At 4th alchemist level, choose one of the following specialized tools. To create one, you must sacrifice a set of alchemist’s tools, tinker's tools, or artificer’s tools (as specified). The resulting device no longer counts as a valid tool kit for general use, but provides unique crafting and deployment benefits. Each tool occupies 1 bulk.
auto-mill - Made from alchemists tools, tinkers tools, or artificers tools. If you have access to an auto-mill during a rest, gain 2 extra AP which can only be used to create alchemical items with the powder property, or bomb items (items you can create with the word "bomb" in its name,) or on modifications made to such items.
powder-press - Made from alchemists tools or tinkers tools. During a rest you can place one powder into an auto-press, allowing you to modify up to as many bombs as the powders tile coverage -1 (min 1.) treating creatures damaged or given conditions by the bomb to also trigger the powders exposure effect. More than one powder cannot be added to an item.
Blastcone kit - During a rest, you can sacrifice a set of alchemists tools or artificers tools to create a blastcone kit. If you have access to a blastcone kit during a rest, you can sacrifice a bomb and turn it into a blastcone. A blastcone can be fired by an alchemist, thus using it up, dealing the original bombs damage in a narrow 20 ft cone, and reducing it by half if creatures succeed on a dexterity save. Any left-behind effects and exposure effects the bomb might have are incorporated into the cone. If the bomb had a radius, or a radius based after effect, then the blastcones range is increased by 1/2 the radius, rounded down(min 5)
At 4th alchemist level, choose 2 upgrades from the list below:
Blasting powder - powder modification: When creating flash powder, you can modify it to remove the distracted and blinded condition, but allow it to deal an extra 2d6 fire damage, and increase its powder property by 5/4.
Exposives expert - When successfully saving vs and explosion or similar aoe effect (Subject to GM) that would apply a diminished effect on a save, take no effect instead. +2 bonus to checks made to stabilize or make volatile materials and explosives innert.
Fire powder - new alchemical item: Powder 20/8. 2 Exposed creatures are fire powdered. Fire powdered creatures and tiles take 1d8 radiant damage uppon taking fire damage or being ignited, and propagate the effect to surrounding tiles.
Flammability - bomb modification: Fire damage dealing items you create apply on fire to creatures on a critical strike. Fire damage dealing abilities with DCs apply on fire if target critically fail the save.
Flask bomb - bomb modification. You can sacrifice one flask item (any items you can create with the word "flask" in its name) to add its exposure effect to the bomb (any items you can create with the word "bomb" in its name.) When the modified bomb is thrown or strikes a creature, it applies the sacrificed flasks effects in a 10ft radius sphere around impact before block checks occur.
Greater blast bomb - bomb modification: When creating blast bombs, gives the blast bomb a 10ft splash radius. Creatures affected must also make a strength save, being pushed away 5ft on a failure.
Greater fire bomb - bomb modification: When creating a fire bomb, give it a 5ft splash radius.
Greater smoke bomb - bomb modification: You can modify a smoke bomb when creating it, up to twice per rest, increasing its area of effect by 15ft, and double duration.
Improved auto-mill - requires auto-mill: Auto-mill now grants 1 extra AP per rest.
Improved blastcones - requires blastcone kit: When creating blastcones, increase their range by 10ft. You can modify blastcones as though they were bombs when modifying alchemical items, but doing so costs 1 AP.
Improved powder-press - requires powder-press: Powder-press now allows applying it to as many bombs as the powders tile coverage +1.
Infusion filter - requiers auto-mill, powder modificaton: You may sacrifice a liquid to grant its effect to a powder once per rest while you have access to an auto-mill.
Pellet bomb - new alchemical item, 1 AP: Throwable. 1d4 + int bonus fire damage. Creates 2d3+1.
Shard bomb - new alchemical item, 1 AP: Thrown. deals 1d8 + int bonus slashing damage and 1d8 + int bonus force damage to target.
Tricone aiming modification - item modification, 1 AP: You can modify a two-handed crossbow or other two-handed launcher property weapon to possess a stand and increase its reload property by 1. You can set up such a weapon on a stand, granting it the following: increase range by half, grant a +1 bonus to hit, allows firing blastcones or the big one, once you have access to it.
At 5th alchemist level, gain an extra explosive alchemy upgrade.
At 6th alchemist level, gain an extra explosive alchemy upgrade or an extra alchemy methods (alchemist 1) upgrade.
At 6th alchemist level, once per rest, you can spend 3 AP during a rest to create a new alchemical item:
The big one - Targeted. Deals 2d6 + int bonus fire damage, 2d6 + int bonus force damage, and 2d6 + int bonus piercing damage in a 20ft radius, half on a successful save. Creatures at the epicenter have a -3 penalty to dexterity save, creatures 5ft away have -2, and creatures 10ft away have -1.
At 6th alchemist level, choose a bomb learned from exposive alchemy or the 1st level alchemiy list.
So long as you have access to your alchemists tools, you can create 4 of the chosen bombs per rest at no AP cost.
At 6th alchemist level, choose a damage type from: fire, lightning, sonic, force, slashing, piercing, bludgeoning, or acid. Bombs you create deal an extra 1d6 damage of the chosen type. When using another effect that