Epic discovery

The following discoveries are available to alchemists as they attain epic levels. Unless otherwise stated, the same discovery cannot be selected more than once.

Alchemental Minion
This discovery grants the alchemist the animal companion feature of druids treating their alchemist level as their druid level. They may choose one of the following, and it is treated as an elemental companion. Also whenever the Alchemist uses an extract that affects him or her, it also affects the minion for the same duration, even if the minion is out of range.

Acid Alchemental (Water)
STARTING STATISTICS Size Large; Speed 20 ft., swim 90 ft.; AC +6 natural armor; Attack 2 slams (1d8); Ability Scores Str 20, Dex 14, Con 17, Int 6, Wis 11, Cha 11; Special Qualities darkvision 60ft.; DR 5/- Immune elemental traits; Special Attacks Constrict, Corrosion Defensive Abilities Acid (ex)

Gas Alchemental (Air)
STARTING STATISTICS Size Large; Speed 20 ft., swim 90 ft.; AC +4 natural armor; Attack 2 slams (1d8) or Ranged cloud (4d4); Ability Scores Str 18, Dex 25, Con 16, Int 6, Wis 11, Cha 11; Special Qualities darkvision 60ft.; DR 5/- Immune elemental traits; Defensive Abilities air mastery, choking presence

Choking Presence (Ex): Creatures adjacent to a gas alchemental find it difficult to breathe. If a creature starts its turn next to a gas alchemental, it must make a fortitude save (DC 18) or be staggered until the end of its next turn. This DC is Constitution based.

Matter Alchemental (Earth)
STARTING STATISTICS Size Large; Speed 20 ft., burrow 90 ft.; AC +10 natural armor; Attack 2 slams (1d8); Ability Scores Str 24, Dex 8, Con 17, Int 6, Wis 11, Cha 11; Special Qualities darkvision 60ft. tremorsense 60ft.; DR 15/- Immune elemental traits; Special Attacks earth mastery, matter mastery

Matter Mastery (Ex): A matter elemental gain a +2 bonus to Armor Class against attacks made with metal, wooden or stone weapons. Also when an attack made against the matter alchemental is made with any of these weapon types, the alchemental is treated as if he is under the effects of resinous skin (DC = 10 + Hit Dice).

Nuclear Alchemental (Fire)
STARTING STATISTICS Size Large; Speed 50 ft.; AC +4 natural armor; Attack 2 slams (1d8); Ability Scores Str 20, Dex 14, Con 17, Int 6, Wis 11, Cha 11; Special Qualities darkvision 60ft.; DR 5/- Immune elemental traits, fire.; Special Attacks burn (1d12, DC 26), arcane reaction (DC 26)

Arcane Reaction (Ex): When a nuclear alchemental is affected by a spell from any source, even if it managed to avoid the effect (such as by saving throws or immunities), an adverse reaction occurs in its vicinity. Evocation spells cause a burst of energy to surge around it in a 15 ft. radius that inflicts 10d6 points of damage of the energy type of the spell that triggered the effect (reflex halves). Conjuration spells trigger an effect that teleports creatures up to 20 feet in the opposite direction (will negates). Abjuration spells dispel creatures within 10 feet of the alchemental as per dispel magic. Transmutation spells inflict 1 point of ability drain to each creature within 15 feet (roll a d6; 1 = STR, 2 = DEX, 3 = CON, 4 = INT, 5 = WIS, 6 = CHA) (fortitude negates. Illusion spells create the effect of color spray targeting all creatures within 15 feet (will negates), Necromancy spells absorb 1d12 hit points from creatures within 15 feet and heal the alchemental for the sum (no save). Enchantment spells stun creatures within 10 feet of the alchemental for 1 round (will negates). Divination spells blind creatures within 20 feet (will negates). Epic spells, regardless of their school, cause the alchemental to explode inflicting its remaining hit points as damage to all creatures within 50 feet as force damage (no save).

Blood of Sif
This discovery augments the alchemist's blood, granting them fast healing 5. Also for as long as the alchemist's hit points are below 25%, he gains the rage of sif increasing his attack and damage rolls as well as his caster level by 5. Also this discovery allows the alchemist to cast Monstrous Physique V as a swift action but doing so reverses any regeneration or fast healing he has into a degenerative effect for the duration which cannot be cured and works similar to a bleed effect, however bleed immunity does not prevent it.

Devious Bombs
This discovery increases the DC for saves against all bombs by 10, and increases the base damage of all bombs by 50%, while doubling the splash damage. If you select this you cannot select homing bombs.

Homing Bombs
This discovery removes the need for an attack roll on all bombs and doubles the damage dice. However bombs do not have a splash effect. If you select this discovery you cannot select devious bombs.

Innate Levitation
This discovery grants the alchemist an innate fly speed equal to his movement speed with perfect maneuverability and grants the alchemist the Hover feat as a bonus feat.

Primal Transmutation
This discovery can be selected multiple times. This discover reduces one of an alchemist's ability scores by 5 points and increases a separate ability score by 5 points. An ability score cannot be increased more than once by this discovery. Only ability scores over 10 can be decreased by this discovery.