Container
Glass Phial - The Mix becomes a bomb, a splash weapon with a range increment of 20ft and a critical multiplier of x2. The splash damage of the mix is equal to the mix’s minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage.
Slow Mix Beaker - The Mix does not activate instantly. Instead, you can have the mix take effect at any point in the next hour. If a catalyst is not applied that changes the area, the Mix explodes where it has been set, dealing its normal damage to any creature in the square, with a reflex save for half, and splash damage (As per Glass Phial) to all creatures in adjacent squares.
Swiftset Gel - The Mix becomes a ranged touch attack with a range of 50ft. Any reagents that require a saving throw have the DC increased by +2. Swiftset Gel can alternatively be placed, triggering on against a creature that comes into contact with it. Swiftset Gel is considered a tiny object for the purposes of Stealth checks made to hide it. If placed instead of thrown, a Swiftset Gel lasts for one hour until contact is made, whichever comes first.
Substrate Lacquer - The Mix becomes an oil that can then be applied to a weapon which lasts for a number of attacks, or can be applied to a number of pieces of ammunition, equal to the chemist’s Intelligence modifier.
Base:
Bomb Essence - The Mix deals Fire damage.
Bomb Shard - The Mix deals physFire damage.
Mist Crystal - The Mix deals Ice damage.
Arctic Wind - The mix deals physIce.
Hedge Needle - The Mix deals Earth damage.
Titan Stone - The mix deals physEarth damage.
Zu Feather - The Mix deals Wind damage.
Gaelicat Claw - The Mix deals physWind damage.
Sharqual Scale - The Mix deals Water damage.
Leviathan’s Fang - The Mix deals physWater damage.
Kuzu Tusk - The Mix deals Lightning damage.
Kirin Horn - The Mix deals physLightning damage.
Venom Distillate - The Mix deals Poison damage.
Sickening Shard - The Mix deals physPoison damage.
Grenade Shell - The Mix deals slashing, bludgeoning and piercing damage.
Holy Water - The Mix provides a bonus equal to the Chemist’s intelligence modifier or class level, whichever is lower, on their next saving throw within 1 minute.
Catalyst:
Blasting Powder - The splash damage of the Mix becomes far more potent. When using this catalyst, instead of taking minimum damage the creatures caught in the splash damage take half the damage rolled. Only Glass Phials and Slow Mix Beakers can use this catalyst.
Concussive Solution - The Mix contains a catalyst that dampens damage into something less-than-lethal. The Mix deals non-lethal damage, rather than lethal damage.
Clear Water - The Mix becomes a temporary potion, having its normal effects on the target that drinks it. Only Slow Mix Beakers can use this catalyst, but the Clear Water effect overwrites the base Slow Mix Beaker effect. The Mix remains drinkable for up to two hours after creation, but has no effect the turn it is made.
Reagents:
Toxic Waste - The Mix includes a powerful poison. Anyone damaged by the Mix must also make a Fortitude save or gain the Poisoned condition for 1d4 rounds.
Fast Cure Adhesive - The Mix includes a fast-drying and sticky glue. Anyone damaged by the Mix becomes either Immobilized or Impaired (50/50 chance of either, determined randomly). A Strength check made as a move action (DC 10 + the chemist’s intelligence modifier) removes the condition and allows an Immobilized or Impaired character to function normally. Strong alcohol or a universal solvent can also dissolve the adhesive.
Inorganic Acid - The Mix contains a fast-acting acid that damages objects rather than flesh. The Mix deals no damage to organic creatures, but against objects (inanimate or otherwise), the mix deals double damage and ignores a number of points of hardness equal to the chemist’s Intelligence modifier. Though they take no damage, creatures caught in the blast are still treated as “damaged” by the Mix for the purposes of determining if other reagents trigger.
Thunder Essence - The Mix releases a loud boom when triggered. Anyone damaged by the Mix must make a Fortitude save or become Deafened.
Bright Paste - The Mix contains a reagent that makes a foe easier to hit. Anyone damaged by the Mix must make a Reflex save or become Deprotected for a -2 penalty to their armor class. For each additional damage die after the first, the penalty increases by an additional -1.
Anti-Resistance Aldehyde - The Mix contains a reagent that makes a foe weaker to magic. Anyone damaged by the Mix must make a Fortitude save or become Deshelled for a -2 penalty to their armor class. For each additional damage die after the first, the penalty increases by an additional -1.
Foul Slime - The Mix contains a reagent with a stomach-turning smell. Anyone damaged by the mix must make a Fortitude save or become Sickened.
Pixie Wing - The Mix contains a reagent with curative energy. Any damage dealt by this mix is converted into healing instead and any negative status effects the mix would inflict due to other reagents instead cures those status effects.
Aurea Pollen -The Mix contains a chemical that rusts metal incredibly effectively. If a creature damaged by this mix is wearing or wielding metal equipment, it is immediately given the Broken condition on a failed reflex save. Metal creatures take an additional amount of damage equal to the Bomb class feature.
Screamroot - The Mix contains extracts of a plant louder than most living things. When a Mix detonates with this catalyst, it can be heard for 500 feet in all directions. If combined with Thunder Essence, all creatures within 30 feet of the mix’s trigger point must make the Fortitude save that Thunder Essence requires. Screamroot can only be used with Glass Phial or Slow Mix Beakers.
Tomato Stalk - The Mix contains extracts that dampen spirits of those affected. Anyone damaged by the mix must make a Will save or become unable to benefit from Morale bonuses.
Telaq Flower - The mix contains a chemical that causes the skin to react harshly to sunlight. Anyone damaged by the mix must make a Will save or suffer from sunlight sensitivity.
At 3rd level, the chemist gains access to the following to mix:
Blackout Oil (Reagent)- The Mix contains an oil that attacks the eyes. Anyone damaged by the Mix must make a Fortitude save or become Blinded.
Dream Powder (Reagent)- The Mix contains a soporific chemical. Anyone damaged by the Mix must make a Will save or fall Asleep. Creatures immune to magical sleep are immune to this effect.
Throatclose Fumes (Reagent)- The Mix contains a chemical that attacks the vocal cords. Anyone damaged by the Mix must make a Fortitude save or become Silenced.
Kinetic Dust (Catalyst)- The Mix becomes sensitive to motion. A Mix using this catalyst can be set as a trap, triggering whenever a creature comes within 5ft. A creature can make a reflex save (Assuming they already aren’t) for half damage. When used with a Slow Mix Beaker, the Mix becomes triggerable when the duration has elapsed. This catalyst has no effect when used in a Substrate Lacquer.
At 6th level, the chemist gains access to the following reagents, base, catalyst and container:
Coarse Hourglass Sand (Reagent)- The Mix contains the sands from an enchanted silver hourglass. Anyone damaged by the Mix must make a Will save or become Slowed.
Stunning Deposition (Reagent)- The Mix contains a reagent that causes damage to the nervous system. Any creature damaged by the Mix must make a Fortitude save or become Paralyzed.
Cardinal Explosive (Catalyst)- The Mix contains a chemical that causes it to explode in a line. Instead of being a splash weapon, the Mix explodes outwards from the target in two 10ft lines, either north and south or east and west of the target. Only Glass Phials and Slow Mix beakers can make use of this catalyst.
At 9th level, the chemist gains access to the following to mix:
Suspending Musk (Catalyst)- The Mix becomes aerosolized. A Mix using this catalyst continues to fill the 5ft square it landed in with a fine substance that can easily be inhaled. Any creature passing through that square must hold its breath or suffer the effects of the Mix. The Mix remains in place of a number of rounds equal to the chemist’s Intelligence modifier. This catalyst has no effect when used in a Substrate Lacquer.
Bomb Ashes (Base)- The Mix is charged with microscopic sparks of energy. Creatures that imbibe, inhale, or are otherwise damaged by a mix with this base must make a Fortitude saving throw or gain the Pyretic condition for a number of rounds equal to your Intelligence modifier. A creature may attempt to roll against the save on subsequent rounds to end the effect.
Fiend’s Blood (Base)- The Mix is lined with hateful curses or biological enzymes of an otherworldly nature. Any creature that imbibes, inhales, or is damaged by the Mix must make a Will save or be Cursed for 1 minute per four Hit dice they possess.
Succulent Fruit (Reagent)- When mixed, this reagent increases any healing delivered by a mixed item by +50%. This affects healing provided by negative (dark) and positive (holy) energy to a creature. This cannot be used with a mix that would heal inanimate objects or constructs.
At 12th level, the chemist gains access to the following to mix:
Hero Tonic (Reagent)- When mixed, this reagent provides an enhancement bonus to one ability score for 1 minute. The enhancement bonus is equal to the amount of bomb dice the chemist possesses. Once the duration expires, the affected creature is staggered for 1 minute. This reagent can only be applied to a creature in the form of a potion or spray. If used as part of a spray, the duration of its benefits and stagger are halved. The chemist can spend an extra use of their Mix ability as part of the action to apply this reagent to another ability score.
Strange Liquid (Reagent)- The Mix is lathered in a viscous liquid of unknown origin, born from the chemist’s own experiments. This mix can be applied to a weapon, bomb or touch attack that isn’t a spell effect. When a weapon attack, bomb, or touch attack makes contact with a creature's exposed skin; that creature must make a Fortitude saving throw or gain the Diseased condition for a number of minutes equal to your Intelligence modifier. A successful save negates this effect and renders them immune for 24 hours.
Moondust (Catalyst)- The mix is powdered in grains of a strange, crescent-shaped particle. When mixed, the item affects the gravitational pull of creatures and objects it touches. If delivered through a splash weapon, all squares affected by the splash become difficult terrain as gravity is distorted by moondust. If it is laced or spread on an object (including a weapon, piece of ammunition, or any object no larger than 2 times the Chemist’s Intelligence modifier in feet), it can triple or halve the weight of the object. In addition, if a creature suffers direct contact of a mixed item with this catalyst, they must make a Fortitude saving throw. On a failure, the creature is immediately encumbered as if under a medium load, plus the weight of their current items and gear for a number of minutes equal to half your chemist level. A success inflicts the immobilized condition for 3 rounds instead. A creature that is immobilised in this way can wipe off the dust as a full-round action to remove the condition. Moondust can only be applied once to a creature if mixed into a spray or conal effect.
Chemical Sprayer (Container)- The Mix is suspended in a sprayable fluid that turns it into a breath-weapon like effect. The mix affects all creatures within a 15ft cone, increasing by an additional 5ft per 2d6 of bomb dice the chemist has.
At 15th level, the chemist gains access to the following to mix:
Malboro Wine (Reagent)- This wine was distilled from the juices of a marlboro as it slept. When mixed into a splash weapon or imbibed, the item forces the creature to make a Will save. On a failure, the creature’s next three d20 rolls must be rolled twice and take the lower result. This lasts for 1 hour or until discharged. The affected creature cannot benefit from luck or insight bonuses from magical or supernatural sources while under this effect. A success negates this effect.
Prima Petal (Base)- This curious petal of an exotic flower tends to induce paid growth. A Mix with this Base can only be used in a splash weapon or touch attack. When applied to a splash weapon, the creatures are bludgeoned by the rapid growth of vines. The chemist makes a single bull rush or trip attempt against all creatures within the affected squares. If used as part of a touch attack, the chemist can make a bull rush or trip attempt against a single target without provoking an attack of opportunity. The vines use the chemist’s level as their BAB and the chemist's Intelligence modifier in place of strength for the attempt and may deliver any other mixed item effects on a success. Regardless if they succeed or fail, the vines wither and dissipate after the attempt.
Frog Oil (Reagent)- The mix is riddled with viscous mucus. When mixed as part of a splash weapon, touch attack, or spray, the affected creature must make a Will saving throw or gain the Toad condition that lasts for a number of rounds equal to your Intelligence modifier (minimum of 1). The chemist can spend an extra use of mix to make the frog oil more potent, potentially attracting 1d4 +1 poisonous frogs to the area or creature it affected. If they spend 2 extra uses, it could attract 1d2 Giant Frogs to the area or affected creature.
Four Leaf Clover (Reagent)- The mix is blessed by the strange twists of fate centered around this auspicious plant. This reagent can only be applied as part of a potion, oil or paste. Creature’s affected by a mix with this base roll their next three d20 rolls twice, taking the better result. This benefit lasts for 1 hour or until discharged.
At 18th level, the chemist gains access to the following to mix:
Dark Matter (Reagent)- The mix is concocted with the energy source of some of the greatest weapons to exist, and imbibing it is inviting death. Any creature that imbibes, inhales, or is damaged by the Mix must make a Fortitude save or die, as a death effect. A successful Fortitude save renders the creature immune to the same chemist’s dark matter reagent for 24 hours.
Stardust Beacon (Container)- Stardust is used as the core component of a mix intended to rain death from above, like a storm of comets. Upon breaking in a location, as if thrown like a bomb, all creatures within a 50 foot burst must make a reflex save, or take damage as if directly struck by a bomb.
Zombie Powder (Reagent)- The mix is chock full of the remnants of cursed undead. When mixed as part of a splash weapon, touch attack, or spray, the affected creature must make a Fort saving throw, or gain the Zombie condition for a number of rounds equal to your intelligence modifier.
Hypello Potion (Base)- A chemist with this base can turn any mix they create to carry the effects of a Null-All. This base can only be applied as a potion (such as with Clear Water).





