Traps are a useful tool, but they often require a great deal of planning to put to good use. The chymist forsakes much of their trap-making ability to instead create alchemical reagents and debilitating poisons.
Alchemy (Su)[]
Rather than creating traps, a chymist gains the ability to make alchemical extracts. This functions as the alchemist ability of the same name. She uses her chymist level in place of her alchemist level for all effects related to alchemy, and gains extracts per day as an alchemist equal to her level. This ability replaces saboteur traps and expanded arsenal.
Toxicologist (Ex)[]
At 1st level, the chymist gains the ability to create deadly poisons cheaply. This functions similarly to (and counts as) the poison brewer saboteur trick, even though she doesn’t normally qualify for it at 1st level. However, a chymist’s ability to brew poisons is far superior to other saboteurs.
A chymist can create a number of poison each day equal to her level + her Intelligence modifier, instead of the usual amount. She can brew a poison as a standard action, but doing so takes 2 daily uses of this ability and the poison only lasts 1 minute before becoming inert. The damage of her poisons starts off as only 1 point per round, increasing to its normal amount at 6th level. She selects one ability score to damage with her poisons at 1st level and selects an additional type at 3rd level and every four levels gained thereafter. When she reaches 11th level, she adds Constitution to the list of ability scores she can select for this ability. This replaces marked target, improved mark, and greater mark.
Discoveries[]
At 4th level, and every four levels gained thereafter, a chymist can select an alchemist discovery, using her saboteur level in place of her alchemist level to qualify and use them. This replaces the saboteur tricks gained at 4th, 8th, 12th, 16th, and 20th levels.
Immunity (Ex)[]
At 9th level, a chymist becomes immune to poison. This replaces ranged setup.
Swift Poisoning (Ex)[]
At 11th level, a chymist can poison a weapon as a move action. If she already could do so as a move action, she can instead poison a weapon as a swift action. This replaces combined arms.