Alchemist

There’s no sight more beautiful to you than a strange brew bubbling in your laboratory’s beakers, and you consume your various creations with abandon. Perhaps you’re fascinated with uncovering the secrets of magic and science, or perhaps you simply like to watch volatile chemical reactions. Regardless, you’re constantly experimenting in your lab or on the go with inventive concoctions tweaked for any eventuality. With your fearlessness in the face of risk, your unique path toward greatness is lined with alchemical brews that push your mind and body to their limits.

CLASS FEATURES
You gain these abilities as an alchemist. Abilities gained at higher levels list the requisite levels next to the features’ names.

Advanced Alchemy
You gain the Alchemical Crafting feat (see page 162), even if you don’t meet that feat’s prerequisites, and you gain the four additional common 1st-level alchemical formulas that feat grants. The list of alchemical items begins on page 360. You can use this feat to create common alchemical items as long as you have their formulas in your formula book, though their power is fleeting. You can create these items in two different ways, as described below. An alchemical item you create this way has the infused trait.

First, during your daily preparations (described on page 332), you can create items for which you have the formulas. Creating items in this way requires spending 1 Resonance Point to create a batch of alchemical items of that type with the infused trait. You select how many items are in the batch, up to half the normal maximum batch size (half a typical batch is two items, but see the Crafting Trained Activities section on page for more information). You don’t need to attempt a Crafting check to do this, and you ignore the number of days typically required to create the items and any requirements of alchemical reagents. You can’t overspend Resonance Points to create infused items in this way during your daily preparations.

Second, you can create alchemical items with the Quick Alchemy action, described below.

QUICK ALCHEMY
Actions: A

Cost: 1 Resonance Point

Requirements: You must have alchemist’s tools (see page 184), the formula of the alchemical item you’re creating, and a free hand.

You create a single common alchemical item that is of your level or lower without having to spend the normal monetary cost in alchemical reagents or needing to attempt a Crafting check. This item has the infused trait, but it remains potent only until the start of your next turn. After this period, the item becomes inert and grants no effects. If you overspend Resonance Points to use this ability and fail the flat check (see page 292), you can’t use the Quick Alchemy action again until the next time you undertake your daily preparations.