40 ft. (average); AC +2 natural armor; Attack sting (1d4 + poison); Ability Scores  
  Str +2, Dex +2  Special Attacks poison
  Poison (Ex)
  Sting—injury; save Fort DC is 10 + 1/2 hit die + Constitution modifier; frequency 1/round for 3 rounds; effect 1d2 Dex; 
  cure 1 save.
  Phlogiston
  Starting Statistics
  Size Small; Speed 5 ft.; AC +2 natural armor; Attack 4 tentacles (1d3); Ability Scores Str 11, Dex 15, Con 14, Int 
  1, Wis 12, Cha 3; Special Attacks none; Special Qualities blindsense 30 ft., low-light vision.
  4th-Level Advancement
  Size Medium; Speed 15 ft.; AC +1 natural armor; Attack 4 tendrils (1d4); Ability Scores Str +4, Dex -2, Con +2 
  Special Attacks fire bolt
  Fire Bolt (Ex)
  Once every 1d4 rounds as a standard action, a phlogiston bush can release a tiny bolt of fire in a line to a maximum 
  range of 40 feet that deals 2d6 points of fire damage to any creature struck. A successful Reflex save reduces damage 
  by 1/2. The save DC is 10 +1/2 hit die + Constitution modifier.
  
  33  The Flying Pincushion | Into The Breach | The Alchemist | 2015 
  Singing Shrieker
  Starting Statistics
  Size Small; Speed 5 ft.; AC +1 natural armor; Attack slam (1d2); Ability Scores Str 10, Dex 12, Con 13, Int 1, 
  Wis 12, Cha 7; Special Attacks Sing; Special Qualities blindsense 30 ft., low-light vision.
  4th-Level Advancement
  Size Small; Speed 10 ft.; AC +2 natural armor; Attack slam (1d3); Ability Scores Dex +2, Con +2 
  Sing (Ex)
  Singing shriekers may produce a pleasing, melodic sound. All creatures within 60 feet of a singing shrieker must 
  succeed at a Will save or become captivated. A creature that successfully saves is not subject to the same singing 
  shrieker’s song for 24 hours. Those affected move toward the shrieker in the most direct manner available. If the 
  path leads them through a dangerous area, they receive another saving throw to end the effect before moving into 
  peril. Captivated creatures can take no other actions other than to defend themselves. This ability may be used for 
  1 minute per hit die of the shrieker.  It must be used in 1 minute increments, but they need not be consecutive.  
  The effects of this ability persist for 1 round after it ends. This is a sonic, mind-affecting charm effect.  The save 
  DC is 10 +1/2 hit die + Constitution modifier.
  Thorny
  Starting Statistics
  Size Medium; Speed 50 ft.; AC +2 natural armor; Attack bite (1d6 + trip); Ability Scores Str 12, Dex 15,       
  Con 13, Int 2, Wis 12, Cha 5; Special Defenses thorns; Special Qualities low-light vision, scent.
  7th-Level Advancement
  Size Large; Speed 50 ft.; AC +2 natural armor; Attack bite (1d8 + trip); Ability Scores Str +8, Dex -2, Con +4 
  Thorns (Ex)
  A thorny's body is covered with sharp woody thorns. Any creature attacking a thorny with a non-reach melee 
  weapon or with natural attacks takes 1d4+2 points of piercing damage from the thorny's sharp thorns. A creature 
  that grapples with a thorny takes this same damage each round.
  Vampire Rose
  Starting Statistics
  Size Small; Speed 5 ft.; AC +2 natural armor; Attack tentacle (1d4 + grab); Ability Scores Str 11 Dex 15, Con 
  14, Int 1, Wis 12, Cha 10; Special Attacks none; Special Qualities blindsense 30 ft., low-light vision.
  4th-Level Advancement
  Size Medium; Speed 10 ft.; AC +2 natural armor; Attack stalk (1d6 + grab); Ability Scores Str +4, Dex -2,     
  Con +2 Special Attacks bleed
  Bleed (Ex)
  A blood thorn rose’s melee attack causes creatures who take damage to also take bleed damage of 1d6 per round.
  These plant companions could also be made available to those with the plant companion ability from other sources 
  at your GM's discretion.
  
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  15. Copyright Notice:
  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 RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason 
  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author:  
  Jason Bulmahn.
  Pathfinder RPG GameMastery Guide, © 2010, Paizo Publishing, LLC; Author: Cam 
  Banks, Wolfgang Buar, Jason Bulmahn, Jim Butler, Eric Cagle, Graeme Davis, Adam 
  Daigle, Joshua J. Frost, James Jacobs, Kenneth Hite, Steven Kenson, Robin Laws, Tito 
  Leati, Rob McCreary, Hal Maclean, Colin McComb, Jason Nelson, David Noonan, 
  Richard Pett, Rich Redman, Sean K reynolds, F. Wesley Schneider, Amber Scorr, Doug 
  Seacat, Mike Selinker, Lisa Stevens, James L. Sutter, Russ Taylor, Penny Williams, Skip 
  Williams, Teeuwynn Woodruff.
  Pathfinder Roleplaying Game Ultimate Magic, © 2011, Paizo Publishing, LLC; Authors: 
  Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen 
  Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Combat, © 2011, Paizo Publishing, LLC; 
  Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, 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 Advanced Race Guide. © 2012, Paizo Publishing, LLC; 
  Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Adam Daigle, 
  Jim Groves, Tim Hitchcock, Hal MacLean, Jason Nelson, Stephen Radney-MacFarland, 
  Owen K.C. Stephens, Todd Stewart, and Russ Taylor.
  Into the Breach: The Alchemist Copyright 2015, Authors: Frank Gori, Dylan Brooks, 
  Jeff Harris, Taylor Hubler, Kiel Howell, Taylor Hubler, Richard Litzkow,  Jacob W. 
  Michaels, Mark Nordheim, Anthony Butler
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SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Flying Pincushion/Into the Breach - The Alchemist.pdf