There is a Remastered version
here.
Research Fields
Source Core Rulebook pg. 73 4.0
Your inquiries into the alchemical nature of the universe have led you to focus on a particular field of research. You might have a degree from an scientific institute, correspond with other researchers in your field, or work as a genius loner. Choose a field of research. The research fields from all source books are as follows.
BomberLegacy Content
Source Core Rulebook pg. 73 4.0You specialize in explosions and other violent alchemical reactions. You start with the formulas for two common 1st-level
alchemical bombs, in addition to your other formulas.
When throwing an alchemical bomb with the
splash trait, you can deal splash damage to only your primary target instead of the usual splash area.
When using advanced alchemy to make bombs during your daily preparations, you can use a batch of reagents to create any three bombs instead of just two of the same bomb.
Choose two 1st-level bombs.
Choose two 3rd-level or lower bombs.
You can increase the splash on your bombs to damage creatures within 10 feet, or 15 feet if you have Expanded Splash.
Choose two 11th-level or lower bombs.
Legacy Content
Source Core Rulebook pg. 73 4.0You concentrate on healing others with alchemy. You start with the formulas for two common 1st-level
alchemical elixirs with the
healing trait (like
lesser antidote,
lesser antiplague, or
minor elixir of life), in addition to your other formulas.
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.
When using advanced alchemy to make elixirs with the healing trait during your daily preparations, you can create three elixirs with each batch of reagents instead of two.
Choose two 1st-level elixirs with the healing trait. If a creature heals Hit Points from a perpetual infusion, that creature is temporarily immune to healing Hit Points from subsequent perpetual infusions for 10 minutes (but not immune to any other effects of those infusions).
Choose two 6th-level or lower elixirs with
the healing trait.
When you use Quick Alchemy to create any type of elixir of life, the creature drinking the elixir gains the maximum Hit Points possible for that elixir, instead of rolling to determine the number of Hit Points regained.
Choose two 11th-level or lower elixirs with the healing trait.
Legacy Content
Source Core Rulebook pg. 73 4.0You focus on bizarre mutagenic transformations that sacrifice one aspect of a creature's physical or psychological being in order to strengthen another. You start with the formulas for two common 1st-level
alchemical mutagens in your formula book, in addition to your other formulas.
You also gain the following free action.
Alchemist Source Core Rulebook pg. 73 4.0Frequency once per day
You experience a brief resurgence of a
mutagen. Choose one mutagen you’ve consumed since your last daily preparations. You gain the effects of that mutagen for 1 minute.
When using advanced alchemy to make mutagens during your daily preparations, you can use a batch of reagents to create any three mutagens instead of just two of the same mutagen.
Choose two 1st-level mutagens.
Choose two 3rd-level or lower mutagens.
If you imbibe another mutagen while you are under the effects of a mutagen that you created, 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.
Choose two 11th-level or lower mutagens.
Legacy Content
Source Advanced Player's Guide pg. 106 2.0You specialize in toxins and venoms of all types. You start with the formulas for two common 1st-level
alchemical poisons in your formula book, in addition to your other formulas. You can apply an
injury poison you're holding to a weapon you're wielding as a single action, rather than as a 2-action activity, and you can change the DCs of your infused poisons to your class DC if it's higher.
When using advanced alchemy to make poisons during your daily preparations, you can spend one batch of reagents to create three poisons in any combination, instead of just two of the same poison.
Choose two common 1st-level alchemical poisons.
Choose two common 5th-level or lower alchemical poisons.
You can apply two different injury poisons to the same weapon, though not to a piece of ammunition. The two poisons can be up to six levels lower than your level, and you can't use the poisons made without spending a batch of infused reagents via perpetual infusions. Applying the two poisons requires a separate action to apply each poison. Once completed, you combine the two poisons on the weapon into a double poison with the lower of the two poisons' DCs. This double poison is only virulent if both poisons were virulent, and if the poisons have a different number of stages, the double poison has a number of stages equal to the poison with the lower number of stages. The target takes the effects of both poisons for its current stage.
Choose two common 11th-level or lower alchemical poisons.