ALCHEMICAL MAGE
This archetype applies to the mage, battle mage, and war mage classes.
Requirements: Alchemical tradition, Int-based casting.
Losses:
- 2nd, 6th, 10th, 14th, and 18th level augments.
- Invocations require material and somatic components like spells.
- Eldritch Armaments
Gains:
- 2nd-level - Brew Potion as an alchemist.
- Invocations are treated as if you had the Magical Lineage trait applied to all of them, regardless of spell level.
- At 6th, 10th, 14th, and 18th level, you must select Bombs, Mutagen, Persistent Mutagen, Poison Resistance, Poison Use, Swift Alchemy, Instant Alchemy, Throw Anything, or an Alchemist Discovery in place of an Augment but no sooner than the level the Alchemist normally gains them. You can use your other augments to gain more of these abilities as well. Your effective alchemist level for these purposes is twice the number of alchemist features you possess or your class level, whichever is lower.
- You can gain Grand Discovery as an alternate capstone.
- Alchemical Armaments
Alchemical Armaments (Su): You gain Arcane Bond as a wizard of equal level. If you select the Familiar option, your familiar is a construct rather than a magical beast but otherwise maintains its normal statistics. As a swift action, you can apply some of your concoctions from a material component pouch (using Material and Somatic components) to an armor, shield, or weapon you wear or wield. The targeted items gains the benefits of Magic Weapon or Magic Vestment (your choice) with a tier equal to half your class level (rounded up). This benefit ends 1d4+1 rounds after the item is no longer on your person, or the normal duration, whichever occurs first. If its removed from you but you regain it before this duration is up, its reset. You can apply most augments that alter Eldritch Armaments to items you've enhanced with alchemical armaments.