Survivor

Nicole Flames's page

513 posts. Organized Play character for Frozen Frost.


Race

HP 68/68 (+1 HP/min), AC 24 (25 w Buckler raised), F +12, R +14, W +8, P +8, St +12 | Spd 25 ft. | ◆◇↺

Gender

[R] Female Human Bomber Alchemist 6 / Talisman Dabbler | Cook |

About Nicole Flames

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PFS INFORMATION:
PFS #: 2403787-2020
Lore: Pathfinder Society
Faction: Envoy's Alliance[/b]

Chronicles and Boons
Level 1
1 B16 Boom Town Betrayal
2 B08 The Tireless Path
3 Boon - Wayfinder
4 B07 Cleanup Duty
5 B06 Road from Otari
6 S02-11 The Pathfinder Trials
7 S99-01 Intro #1: The Second Confirmation
8 Boon - Second Confirmation Wayfinder

Level 2
9 S99-02 United in Purpose (GM)
10 S04-01 Intro: Year of Boundless Wonder
11 S02-03 Catastrophe's Spark (GM)
12 Boon: Fluent in Cyclops

Level 3
13 B18 From Family Lost
14 Boon: Combat Mentor (Vigilant Seal)
15 Vigilant Seal Gear
16 B19 Grim Tidings
17 Boon: Adamant Wayfinder
18 Q14 The Swordlord's Challenge
19 S01-07 Flooded King's Court
20 Boon: Blast from the Past
21 Boon: Adversary Lore (Vigilant Seal) - Aberration
22 Boon: Adversary Lore (Vigilant Seal) - Construct
23 S05-01 Intro Year of Unfettered Exploration

Level 4
24 S05-04 Necessary Introductions
25 S01-14 Lions of Katapesh
26 S05-12 Mischief in the Maze

Level 5
REMASTER REBUILD
27 S02-18 Fanciful March of Urwal (replay)
28 Boon: Skillful Mentor (Envoy’s Alliance)
29 Boon: Envoy’s Alliance Gear
30 Boon: Obtained access for Dwarven Daisy from Bequethal by 2015
31 S06-06 Rotten Apples
32 S02-23 Agent’s Obligation

Level 6

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BOTTING INSTRUCTIONS:
DAILY PREPARATIONS
Current HP: 68/68
Current AC: 24
Current Condition(s): +1 HP/min & Void Resistance 1

Innate Cantrip (Rank 3): Guidance

Alchemical items (6+INT) [][][][][]-[][][][][]:
Versatile Vials (2+INT = 6) [][][][][]-[] (regains 2 vials in every 10 minutes spent in Exploration)
Talismans [][]:
Invested Items (5/10): Adamant Wayfinder (w [] ↺ Resist Harm), [] Bewitching Bloom (Lilac), Alchemist Goggles, Pearly White Spindle Aeon Stone, Pendant of Occult
Worn Items: Hand Cannon, Bombs, Elixirs, Talismans, Alchemist's Toolkit, Firearm Cleaning Kit, Bullets (10), Basic Crafter's Book, Backpack
Stowed Items (in Backpack): Repair Kit, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap

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Saving Throws
[dice=Fortitude]1d20+12[/dice]
[dice=Reflex]1d20+14[/dice]
[dice=Will]1d20+8[/dice]
[dice=Perception]1d20+8[/dice]

Nicole will Recall Knowledge about her target and its possible weakness, resistance, or immunity.
◆ Recall Knowledge (Arcana +12, Crafting +14 (+1 vs constructs fr Adversart Lore - Vigilant Seal boon), Cooking Lore +12, Occultism +15 (+1 vs abberations fr Adversart Lore - Vigilant Seal boon), Society +12

She distracts one enemy by counting something in their possession.
◆ Eye for Numbers
[dice=Society to Create a Diversion]1d20+12+2[/dice] vs target’s Perception DC
Success: You become hidden to each creature whose Perception DC is less than or equal to your result. (The hidden condition allows you to Sneak away) This lasts until the end of your turn or until you do anything except Step or use the Stealth skill to Hide or Sneak. If you Strike a creature, the creature remains off-guard against that attack, and you then become observed. If you do anything else, you become observed just before you act unless the GM determines otherwise.
Failure: You don't divert the attention of any creatures whose Perception DC exceeds your result, and those creatures are aware you were trying to trick them.

OFFENSE
She quickly draws a bomb that can trigger, if any, the weakness. If the target has no weakness, her default bomb is the one that deals fire damage.
◆ Quick Bomber w Far Lobber

Variable Damage
[dice=Moderate Versatile Vial]1d20+13[/dice] vs target
[dice=Damage + Alchemist Goggles]2d6[/dice] acid/cold/electricity/fire damage [+1 fire damage w Burn It!], and 4 acid/cold/electricity/fire splash damage, and ignore Lesser Cover
If Fail: 5 acid/cold/electricity/fire splash damage to target

[dice=Lesser Versatile Vial]1d20+13[/dice] vs target
[dice=Damage + Alchemist Goggles]1d6[/dice] acid/cold/electricity/fire damage [+1 fire damage w Burn It!], and 4 acid/cold/electricity/fire splash damage, and ignore Lesser Cover
If Fail: 5 acid/cold/electricity/fire splash damage to target

Fire Damage
[dice=Moderate Alchemist Fire]1d20+13[/dice] vs target
[dice=Damage + Burn It! + Alchemist Goggles]2d8+1[/dice] fire damage, 3 persistent fire damage, 4 fire splash damage, and ignore Lesser Cover
If Fail: 5 fire splash damage to target

[dice=Lesser Alchemist Fire]1d20+13[/dice] vs target
[dice=Damage + Burn It! + Alchemist Goggles]1d8+1[/dice] fire damage, 2 persistent fire damage, 4 fire splash damage, and ignore Lesser Cover
If Fail: 5 fire splash damage to target

Cold Damage
[dice=Moderate Frost Vial]1d20+13[/dice] vs target
[dice=Damage + Alchemist Goggles]2d6[/dice] cold damage, -10 foot penalty to its Speed, 4 cold splash damage, and ignore Lesser Cover
If Fail: 5 cold splash damage to target

[dice=Lesser Frost Vial]1d20+13[/dice] vs target
[dice=Damage + Alchemist Goggles]1d6[/dice] cold damage, -5 foot penalty to its Speed, 4 cold splash damage, and ignore Lesser Cover
If Fai: 5 cold splash damage to target

Acid Damage
[dice=Moderate Acid Flask]1d20+13[/dice] vs target
[dice=Damage + Alchemist Goggles]1[/dice] acid damage, 4 acid splash damage, 2d6 persistent acid damage,and ignore Lesser Cover
If Fail: 5 acid splash damage to target

[dice=Lesser Acid Flask Attack]1d20+13[/dice] vs target
[dice=Damage + Alchemist Goggles]1[/dice] acid damage, 4 acid splash damage, 1d6 persistent acid damage,and ignore Lesser Cover
If Fail: 5 acid splash damage to target

Sonic Damage
[dice=Moderate Thunderstone]1d20+13[/dice] vs target
[dice=Damage + Alchemist Goggles]2d4[/dice] sonic damage, 4 sonic splash damage, and ignore Lesser Cover
Additional Effect: DC 22 Fortitude save to creature within 10 ft or be Deafened until end of its turn
If Fail: 5 sonic splash damage to target

[dice=Lesser Thunderstone]1d20+13[/dice] vs target
[dice=Damage + Alchemist Goggles]1d4[/dice] sonic damage, 4 sonic splash damage, and ignore Lesser Cover
Additional Effect: DC 22 Fortitude save to creature within 10 ft or be Deafened until end of its turn
If Fail: 5 sonic splash damage to target

Poison Damage
[dice=Moderate Blight Bomb]1d20+13[/dice] vs target
[dice=Damage + Alchemist Goggles]2d4[/dice] poison damage, 4 poison splash damage, 2d4 persistent poison damage, and ignore Lesser Cover
If Fail: 5 poison splash damage to target

[dice=Lesser Blight Bomb]1d20+13[/dice] vs target
[dice=Damage + Alchemist Goggles]1d4[/dice] poison damage, 4 poison splash damage, 1d4 persistent poison damage, and ignore Lesser Cover
If Fail: 5 poison splash damage to target

Vitality Damage
[dice=Moderate Ghost Charge]1d20+13[/dice] vs target
[dice=Damage + Alchemist Goggles]2d8[/dice] vitality damage, 4 vitality splash damage, the target is Enfeebled 1 until the start of Nicole's next turn, and ignore Lesser Cover
If Fail: 5 vitality splash damage to target

[dice=Lesser Ghost Charge]1d20+13[/dice] vs target
[dice=Damage + Alchemist Goggles]1d8[/dice] vitality damage, 4 vitality splash damage, the target is Enfeebled 1 until the start of Nicole's next turn, and ignore Lesser Cover
If Fail: 5 vitality splash damage to target

[dice=Moderate Bottled Sunlight]1d20+13[/dice] vs target
[dice=Damage + Alchemist Goggles]2d4[/dice] vitality damage, 4 vitality splash damage, [dice]2d4[/dice] additional fire damage, and ignore Lesser Cover
If Fail: 5 vitality splash damage to target

[dice=Lesser Bottled Sunlight]1d20+13[/dice] vs target
[dice=Damage + Alchemist Goggles]1d4[/dice] vitality damage, 4 vitality splash damage, [dice]1d4[/dice] additional fire damage, and ignore Lesser Cover
If Fail: 5 vitality splash damage to target

Electricity Damage
[dice=Moderate Bottled Lightning]1d20+13[/dice] vs target
[dice=Damage + Alchemist Goggles]2d6[/dice] electricity damage, 4 electricity splash damage, and ignore Lesser Cover
If Fail: 5 electricity splash damage to target

[dice=Lesser Bottled Lightning]1d20+13[/dice] vs target
[dice=Damage + Alchemist Goggles]1d6[/dice] electricity damage, 4 electricity splash damage, and ignore Lesser Cover
If Fail: 5 electricity splash damage to target

Piercing Damage
[dice=Moderate Crystal Shards]1d20+13[/dice] vs target
[dice=Damage + Alchemist Goggles]2d4[/dice] piercing damage, 4 piercing splash damage, and ignore Lesser Cover
If Fail: 5 piercing splash damage to target

If she has not prepared the bomb that can trigger the weakness, she uses a batch of versatile vials to create a bomb that remains potent until the start of her next turn.
◆ Quick Alchemy (Quick Vial)

She can use her hand cannon if needed.
◆ Interact to draw hand cannon
◆ Load weapon
◆ Interact to change configuration
◆ Strike
[dice=Hand Cannon, 30 ft range)]1d20+12[/dice] vs target
[dice=Damage]1d6[/dice] B damage

She concentrates on making her weapon become +1 striking hand cannon.
◇ Activate Potency Crystal
[dice=Hand Cannon w Activated Potency Crystal]1d20+12+1[/dice]
[dice=Damage]2d6[/dice] B damage

DEFENSE
She can also use her buckler shield
◆ Interact to draw buckler shield
◆ Raise a buckler shield (+1 circumstance bonus to AC)

↺ Resist Harm from her Adamant Wayfinder
Trigger: You would take damage; Effect: You gain resistance 1 to acid, cold, electricity, fire, force, negative, positive, and sonic damage against one attack, spell, or effect. This applies only to the initial effect, not to any subsequent attacks or damage dealt by the effect (such as persistent damage or an ongoing hazard). This resistance increases to 2 when your reach the Admired Reputation tier with Vigilant Seal, and to 4 when you reach the Revered Reputation tier. You can safely use this benefit once per adventure. You can attempt to use it a second time, overcharging the wayfinder at the risk of destroying it. When you do so, roll a DC 10 flat check. On a success, the wayfinder is broken. On a failure, the wayfinder is destroyed. If anyone tries to overcharge a wayfinder that’s already been overcharged, the item is automatically destroyed (even if it has been repaired) and does not provide the activated benefit. Special: You can apply multiple upgrades to a single wayfinder. Each upgrade only affects one wayfinder in your possession, chosen when the boon is purchased. If a wayfinder has multiple upgrades on it, you can only safely use each ability once per scenario. If the wayfinder with this upgrade is destroyed, you can apply the upgrade to another wayfinder during Downtime for no additional cost beyond that of the wayfinder itself.

SUPPORT
She can cast Guidance as innate spell.
◆ Guidance (+1 status bonus to one attack roll, Perception check, saving throw, or skill check the target attempts until the start of Nicole’s next turn)

She can help one of her allies.
◆◆ Envision from Bewitching Bloom (Lilac) tattoo for one willing ally (once per day). The ally attempts to ◇ Recall Knowledge with a +2 status bonus to the check from these vibrant memories.

She can heal allies by throwing an elixir of life like a bomb.
[dice=Lesser Elixir of Life as Healing Bomb]1d20+13[/dice] vs target
Success: [dice=Healing + Alchemist Goggles]3d6+6[/dice] HP to target, +1 saving throws vs diseases and poisons to target, 3 HP to adjacent allies, and ignore Lesser Cover
Failure: 3 HP to target, and ignore Lesser Cover

[dice=Minor Elixir of Life as Healing Bomb]1d20+13[/dice] vs target
Success: [dice=Healing]1d6[/dice] HP to target, +1 saving throws vs diseases and poisons to target, 1 HP to adjacent allies, and ignore Lesser Cover fr Alchemist Goggles
Failure: 1 HP to target, and ignore Lesser Cover fr Alchemist Goggles

DOWNTIME
Crafting to Craft
First, supply raw materials worth at least half the item's Price. After spending 2 days (or 1 day w formula)...
[dice=Crafting to Craft for Downtime]1d20+14+1[/dice] w Alchemical Goggles to Craft alchemical items
[dice=Crafting to Craft for Downtime]1d20+14+1[/dice] w Alchemical Goggles to Craft snares w Snare Crafting
[dice=Crafting to Craft for Downtime]1d20+14+1[/dice] w Alchemical Goggles to Craft talismans w Talisman Dabbler
[dice=Crafting to Craft for Downtime]1d20+14+1+1[/dice] w Alchemical Goggles + Tattoo Artist to Craft tattoos
[dice=Crafting to Craft for Downtime]1d20+14+1+1[/dice] w Alchemical Goggles + Seasoned to Craft alchemical food and drink
[dice=Crafting to Craft for Downtime]1d20+14+1+1[/dice] w Alchemical Goggles + Seasoned to Craft elixir w Alchemical Crafting
[dice=Crafting to Craft for Downtime]1d20+14+1+1[/dice] w Alchemical Goggles + Seasoned to Craft potions w Magical Crafting
Efficient Alchemy: Produce twice as many alchemical consumables in a single batch without spending additional preparatory time
Critical Success: Your attempt is successful. Each additional day spent Crafting reduces the materials needed to complete the item by an amount based on your level + 1 and your proficiency rank in Crafting.
Success: Your attempt is successful. Each additional day spent Crafting reduces the materials needed to complete the item by an amount based on your level and your proficiency rank.
Failure: You fail to complete the item. You can salvage the raw materials you supplied for their full value. If you want to try again, you must start over.
Critical Failure: You fail to complete the item. You ruin 10% of the raw materials you supplied, but you can salvage the rest. If you want to try again, you must start over.

Crafting to Earn Income
[dice=Crafting to Earn Income for Downtime]1d20+14[/dice]

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CHARACTER INFORMATION
Name: Nicole Flames
Ethnicity, Heritage & Ancestry: Tian-Shu Human
Background: Martial Disciple Home Region: Tian Xia Nation: --- Languages: Common, Tien, Draconic, Dwarven, Elven, Gnomish, Goblin
Sub-Class & Class: Bomber Alchemist Level: 6
Gender: Female Size & Reach: Medium (5 ft) Speed: 25 ft

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STATS & SKILLS (* indicates Proficiency Level)
STR +0, DEX +4, CON +2, INT +4^, WIS +0, CHA +2
HP 68/68, AC 24 w +1 Leather Armor (25 w Buckler raised) Fortitude** +12, Reflex** +14, Will* +8, Perception* +8
Acrobatics* +12
Arcana* +12
Athletics* +8
Crafting** +14 – Alchemical Crafting, Magical Crafting, Seasoned, Snare Crafting, Tattoo Artist
Deception +2
Diplomacy* +10
Intimidation +2
Lore: Pathfinder* +12
Lore: Cooking* +12
Medicine +0
Nature +0
Occultism** +15 w Pendant of Occult
Performance +2
Religion +0
Society* +12
Stealth* +12
Survival* +8
Thievery +4

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OFFENSE & DEFENSE
Melee ◆ Fist (agile, finesse, nonlethal, unarmed) +12 Damage 1d4 B
Ranged ◆ Bomb +13 Damage Varies
Ranged ◆ Versatile Vial (acid, alchemical, bomb, consumable, infused, splash) +13 Damage Varies
Ranged ◆ Hand Cannon (uncommon, modular (B, P, or S)) +12 Damage 1d6 B, P, or S (modular)
Armor +1 Leather Armor AC Bonus +1
Shield Buckler AC Bonus +1 (raised) Hardness 3 HP(BT) 6(3)
Others ↺ Resist Harm – Trigger You would take damage; Effect: You gain resistance 1 to acid, cold, electricity, fire, force, negative, positive, and sonic damage against one attack, spell, or effect. This applies only to the initial effect, not to any subsequent attacks or damage dealt by the effect (such as persistent damage or an ongoing hazard). This resistance increases to 2 when your reach the Admired Reputation tier with Vigilant Seal, and to 4 when you reach the Revered Reputation tier.You can safely use this benefit once per adventure. You can attempt to use it a second time, overcharging the wayfinder at the risk of destroying it. When you do so, roll a DC 10 flat check. On a success, the wayfinder is broken. On a failure, the wayfinder is destroyed. If anyone tries to overcharge a wayfinder that’s already been overcharged, the item is automatically destroyed (even if it has been repaired) and does not provide the activated benefit. Special: You can apply multiple upgrades to a single wayfinder. Each upgrade only affects one wayfinder in your possession, chosen when the boon is purchased. If a wayfinder has multiple upgrades on it, you can only safely use each ability once per scenario. If the wayfinder with this upgrade is destroyed, you can apply the upgrade to another wayfinder during Downtime for no additional cost beyond that of the wayfinder itself.

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SPELLS (* denotes Signature Spells)
Alchemist DC 22
Max Focus Points 0

Innate Cantrip
GuidanceRange 30 feet; Targets 1 creature; Duration until the start of your next turn. You ask for the guidance of supernatural entities, granting the target a +1 status bonus to one attack roll, Perception check, saving throw, or skill check the target attempts before the duration ends. The target chooses which roll to use the bonus on before rolling. If the target uses the bonus, the spell ends. Either way, the target is then temporarily immune for 1 hour.

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GEARS & ITEMS
Invested Items (5/10): Adamant Wayfinder (w ↺ Resist Harm), Bewitching Bloom (Lilac), Alchemist Goggles, Pearly White Spindle Aeon Stone, Pendant of Occult
Worn Items: Hand Cannon, Bombs, Elixirs, Talismans, Alchemist's Toolkit, Firearm Cleaning Kit, Bullets (10), Basic Crafter's Book, Backpack
Stowed Items (in Backpack): Repair Kit, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap
Others ---
Current Bulk: 3.0 (Encumbered 5.0, Maximum 10.0)

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FORMULAS:
Formula Book (two common 1st-level alchemical items, and two common alchemical items every level)
> PC Level 1: elixir of life, frost vial
> PC Level 2: antidote, antiplague
> PC Level 3: bottled lightning, skunk bomb
> PC Level 4: sticky algae bomb, bottled sunlight
> PC Level 5: crystal shards, darkvision elixir
> PC Level 6: soothing tonic, numbing tonic

Alchemical Crafting (four common 1st-level alchemical items)
> PC Level 1: blight bomb, dread ampoule, ghost charge, thunderstone

Research Field (Bomber) (two common 1st-level alchemical bombs)
> PC Level 1: alchemist fire, acid flask

Basic Crafter's Book (0-level common items)
> PC Level 1: Adventurer's Pack, Alchemist's Lab, Alchemist's Toolkit, Artisan's Toolkit, Backpack, Basic Crafter's Book, Bedroll, Brass Ear, Caltrops, Candle (10), Chain (10 ft), Chalk (10), Chest, Climbing Kit, Clothing (Ordinary), Clothing (Explorer's), Clothing (Fine), Clothing (Cold-weather), Compass, Cookware, Crowbar, Disguise Kit, Disguise Kit (Replacement cosmetics), Dueling Cape, Fishing Tackle, Flint and Steel, Formula Book (Blank), Grappling Hook, Hammer, Healer's Toolkit, Hourglass, Ladder (10 ft), Lantern (Bull's-eye), Lantern (Hooded), Lock (Poor), Manacles (Poor), Merchant's Scale, Mirror, Mug, Musical Instrument (Handheld), Musical Instrument (Heavy), Net, Oil (1 pint), Parrying Scabbard, Piton, Primal Symbol, Rations (1 week), Religious Symbol (Wooden), Religious Symbol (Silver), Religious Text, Repair Toolkit, Rope (50 ft), Sack (5), Saddlebags, Signal, Whistle, Soap, Spellbook (Blank), Spyglass, Tack, Ten-foot pole, Tent (Pup), Tent (Four-Person), Thieves' Toolkit, Thieves' Toolkit (Replacement Picks), Tool (Long), Tool (Short), Torch, Waterskin, Writing Set, Writing Set (Extra ink and paper)

Talisman Dabbler Dedication (all common talismans of level or lower)
Daily Preparations: You can make two talismans with an item level no higher than half your level.
> PC Level 2: predator's claw, silver tripod, potency crystal, wolf fang, adaptive cogwheel, hunter's bane, jade cat, monkey pin, bronze pendant bull, crying angel pendant, effervescent ampoule, mesmerizing opal, onyx panther, savior spike
> PC Level 3: feather step stone, snapleaf, low-grade alloy orb, matchmaker fulu, venomous cure fulu, indomitable keepsake, retrieval prism
> PC Level 4: dragon turtle scale, sniper's bead, admonishing band, bloodseeker beak, dragonbane arrowhead, energized cartridge, fear gem, mortalis coin
> PC Level 5: sneaky key, sharktooth charm, goblin-eye orb, eye of enlightment, fulu of the drunken monkey, fulu of stoic ox, copper penny, emerald grasshopper, tiger menuki
> PC Level 6: peacemaker, binding coil, inventor's fulu, iron cube, lesser snarling badger

Snare Crafting (four common 1st-level snares)
> PC Level 2: alarm snare, hampering snare, marking snare, spike snare,

Tattoo Artist (four common magical tattoos of 2nd level or lower)
Downtime: You gain a +1 circumstance bonus to Crafting checks to Craft tattoos. If you're a master in Crafting (at level 7), this bonus increases to +2 and you gain the formulas for four common magical tattoos of 7th level or lower.
> PC Level 3: eye slash, bewitching bloom (lilac), frostwalker pattern, triangular teeth

Magical Crafting (four common magic items of second level or lower)
> PC Level 4: marvelous miniature (campfire), shining ammunition, walking cauldron, wondrous figurine (onyx dog)

Other Access
> Uncommon: Dwarven Daisy

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FEATS:
Level 1
Skill Feat (from background) Seasoned – Prerequisites trained in Crafting, Alcohol Lore, or Cooking Lore. You’ve mastered the preparation of many types of food and drink. You gain a +1 circumstance bonus to checks to Craft food and drink, including elixirs if you have Alchemical Crafting and potions if you have Magical Crafting. If you are a master in one of the prerequisite skills, this bonus increases to +2.
General Feat (from Heritage) Adopted Ancestry – You’re fully immersed in another ancestry’s culture and traditions, whether born into them, earned through rite of passage, or bonded through a deep friendship or romance. Choose a common ancestry or another ancestry to which you have access. You can select ancestry feats from the ancestry you chose, in addition to your character’s own ancestry, as long as the ancestry feats don’t require any physiological feature that you lack, as determined by the GM. > Goblin
Class Feat ◆ Quick Bomber – You keep your bombs and bomb-related reagents in easy-to-reach pouches from which you draw without thinking. You Interact to draw a bomb, draw a versatile vial, or use Quick Alchemy to create a bomb, then Strike with the bomb. If you have the ability to create more than one bomb at a time with Quick Alchemy (such as from the double brew class feature), you can Strike with only one of the bombs you create with this action.
Ancestry Feat Natural Ambition – You were raised to be ambitious and always reach for the stars, leading you to progress quickly in your chosen field. You gain a 1st-level class feat for your class. You must meet the prerequisites, but you can select the feat later in the character creation process in order to determine which prerequisites you meet. > Far Lobber – You’ve learned how to throw a longer distance. When you throw an alchemical bomb, it has a range increment of 30 feet instead of the usual 20 feet.
Class Feature Alchemical Crafting – Prerequisites trained in Crafting. You can use the Craft activity to create alchemical items. When you select this feat, you immediately add the formulas for four common 1st-level alchemical items to your formula book.
Class Feature Formula Book – An alchemist keeps meticulous formulas for every item they can create. You start with a standard formula book for free. The formula book contains the formulas for two common 1st-level alchemical items of your choice, in addition to any formulas you gained from Alchemical Crafting and your research field. The catalog of alchemical items is in Chapter 6: Treasure Trove. Each time you gain a level, you can add the formulas for two common alchemical items to your formula book. These new formulas can be for any level of item you can create. You learn these formulas automatically, but it’s also possible to find or buy additional formulas in settlements or from other alchemists, or to select the Inventor skill feat so you can invent them. As normal, having the base formula is sufficient when Crafting upgraded types of the item—you don’t need to learn higher-level formulas. For instance, if you have the 1st-level formula for a minor elixir of life, you can create a minor, lesser, moderate, greater, major, or true elixir of life as long as you meet the level and other prerequisites. Items with type entries that have widely varied functions require separate formulas, but most alchemical items have a structure similar to elixir of life.
Class Feature Alchemy – You understand the reactions between all manner of reagents and can concoct alchemical items to meet your needs. You can do this using normal reagents and the Craft activity, or you can use specially prepared chemicals that allow you to craft temporary items quickly and at no cost. Over time, you can create more and more alchemical items for free, and since each of them becomes more and more powerful, you advance in power dramatically, leaving behind those who don’t understand your strange science. You gain the Alchemical Crafting feat, and you can automatically identify alchemical items that you have the formula for.
Class Feature Advanced Alchemy – During your daily preparations, you spend some time to create alchemical items that can be used over the course of the day. You don’t need to attempt a Crafting check to do this, you can use an alchemist’s toolkit instead of an alchemist’s lab, and you ignore both the number of days typically required to create the items and any alchemical raw materials requirements. You can Craft a number of alchemical items up to 4 + your Intelligence modifier. Each item must be in your formula book, have an item level equal to or lower than your level, and have the consumable trait. These items have the infused trait and remain potent for 24 hours or until your next daily preparations, whichever comes first.
Class Feature ◆ Quick Alchemy – Requirements You’re either holding or wearing an alchemist’s toolkit and you have a free hand. You can either use up a versatile vial to make another alchemical consumable at a moment’s notice or create an especially short-lived versatile vial. Any effect created by an item made with Quick Alchemy that would have a duration longer than 10 minutes lasts for 10 minutes instead.
> Create ConsumableYou expend one of your versatile vials to create a single alchemical consumable item of your level or lower that’s in your formula book. You don’t have to spend the normal monetary cost in alchemical raw materials or need to attempt a Crafting check. This item has the infused trait, but it remains potent only until the start of your next turn. (As normal, you need only one formula for an item to create any level of that item.)
> Quick VialYou create a versatile vial that can be used only as a bomb or for the versatile vial option from your research field (it can’t be used to create a consumable, for example). This item has the infused trait, but it remains potent only until the end of your current turn.
Class Feature Versatile Vials – You know how to prepare fast-acting chemicals into versatile vials, special items that can be used as bombs and be turned into other alchemical items by introducing special reagents. During your daily preparations, you can create a number of versatile vials up to 2 + your Intelligence modifier, which is also your maximum number of vials. If you’re below your maximum number, you can gather reagents from the environment around you. For every 10 minutes you spend in exploration mode, you regain 2 vials; this doesn’t prevent you from participating in other exploration activities. Versatile vials are infused items, and are destroyed if not used by the next time you make your daily preparations. A vial you create is always the highest type you could Craft. See the sidebar for statistics on using a versatile vial as a bomb. You can also use vials for Quick Alchemy (see below) and your research field can add to the ways you can use a vial. You can store all your versatile vials within your alchemist’s toolkit, with no increase to its Bulk. Though versatile vials are physical objects, they can’t be duplicated or preserved in any way.
Class Feature Research Field – Your inquiries into the alchemical nature of the universe have led you to focus on a particular field of research. At 1st level, you choose your research field. These appear below. This choice gives you more formulas, a special benefit, other abilities for your versatile vials, and other benefits as you level up. 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. > Bomber – [ooc][smaller]You specialize in explosions and other violent reactions.
Class Feature Formulas (Bomber) – Two common 1st-level alchemical bombs.
Class Feature Field Vials (Bomber) – When you Strike with a versatile vial, you can choose to have it deal cold, electricity, or fire damage instead of acid damage.
Class Feature Field Benefit (Bomber) – 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.

Level 2
Class Feat Talisman Dabbler Dedication – You are trained in the use of talismans and similar magical paraphernalia. This training might have occurred in a formal classroom or been an accumulation of folk magic picked up over time. You can craft talismans and know the formulas for all common talismans of your level or lower. You remember talisman formulas and don’t need a formula book for them. Additionally, you carry a vast collection of magical baubles you can turn into temporary talismans. Each day during your daily preparations, you can make two talismans with an item level no higher than half your level. You must know each talisman’s formula. A talisman created this way is a temporary item and loses its magic the next time you make your daily preparations if you haven’t already used it. Any saving throw DC required by a temporary talisman you create uses the highest of your class DC, spell DC, or the talisman’s DC. Finally, when you Affix a Talisman, you can (in any combination) affix or remove up to four talismans in the 10-minute span.
Skill Feat Snare Crafting – Prerequisites trained in Crafting. You can use the Craft activity to create snares. When you select this feat, you add the formulas for four common snares to your formula book.

Level 3
General Feat Tattoo Artist – Prerequisites trained in Crafting. You can craft tattoos, including magical tattoos. When you select this feat, you gain the formulas for four common magical tattoos of 2nd level or lower. You gain a +1 circumstance bonus to Crafting checks to Craft tattoos. If you're a master in Crafting, this bonus increases to +2 and you gain the formulas for four common magical tattoos of 7th level or lower.

Level 4
Class Feat Healing Bomb – You can add a foamy catalyst to an elixir of life to turn it into a topical projectile. You can throw the elixir as though it were an alchemical bomb, with the following results. Success The target is affected as though it drank the elixir, and each living creature adjacent to it regains HP from the bomb equal to the elixir’s number of damage dice (3 HP for a lesser elixir of life, for example). Failure The target regains HP equal to the elixir’s number of damage dice. Critical Failure The healing bomb has no effect.
Skill Feat Magical Crafting – Prerequisites expert in Crafting. You can Craft magic items, though some have other requirements, as listed in GM Core. When you select this feat, you gain formulas for four common magic items of 2nd level or lower.

Level 5
Ancestry Feat Burn It! – Fire fascinates you. Your spells and alchemical items that deal fire damage gain a status bonus to damage equal to half the spell's rank or one-quarter the item's level (minimum bonus +1). You also gain a +1 status bonus to any persistent fire damage you deal.
Class Feature Field Discovery (Bomber) – 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.
Class Feature Powerful Alchemy – Alchemical items you infuse are particularly potent. When you create an infused alchemical item that allows a saving throw, you can change its DC to your class DC.

Level 6
Class Feat Efficient Alchemy - Thanks to the time you've spent studying and experimenting, you know how to scale your formulas into larger batches that don't require any additional attention. Increase the number of items you can create each day with advanced alchemy to 6 + your Intelligence modifier. In addition, when you Craft alchemical consumables during downtime, you can produce twice as many alchemical items in a single batch without spending additional preparatory time. For instance, if you are creating elixirs of life, you can craft up to eight elixirs in a single batch using downtime, rather than four. This doesn't change the amount of alchemical reagents or other ingredients required to craft each item, nor does it change your rate of progress for days past the base downtime spent.
Skill Feat Eye for Numbers - Prerequisites trained in Society. You've learned to quickly estimate the number of items in a group with relative accuracy at only a glance. You immediately learn the number of visually similar items in a group you can see, rounded to the first digit in the total number. For example, you could look at a case of potion vials and learn that it held about 30 vials, but you wouldn't know that it was exactly 33 vials, how many different types of potions there were, or how many of which type. Similarly, you could look at a pile of 2,805 coins and know that there were about 3,000 coins in all. You can use this ability only on items that can typically be counted, so you can't use it on grains of sand or stars in the sky, for example. If you count a specific number of items possessed by an enemy, such as the number of coins or pieces of equipment they're carrying, you can use this information the next time you Feint or Create a Diversion against that target within 1 minute. If you do, you gain a +1 circumstance bonus to your check and can use Society instead of Deception for the check.
You can use this action during an attempt to Decipher Writing that is primarily numerical or mathematical to gain a +2 circumstance bonus to your check.


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