- 1 Class Features
- 1.0.1 Advanced Alchemy
- 1.0.2 Studied Resonance
- 1.0.3 Alchemist Feats
- 1.0.4 Skill Feats 2nd
- 1.0.5 Empower Bombs 3rd
- 1.0.6 General Feats 3rd
- 1.0.7 Skill Increases 3rd
- 1.0.8 Quick Alchemy Cost 1 Resonance Point
- 1.0.9 Formula Book
- 1.0.10 Mutagen Crafting 5th
- 1.0.11 Ability Boosts 5th
- 1.0.12 Ancestry Feats 5th
- 1.0.13 Expanded Resonance 9th
- 1.0.14 Double Elixir 13th
- 1.0.15 Alchemical Alacrity 17th
- 1.1 Key Terms
- 2 Alchemist Feats
- 2.1 1st Level
- 2.2 4th Level
- 2.3 6th Level
- 2.4 8th Level
- 2.5 10th Level
- 2.6 12th Level
- 2.7 14th Level
- 2.8 16th Level
- 2.9 20th Level
- 2.10 Sample Formula Book
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.
Key Ability Intelligence
Hit Points 8 plus Constitution Modifier
- Trained Perception
- Trained Will
- Expert Fortitude, Reflex
- Trained in a number of skills equal to 2 plus your Intelligence modifier
- Trained simple weapons, alchemical bombs
- Trained light armor
Playing An Alchemist
Players of alchemist characters might approach gameplay in the following ways:
- During combat, you lob bombs at your foes and harry your enemies while supporting the rest of the party with your potent elixirs. At higher levels, you toughen your body using mutagens.
- During social encounters, you provide knowledge and experience about alchemical items and related secrets, like poisons and diseases.
- In exploration mode, you keep an eye out for trouble with your bombs at the ready while giving advice on all things alchemical and mysterious.
- In downtime mode, you spend time in an alchemical lab brewing elixirs, making bombs, and furthering your alchemical knowledge.
Roleplaying an Alchemist
Alchemists pursue scientific innovation above all else, combining incredible powers from the natural world through the force of their keen intellect and insatiable curiosity.
If You’re an Alchemist, You Likely…
- Enjoy tinkering with strange formulas and alchemical reagents, often with single-minded dedication and recklessness that give others pause.
- Get a kick out of wreaking havoc with the alchemical concoctions you’ve made, and enjoy watching things burn, dissolve, freeze, and jolt.
- Endlessly experiment toward the discovery of new, more potent alchemical and magical tools.
- Think you’re at least a bit strange and don’t understand your zeal for alchemy, creativity, and invention.
- Fear that your creations are dangerous or volatile—or both.
- Assume that if you haven’t caused a catastrophe with your experimentations, you inevitably will.
- Think that you’re some kind of sorcerer or an eccentric wizard and don’t understand that you’re not a spellcaster; real spellcasters clumsily dabbling in alchemy only heighten this misconception.
|1||Advanced alchemy, alchemist feat, ancestry feat, background, formula book, initial proficiencies, studied resonance|
|2||Alchemist feat, skill feat|
|3||Empower bombs (×2), general feat, skill increase|
|4||Alchemist feat, skill feat 5 Ability boosts, ancestry feat, mutagen crafting, skill increase|
|6||Alchemist feat, skill feat|
|7||Empower bombs (×3), general feat, skill increase|
|8||Alchemist feat, skill feat|
|9||Ancestry feat, expanded resonance, skill increase|
|10||Ability boosts, alchemist feat, skill feat|
|11||Empower bombs (×4), general feat, skill increase|
|12||Alchemist feat, skill feat|
|13||Ancestry feat, double elixir, skill increase|
|14||Alchemist feat, skill feat|
|15||Ability boosts, empower bombs (×5), general feat, skill increase|
|16||Alchemist feat, skill feat|
|17||Alchemical alacrity, ancestry feat, skill increase|
|18||Alchemist feat, skill feat|
|19||Empower bombs (×6), general feat, skill increase|
|20||Ability boosts, alchemist feat, skill feat|
You gain these abilities as an alchemist. Abilities gained at higher levels list the requisite levels next to the features’ names.
You gain the Alchemical Crafting feat, even if you don’t meet that feat’s prerequisites, and you gain the four additional common 1st-level alchemical formulas that feat grants. 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, 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). 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.
Knowledge, rather than personality, fuels your interactions with alchemical and magical substances and devices. Your maximum number of Resonance Points is equal to your character level plus your Intelligence modifier (instead of your Charisma modifier).
At 1st level and every even-numbered level thereafter, you gain an alchemist class feat.
Skill Feats 2nd
At 2nd level and every 2 levels thereafter, you gain a skill feat. Skill feats can be found in Chapter 5 and have the skill trait. You must be trained or better in the corresponding skill to select a skill feat.
Empower Bombs 3rd
When you craft an alchemical item with the bomb and infused traits—hereafter referred to in this entry as a bomb—you can empower it. You can empower only a 1st-level bomb, increasing its level and causing it to deal more damage. This also increases any persistent damage dealt by the bomb, but not its splash damage.
- At 3rd level, you can create 3rd-level bombs that deal double the bomb’s base damage as presented in its entry. For instance, if you created a flask of 3rd-level empowered alchemist’s fire, it would deal 2d6 fire damage, 2 persistent fire damage, and 1 splash damage on a hit.
- At 7th level, you can create 7th-level bombs that deal three times the base damage.
- At 11th level, you can create 11th-level bombs dealing four times the base damage.
- At 15th level, you can create 15th-level bombs that deal five times the base damage, and attack rolls with your empowered bombs gain a +1 item bonus.
- At 19th level, you can create 19th-level bombs that deal six times the base damage, and attack rolls with your empowered bombs gain a +2 item bonus.
General Feats 3rd
At 3rd level and every 4 levels thereafter, you gain a general feat.
Skill Increases 3rd
At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase to either become trained in one skill you’re untrained in or become an expert in one skill in which you’re already trained.
If you are at least 7th level, you can use this increase to become a master in a signature skill in which you’re already an expert. If you are at least 15th level, you can use this increase to become legendary in a signature skill in which you’re already a master.
Quick Alchemy Cost 1 Resonance Point
Requirements You must have alchemist’s tools, 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, you can’t use the Quick Alchemy action again until the next time you undertake your daily preparations.
You start with a standard formula book worth 10 sp or less for free. The formula book contains formulas for your choice of 4 common 1st-level alchemical items.
Each time you gain a new level, you can add formulas for two alchemical items to your formula book. These can be of any level of item you can create. You learn these formulas automatically, but it’s also possible to find or buy other formulas, or to invent them with the Inventor feat.
Mutagen Crafting 5th
You learn the secret of mutagens. When you gain a new level and add new formulas to your book, you can select formulas for uncommon alchemical items with the mutagen trait.
Ability Boosts 5th
At 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it’s already 18 or above, or by 2 if it starts out below 18.
Ancestry Feats 5th
In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter. The list of ancestry feats open to you can be found in your ancestry’s entry in Chapter 2.
Expanded Resonance 9th
You gain a number of bonus Resonance Points equal to half your level.
You can use these bonus Resonance Points only when using the Quick Alchemy action.
Double Elixir 13th
When using the Quick Alchemy action, instead of spending 1 Resonance Point to create a single item, you can spend up to 2 Resonance Points to make up to two alchemical items as described in that action. These items need not be the same.
Alchemical Alacrity 17th
When using the Quick Alchemy action, you can spend up to 3 Resonance Points to make up to three alchemical items as described in that action (1 per Resonance Point spent). These items need not be the same.
You’ll see the following key terms in many alchemist abilities.
Additive: Feats that allow you to spend actions to add special substances into bombs or elixirs have the additive trait. You can add only one additive to a single alchemical item, and attempting to add another spoils the item. You can typically take actions with the additive trait only when you’re creating an infused alchemical item, and some can be used only with the Quick Alchemy action.
Infused: An alchemical item with the infused trait doesn’t cost its crafter any Resonance Points to activate (whether using Operate Activation or any other relevant action), though anyone else must spend Resonance Points to activate it normally. An infused item is potent for only 24 hours, after which it becomes inert.
If you need to look up an alchemist feat by name instead of by level, use this table.
- Alchemical Familiar (1)
- Alchemical Savant (1)
- Awakened Intellect (14)
- Calculated Splash (4)
- Combine Elixirs (8)
- Craft Philosopher’s Stone (20)
- Debilitating Bomb (6)
- Delayed Bomb (6)
- Double Mutagen (14)
- Efficient Alchemy (4)
- Enduring Alchemy (4)
- Eternal Elixir (16)
- Expanded Splash (10)
- Exploitive Bomb (16)
- Extend Elixir (12)
- Far Lobber (1)
- Fast Onset (6)
- Feral Mutagen (8)
- Genius Mutagen (16)
- Glib Mutagen (14)
- Greater Debilitating Bomb (10)
- Improbable Elixirs (18)
- Invincible Mutagen (12)
- Laboratory Safety (12)
- Mindblank Mutagen (18)
- Miracle Worker (18)
- Perfect Debilitation (18)
- Perfect Medicine (16)
- Perfect Mutagen (20)
- Persistent Mutagen (16)
- Poison Antidote (6)
- Poison Panacea (20)
- Poison Resistance (4)
- Poison Touch (12)
- Potent Poisoner (10)
- Powerful Alchemy (8)
- Precise Bombs (6)
- Quick Bomber (1)
- Revivifying Mutagen (10)
- Smoke Bomb (1)
- Stalker Mutagen (10)
- Sticky Bombs (10)
- Strong Medicine (8)
- Tricky Tinker (8)
- True Debilitating Bomb (14)
- Uncanny Bombs (12)
- Universal Empowerment (20)
At every level that you gain an alchemist feat, you can select one of the following feats. You must satisfy any prerequisites before selecting an alchemist feat.
Alchemical Familiar Feat 1
You have created life via alchemy, though only a simple creature formed from alchemical materials and a bit of your own blood. This alchemical familiar assists you in your laboratory and adventuring, like any other familiar (see Familiars for more information).
Alchemical Savant Feat 1
You can identify alchemical items quickly. When trained in the Arcana skill and attempting to use its Identify Magic action on an alchemical item you hold, you can do so as a single action with the concentrate and manipulate traits instead of taking an hour. If you have the formula for the item you are attempting to identify, you gain a +2 circumstance bonus to your check and treat any critical failures as failures instead.
Far Lobber Feat 1
You’ve learned techniques to improve your distance throwing. When you throw an alchemical bomb, it has a range increment of 30 feet instead of the usual 20 feet.
Quick Bomber Feat 1
You place your bombs in easy-to-reach pouches and learn how to draw them almost without thinking. When you use the Interact action to draw an alchemical item with the bomb trait, you can draw two bombs instead. When using Quick Alchemy to create a bomb, you can also draw one other bomb as part of the Quick Alchemy action.
Smoke Bomb Feat 1
Frequency once per round
Trigger You craft an alchemical bomb using the Quick Alchemy action.
You cause the bomb to create a cloud of thick smoke in addition to its normal effects.
When thrown, it creates a cloud of smoke in a 10-foot-radius burst. You choose which corner of target’s space (or the space in which the bomb lands) the cloud is centered on.
All creatures within that area are concealed. The smoke lasts for 1 minute or until dissipated with a strong wind.
Calculated Splash Feat 4
You can calculate the angle that maximizes the damage of a bomb’s splash.
When you throw an alchemical item of 3rd level or higher with the bomb and splash traits, you can choose for the bomb’s splash damage to deal extra damage equal to your Intelligence modifier (minimum 0) instead of the normal amount.
Efficient Alchemy Feat 4
Because of the great amount of time you’ve spent studying and experimenting, you know how to scale up your formulas to larger batches without giving them any additional attention. When spending downtime to Craft alchemical items, you can produce twice the number of alchemical items in a single batch without needing to spend additional preparatory time. For instance, if you are crafting elixirs of life, you can craft up to four elixirs in a single batch using downtime, rather than two.
This does not reduce the amount of required alchemical reagents or other ingredients needed to craft each item, nor does it increase your rate of progress for days past the base downtime spent. This also does not change the number of items you can create in a batch with advanced alchemy.
Enduring Alchemy Feat 4
When using Quick Alchemy to create an alchemical tool or elixir, you can enable that tool or elixir to remain potent until the end of your next turn, instead of losing its potency at the start of your next turn.
Poison Resistance Feat 4
You gain poison resistance equal to half your level, and a +1 conditional bonus to saving throws against poisons.
Debilitating Bomb Feat 6
Frequency once per round
Trigger You craft an alchemical item that has the elixir trait using the Quick Alchemy action.
You mix a substance into the bomb that can cause one of the following conditions: dazzled, deafened, flat-footed, or hampered 5. If the attack with that bomb hits, the target must succeed at a Fortitude saving throw or gain that condition until the start of your next turn. Use your class DC for this saving throw (even if someone else throws the bomb).
Delayed Bomb Feat 6
When using Quick Alchemy to craft an alchemical item with the bomb trait, you can build it to explode automatically after a certain amount of time. This delay can be any number of rounds up to your level, chosen when you craft the bomb. When this delayed bomb explodes, it deals damage to a creature within its square as if that creature had been hit by an attack with the bomb (if there are multiple creatures in the square, choose the target randomly). It also deals its splash damage (if any) as if you had thrown the bomb at the target.
Unlike other items crafted with the Quick Alchemy action, the delayed bomb remains potent until it explodes or you defuse it. You can use the Interact action with a delayed bomb you made in order to defuse it. Other creatures can try to Disable a Device to defuse the bomb, using your class DC for the Thievery check.
Fast Onset Feat 6
When you drink one of your alchemical item that has the elixir and infused traits and an onset time of 1 minute, treat the item’s onset as the end of your next turn instead. When you drink one of your infused elixirs with an onset time that’s normally the end of your next turn, the elixir instead has no onset time and takes effect immediately.
Poison Antidote Feat 6
Prerequisite(s): Poison Resistance
You can use Quick Alchemy to create a specific antidote to any single specific poison or venom you have identified. When imbibed or injected as an Operate Activation action, this specific antidote attempts to counteract that poison or venom using a counteract level equal to half your level rounded up. If you use the specific antidote on yourself and you have the formula for the poison or venom affecting you, increase the counteract level of the specific antidote by 1.
Precise Bombs Feat 6
When throwing an alchemical bomb with the splash trait, the splash damage does not affect your allies. You must be able to perceive an ally to exclude that ally from your bomb’s splash damage.
Combine Elixirs Feat 8
Frequency once per round
Trigger You craft an alchemical item that has the elixir trait using the Quick Alchemy action.
You’ve discovered how to mix two elixirs into a single concoction for quicker consumption. You can spend 3 Resonance Points instead of 1 Resonance Point to add a second elixir to the one you’re crafting. When this combination elixir is consumed, both the constituent elixirs take effect. For example, you can combine two of the same elixirs to create a combined elixir of life that heals double the amount. If a creature other than you drinks a combined elixir, it must spend 2 Resonance Points to gain the effects instead of only 1 Resonance Point.
Feral Mutagen Feat 8
Your feral mutagen truly brings out the beast lurking within you. Whenever you’re affected by a feral mutagen, you gain the mutagen’s item bonus to your Intimidation checks.
You also gain two new unarmed Strikes: one with your claws and one with your jaws. Your claws and jaws both have the agile weapon trait. Your claws deal slashing damage equal to 1d6 plus your Strength modifier (plus the extra dice from your mutagen), while your jaws deal piercing damage equal to 1d8 plus your Strength modifier (plus the extra dice from your mutagen).
Powerful Alchemy Feat 8
When you use Quick Alchemy to create an infused alchemical item that allows a saving throw, you can change its DC to your class DC.
Strong Medicine Feat 8
When you use Quick Alchemy to create any type of elixir of life, the creature drinking the elixir gains both its healing effect and any effect the elixir grants against toxins, even if the drinker was not at full Hit Points when consuming the elixir.
Tricky Tinker Feat 8
Deception and Thievery become signature skills for you. When you Disable Device, you can use alchemist’s tools or a repair kit instead of thieves’ tools.
Expanded Splash Feat 10
Prerequisite(s) Calculated Splash
When you throw an alchemical bomb with the splash trait that you have created, the splash damage is increased to 2 plus your Intelligence modifier, and it damages every creature within 10 feet of the target.
Greater Debilitating Bomb Feat 10
Prerequisite(s): Debilitating Bomb
When you use the Debilitating Bomb free action, add the following conditions to the list you can choose from: enfeebled 1, hampered 10, sluggish 1, or stupefied 1.
Potent PoisonER Feat 10
Prerequisite(s): Powerful Alchemy
When you craft an alchemical item with the poison trait using any means, the DC is increased by 2, to a maximum of your class DC.
Revivifying Mutagen Feat 10
While under the effect of a mutagen, you can metabolize that mutagen’s power to heal yourself. This takes an action with the concentrate and manipulate trait. Once the action is complete, you regain 1d6 Hit Points for every 2 item levels of the mutagen, but the mutagen’s duration immediately ends, even if you are under the effect of Persistent Mutagen.
Stalker Mutagen Feat 10
Stealth becomes a signature skill for you. When you are under the effects of a quicksilver mutagen, you can move up to your Speed when you Sneak.
Sticky Bomb Feat 10
Frequency once per round
Trigger You craft an alchemical elixir using the Quick Alchemy action.
You mix in an additive to make the bomb’s contents adhere to the target and continue to deal damage. A creature that takes a direct hit from one of your sticky bombs also takes persistent damage equal to and of the same type as the bomb’s splash damage.
Extend Elixir Feat 12
When you drink an elixir you created that has the infused traits and a duration of 1 minute or longer, the elixir’s duration is doubled.
Invincible Mutagen Feat 12
Whenever you’re affected by a juggernaut mutagen, you gain resistance to all physical damage equal to the mutagen’s item bonus.
Laboratory Safety Feat 12
Prerequisite(s): expert in Fortitude or Reflex saves
Dozens of accidents have given you experience in avoiding the hazards of the laboratory. You gain the proficiency rank of master in either Fortitude or Reflex (you must choose which saving throw will be affected when you take this feat, and you cannot change this decision later). When you succeed at a saving throw of your chosen type, treat the outcome as a critical success. You must have a proficiency rank of at least expert in a saving throw for it to benefit from this feat.
Poison Touch Feat 12
Prerequisite(s): Potent Poisoner
You can spend 1 Resonance Point to apply a dose of contact or injury potion of your level or lower to your hands. Applying the poison does not poison you, but after the poison is applied, you can make a melee touch attack with your hand or a fist attack to poison your target. On a success, the poison is applied to the target. On a failure, the poison is wasted.
If you don’t use the poison before 1 hour after applying it, your body harmlessly absorbs the poison and it is wasted.
Uncanny Bombs Feat 12
Prerequisite(s): Far Lobber, Precise Bombs
When you throw an alchemical item with the bomb trait, its range increment increases to 60 feet, you take no penalty for screening, and you automatically succeed at the flat check when targeting a concealed creature.
Awakened Intellect Feat 14
Nature and Religion become signature skills for you, and you gain a +2 circumstance bonus when using Nature or Religion to Recall Knowledge.
Double Mutagen Feat 14
If you imbibe another mutagen while under the effects of a mutagen you created using the mutagen crafting class feature, you can gain the benefits and the drawbacks of both mutagens at once, despite the fact that they both have the polymorph trait.
If you come under the effects of any further mutagens while benefiting from two mutagens in this way, you lose the benefit of one of the former mutagens of your choice, while retaining the drawbacks of all mutagens. If you are under the effects of multiple mutagens and you come under the effect of a nonmutagen polymorph effect, you lose the benefits of the mutagens while retaining the drawbacks of both.
Glib Mutagen Feat 14
When affected by a silvertongue mutagen, you ignore circumstance penalties to Deception, Diplomacy, Intimidation, and Performance checks, and your words transcend linguistic barriers such that those listening to you speak hear your words as if you were speaking in their own language (though you do not actually speak that language, nor does this ability allow you understand any additional languages).
True Debilitating Bomb Feat 14
Prerequisite(s): Greater Debilitating Bomb
When you use the Debilitating Bomb free action, add the following to the list of conditions you can choose from: enfeebled 2, hampered 15, or stupefied 2. If you instead apply one of the conditions listed in Debilitating Bomb, the target avoids the condition only if its save is a critical success.
Eternal Elixir Feat 16
Prerequisite(s) Extend Elixir
When you drink one of your alchemical items that has the elixir and infused traits and a duration of 1 minute or more, you can make the elixir’s duration permanent. You can do so only if the elixir’s level is half your level or lower. If you later consume a different elixir and make it permanent, the effect of the previous permanent elixir ends.
Exploitive Bomb Feat 16
Frequency once per round
Trigger You craft an alchemical bomb using the Quick Alchemy action.
You mix a substance into the bomb to foil resistances. The bomb treats any resistance to its energy type as if it were 15 lower.
Genius Mutagen Feat 16
When you’re affected by a cognitive mutagen, you also gain the mutagen’s item bonus to Deception, Diplomacy, Intimidation, Medicine, Nature, Performance, Religion, and Survival checks, and you can communicate telepathically with all creatures within 60 feet who share a language with you. The communication is two-way once you establish it, so a creature you contact can also communicate with you.
Perfect Medicine Feat 16
When you use Quick Alchemy to create any type of elixir of life, the creature drinking the elixir does not need to roll the number of Hit Points regained by the elixir. It gains the maximum number of Hit Points possible instead.
Persistent Mutagen Feat 16
Prerequisite(s): Extend Elixir
Once per day when you drink an alchemical item with the infused and mutagen trait that you have crafted, you can retain its effects until the next time you make your daily preparations instead of its normal duration.
Improbable Elixirs Feat 18
Select a number of potions equal to your Intelligence modifier (minimum 1) of 10th level or lower.
You gain formulas to Craft these potions as alchemical items with the elixir trait. When Crafting these alchemical elixirs, you can substitute alchemical reagents for an equal value of magical components, and you can use alchemist tools instead of any other required tool kits. Other than that, the formula does not change.
Once you’ve chosen the potion formulas, they can’t be changed.
Mindblank Mutagen Feat 18
When you’re affected by a bullheaded mutagen, you gain immunity to detection, revelation, and scrying effects of 9th level or lower.
Miracle Worker Feat 18
You can administer a true elixir of life to a creature who has been dead for 1 minute or less. When you do, that creature is immediately returned to life with 1 Hit Point and no Resonance Points.
Perfect Debilitation Feat 18
When you use the Debilitating Bomb free action, your target avoids the condition the bomb imposes only if its saving throw is a critical success.
Craft Philosopher’s Stone Feat 20
You gain the formula for the philosopher’s stone and can add it to your formula book.
Perfect Mutagen Feat 20
When under the effect of a mutagen you crafted, you do not suffer its drawback.
Poison Panacea Feat 20
Prerequisite(s): Poison Antidote
You direct a potent panacea through your body to wipe out poison within you. You attempt to counteract the lowest-level poison affecting you, with a counteract level of 9.
Universal Empowerment Feat 20
Your connection to alchemy is so strong that you have a connection to all alchemical items, no matter who devised them. Whenever you use any alchemical item with the bomb trait, it responds to you as if it were infused and you were the one who created it. Whenever you use any mutagen, you also treat it as if it were infused and attuned to you.
Sample Formula Book
You can choose whichever 1st-level common alchemical items you like for your formula book, but this list covers a good selection of starter formulas.
Alchemical Item Formulas: Acid flask, alchemist’s fire, antidote (level 1), antiplague (level 1) minor elixir of life, cheetah’s elixir, tanglefoot bag, smokestick.