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発見 Discoveries


Bomb Discoveries Bomb Discoveries


Anarchic Bombs*/Anarchic Bombs 出典 Champions of Balance 20ページ:When the alchemist creates a bomb, he can choose to have it deal chaotic divine damage. Lawful creatures that take a direct hit from an anarchic bomb must succeed at a Fortitude save or be staggered on their next turn. Against neutral creatures, anarchic bombs deal half damage, and such targets are not affected by their staggering effect. Anarchic bombs have no effect on chaotic-aligned creatures. An alchemist must be at least 8th level before selecting this discovery.

Anguish Bomb*/Anguish Bomb 出典 Distant Realms 52ページ:You can throw bombs infused with psychic trauma. This discovery allows other alchemists to duplicate the anguish bombs used by mnemostillers.

Axiomatic Bombs*/Axiomatic Bombs 出典 Champions of Balance 20ページ:When the alchemist creates a bomb, he can choose to have it deal lawful divine damage. Chaotic creatures that take a direct hit from an axiomatic bomb must succeed at a Fortitude save or be staggered on their next turn. Against neutral creatures, axiomatic bombs deal half damage, and such targets are not affected by their staggering effect. Axiomatic bombs have no effect on lawful creatures. An alchemist must be at least 8th level before selecting this discovery.

Boneshard Bomb*/Boneshard Bomb 出典 Undead Slayer's Handbook 21ページ:This discovery is popular among necromancers and necrologists alike; aside from its offensive potential, necrologists sometimes use it to turn uncooperative live creatures they wish to question into pliable undead. The alchemist’s bomb deals piercing damage instead of fire damage, and creatures that take a direct hit from a boneshard bomb must succeed at a Fortitude save or take 1d4 points of bleed damage in addition to normal damage. If a creature is killed by a boneshard bomb or the resulting bleed effect, its corpse immediately reanimates as an undead creature with the skeleton template. Skeletons that are created in this manner count as undead created by animate dead for the purposes of determining how many undead the alchemist can control. An alchemist must possess the alchemical zombie discovery to select this discovery.

Cursed Bomb*/Cursed Bomb 出典 Champions of Corruption 26ページ:When an alchemist creates a bomb, he can choose to have it deliver a debilitating curse. A creature that takes a direct hit from a cursed bomb must succeed at a Will save or be affected by bestow curse. An alchemist must be at least 12th level to select this discovery.

Cytillesh Bomb/Cytillesh Bomb 出典 Inner Sea Monster Codex 23ページ:When the alchemist creates a bomb, he can infuse it with cytillesh extract. Cytillesh bombs deal 1d4 points of damage, plus 1d4 points of damage for every odd-numbered level, instead of 1d6. Creatures that take a direct hit from a cytillesh bomb are sickened for 1 round per alchemist level unless they succeed at Fortitude saves. If a creature is rendered unconscious from this bomb or any other attack before it is able to remove the sickened condition, the victim loses all memory from the last hour and cannot form new memories for 8 hours. The lost and prevented memories might return later as dreams, and can be restored with a restoration spell. This discovery doesn’t stack with other discoveries that alter an alchemist’s bomb.

Demolition Charge*/Demolition Charge 出典 Dungeoneer's Handbook 27ページ:When the alchemist creates a bomb, he can choose to have it deal damage to an object as if by a sunder combat maneuver. If the item is worn or held by an opponent, the item is considered the direct target, and the wearer/holder takes splash damage from the blast. If the object is unattended, a demolition charge deals an additional 2d6 points of damage on a direct hit. This bonus doesn’t affect the bomb’s splash damage. An alchemist must be at least 8th level before selecting this discovery.

Directed Bomb/Directed Bomb 出典 Magical Marketplace 20ページ:The alchemist can cause his bombs to splash in a 15-foot cone instead of a 5-foot-radius burst. The alchemist chooses the direction of the cone. If the attack misses, roll an additional 1d8 to determine the direction of the blast from where the bomb lands. This discovery can’t be combined with the explosive bomb discovery.

Dread Bomb/Dread Bomb 出典 Distant Realms 52ページ:Your anguish bombs are tainted with fear and dread. Creatures who take damage from your anguish bombs become frightened for 1d6 rounds. A target that succeeds at a Will saving throw is instead shaken for a single round. An alchemist must be 6th level and have the anguish bomb class feature or the anguish bomb discovery before selecting this discovery.

Ectoplasmic Bomb*/Ectoplasmic Bomb 出典 Undead Slayer's Handbook 21ページ:The alchemist can infuse her bombs with a special unction that damages incorporeal creatures and reveals the presence of undead creatures hiding in the area. Incorporeal creatures struck by an ectoplasmic bomb take full damage from the bomb. In addition, squares in the affected area of the bomb begin to faintly glow in the spaces where undead creatures have traveled in the last minute, including undead benefiting from invisibility or other forms of obscurity (such as ethereal jaunt), effectively creating a glowing trail. Any undead creatures in the affected area at the time of the explosion likewise glow faintly. This glowing effect lasts for 1 minute, and is otherwise identical to faerie fire.

Flesh-Eating Bomb*/Flesh-Eating Bomb 出典 Monster Hunter's Handbook 17ページ:The alchemist can create bombs that devour living matter. The alchemist’s bomb deals damage one die step higher than normal (regular bombs deal d8s, concussive bombs deal 1d6, and so on), but they have no effect on inorganic matter. In addition, a creature with at least a +1 armor bonus to AC is less likely to be harmed; such creatures in the bomb’s splash radius take no damage on a successful Reflex save, and the target of a direct hit can attempt a Reflex save against the bomb’s save DC to take only half damage.

Grease Bomb*/Grease Bomb 出典 Dungeoneer's Handbook 27ページ:When the alchemist creates a bomb, he can choose to have it create a grease slick upon detonation. When a grease bomb detonates, it coats an area equal to the bomb’s splash radius in grease (as the grease spell) for 1 round per level. The DC of the Reflex save to avoid falling after a failed Acrobatics check is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier. A grease bomb can’t affect items or armor. An alchemist must be at least 6th level before selecting this discovery.

Healing Bomb*/Healing Bomb 出典 Magical Marketplace 20ページ:When the alchemist creates a bomb, he can choose to have it heal damage instead of dealing it. Creating a healing bomb requires the alchemist to expend an infused extract or potion containing a cure spell. A creature that takes a direct hit from a healing bomb is healed as if she had imbibed the infusion or potion used to create the bomb. Creatures in the splash radius are healed for the minimum amount of damage the cure spell is capable of healing. A healing bomb damages undead instead of healing them.

Hellfire Bomb*/Hellfire Bomb 出典 Agents of Evil 25ページ:This discovery is available to tiefling alchemists. When the alchemist creates a bomb, he can have it act as an explosive bomb, but deal half of its damage as fire damage and half as unholy damage that is not subject to fire resistance or immunity. An alchemist must be at least 9th level and have the explosive bomb discovery before selecting this discovery.

Holy Bombs*/Holy Bombs 出典 Champions of Purity 24ページ: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. An alchemist must be at least 8th level before selecting this discovery.

Jury-Rigged Bomb*/Jury-Rigged Bomb 出典 Antihero's Handbook 29ページ:Unlike normal bombs, jury-rigged bombs can be created from whatever materials the alchemist has on hand; this makes them particularly handy in situations where the alchemist might find himself imprisoned or stripped of his equipment. Jury-rigged bombs can be crafted and thrown as a swift action (this counts against the alchemist’s daily use of bombs), and they deal only 1d4 points of damage + additional damage equal to half the alchemist’s Intelligence modifier on a direct hit. This damage increases by 1d4 at 3rd level and every 2 levels thereafter. Despite being useful in a pinch, jury-rigged bombs are nonetheless crudely crafted and highly unstable; if the alchemist’s attack roll results in a natural 1, the bomb explodes as he is creating it, and he takes damage as if he had taken a direct hit. An alchemist must be at least 4th level before selecting this discovery.

Melancholy Bomb/Melancholy Bomb 出典 Distant Realms 53ページ:Your anguish bombs are filled with memories of sadness and regret. Creatures who take damage from your anguish bombs are also affected as per crushing despair for 1 round per alchemist level, or a single round if the target succeeds at a Will saving throw. An alchemist must be 10th level and have the anguish bomb class feature or the anguish bomb discovery before selecting this discovery.

Neutralizing Bomb/Neutralizing Bomb 出典 Healer's Handbook 11ページ:When the alchemist creates a bomb, he can choose to give it the potential to end certain ongoing effects instead of dealing damage. Each creature in the splash radius can attempt a new saving throw against any poison afflicting it and any ongoing conditions or ongoing acid, cold, electricity, fire, or sonic damage. (If an effect did not allow a saving throw, this bomb doesn’t allow affected creatures to attempt one.) Success counts as one successful save toward ending poison and immediately ends other conditions. Exposed poison in the splash radius is also rendered harmless. A creature with poison abilities that is directly struck by the bomb finds those abilities useless for 1d4 rounds unless it succeeds at a Fortitude saving throw. This discovery doesn’t stack with any other that modifies bombs.

Ooze Blight*/Ooze Blight 出典 Monster Hunter's Handbook 17ページ:A target hit by the alchemist’s bomb loses the split special quality for 1d4 rounds. In addition, against creatures with the ooze type, this bomb deals untyped damage that bypasses all resistances.

Plague Vector/Plague Vector 出典 Champions of Corruption 26ページ:The effects of the alchemist’s plague bomb operate as normal except for the following changes. The chosen disease’s save DC is equal to 10 + 1/2 the alchemist’s level + his Intelligence modifier. Any creatures affected by the chosen disease become vectors for it, spreading the disease to any creatures they come in physical contact with for a number of days equal to the alchemist’s Intelligence modifier (minimum 1). The save DC to avoid contracting the disease from the vector is the same as the DC used for this discovery. An alchemist must be at least 14th level and must have the plague bomb discovery to select this discovery.

Poisoned Explosive*/Poisoned Explosive 出典 Dirty Tactics Toolbox 7ページ:When an alchemist creates a bomb, he can apply a dose of contact or injury poison to it, as if applying poison to a weapon. If the poisoned bomb hits its target, the bomb deals damage as normal, but the target must also succeed at a saving throw against the poison or be affected by that poison. No other creatures are affected by the poison. An alchemist must be at least 4th level and have the poison use class feature before selecting this discovery.

Profane Bomb*/Profane Bomb 出典 Champions of Corruption 26ページ:When the alchemist creates a bomb, he can choose to have it deal evil divine damage. Good creatures that take a direct hit from a profane bomb must succeed at a Fortitude save or be staggered on their next turn. Against a neutral creature, a profane bomb deals half damage, and the target is not affected by the bomb’s staggering effect. A profane bomb has no effect against evil-aligned creatures. An alchemist must be at least 8th level to select this discovery.

Psychoactive Bomb*/Psychoactive Bomb 出典 Blood of the Moon 15ページ:Psychoactive bombs are mixed with neurotoxic extracts that heighten certain sensations. A creature struck by a psychoactive bomb takes a –1 penalty on saving throws against charm, emotion, fear, and pain effects, and the DC for Intimidate checks against the victim decreases by 2. This effect lasts for 1 hour per alchemist level. These penalties do not stack, and a creature can only be affected by a single psychoactive bomb at a time. A psychoactive bomb deals 1d6 fewer hit points of damage than normal. An alchemist must be at least 6th level before selecting this discovery.

Remote Bomb/Remote Bomb 出典 Heroes of the High Court 11ページ:The alchemist can spend two uses of his daily bombs to create a special bomb that is manually detonated. When the bomb is created, the alchemist also creates a catalyst distillate, which requires no extra time or cost. A remote bomb is inert unless triggered by this distillate. The bomb is detonated as a standard action when the distillate fumes are exposed to the rest of the bomb. An alchemist must be within 60 feet of the bomb for the distillate to successfully trigger the bomb. A catalyst distillate can detonate a bomb even if the bomb has already been hurled at a target. Triggering the distillate outside of the 60-foot range or after 1 hour has no effect.

Sand Bomb*/Sand Bomb 出典 Antihero's Handbook 29ページ:When the alchemist creates a bomb, he can pack the casing full of sand that explodes in an abrasive cloud on impact. A creature that takes a direct hit from a sand bomb is blinded for 1 round, as are any creatures in the splash radius that fail a Reflex save (DC = 10 + half the alchemist’s level + his Intelligence modifier).

Substantiating Bomb*/Substantiating Bomb 出典 Distant Realms 53ページ:Your bombs are infused with ectoplasm and a longing for life, lending ethereal creatures a measure of substance. You can throw a bomb that inflicts no damage but instead creates a 10-foot-radius cloud of fog that functions as fog cloud and lasts for 1 round per alchemist level. Incorporeal creatures that pass through this cloud become partially solid, taking half damage from nonmagic attacks and full damage from magic weapons, spells, and spell-like abilities. This effect lasts for the duration of the smoke cloud, even if the incorporeal creature moves outside the cloud’s area. A creature affected by the cloud can attempt a Will saving throw to negate the substantiating effects of this bomb. An alchemist must be 10th level before selecting this discovery.

Syringe Stirge(超常)/Syringe Stirge 出典 Cohorts and Companions 13ページ:As a full-round action, you can expend two daily uses of bombs to create a syringe stirge, a tiny construct primed with a bomb (if you have multiple types of bombs, you must select which type the syringe stirge carries when created). Undirected, they take no actions except to flock around you in your square and follow you as best they can. They can be attacked normally, but gain cover while occupying your square. As a swift action, you can order one of your syringe stirges to attack an enemy it can see. Once ordered to attack that enemy, the syringe stirge will continue to attack every round, attempting to attach and deliver its payload.

A syringe stirge has all of the statistics of a stirge but lacks the blood drain ability. If it ends its turn attached to an opponent, it injects your bomb into the opponent’s bloodstream, dealing damage as a direct hit plus the alchemist’s Intelligence modifier (as the Throw Anything feat—this injection is a direct attack and doesn’t deal splash damage. A syringe stirge dies immediately after injecting its bomb. A syringe stirge lasts for 1 minute per alchemist level or until destroyed; if it has not attached to an enemy before the end of its life span it and its bomb payload fall inert. An alchemist must be at least 6th level before selecting this discovery.

Extract Discoveries Extract Discoveries


芳香エキス/Aromatic Extract 出典 Heroes of the High Court 10ページ:アルケミストは、複数のクリーチャーが吸入して効果を共有する芳香エキスを作成する。アルケミストは、エキスを作成するときに、それが芳香エキスであると決定する必要があります。このエキスは、使用するとエキスから10フィートの範囲にいるすべてのクリーチャーに処方の利益を与えます。芳香エキスは、元のエキスの作成に必要な最小の術者レベルを持つものとして扱われます。芳香エキスは、アルケミストの毎日のエキスの1つを、通常より2レベル高い処方であるかのように消費します。この発見は、距離が接触の処方にのみ適用できます。アルケミストは最低10レベルで注入の発見を持っていなければこの発見を選択できない。

直感的理解(擬呪)/Intuitive Understanding 出典 Champions of Balance 20ページ:アルケミストが進化薬の効果を受けている間に占術系統のエキスを飲むと、その有効な術者レベルが一時的に2増加します。さらに、進化薬の効果を受けている間、アルケミストは擬似呪文能力としてオーギュリィを1回使用できます(術者レベルはアルケミストレベルに等しい)。10 レベルで、代わりにディヴィネーションを使用できます。この発見を選択するには、アルケミストは最低4レベルで進化薬の発見を持っていなければこの発見を選択できない。

特効薬/Nostrum 出典 Heroes of the High Court 11ページ:アルケミストが注入エキスを作成するとき、そのエキスの中に遅延型の毒を隠した特効薬を作成できます。特効薬には、摂取毒しか含めることができません。この毒のセーヴDCは2ポイント減少します。毒は摂取後、このエキスの作成時のアルケミストの知力ボーナス(最小値0)1ポイントにつき1時間が経過してから効果を発揮します。特効薬の毒は、ディテクト・ポイズンなどの呪文や同様の能力によって通常通り検出することができます。特効薬が消費されるか破壊されるまで、それはアルケミストの1日のエキススロットのうち1つを占有し続けます。アルケミストはこの発見を選択する前に注入の発見を取得している必要があります。

瓶詰クアジット/Pickled Quasit 出典 Champions of Corruption 26ページ:アルケミストは、クアジットを瓶に封じ込める方法を学び、それをエキスとして使用する準備ができるようになります。アルケミストがエキスを発動させると、30フィート以内の任意のマスに瓶を投げ、クアジットを解放します。クアジットはアルケミストの制御下にはありませんが、それ以外は招来されたクリーチャーとして扱われます。クアジットは術者レベル1ごとに1ラウンドの間存在し、その後、関連する元素に崩壊します。アルケミストが注入の発見を持っている場合、他のキャラクターが注入エキスとして瓶を使用することができます。瓶詰クアジットを作成するには、4レベルのエキスが必要です。アルケミストがこの発見を選択するために少なくとも10レベルでなければなりません。

汚れた注入/Tainted Infusion 出典 Champions of Corruption 26ページ:アルケミストは、善意の仮面の下に殺意を隠すことができます。注入の発見を使用してエキスを作成する際、エキスの持続時間が瞬間でない限り、アルケミストは自分の爆弾のひとつをそのエキスに混ぜ込むことができます。もし選ぶのであれば、アルケミストはエキスの持続時間を1ラウンドに短縮することができます。エキスの持続時間が終了すると、そのエキスは爆発し、飲み込んだ者にアルケミストの通常の爆弾ダメージの150%のダメージを与えます。この効果には飛散範囲は発生しません。汚れたエキスを作成するには、エキスと爆弾の両方を消費します。アルケミストはこの発見を選択するために、遅延爆弾と注入の発見の両方を習得している必要があります。


Gloom Discoveries Gloom Discoveries

出典 Blood of Shadows
 The following new discoveries can be taken by any alchemist who meets the prerequisites and has the gloom class feature. Discoveries that modify glooms are marked with a single asterisk (*) and do not stack. Only one such discovery can be applied to an individual gloom.

Bounding Gloom/Bounding Gloom 出典 Blood of Shadows 18ページ:The alchemist gains the ability to travel between shadows as if by means of a dimension door spell. The limitation is that the alchemist’s beginning and ending locations must be areas of dim light or darker, or within the radius of an umbral gloom that is lowering the light level. The alchemist can travel up to a total of 100 feet each day in this way. This distance must be used in 10-foot increments; for example, the alchemist can make a single jump of 100 feet or 10 jumps of 10 feet each. For every 2 levels beyond 10th, the distance the alchemist can jump each day doubles (200 feet at 12th level, 400 feet at 14th level, and so on). An alchemist must be at least 10th level before selecting this discovery.

Debilitating Gloom*/Debilitating Gloom 出典 Blood of Shadows 18ページ:A creature struck by the gloom must make a successful Fortitude save or take a penalty to its Strength equal to 1d4 + 1 per 2 alchemist levels (maximum of 1d4+5) for 1 round per alchemist level. A target’s Strength score cannot drop below 1. This penalty does not stack with itself. An alchemist must be at least 6th level before selecting this discovery.

Draining Gloom*/Draining Gloom 出典 Blood of Shadows 19ページ:A creature struck by a direct hit with the gloom must make a successful Fortitude save or gain 1 negative level. An alchemist must be at least 8th level and must have the debilitating gloom discovery before selecting this discovery.

Glutinous Gloom*/Glutinous Gloom 出典 Blood of Shadows 19ページ:The gloom creates an area in its splash radius that functions as web. The webbing lasts for a number of rounds equal to 1/2 the alchemist’s level. An alchemist must be at least 6th level before selecting this discovery.

Grasping Gloom*/Grasping Gloom 出典 Blood of Shadows 19ページ:The gloom creates an area equal to double its splash radius that functions as black tentacles. The effect lasts for a number of rounds equal to half the alchemist’s level. An alchemist must be at least 8th level before selecting this discovery.

Greater Draining Gloom*/Greater Draining Gloom 出典 Blood of Shadows 19ページ:A creature struck by the gloom must succeed at a Fortitude save or gain 1d4 negative levels. An alchemist must be at least 12th level and must have the debilitating gloom and draining gloom discoveries before selecting this discovery.

Mucilaginous Gloom*/Mucilaginous Gloom 出典 Blood of Shadows 19ページ:The gloom leaves a chilly gray residue that turns each square in its splash radius into difficult terrain. This effect lasts for a number of rounds equal to the alchemist’s level.

Rime-Bound Gloom*/Rime-Bound Gloom 出典 Blood of Shadows 19ページ:The gloom creates an area of freezing shadow in its splash radius that deals 2d6 points of cold damage to all creatures in the area each turn. This effect lasts 1 round for every 2 alchemist levels. An alchemist must be at least 6th level to select this discovery.

Mutagen Discoveries Mutagen Discoveries


Bone-Spike Mutagen(超常)/Bone-Spike Mutagen 出典 Antihero's Handbook 29ページ:When the alchemist imbibes a mutagen, he mutates his skeletal structure, causing the bones on his elbows, knuckles, spine, and shoulder blades to grow massive and pierce his skin, exposing themselves as large spikes. While the mutagen is in effect, the alchemist’s natural armor bonus granted by the mutagen increases by 2. The spikes count as masterwork armor spikes with which the alchemist is proficient. An alchemist must be at least 6th level before selecting this discovery.

Elemental Mutagen/Elemental Mutagen 出典 Magical Marketplace 20ページ:The alchemist chooses an element (air, earth, fire, or water). Whenever the alchemist imbibes a mutagen, he gains resistance 5 to the associated energy type and a +2 competence bonus on an associated skill check. This resistance increases by 5 and the competence bonus by 2 for each of the following discoveries the alchemist possesses: grand mutagen, greater mutagen, and true mutagen.
The elements and their associated energies and skills are air (electricity, Fly), earth (acid, Climb), fire (fire, Acrobatics), and water (cold, Swim). An alchemist can select this discovery up to four times, but must choose a different element each time. An alchemist can gain the benefits of only one elemental mutagen at a time, selected when he imbibes the mutagen.

Fey Mutagen(超常)/Fey Mutagen 出典 Legacy of the First World 7ページ:The alchemist gains the ability to create a fey mutagen, a mixture that lends him some of the grace and power of the First World. When imbibed, a fey mutagen grants a +2 alchemical bonus to the alchemist’s Dexterity and Charisma, a –2 penalty to his Strength, and DR 2/cold iron. This otherwise works like the standard mutagen class feature and interacts with other effects as though it were a mutagen.

Grand Fey Mutagen(超常)/Grand Fey Mutagen 出典 Legacy of the First World 7ページ:The alchemist’s fey mutagen now grants a +6 alchemical bonus to Dexterity and Charisma, a –2 penalty to his Strength, DR 10/cold iron, and the druid’s woodland stride class feature. In addition, he can choose not to allow spells and effects to affect him if they would not be capable of affecting both his original creature type and the fey creature type. An alchemist must be at least 16th level and must have the greater fey mutagen discovery before selecting this discovery.

Grand Rasugen/Grand Rasugen 出典 Distant Realms 52ページ:The alchemist’s rasugen now grants a +6 alchemical bonus on all saving throws, 4 temporary hit points per alchemist level, and immunity to disease, mind-affecting effects, and poison. The alchemist takes a –6 penalty to Intelligence and a –2 penalty to Charisma and Wisdom as long as the grand rasugen persists. An alchemist must be at least 16th level and have the greater rasugen discovery before selecting this discovery.

Greater Fey Mutagen(超常)/Greater Fey Mutagen 出典 Legacy of the First World 7ページ:The alchemist’s fey mutagen now grants a +4 alchemical bonus to Dexterity and Charisma, a –2 penalty to his Strength, DR 5/ cold iron, and the druid’s woodland stride class feature. An alchemist must be at least 12th level and must have the fey mutagen discovery before selecting this discovery.

Greater Rasugen/Greater Rasugen 出典 Distant Realms 52ページ:The alchemist’s rasugen now grants a +4 alchemical bonus on all saving throws, 3 temporary hit points per alchemist level, and immunity to mindaffecting effects. The alchemist takes a –4 penalty to Intelligence as long as the greater rasugen persists. An alchemist must be at least 12th level and able to brew a rasugen before selecting this discovery.

Purging Mutagen/Purging Mutagen 出典 Healer's Handbook pg. 11ページ:The alchemist’s mutagen combines ipecac and other purgative components. A non-alchemist who consumes the mutagen is nauseated for only 1 round, during which time her body rapidly metabolizes or expels all extant toxins, granting her an immediate second saving throw against each ongoing disease and poison currently affecting her. Each successful save counts as two consecutive successful saving throws for the purpose of curing the affliction. Any failed saving throws do not result in additional damage or other effects. A non-alchemist who consumes a second purging mutagen in a 24-hour period is instead nauseated for 1 hour. When an alchemist drinks the mutagen, he can choose whether or not to also be affected by this discovery in addition to the mutagen’s other effects.

Splitting Mutagen/Splitting Mutagen 出典 Monster Hunter's Handbook 17ページ:Once per day while under the effects of his mutagen, the alchemist can split into two identical copies of himself as an immediate action after being damaged by a piercing or slashing weapon. Each copy has an ooze-like complexion, most often manifesting as a slimy sheen to his skin. The alchemist splits his current hit points evenly between the copies. The copies use the same statistics, share the same resources, and have identical equipment (except artifacts, which only one copy has). Similarly, if one of the copies expends a charge or daily use from a magic item that a copy has, the charge or daily use is expended from both copies. If one copy drops or gives away an item, the duplicate item disappears from the other copy as well.
The two copies act independently and each one has a full set of actions. At the end of the alchemist’s next turn, he selects one of the copies, which loses its ooze-like complexion as it becomes the alchemist; the other copy dissolves into a fine mist and dissipates. If one of the copies is destroyed before this happens, the remaining copy immediately becomes the alchemist, and he gains 1 permanent negative level. If both copies are destroyed simultaneously (such as from a fireball), both copies collapse into formless goo; the alchemist can only be restored to life via resurrection or similarly powerful magic. An alchemist must be at least 12th level before he can select this discovery.

Poison Discoveries Poison Discoveries


Celestial Poisons(超常)/Celestial Poisons 出典 Champions of Purity 24ページ:The alchemist is able to infuse poisons with celestial power so they can affect evil creatures that are normally immune to poison. Any poison the alchemist administers to a weapon can affect undead and evil outsiders, bypassing their inherent immunities. Magical effects that negate poisons still apply. If a creature fails its save, the poison acts as normal, but may have no effect on the creature, depending on the effect of the poison (such as dealing Constitution damage to undead). An alchemist must be at least 8th level before selecting this discovery.

Designer Poison(変則)/Designer Poison 出典 Potions and Poisons 9ページ:The alchemist can create special poisons that are more effective against certain creatures. When crafting a poison, the alchemist can choose a single creature type (and subtype, if appropriate) from the ranger’s favored enemy list. Against creatures of the chosen type, the poison’s saving throw DC is increased by 4. Against all other creatures, it is reduced by 2. The alchemist must choose the creature type and subtype (if appropriate) while crafting the poison and afterward cannot change this choice.

Elemental Destabilizers(超常)/Elemental Destabilizers 出典 Elemental Master's Handbook 31ページ:The alchemist is able to concoct reactive chemical compounds that affect elementals like poisons. The alchemist can craft poisons that affect only outsiders with the elemental subtype, bypassing their inherent immunity. Magical effects that negate poisons still apply. If a creature fails its saving throw, the poison acts as normal, but it may have no effect on the creature depending on the effect of the poison (such as dealing fire damage to a fire elemental). An alchemist must be at least 8th level before selecting this discovery.

Enduring Toxin(変則)/Enduring Toxin 出典 Potions and Poisons 9ページ:The alchemist can alter the properties of a poison, causing it to persist longer in the victim’s body. Altering a dose of poison in the way takes 1 hour, requires the expenditure of raw materials worth half the poison’s market price, and exposes the alchemist to the poison, thereby affecting him if he is not immune. This doubles the poison’s maximum duration. An alchemist must be at least 8th level before selecting this discovery.

Malignant Poison/Malignant Poison 出典 Dungeoneer's Handbook 27ページ:As a full-round action, the alchemist can increase the save DC of any poison by 4 and increase its duration by 2 frequency increments (for example, large scorpion venom lasts 8 rounds instead of 6 and drow poison lasts 4 minutes instead of 2). Additionally, malignant poisons take effect immediately and do not have an onset time. This alchemical change lasts until the poison’s extended duration ends or for a number of minutes equal to the alchemist’s level, whichever comes first. After that, the poison reverts back to its original state. An alchemist must be at least 10th level before selecting this discovery.

Precise Poison(変則)/Precise Poison 出典 Inner Sea Monster Codex 23ページ:The alchemist is adept at delivering poison to the most vulnerable areas of his targets. When the alchemist confirms a critical hit with a poisoned weapon, he increases the save DC of the poison by an amount equal to the weapon’s critical multiplier.

その他の発見 Other Discoveries


空気肺/Air Lung 出典 Pathfinder #123: The Flooded Cathedral 42ページ:この発見を持つアルケミストは、体を水上での生活に適応させる訓練を受けています。そのため、"水陸両生"の能力を得ます。この発見を選択できるのは、(水棲)の副種別を持つアルケミストのみです。

属性変更薬(超常)/Change Alignment 出典 Champions of Purity 24ページ:毎日の注入エキスの準備の一環として、アルケミストは飲む者の属性を善に変える注入エキスを作成できる。この属性変更は、1アルケミストレベルにつき10分持続する。この効果を望まないクリーチャーは、この変化に抵抗するために、意思セーヴを行うことができる。アルケミストは、このような注入エキスを1服しか保持できない。この錬金術の効果は、突然新しい価値観と向き合わせられたクリーチャーにとって深刻な影響を及ぼす可能性があります。多くの者はこれを強制的な狂気に過ぎないと見なし、一部の善の信仰ではその使用を禁じています。アルケミストは最低12レベルと注入の発見を持っていなければこの発見を選択できない。

集合的記憶(超常)/Collective Memory 出典 Champions of Balance 20ページ:進化薬の影響を受けているアルケミストは、すべての知識技能判定にクラスレベルの半分をボーナスとして加算し、すべての知識技能判定を習熟無しで行うことができます。このボーナスは、錬心術師アーキタイプの完璧な記憶クラス特徴によって付与される【知力】ボーナスと重複しません。アルケミストは進化薬の発見を持っていなければこの発見を選択できない。

建設用塗料/Constructive Dyes 出典 Heroes of Golarion 25ページ:アルケミストの染料は凝固し固まることで、物体を作成できる。アルケミストは、爆弾クラス特徴の使用回数を2回分消費することで、魔法の力を持たない物体を作り出すことができ、これはアルケミストレベルを術者レベルとしたサイレント・イメージ呪文のように働く。アルケミストは最低8レベルと神聖なるインクの発見を持っていなければこの発見を選択できない。

神聖なるインク/Divine Inks 出典 Heroes of Golarion 25ページ:アルケミストは、特別な顔料を開発し、それを錬金術の試薬と組み合わせて、周囲の空間に付着するユニークな染料を作り出すことができます。これにより、空中に絵を描いて敵を欺くことができます。アルケミストは、爆弾クラス特徴の使用回数を2回分消費することで、この染料を使用して、自分の隣接する空間に幻像を作り出すことができ、これはアルケミストレベルを術者レベルとしたサイレント・イメージ呪文のように働く。作り出した幻像は、1アルケミストレベルにつき、1分持続する。また、この幻像は標準アクションで解除することができます。

爆発的な書法/Explosive Calligraphy 出典 Heroes of Golarion 25ページ:アルケミストは、少しの揺れで爆発する不安定な顔料を作成できる。この顔料は爆弾クラス特徴の使用回数を1回分消費する必要があるが、それ以外はexplosive runes呪文のように働く。ただし、爆発はアルケミストの爆弾と等しいダメージを与える。アルケミストは、追加で爆弾の使用回数を1回分消費することで、この発見で作られるルーンに、酸爆弾や解呪爆弾など、爆弾に適用される発見の効果を適用することができます。アルケミストは最低6レベルでなければこの発見を選択できない。

鰓/Gills 出典 Pathfinder #123: The Flooded Cathedral 42ページ:この発見を持つアルケミストは、空気を吸うだけでなく水中でも呼吸できる鰓を持つようになります。陸上にいる間、アルケミストは鰓が乾燥するリスクがあり、水中から出ている間は毎日24時間ごとに1/2ガロンの水で鰓を湿らせなければなりません。そうしないと、その後は毎時間1点の【耐久力】ダメージを受けます。アルケミストは最低6レベルでなければこの発見を選択できない。

輝く注入(擬呪)/Glimmering Infusion 出典 Spymaster's Handbook 21ページ:アルケミストは、準備したエキスを消費することで、グリッター・ダストのように機能する輝く微粒子の立方体を生成できます。範囲はアルケミストに隣接する必要があり、消費したエキスのレベル1ごとに1つの5フィート立方体の範囲をカバーします。この効果のセーヴ難易度は、消費したエキスのレベルを使用して計算されます。アルケミストは注入の発見を持っていなければこの発見を選択できない。

上級建設用塗料/Greater Constructive Dyes 出典 Heroes of Golarion 25ページ:アルケミストは、建設用塗料で作成できる物体の範囲を拡張します。アルケミストは、建設用塗料の発見を使用して物体を作成する際に、爆弾クラス特徴の使用回数を1回分追加で消費することで、メジャー・クリエイションのように機能させることができます。アルケミストはアルケミストは最低10レベルと建設用塗料と神聖なるインクの発見を持っていなければこの発見を選択できない。

上級神聖なるインク/Greater Divine Inks 出典 Heroes of Golarion 25ページ:アルケミストは、独自の塗料により、まるで生きているかのように見える幻想を作成できる。アルケミストが、神聖なるインクの発見を使用して幻像を作成する際に、爆弾クラス特徴の使用回数を1回分追加で消費することで、メジャー・イメージのように機能し、音や匂い、熱を発させることができます。アルケミストは最低6レベルと神聖なるインクと神聖なるインク強化の発見を持っていなければこの発見を選択できない。

神聖なるインク強化/Improved Divine Inks 出典 Heroes of Golarion 25ページ: アルケミストの独自の塗料は、音を伴う幻像を作り出せる。アルケミストが、爆弾クラス特徴の使用回数を1回分追加で消費するなら、神聖なるインクによって作成される幻像は、マイナー・イメージのようにちょっとした音を出すことができる。アルケミストは最低4レベルと神聖なるインクの発見を持っていなければこの発見を選択できない。

Lasting Tinctures(変則)/Lasting Tinctures 出典 Potions and Poisons 9ページ:The alchemist knows how to make tinctures that last much longer than normal. The durations of the effects of any tinctures the alchemist brews using the Craft skill are doubled. When the alchemist uses this discovery to brew a longer-lasting tincture, the tincture imposes its normal penalties on the alchemist even if the alchemist has an ability that reduces tinctures’ penalties (such as the substance tolerance ability of the fermenter alchemist archetype presented in this section). An alchemist with this discovery can brew tinctures with normal durations.

生ける顔料/Living Pigment 出典 Heroes of Golarion 25ページ:アルケミストは、インクや染料に生命力の火花を吹き込む。標準アクションとして、アルケミストは爆弾クラス特徴の使用回数を1回分と、準備した1レベルのエキスを消費することで、サモン・モンスターIの呪文と同様にクリーチャーを招来することができます。この時、アルケミストのレベルが呪文の術者レベルとして扱われます。エキスは、アルケミストがそれを消費したかのように消費されます。アルケミストは、より高レベルのエキスを使用することで、サモン・モンスター呪文を使って呼び出すクリーチャーのレベルを、消費したエキスのレベルに合わせることができます。例えば、アルケミストが4レベルのエキスを消費すれば、サモン・モンスターIVの呪文を使用するかのようにクリーチャーを呼び出すことができます。さらに、アルケミストは、クリーチャーをこの方法で呼び出す際に爆弾クラス特徴の使用回数を追加で1回分消費することで、そのクリーチャーにセレスチャルまたはフィーンディッシュテンプレートを付与することができます。アルケミストは神聖なるインクの発見を持っていなければこの発見を選択できない。

物質体得(変則)/Material Mastery 出典 Cohorts and Companions 13ページ:物質の本質に関する優れた知識により、魔法のアイテムを作成するときに呪文の必要条件をより簡単に無視することができます。魔法のアイテムを作成するときに、呪文の前提条件として同じ系統とレベルのエキスを消費することにより、その必要条件を無視することによるペナルティは-5ではなく-2のみになります。

狂気の方法(変則)/Method to the Madness 出典 Inner Sea Monster Codex 23ページ:アルケミストは、狂気を自らのアルケミストクラス能力のひとつに転換する方法を習得しました。この発見を選択する際、アルケミストは爆弾またはエキスのいずれかを選びます。もし爆弾を選んだ場合、爆弾のダメージボーナスやセーヴィングスローのDCを決定する際に、【知力ボーナスの代わりに【魅力】ボーナスを使用します。もしエキスを選んだ場合、1日あたりのボーナスエキスの計算において、【知力】ボーナスの代わりに【魅力】ボーナスを使用します。アルケミストは狂気(変則)を持っていなければこの発見を選択できない。この発見は2回選択することができ、そうすることで爆弾とエキスの両方を選ぶことが可能になります。

怪物的な接ぎ木(変則)/Monstrous Graft 出典 Inner Sea Monster Codex 23ページ:アルケミストは、自身の切断された四肢の最大4本までを、同じサイズの怪物の手足に置き換えることができます。移植された四肢が腕の場合、アルケミストは次のいずれかの能力を得ます:登攀速度15フィート、または1d6ポイントのダメージを与える爪または叩きつけ攻撃(小型のアルケミストの場合は1d4)。移植された四肢が足の場合、アルケミストは次のいずれかの効果を得ます:地上移動速度に+5のボーナス、水泳速度15フィート、または跳躍時の軽業判定に+5のボーナス。アルケミストがこの方法で手足を置き換えるたびに、自己の感覚を失うため、判断力に–2のペナルティを受けます。デロはこのペナルティに完全耐性を持っています。

幻肢/Phantom Limb 出典 Undead Slayer's Handbook 21ページ:アルケミストは、胴体から突き出る幽霊のような非実体の腕を顕現させることができます。この幻肢は、アルケミストに1ラウンドあたりの追加攻撃や追加アクションを与えず、何かを保持したり掴んだりすることもできません(非実体状態の物体を含む)。アルケミストは、標準アクションとして、敵に対して幻肢を使用して接触攻撃を行うことができ、犠牲者の魂の繊維そのものを削ぎ落とします。この攻撃は、アルケミストレベルごとに1d4ポイントのダメージを与えます(頑健・半減)。非実体状態の攻撃に完全耐性のあるクリーチャーはこのダメージにも完全耐性がありますが、それ以外の場合、このダメージは DR/エピックを除くすべての形式のダメージ軽減を回避します。アルケミストはフリー・アクションとしてこの能力を抑制または起動することができ、幻肢を1日に 3+【知力】修正値に等しいラウンド数だけ使用することができます (これらのラウンドは連続している必要はありません)。アルケミストは最低8レベルでなければこの発見を選択できない。

念力チンキ剤/Psychokinetic Tincture 出典 Undead Slayer's Handbook 21ページ:アルケミストは1日に1回、精神の力を利用した不快な味のチンキ剤を調合できます。このチンキ剤を標準アクションで飲むことによって、アルケミストはその場に潜んでいる霊を自分の周りに呼び寄せます。アルケミストは、4アルケミストレベルごとに1体の霊を呼び寄せることができます。呼び寄せた霊は、アルケミストの周りで渦を巻きながら、アルケミストにACへ+1の反発ボーナスを与えます。標準アクションとして、アルケミストはこれらの霊の1つを遠隔接触攻撃として目標に向かって発射することができます。この方法で霊を発射すると、この発見のACへの反発ボーナスは1減少します。発射された霊が標的の体を通過するとき、標的の心の中にだけ聞こえる恐ろしい叫びを発し、標的は1アルケミストレベルごとに1ラウンドの間、恐れ状態になります(意志・無効)。これは心に影響を与える恐怖効果です。叫びに対するセーヴを成功したクリーチャーは、この発見による影響を24時間の間受けることはありません。霊はアルケミストの体の周りで、1アルケミストレベルごとに10分間、またはアルケミストがすべての霊を発射するまで渦を巻き続けます。アルケミストは最低4レベルでなければこの発見を選択できない。

遠隔洗礼(超常)/Ranged Baptism 出典 Champions of Purity 24ページ:アルケミストが、聖水を飛散武器として使用する場合、その効果を受けるマス(飛散ダメージを受けるクリーチャーを含む)やその効果を受けるクリーチャーがいるマスは、アルケミストの【知力】修正値に等しいラウンドの間、コンセクレイトの効果を受けたかのように影響を受ける。聖水に当たったアンデッドは、影響を受けたエリアを離れてもコンセクレイトの効果を受け続ける。アルケミストは最低4レベルでなければこの発見を選択できない。

回復エキス/Remady Extract 出典 Healer's Handbook 11ページ:アルケミストがエキスを作成する際、そのエキスに1つの非魔法的な錬金術治療薬(例えば、解毒剤など)を加えることができます。エキスが消費されると、エキスの処方と錬金術治療薬の両方が効果を発揮します。このエキスは通常よりも1レベル高くなります。この発見は、複数の消費されたアイテムやエキスを1つにまとめる他の方法とは組み合わせることができません。アルケミストは最低4レベルでなければこの発見を選択できない。

砂岩溶液(超常)/Sandstone Solution 出典 People of the Sands 23ページ:アルケミストは、全ラウンドアクションとして、任意のポーションまたはエキスを溶液に変え、投げるか塗ることで、砂や土を1時間の間、石と同じ硬度に固めます。影響を与える範囲は、ポーションやエキスのレベルに10フィートを掛けた半径のエリアです。この溶液が石に投げられるか塗られると、代わりに5フィートの立方体の石が1分間にわたって脆く柔らかくなり、その硬度がポーションやエキスのレベルの2倍だけ減少します。

Sleeper Agent(超常)/Sleeper Agent 出典 Inner Sea Monster Codex 23ページ:The alchemist learns how to create a sleeper agent, whom he releases back into its original society none the wiser. The alchemist can create a sleeper agent in a ritual that takes 1 minute; the target must be unconscious for the ritual’s duration. At any time during the next year, as long as he is within 1 mile of the sleeper agent, the alchemist can activate the agent’s programming. When the sleeper agent is activated, treat her as if she were the target of a dominate person spell with a caster level equal to the alchemist’s level at the time the sleeper agent was created. If the sleeper agent is killed or the dominate person effect’s duration expires, the sleeper agent is permanently released from the alchemist’s control. The alchemist can also release any sleeper agent as a free action. The alchemist can have one active sleeper agent for every 6 alchemist levels he possesses. An alchemist must be at least 12th level before selecting this discovery.

Spell Knowledge/Spell Knowledge 出典 Cohorts and Companions 13ページ:Your studies into how all things are interconnected have taught you to cast a very limited number of spells. Select a single spell from the sorcerer/wizard spell list that is at least 2 levels lower than your highest-level extract known. You can prepare and cast this spell as an arcane spell. Preparing the spell uses up an extract slot 1 level higher than the spell’s level. Your caster level is equal to your alchemist level, and your save DCs and concentration checks are Intelligence-based. You’re considered to have this spell on your spell list for purposes of prerequisites, spell completion items, and spell trigger items.
You may select this discovery more than once. Each time, it grants you access to another spell from the sorcerer/wizard spell list.

Subsumed Spirit(変則)/Subsumed Spirit 出典 Inner Sea Monster Codex 23ページ:As the alchemist grows in power, his parasitic twin laps up a portion of his soul, like a dog feeding on its master’s scraps. The alchemist’s parasitic twin can now manifest or hide within the alchemist’s torso as a move action. As a standard action, the alchemist can cause his manifested twin to babble, driving listeners insane. All creatures without the insanity special ability that are within 60 feet of the alchemist must succeed at a Will save or be affected by confusion for 1 round per alchemist level. The alchemist can urge his parasitic twin to babble a number of times per day equal to 3 + the alchemist’s Intelligence modifier. Creatures that successfully save can’t be affected by this effect for 24 hours. The alchemist is immune to its sibling’s babbling. This is a sonic, mind-affecting compulsion effect. The alchemist must have the parasitic twin discovery before selecting this discovery.

Sunlight Acclimation(変則)/Sunlight Acclimation 出典 Inner Sea Monster Codex 23ページ:Time spent in the bright light of day has partially inured the alchemist to its effects. When the alchemist would normally take Constitution damage as a result of vulnerability to sunlight, he can attempt a DC 11 Fortitude saving throw to negate the effects. The DC of this saving throw increases by 1 for each hour after the first spent in sunlight within the last 24 hours.

Webbed Extremities/Webbed Extremities 出典 Pathfinder #123: The Flooded Cathedral 42ページ:An alchemist with this discovery grows membranes between his fingers and toes, greatly improving his movement underwater. The alchemist gains a +4 alchemical bonus on Swim checks and can take 10 on a Swim check even if distracted or endangered while swimming.
Wet Coat/Wet Coat 出典 Pathfinder #123: The Flooded Cathedral 42ページ:An alchemist with this discovery has conditioned his body so that it never completely dries out when on land. He effectively becomes immune to any detrimental effects of his water dependency. Only an alchemist with the aquatic subtype and the water dependency special quality can select this discovery. An alchemist must be at least 4th level before selecting this discovery.

最終更新:2024年12月16日 18:22