Pathfinder: Kingmaker – Alchemist Discovery Guide

Basic Guide to Alchemist Discoveries and the way they work.

Other Pathfinder: Kingmaker Guides:

Level 2+ Discoveries

All credit goes to Schutzengel!

Acid Bomb (Active Ability, Requires Bomb)

When the alchemist creates a bomb, he can choose to have it inflict acid damage. Creatures that take a direct hit from an acid bomb take an additional 1d6 points of acid damage 1 round later.

Choking Bomb (Active Ability, Requires Bomb)

Instead of dealing Damage, this bomb exposes creatures around it to choking gas. Creatures that take a direct hit or are in the splash area must succeed at a Fortitude save or become nauseated for 1 round per 1d6 damage the alchemist bomb would usually inflict. Creatures nauseated by this bomb can attempt another save each round.

*Discrepancy: deals standard Bomb fire damage in addition to the effect.

Cognatogen – Intelligence / Wisdom / Charisma (3 separate Active Abilities that share the daily use with any Mutagens but deal permanent ability damage unlike Mutagens)

The alchemist gains the ability to create a cognatogen, a mutagen-like mixture that heightens one mental ability score at the expense of a physical ability score. If the cognatogen enhances his Intelligence, it applies a penalty to his Strength. If it enhances his Wisdom, it applies a penalty to his Dexterity. If it enhances his Charisma, it applies a penalty to his Constitution. Otherwise, this ability works just like the mutagen ability (including the natural armor bonus). Anytime the alchemist would prepare a mutagen, he may instead prepare a cognatogen. All limitations of mutagens apply to cognatogens as if they were the same substance – an alchemist can only maintain one mutagen or cognatogen at a time, a cognatogen that is not in an alchemist’s possession becomes inert, drinking a cognatogen makes a non-alchemist sick, and so on. When the effect of the cognatogen ends, the alchemist takes 2 points of ability damage to the ability score penalized by the cognatogen. The infuse mutagen discovery and the persistent mutagen class ability apply to cognatogens.

Explosive Bomb (Active Ability, Requires Bomb)

When the alchemist creates a bomb, he can choose to create an explosive bomb that has a splash radius of 13 feet rather than 8 feet. Creatures that take a direct hit from an explosive bomb catch fire, taking 1d6 points of fire damage each round. At the end of each round they attempt a Reflex save to extinguish the flames.

*Bug: description states 10 feet rather than 5 feet, instead of 13 feet rather than 8 feet.

Feral Mutagen (Passive Feat)

Whenever the alchemist imbibes a mutagen, he gains two claw attacks and a bite attack. These are primary attacks and are made using the alchemist’s full base attack bonus. The claw attacks deal 1d6 points of damage (1d4 if the alchemist is Small) and the bite attack deals 1d8 points of damage (1d6 if the alchemist is Small). While the mutagen is in effect, the alchemist gains a +2 competence bonus on Intimidate skill checks.

Infusion (Passive Feat)

The infusion discovery allows an alchemist to use his extracts not only on himself but on other people as well. With this discovery, all alchemist extracts will behave exactly like spells of the same names when considering targets and range.

*Infused Curative – a lesser version that Chirurgeons receive for free at Level 2.

Precise Bombs (Passive Feat)

When the alchemist throws a bomb, it doesn’t affect allies.

*Note: Grenadiers receive this Discovery for free at Level 2.

Preserve Organs (Passive Feat, can be selected up to 3 times)

The alchemist learns how to preserve and protect his vital organs, reducing the chance of a mortal wound. When a critical hit or sneak attack is scored on the alchemist, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally. This does not stack with similar abilities that negate critical hits and sneak attacks (such as fortification armor). An alchemist can take this discovery up to three times; the effects stack, increasing this chance to 50% and then 75%.

Spontaneous Healing (non-toggleable Ability that simply heals 5 HP)

The alchemist gains the ability to heal from wounds rapidly. As a free action once per round, he can heal 5 hit points as if he had the fast healing ability. He can heal 5 hit points per day in this manner for every 2 alchemist levels he possesses.

Tanglefoot Bomb (Active Ability, Requires Bomb)

A creature that takes a direct hit from a tanglefoot bomb must save against the bomb’s DC or be entangled and glued to the floor as if it had failed its save against a tanglefoot bag. Creatures in the splash area that fail their saves are entangled but not glued to the floor; those who make this save are not entangled at all.

*Discrepancy: deals standard Bomb fire damage in addition to the effect.

Level 6+ Discoveries

Breath Weapon Bomb (Active Ability, requires Bomb)

Instead of drawing the components of, creating, and throwing a bomb, the alchemist can draw the components, drink them, mix them within his body, and then expel them as a breath weapon as a standard action. This breath weapon is a 15-foot cone and has the same DC as the bomb. Each creature within the cone takes damage as if it had suffered a direct hit from the alchemist’s bomb, but succeeding at a Reflex save (DC = 10 + 1/2 the alchemist’s level + the alchemist’s Intelligent modifier) halves the damage. Unlike throwing normal bombs, drawing, drinking, and expelling breath weapon bombs does not provoke attacks of opportunity.

*Discrepancy: an only be used with the standard Bomb to deal fire damage and NOT together with Acid Bomb etc.

*Directed Blast – a superior version that Grenadiers receive for free at Level 6.

Dispelling Bomb (Active Ability, requires Bomb, single target / no splash)

When the alchemist creates a bomb, he can choose to have it dispel magic effects instead of deal damage. Creatures that take a direct hit from a dispelling bomb are subject to a targeted dispel magic spell, using the alchemist’s level as the caster level. This cannot be used to target a specific spell effect.

Level 8+ Discoveries

Blinding Bomb (Active Ability, requires Bomb)

When the alchemist creates a bomb, he can choose for it to detonate very brightly. Creatures that take a direct hit from a blinding bomb are blinded for 1 minute unless they succeed at a Fortitude save. Creatures in the splash area that fail their saves against the bomb are dazzled for 1 minute.

*Discrepancy: deals standard Bomb fire damage in addition to the effect.

Fast Bombs (Toggleable Ability)

An alchemist with this discovery can quickly create enough bombs to throw more than one in a single round. The alchemist can prepare and throw additional bombs 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.

Force Bomb (Active Ability, requires Bomb)

When the alchemist creates a bomb, he can choose to have it inflict force damage. Force bombs deal 1d4 points of force damage, plus 1d4 points of force damage for every odd-numbered level, instead of 1d6. Creatures that take a direct hit from a force bomb are knocked prone unless they succeed on a Reflex save.

Holy Bomb (Active Ability, requires Bomb)

When the alchemist creates a bomb, he can choose to have it deal good divine damage. Evil creatures that take a direct hit from a holy bomb must succeed at a Fortitude save or be staggered on their next turn. Against neutral creatures, holy bombs deal half damage, and such targets are not affected by their staggering effect. Holy bombs have no effect on good-aligned creatures.

Level 10+ Discoveries

Mummification (Passive Feat, requires 1 Level of Preserve Organs)

The alchemist has mastered preserving flesh and applied this knowledge to his own body, turning himself into an undead-like creature. The alchemist’s type does not change, but he becomes immune to cold, paralysis and sleep.

*Bug: Cold / Sleep / Paralysis Immunity not displayed in character screen.

Staggering Blast (Passive Feat, restricted to Grenadiers and granted for free at Level 10)

At 10th level, a grenadier’s bombs become particularly overwhelming when they explode. Whenever a grenadier scores a successful critical hit with a bomb, the creature directly struck by that bomb is staggered for 1d4+1 rounds. A successful Fortitude save (DC equals the bomb’s Reflex save DC to avoid splash damage) reduces the duration to 1 round. The effects of this ability stack with a frost bomb’s staggering effect, but not with the effects of the Staggering Critical feat. Additional hits from a staggering blast add to the effect’s overall duration.

Level 12+ Discoveries

Cursed Bomb (Active Ability, requires Bomb)

When an alchemist creates a bomb, he can choose to have it deliver one of the four powerful curses. A creature that takes a direct hit from a cursed bomb must succeed at a Will save or be affected by one of the following curses:

  • Curse of Feeble Body – the subject suffers a -6 penalty to Constitution score.
  • Curse of Weakness – the subject suffers a -6 penalty to Strength and Dexterity scores.
  • Curse of Idiocy – the subject suffers a -6 penalty to Intelligence, Wisdom and Charisma scores.
  • Curse of Deterioration – the subject suffers a -4 penalty on attack roles, saves, ability checks and skill checks.

*Discrepancy: deals standard Bomb fire damage in addition to the effect.

Greater Cognatogen – Intelligence and Wisdom / Intelligence and Charisma / Wisdom and Intelligence / Wisdom and Charisma / Charisma and Intelligence / Charisma and Wisdom (6 separate Active Abilities that share the daily use with any Mutagens but deal permanent ability damage unlike Mutagens, requires and replaces Cognatogen)

The alchemist’s cognatogen now grants a +4 natural armor bonus, a +6 alchemical bonus to one mental ability score (Intelligence, Wisdom, or Charisma), and a +4 alchemical bonus to a second mental ability score. The alchemist takes a –2 penalty on both associated physical ability scores as long as the cognatogen persists, and takes 2 points of ability damage to both associated physical ability scores when the cognatogen ends.

Greater Mutagen – Strength and Dexterity / Strength and Constitution / Dexterity and Strength / Dexterity and Constitution / Constitution and Strength / Constitution and Dexterity (6 separate Active Abilities that share the daily use with any Cognatogens if selected, replaces Mutagen)

The alchemist’s mutagen now grants a +4 natural armor bonus, a +6 alchemical bonus to one physical ability score (Strength, Dexterity, or Constitution), and a +4 alchemical bonus to a second physical ability score. The alchemist takes a –2 penalty on both associated mental ability scores as long as the mutagen persists.

Level 16+ Discoveries

Grand Cognatogen – Intelligence and Wisdom / Intelligence and Charisma / Wisdom and Intelligence / Wisdom and Charisma / Charisma and Intelligence / Charisma and Wisdom (6 separate Active Abilities that share the daily use with any Mutagens but deal permanent ability damage unlike Mutagens, requires and replaces Greater Cognatogen)

The alchemist’s cognatogen now grants a +6 natural armor bonus, a +8 alchemical bonus to one mental ability score (Intelligence, Wisdom, or Charisma), a +6 alchemical bonus to a second mental ability score, and a +4 alchemical bonus to a third mental ability score. The alchemist takes a –2 penalty to his Strength, Dexterity, and Constitution as long as the cognatogen persists, and takes 2 points of ability damage to each physical ability score when the cognatogen ends.

* Bug: 2 out of the 6 Grand Cognatogens – Wisdom and Intelligence / Wisdom and Charisma do NOT replace their Greater Cognatogen counterparts

Grand Mutagen – Strength and Dexterity / Strength and Constitution / Dexterity and Strength / Dexterity and Constitution / Constitution and Strength / Constitution and Dexterity (6 separate Active Abilities that share the daily use with any Cognatogens if selected, replaces Greater Mutagen)

The alchemist’s mutagen now grants a +6 natural armor bonus, a +8 alchemical bonus to one ability score (Strength, Dexterity, or Constitution), a +6 alchemical bonus to a second physical ability score, and a +4 alchemical bonus to a third physical ability score. The alchemist takes a –2 penalty to his Intelligence, Wisdom, and Charisma as long as the mutagen persists.

Level 20 Grand Discoveries

Awakenes Intellect (Passive Feat)

The alchemist’s constant exposure to strange chemicals has expanded his mind. His Intelligence score permanently increases by 2 points.

*Discrepancy: only gives an enhancement bonus and does not raise Intelligence permanently, disallowing additional skill points to be allocated etc.

Fast Healing (Passive Feat)

The alchemist’s flesh responds to damage with shocking speed – he gains fast healing 5.

* Bug: not working at all.

True Mutagen (Active Ability that shares the daily use with any Cognatogens if selected)

The alchemist’s mutagen now grants a +8 natural armor bonus and a +8 alchemical bonus to Strength, Dexterity, and Constitution. The alchemist takes a –2 penalty to his Intelligence, Wisdom, and Charisma as long as the mutagen persists.

*Bug: does NOT require Greater Mutagen and / or Grand Mutagen, does NOT replace Greater Mutagen and / or Grand Mutagen.

Volodymyr Azimoff
About Volodymyr Azimoff 13939 Articles
I love games and I live games. Video games are my passion, my hobby and my job. My experience with games started back in 1994 with the Metal Mutant game on ZX Spectrum computer. And since then, I’ve been playing on anything from consoles, to mobile devices. My first official job in the game industry started back in 2005, and I'm still doing what I love to do.

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