There is a Legacy version
here.
Research Fields
Source Player Core 2 pg. 59
You might have a degree from a scientific institute, correspond with other researchers in your field, or work as a genius loner. Choose a research field. The research fields presented in this book are as follows. Formulas Add these formulas to your formula book at 1st level, in addition to your other formulas.
Field Benefit Your studies and experiments taught you a specific technique, which varies widely from one field to another.
Field Vials This ability modifies how you can use versatile vials.
Field Discovery, Advanced Vials, Greater Field Discovery The remaining entries list your field's benefits for class features you gain at higher levels, including the level at which you typically gain them in parentheses.
BomberSource Player Core 2 pg. 61You specialize in explosions and other violent reactions.
When throwing an alchemical bomb with the splash trait, you can choose to deal splash damage to only your primary target instead of the usual splash area.
When you Strike with a versatile vial, you can choose to have it deal cold, electricity, or fire damage instead of acid damage.
You have calculated all the angles to maximize a bomb’s splash. When you throw an alchemical bomb with the splash trait, you can cause the bomb to deal splash damage equal to your Intelligence modifier (minimum 1) instead of the normal amount.
You can mix special ingredients into your vials, such as magical dust or flakes of precious minerals. When you create a versatile vial, you can choose to have it treated as one special material of your choice, chosen from adamantine, cold iron, and dawnsilver. If you’re wearing or wielding an item of a different precious material when you make the vial, you can choose that material instead.
You can increase the splash on your bombs to damage creatures within 10 feet, or 15 feet if you have Expanded Splash.
Source Player Core 2 pg. 61You concentrate on healing others with alchemy.
You can use your proficiency rank in Crafting for anything that requires a proficiency rank in Medicine (such as prerequisites) and use your Crafting modifier in place of your Medicine modifier for all Medicine checks.
Your versatile vials can be used to heal a living creature a number of Hit Points equal to the vial’s initial damage. A creature can drink the vial for this benefit, or you can throw the vial at a willing creature within 20 feet as an Interact action to heal that creature. In either case, a vial used this way loses the acid and splash traits and gains the coagulant and healing traits, plus the elixir trait if a creature drinks it.
Your medicinal elixirs are quite fortifying. When a creature drinks an infused elixir with the healing trait that you have created, that creature gains a number of temporary Hit Points equal to your Intelligence modifier (minimum 0); these temporary Hit Points last for 1 minute.
When you use a field vial to heal a creature that has half its maximum Hit Points or fewer, the coagulant trait doesn’t apply to that healing.
When you use Quick Alchemy to create any type of elixir of life, the creature healed by the item regains the maximum Hit Points possible, instead of rolling to determine the number of Hit Points regained.
Source Player Core 2 pg. 61You focus on bizarre mutagenic transformations that sacrifice one aspect of a creature’s physical or psychological being in order to strengthen another.
When you use a mutagen, you gain a number of temporary Hit Points equal to your Intelligence modifier (minimum 0) plus half your level. These temporary Hit Points last for 1 minute or until the mutagen’s duration expires, whichever comes first. You can’t gain temporary HP from drinking a mutagen again for 1 minute.
You can drink the contents of one your versatile vials to suppress the drawback you take from one mutagen currently affecting you until the beginning of your next turn. A vial used this way loses the acid, bomb, and splash traits and gains the elixir trait. If you have more than one drawback due to Combine Elixirs or a similar ability, drinking the vial suppresses one drawback of your choice.
The mutagens flowing through your blood have altered your body chemistry. When you roll a Fortitude save while affected by a mutagen and dislike the result, you can end the effect of the mutagen to reroll the save. This is a fortune effect.
When you drink one of your field vials, you also gain resistance to physical damage for the same duration. The resistance is equal to half your level.
If you imbibe another mutagen while you are under the effects of a mutagen, you can gain the benefits and the drawbacks of both mutagens at once, despite the fact that they both have the polymorph trait and would not normally function together. If you come under the effects of any further mutagens while benefiting from two mutagens, you lose the benefit of one of the former mutagens of your choice, while retaining the drawbacks of all the mutagens. If you are under the effects of two mutagens and you come under the effect of a non-mutagen polymorph effect, you lose the benefits of the mutagens while retaining the drawbacks of both. Your field vial benefit applies to one mutagen of your choice.
Source Player Core 2 pg. 62You specialize in toxins and venoms of all types.
You can apply an injury poison you’re holding to a weapon or piece of ammunition you’re wielding as a single action, rather than as a 2-action activity. In addition, you flexibly mix acidic and poisonous alchemical compounds. Your infused poisons can affect creatures immune to poison. A creature takes acid damage instead of poison damage from your infused poisons if either the creature is immune to poison or that would be more detrimental to the creature (as determined by the GM). Typically, this benefit applies when the creature has an immunity, resistance, or weakness to one of the damage types.
Your versatile vials have the poison trait and deal poison damage instead of having the acid trait and dealing acid damage (though your field benefit still applies). You can apply the contents of a versatile vial to a weapon or piece of ammunition as an injury poison. Add the versatile vial’s initial damage to the first successful Strike with that weapon or ammunition. The substance becomes inert at the end of your current turn.
You have handled enough poisons to become inured to their effects. You gain poison resistance equal to half your level.
When you damage a creature with a versatile vial you’ve used as an injury poison, that creature takes persistent poison damage equal to the vial’s splash damage in addition to the initial damage.
When a creature fails its initial saving throw against an infused injury poison you created, the wound sprays poison onto another creature adjacent to it. The attacker who caused the injury chooses which creature, if there’s more than one, and can choose to forgo this effect. That creature is exposed to the poison. The second creature doesn’t spread the poison further.