{"id":1785,"date":"2026-02-11T09:32:41","date_gmt":"2026-02-11T09:32:41","guid":{"rendered":"https:\/\/sandmarches4pathfinder.gamesoup.com.au\/?p=1785"},"modified":"2026-02-11T09:51:26","modified_gmt":"2026-02-11T09:51:26","slug":"life-shaper-discoveries","status":"publish","type":"post","link":"https:\/\/sandmarches4pathfinder.gamesoup.com.au\/?p=1785","title":{"rendered":"Life-Shaper Discoveries"},"content":{"rendered":"\n<h1 class=\"wp-block-heading\">Life-Shaper Discoveries<\/h1>\n\n\n\n<p>At 2nd level, and then again every 2 levels thereafter (up to 18th level), an Life-Shaper makes an incredible alchemical discovery. Unless otherwise noted, an Life-Shaper cannot select an individual discovery more than once. Some discoveries can only be made if the Life-Shaper has met certain prerequisites first, such as uncovering other discoveries. Discoveries that modify bombs that are marked with an asterisk (*) do not stack. Only one such discovery can be applied to an individual bomb. The DC of any saving throw called for by a discovery is equal to 10 + 1\/2 the Life-Shaper&#8217;s level + the Life-Shaper&#8217;s Intelligence modifier.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">Bomb Discoveries<\/h2>\n\n\n\n<figure class=\"wp-block-table\"><table class=\"has-fixed-layout\"><tbody><tr><td><em>\u00a0Acid bomb*<\/em>: When the Life-Shaper creates a bomb, he can choose to have it inflict acid damage. Creatures that take a direct hit from an acid bomb take an additional 1d6 points of acid damage 1 round later.<\/td><\/tr><tr><td><em>\u00a0Anarchic Bombs*<\/em>: When the Life-Shaper creates a bomb, he can choose to have it deal chaotic divine damage. Lawful creatures that take a direct hit from an anarchic bomb must succeed at a Fortitude save or be staggered on their next turn. Against neutral creatures, anarchic bombs deal half damage, and such targets are not affected by their staggering effect. Anarchic bombs have no effect on chaotic-aligned creatures. An Life-Shaper must be at least 8th level before selecting this discovery.<\/td><\/tr><tr><td><em>\u00a0Anguish Bomb*<\/em>: You can throw bombs infused with psychic trauma. This discovery allows other Life-Shapers to duplicate the anguish bombs used by\u00a0mnemostillers.<\/td><\/tr><tr><td><em>\u00a0Axiomatic Bombs*<\/em>: When the Life-Shaper creates a bomb, he can choose to have it deal lawful divine damage. Chaotic creatures that take a direct hit from an axiomatic bomb must succeed at a Fortitude save or be staggered on their next turn. Against neutral creatures, axiomatic bombs deal half damage, and such targets are not affected by their staggering effect. Axiomatic bombs have no effect on lawful creatures. An Life-Shaper must be at least 8th level before selecting this discovery.<\/td><\/tr><tr><td><em>\u00a0Blinding Bomb (Su)*<\/em>: When the Life-Shaper creates a bomb, he can choose for it to detonate very brightly. Creatures that take a direct hit from a blinding bomb are blinded for 1 minute unless they succeed at a Fortitude save. Creatures in the splash area that fail their saves against the bomb are dazzled for 1 minute. This is a light effect. An Life-Shaper must be at least 8th level before selecting this discovery.<\/td><\/tr><tr><td><em>Boneshard Bomb*<\/em>: This discovery is popular among necromancers and necrologists alike; aside from its offensive potential, necrologists sometimes use it to turn uncooperative live creatures they wish to question into pliable undead. The Life-Shaper\u2019s bomb deals piercing damage instead of fire damage, and creatures that take a direct hit from a boneshard bomb must succeed at a Fortitude save or take 1d4 points of bleed damage in addition to normal damage. If a creature is killed by a boneshard bomb or the resulting bleed effect, its corpse immediately reanimates as an undead creature with the\u00a0skeleton template. Skeletons that are created in this manner count as undead created by\u00a0<em>animate dead<\/em>\u00a0for the purposes of determining how many undead the Life-Shaper can control. An Life-Shaper must possess the alchemical zombie discovery to select this discovery.<\/td><\/tr><tr><td><em>\u00a0Breath Weapon Bomb*<\/em>: Instead of drawing the components of, creating, and throwing a bomb, the Life-Shaper can draw the components, drink them, mix them within his body, and then expel them as a breath weapon as a standard action. This breath weapon is a 15-foot cone and has the same DC as the bomb. Each creature within the cone takes damage as if it had suffered a direct hit from the Life-Shaper\u2019s bomb, but succeeding at a Reflex save (DC = 10 + 1\/2 the Life-Shaper\u2019s level + the Life-Shaper\u2019s Intelligent modifier) halves the damage. Unlike throwing normal bombs, drawing, drinking, and expelling breath weapon bombs does not provoke attacks of opportunity. An Life-Shaper must be at least 6th level before selecting this discovery.\u00a0<\/td><\/tr><tr><td><em>\u00a0Concussive bomb*<\/em>: When the Life-Shaper creates a bomb, he can choose to have it inflict sonic damage. Concussive bombs deal 1d4 points of sonic damage, plus 1d4 points of sonic damage for every odd-numbered level, instead of 1d6. Creatures that take a direct hit from a concussive bomb are deafened for 1 minute unless they succeed at a Fortitude save. An Life-Shaper must be at least 6th level before selecting this discovery.<\/td><\/tr><tr><td><em>\u00a0Confusion Bomb (Su)*<\/em>: The Life-Shaper\u2019s bombs twist the target\u2019s perception of friend and foe. A creature that takes a direct hit from a confusion bomb takes damage from the bomb. The creature is also under the effect of a\u00a0<em>confusion<\/em>\u00a0spell for 1 round per caster level of the Life-Shaper unless they succeed at a Will save. Reduce the amount of normal damage dealt by the bomb by 2d6 (so a bomb that would normally deal 6d6+4 points of damage deals 4d6+4 points of damage instead). An Life-Shaper must be at least 8th level before selecting this discovery.<\/td><\/tr><tr><td><em>Cursed Bomb*<\/em>: When an Life-Shaper creates a bomb, he can choose to have it deliver a debilitating curse. A creature that takes a direct hit from a cursed bomb must succeed at a Will save or be affected by\u00a0<em>bestow curse<\/em>. An Life-Shaper must be at least 12th level to select this discovery.<\/td><\/tr><tr><td><em>\u00a0Cytillesh Bomb<\/em>: When the Life-Shaper creates a bomb, he can infuse it with cytillesh extract. Cytillesh bombs deal 1d4 points of damage, plus 1d4 points of damage for every odd-numbered level, instead of 1d6. Creatures that take a direct hit from a cytillesh bomb are sickened for 1 round per Life-Shaper level unless they succeed at Fortitude saves. If a creature is rendered unconscious from this bomb or any other attack before it is able to remove the sickened condition, the victim loses all memory from the last hour and cannot form new memories for 8 hours. The lost and prevented memories might return later as dreams, and can be restored with a\u00a0<em>restoration<\/em>\u00a0spell. This discovery doesn\u2019t stack with other discoveries that alter an Life-Shaper\u2019s bomb.<\/td><\/tr><tr><td><em>Darkness Bomb*<\/em>: When the Life-Shaper creates a bomb, he can choose to have it suppress light sources on the target. This extinguishes nonmagical light sources carried by the target and dispels magical light sources for 1 round\/level as\u00a0<em>deeper darkness<\/em>.<\/td><\/tr><tr><td><em>\u00a0Defoliant Bomb<\/em>: These poisonous bombs clear away foliage, dealing extra damage to plant creatures.\u00a0<br><br>When the Life-Shaper creates a bomb, he can choose to have it deal extra damage against plant creatures but less damage against other creatures. Against creatures with the plant type, a defoliant bomb deals 1d8 points of damage, plus 1d8 points of damage for every odd-numbered level the Life-Shaper possesses, instead of 1d6. Against all other creatures, the defoliant bomb only deals 1d4 points of damage, plus 1d4 points of damage for every odd-numbered level, instead of 1d6. This is a poison effect. A defoliant bomb kills all normal vegetation in the target&#8217;s square and its splash area; any plant-based difficult terrain in the affected area becomes normal terrain.\u00a0<\/td><\/tr><tr><td><em>\u00a0Delayed bomb<\/em>: The Life-Shaper can place a bomb so that it explodes a number of rounds after the v ceases contact with the bomb. This delay can be any number of rounds as chosen by the Life-Shaper, up to a number of rounds equal to his level. If at any point the Life-Shaper reclaims possession of the delayed bomb, he can end the timer and prevent the bomb&#8217;s detonation. A delayed bomb detonates immediately if any other creature attempts to touch or move it, or if the bomb&#8217;s contents are removed from the vial (such as if the vial breaks). The bomb deals damage as if it scored a direct hit to any creature in the square with the bomb when it detonates, and splash damage to all adjacent creatures as normal. An Life-Shaper cannot have more than one delayed bomb at one time. If he creates another delayed bomb, the previous bomb becomes inert.\u00a0<em>Dispel magic<\/em>\u00a0can neutralize a delayed bomb, as can a successful Disable Device check (DC equals 10 + the Life-Shaper&#8217;s level + the Life-Shaper&#8217;s Intelligence modifier). An Life-Shaper must be at least 8th level before selecting this discovery.<\/td><\/tr><tr><td><em>\u00a0Demolition Charge*<\/em>: When the Life-Shaper creates a bomb, he can choose to have it deal damage to an object as if by a sunder combat maneuver. If the item is worn or held by an opponent, the item is considered the direct target, and the wearer\/holder takes splash damage from the blast. If the object is unattended, a demolition charge deals an additional 2d6 points of damage on a direct hit. This bonus doesn\u2019t affect the bomb\u2019s splash damage. An Life-Shaper must be at least 8th level before selecting this discovery.<\/td><\/tr><tr><td><em>\u00a0Directed Bomb<\/em>: The Life-Shaper can cause his bombs to splash in a 15-foot cone instead of a 5-foot-radius burst. The Life-Shaper chooses the direction of the cone. If the attack misses, roll an additional 1d8 to determine the direction of the blast from where the bomb lands. This discovery can\u2019t be combined with the explosive bomb discovery.<\/td><\/tr><tr><td><em>\u00a0Dispelling bomb<\/em>: When the Life-Shaper creates a bomb, he can choose to have it dispel magic effects instead of deal damage. Creatures that take a direct hit from a dispelling bomb are subject to a targeted\u00a0<em>dispel magic<\/em>\u00a0spell, using the Life-Shaper&#8217;s level as the caster level. This cannot be used to target a specific spell effect. The Life-Shaper must be at least 6th level before selecting this discovery.<\/td><\/tr><tr><td><em>\u00a0Dread Bomb<\/em>: Your anguish bombs are tainted with fear and dread. Creatures who take damage from your anguish bombs become frightened for 1d6 rounds. A target that succeeds at a Will saving throw is instead shaken for a single round. An Life-Shaper must be 6th level and have the anguish bomb class feature or the anguish bomb discovery before selecting this discovery.<\/td><\/tr><tr><td><em>\u00a0Ectoplasmic Bomb*<\/em>: The Life-Shaper can infuse her bombs with a special unction that damages incorporeal creatures and reveals the presence of undead creatures hiding in the area. Incorporeal creatures struck by an ectoplasmic bomb take full damage from the bomb. In addition, squares in the affected area of the bomb begin to faintly glow in the spaces where undead creatures have traveled in the last minute, including undead benefiting from invisibility or other forms of obscurity (such as\u00a0<em>ethereal jaunt<\/em>), effectively creating a glowing trail. Any undead creatures in the affected area at the time of the explosion likewise glow faintly. This glowing effect lasts for 1 minute, and is otherwise identical to\u00a0<em>faerie fire<\/em>.<\/td><\/tr><tr><td><em>\u00a0Explosive bomb*<\/em>: The Life-Shaper&#8217;s bombs now have a splash radius of 10 feet rather than 5 feet. Creatures that take a direct hit from an explosive bomb catch fire, taking 1d6 points of fire damage each round until the fire is extinguished. Extinguishing the flames is a full-round action that requires a Reflex save. Rolling on the ground provides the target with a +2 to the save. Dousing the target with at least 2 gallons of water automatically extinguishes the flames.<\/td><\/tr><tr><td><em>\u00a0Fast bombs<\/em>: An Life-Shaper with this discovery can quickly create enough bombs to throw more than one in a single round. The Life-Shaper can prepare and throw additional bombs as a full-round action if his base attack bonus is high enough to grant him additional attacks. This functions just like a full-attack with a ranged weapon. An Life-Shaper must be at least 8th level before selecting this discovery.<\/td><\/tr><tr><td><em>\u00a0Flesh-Eating Bomb*<\/em>: The Life-Shaper can create bombs that devour living matter. The Life-Shaper\u2019s bomb deals damage one die step higher than normal (regular bombs deal d8s, concussive bombs deal 1d6, and so on), but they have no effect on inorganic matter. In addition, a creature with at least a +1 armor bonus to AC is less likely to be harmed; such creatures in the bomb\u2019s splash radius take no damage on a successful Reflex save, and the target of a direct hit can attempt a Reflex save against the bomb\u2019s save DC to take only half damage.<\/td><\/tr><tr><td><em>\u00a0Force bomb*<\/em>: When the Life-Shaper creates a bomb, he can choose to have it inflict force damage. Force bombs deal 1d4 points of force damage, plus 1d4 points of force damage for every odd-numbered level, instead of 1d6. Creatures that take a direct hit from a force bomb are knocked prone unless they succeed on a Reflex save. An Life-Shaper must be at least 8th level before selecting this discovery.<\/td><\/tr><tr><td><em>\u00a0Frost bomb*<\/em>: When the Life-Shaper creates a bomb, he can choose to have it inflict cold damage. Creatures that take a direct hit from a frost bomb are staggered on their next turn unless they succeed on a Fortitude save.<\/td><\/tr><tr><td><em>Glassfoot Bomb*<\/em>: When the Life-Shaper creates a bomb, he can choose to have it cover the ground in volatile jagged crystals in addition to its normal effects. These crystals act like\u00a0caltrops, evaporating into a smelly but harmless gas in 2d6 rounds.<\/td><\/tr><tr><td><em>\u00a0Grease Bomb*<\/em>: When the Life-Shaper creates a bomb, he can choose to have it create a grease slick upon detonation. When a grease bomb detonates, it coats an area equal to the bomb\u2019s splash radius in grease (as the\u00a0<em>grease<\/em>\u00a0spell) for 1 round per level. The DC of the Reflex save to avoid falling after a failed Acrobatics check is equal to 10 + 1\/2 the Life-Shaper\u2019s level + the Life-Shaper\u2019s Intelligence modifier. A grease bomb can\u2019t affect items or armor. An Life-Shaper must be at least 6th level before selecting this discovery.<\/td><\/tr><tr><td><em>\u00a0Greater Plague Bomb*<\/em>: The effects of the smoke created by an Life-Shaper\u2019s bomb duplicates the effects of\u00a0<em>greater contagion<\/em>\u00a0instead of\u00a0<em>fog cloud<\/em>, filling an area equal to twice the bomb\u2019s splash radius for 1 round per level. An Life-Shaper must be at least 16th level and must possess the plague bomb and smoke bomb discoveries before selecting this discovery.<\/td><\/tr><tr><td><em>\u00a0Grounding Goo* (Su)<\/em>: The Life-Shaper\u2019s bomb applies a sticky residue after any damage from the bomb is resolved. If a creature damaged by the bomb has a nonmagical fly speed, its flight is severely impaired, and it takes a penalty equal to the Life-Shaper\u2019s level on Fly checks for 1 minute.<\/td><\/tr><tr><td><em>\u00a0Healing Bomb*<\/em>: When the Life-Shaper creates a bomb, he can choose to have it heal damage instead of dealing it. Creating a healing bomb requires the Life-Shaper to expend an infused extract or potion containing a cure spell. A creature that takes a direct hit from a healing bomb is healed as if she had imbibed the infusion or potion used to create the bomb. Creatures in the splash radius are healed for the minimum amount of damage the cure spell is capable of healing. A healing bomb damages undead instead of healing them.<\/td><\/tr><tr><td><em>\u00a0Hellfire Bomb*<\/em>: When the Life-Shaper creates a bomb, he can have it act as an explosive bomb, but deal half of its damage as fire damage and half as unholy damage that is not subject to fire resistance or immunity. An Life-Shaper must be at least 9th level and have the explosive bomb discovery before selecting this discovery.<\/td><\/tr><tr><td><em>\u00a0Holy Bombs*<\/em>: When the Life-Shaper creates a bomb, he can choose to have it deal good divine damage. Evil creatures that take a direct hit from a holy bomb must succeed at a Fortitude save or be staggered on their next turn. Against neutral creatures, holy bombs deal half damage, and such targets are not affected by their staggering effect. Holy bombs have no effect on good-aligned creatures. An Life-Shaper must be at least 8th level before selecting this discovery.<\/td><\/tr><tr><td><em>\u00a0Immolation Bomb*<\/em>: When the Life-Shaper creates a bomb, he can choose to have its substance coat the direct target\u2019s body, causing the bomb to deal its damage over time instead of all at once. The bomb\u2019s effect lasts for a number of rounds equal to the number of damage dice the bomb would normally deal (for instance, a 5d6 bomb lasts for 5 rounds). When the bomb hits the direct target, the bomb deals 1d6 + the Life-Shaper\u2019s Intelligence modifier in damage, and those within the splash zone take damage equal to 1 + the Life-Shaper\u2019s Intelligence modifier. It repeats this damage against the direct target of the bomb each round the immolation bomb lasts, dealing the damage at the start of the Life-Shaper\u2019s turn. Splash damage is dealt again to any creature that is adjacent to the direct target when it takes damage from the immolation bomb. A creature taking damage from an immolation bomb\u2019s direct hit can attempt to extinguish the flames as a full-round action that requires a Reflex save (DC = 10 + 1\/2 the Life-Shaper\u2019s level + the Life-Shaper\u2019s Intelligent modifier). Because of the alchemical nature of this bomb, rolling on the ground does not grant a bonus on the saving throw, and dousing a creature with water does not stop it from burning. These bombs can be used underwater. An Life-Shaper must be at least 3rd level before selecting this discovery.\u00a0<\/td><\/tr><tr><td><em>\u00a0Incendiary Charge<\/em>: An incendiary charge is a bomb specifically designed to overcome the effects of any nonmagical object\u2019s hardness. As a full-round action, the Life-Shaper can place an incendiary charge that burns and eats away at an object, dealing normal bomb damage to it. (The damage is not halved against an object with hardness, unlike most energy damage.) Furthermore, the incendiary charge ignores the first 5 points of hardness of the material being damaged.<br><br>The Life-Shaper must be at least 4th level before selecting this discovery.<\/td><\/tr><tr><td><em>\u00a0Inferno bomb*<\/em>: The effects of the smoke created by an Life-Shaper&#8217;s bomb duplicate the effects of\u00a0<em>incendiary cloud<\/em>\u00a0instead of\u00a0<em>fog cloud<\/em>, filling an area equal to twice the bomb&#8217;s splash radius for 1 round per level. An Life-Shaper must be at least 16th level and must possess the smoke bomb discovery before selecting this discovery.<\/td><\/tr><tr><td><em>\u00a0Inspired Bomb (Su)<\/em>: An Life-Shaper with this discovery and a pool of inspiration (by way of a class feature, a feat, or the inspiring cognatogen discovery) can expend two uses of inspiration to increase the bomb\u2019s damage by 1d6. The type of damage the bomb deals does not change. Unlike other a discoveries that affect bombs, this one can be applied to a bomb with another bomb discovery, though it cannot be applied to the same bomb more than once.<\/td><\/tr><tr><td><em>\u00a0Jury-Rigged Bomb* (Su)<\/em>: Unlike normal bombs, jury-rigged bombs can be created from whatever materials the Life-Shaper has on hand; this makes them particularly handy in situations where the Life-Shaper might find himself imprisoned or stripped of his equipment. Jury-rigged bombs can be crafted and thrown as a swift action (this counts against the Life-Shaper\u2019s daily use of bombs), and they deal only 1d4 points of damage + additional damage equal to half the Life-Shaper\u2019s Intelligence modifier on a direct hit. This damage increases by 1d4 at 3rd level and every 2 levels thereafter. Despite being useful in a pinch, jury-rigged bombs are nonetheless crudely crafted and highly unstable; if the Life-Shaper\u2019s attack roll results in a natural 1, the bomb explodes as he is creating it, and he takes damage as if he had taken a direct hit. An Life-Shaper must be at least 4th level before selecting this discovery.<\/td><\/tr><tr><td><em>\u00a0Madness bomb<\/em>: The Life-Shaper&#8217;s bombs do more than sear flesh\u2014they sear the mind. A creature that takes a direct hit from a madness bomb takes damage from the bomb plus 1d4 points of Wisdom damage. Reduce the amount of normal damage dealt by the bomb by 2d6 (so a bomb that would normally deal 6d6+4 points of damage deals 4d6+4 points of damage instead). The amount of Wisdom damage dealt by a madness bomb is reduced by 1 for each madness bomb that hit the target in the past 24 hours, to a minimum of 1 point of Wisdom damage. An Life-Shaper must be at least 12th level before selecting this discovery.<\/td><\/tr><tr><td><em>\u00a0Melancholy Bomb<\/em>: Your anguish bombs are filled with memories of sadness and regret. Creatures who take damage from your anguish bombs are also affected as per\u00a0<em>crushing despair<\/em>\u00a0for 1 round per Life-Shaper level, or a single round if the target succeeds at a Will saving throw. An Life-Shaper must be 10th level and have the anguish bomb class feature or the anguish bomb discovery before selecting this discovery.<\/td><\/tr><tr><td><em>\u00a0Neutralizing Bomb<\/em>: When the Life-Shaper creates a bomb, he can choose to give it the potential to end certain ongoing effects instead of dealing damage. Each creature in the splash radius can attempt a new saving throw against any poison afflicting it and any ongoing conditions or ongoing acid, cold, electricity, fire, or sonic damage. (If an effect did not allow a saving throw, this bomb doesn\u2019t allow affected creatures to attempt one.) Success counts as one successful save toward ending poison and immediately ends other conditions. Exposed poison in the splash radius is also rendered harmless. A creature with poison abilities that is directly struck by the bomb finds those abilities useless for 1d4 rounds unless it succeeds at a Fortitude saving throw. This discovery doesn\u2019t stack with any other that modifies bombs.<\/td><\/tr><tr><td><em>\u00a0Ooze Blight*<\/em>: A target hit by the Life-Shaper\u2019s bomb loses the split special quality for 1d4 rounds. In addition, against creatures with the ooze type, this bomb deals untyped damage that bypasses all resistances.<\/td><\/tr><tr><td><em>\u00a0Penetrating Charge<\/em>: A penetrating charge is a bomb specifically designed to disable locks and similar mechanisms, though not other means of sealing a door, a container, or other sorts of devices. As a full-round action, the Life-Shaper can place a penetrating charge on a lock. Instead of dealing damage, the penetrating charge seeps into the mechanism and eats away at it, granting a +5 circumstance bonus on any subsequent Disable Device checks against the mechanism. A creature can spend 10 minutes and attempt an appropriate Craft check (DC 15) to fix the lock and remove this bonus.<\/td><\/tr><tr><td><em>\u00a0Plague Bomb (Su)*<\/em>: The effects of the smoke created by an Life-Shaper\u2019s bomb duplicates the effects of\u00a0<em>contagion<\/em>\u00a0instead of\u00a0<em>fog cloud<\/em>, filling an area equal to twice the bomb\u2019s splash area for 1 round per level. An Life-Shaper must be at least 8th level and must have the smoke bomb discovery before selecting this discovery.<\/td><\/tr><tr><td><em>Plague Vector<\/em>: The effects of the Life-Shaper\u2019s plague bomb operate as normal except for the following changes. The chosen disease\u2019s save DC is equal to 10 + 1\/2 the Life-Shaper\u2019s level + his Intelligence modifier. Any creatures affected by the chosen disease become vectors for it, spreading the disease to any creatures they come in physical contact with for a number of days equal to the Life-Shaper\u2019s Intelligence modifier (minimum 1). The save DC to avoid contracting the disease from the vector is the same as the DC used for this discovery. An Life-Shaper must be at least 14th level and must have the plague bomb discovery to select this discovery.<\/td><\/tr><tr><td><em>\u00a0Poison bomb*<\/em>: The effects of the smoke created by an Life-Shaper&#8217;s bomb duplicates the effects of\u00a0<em>cloudkill<\/em>\u00a0instead of\u00a0<em>fog cloud<\/em>, filling an area equal to twice the bomb&#8217;s splash radius for 1 round per level. An Life-Shaper must be at least 12th level and must possess the smoke bomb discovery before selecting this discovery.<\/td><\/tr><tr><td><em>\u00a0Poisoned Explosive*<\/em>: When an Life-Shaper creates a bomb, he can apply a dose of contact or injury poison to it, as if applying poison to a weapon. If the poisoned bomb hits its target, the bomb deals damage as normal, but the target must also succeed at a saving throw against the poison or be affected by that poison. No other creatures are affected by the poison. An Life-Shaper must be at least 4th level and have the poison use class feature before selecting this discovery.<\/td><\/tr><tr><td><em>\u00a0Precise bombs<\/em>: Whenever the Life-Shaper throws a bomb, he can select a number of squares equal to his Intelligence modifier that are not affected by the splash damage from his bombs. If the bomb misses, this discovery has no effect.<\/td><\/tr><tr><td><em>Profane Bomb*<\/em>: When the Life-Shaper creates a bomb, he can choose to have it deal evil divine damage. Good creatures that take a direct hit from a profane bomb must succeed at a Fortitude save or be staggered on their next turn. Against a neutral creature, a profane bomb deals half damage, and the target is not affected by the bomb\u2019s staggering effect. A profane bomb has no effect against evil-aligned creatures. An Life-Shaper must be at least 8th level to select this discovery.<\/td><\/tr><tr><td><em>Psychoactive Bomb*<\/em>: Psychoactive bombs are mixed with neurotoxic extracts that heighten certain sensations. A creature struck by a psychoactive bomb takes a \u20131 penalty on saving throws against charm, emotion, fear, and pain effects, and the DC for Intimidate checks against the victim decreases by 2. This effect lasts for 1 hour per Life-Shaper level. These penalties do not stack, and a creature can only be affected by a single psychoactive bomb at a time. A psychoactive bomb deals 1d6 fewer hit points of damage than normal. An Life-Shaper must be at least 6th level before selecting this discovery.<\/td><\/tr><tr><td><em>\u00a0Remote Bomb<\/em>: The Life-Shaper can spend two uses of his daily bombs to create a special bomb that is manually detonated. When the bomb is created, the Life-Shaper also creates a catalyst distillate, which requires no extra time or cost. A remote bomb is inert unless triggered by this distillate. The bomb is detonated as a standard action when the distillate fumes are exposed to the rest of the bomb. An Life-Shaper must be within 60 feet of the bomb for the distillate to successfully trigger the bomb. A catalyst distillate can detonate a bomb even if the bomb has already been hurled at a target. Triggering the distillate outside of the 60-foot range or after 1 hour has no effect.<\/td><\/tr><tr><td><em>\u00a0Sand Bomb* (Su)<\/em>\u00a0: When the Life-Shaper creates a bomb, he can pack the casing full of sand that explodes in an abrasive cloud on impact. A creature that takes a direct hit from a sand bomb is blinded for 1 round, as are any creatures in the splash radius that fail a Reflex save (DC = 10 + half the Life-Shaper\u2019s level + his Intelligence modifier).<\/td><\/tr><tr><td><em>\u00a0Shock bomb*<\/em>: When the Life-Shaper creates a bomb, he can choose to have it inflict electricity damage. Creatures that take a direct hit from a shock bomb are dazzled for 1d4 rounds.<\/td><\/tr><tr><td><em>Siege Bomb*<\/em>: As a standard action, the Life-Shaper infuses a single piece of ammunition on a loaded siege weapon with the power of his bomb. As long as the siege engine with this ammunition is fired before the start of the Life-Shaper\u2019s next turn, the ammunition does damage normally, and also deals the damage of the Life-Shaper\u2019s bomb. The splash radius of the bomb effect is 20 feet rather than 5 feet. Creatures that take the bomb\u2019s damage (either direct damage or splash damage), take 1d6 points of fire damage each round until the fire is extinguished. Extinguishing the flames is a full-round action that requires a Reflex save. Rolling on the ground provides the target with a +2 bonus on the save. Dousing the target with at least 2 gallons of water automatically extinguishes the flames. An Life-Shaper must be at least 12th level and must possess the explosive bomb discovery before selecting this discovery.<\/td><\/tr><tr><td><em>\u00a0Smoke bomb*<\/em>: When the Life-Shaper creates a bomb, he can choose to have it create a cloud of thick smoke when it detonates. The cloud functions as\u00a0<em>fog cloud<\/em>, filling an area equal to twice the bomb&#8217;s splash radius for 1 round per level.<\/td><\/tr><tr><td><em>\u00a0Solid Ground* (Su)<\/em>: The Life-Shaper launches an explosive paste bomb that bonds with any earthen surface. Each application of this paste deals no damage and affects a 5-foot-cube of dirt, loose soil, or stone, transmuting the earth for a number of minutes equal to the Life-Shaper\u2019s level. Creatures cannot use burrow, earthmeld, or similar abilities (such as the\u00a0<em>meld into stone<\/em>spell) while the ground remains transmuted in this way.<\/td><\/tr><tr><td><em>\u00a0Sticky bomb<\/em>: The effects of the Life-Shaper&#8217;s bombs are persistent and continue to damage creatures for 1 round after the initial damage. Creatures that take a direct hit from a sticky bomb take the splash damage 1 round later. Bombs that have effects that would normally occur 1 round later instead have those effects occur 2 rounds later. An Life-Shaper must be at least 10th level before selecting this discovery.<\/td><\/tr><tr><td><em>\u00a0Stink bomb*<\/em>: The effects of the smoke created by an Life-Shaper&#8217;s bomb can duplicate the effects of\u00a0<em>stinking cloud<\/em>\u00a0instead of\u00a0<em>fog cloud<\/em>, filling an area equal to twice the bomb&#8217;s splash radius for 1 round. An Life-Shaper must possess the smoke bomb discovery before selecting this discovery.<\/td><\/tr><tr><td><em>\u00a0Strafe Bomb (Su)<\/em>: The Life-Shaper can throw bombs that splash in a 40-foot line rather than affecting a radius. The line starts at the Life-Shaper and extends away from him in the direction he chooses. The Life-Shaper designates one creature in the squares affected by the line to be the target of the bomb and makes his attack roll against that creature; all other squares in the line take splash damage. If the Life-Shaper has the explosive bomb discovery and throws an explosive strafe bomb, the line of splash damage is 80 feet long instead of 40 feet.<\/td><\/tr><tr><td><em>\u00a0Substantiating Bomb*<\/em>: Your bombs are infused with ectoplasm and a longing for life, lending ethereal creatures a measure of substance. You can throw a bomb that inflicts no damage but instead creates a 10-foot-radius cloud of fog that functions as\u00a0<em>fog cloud<\/em>\u00a0and lasts for 1 round per Life-Shaper level. Incorporeal creatures that pass through this cloud become partially solid, taking half damage from nonmagic attacks and full damage from magic weapons, spells, and spell-like abilities. This effect lasts for the duration of the smoke cloud, even if the incorporeal creature moves outside the cloud\u2019s area. A creature affected by the cloud can attempt a Will saving throw to negate the substantiating effects of this bomb. An Life-Shaper must be 10th level before selecting this discovery.<\/td><\/tr><tr><td><em>\u00a0Sunlight Bomb (Su)*<\/em>: The Life-Shaper can throw bombs that explode with a searing radiance equivalent to that of sunlight and that act as blinding bombs. Undead, fungi, molds, oozes, slimes, and creatures to which sunlight is harmful or unnatural take +2 damage per die from the bomb. Undead that are harmed by sunlight and that fail their saves against the bomb are staggered for 1 round. An Life-Shaper must be at least 10th level and must have the blinding bomb discovery before he can select this discovery.<\/td><\/tr><tr><td><em>\u00a0Syringe Stirge (Su)<\/em>: As a full-round action, you can expend two daily uses of bombs to create a syringe stirge, a tiny construct primed with a bomb (if you have multiple types of bombs, you must select which type the syringe stirge carries when created). Undirected, they take no actions except to flock around you in your square and follow you as best they can. They can be attacked normally, but gain cover while occupying your square. As a swift action, you can order one of your syringe stirges to attack an enemy it can see. Once ordered to attack that enemy, the syringe stirge will continue to attack every round, attempting to attach and deliver its payload.<br><br>A syringe stirge has all of the statistics of a\u00a0stirge\u00a0but lacks the blood drain ability. If it ends its turn attached to an opponent, it injects your bomb into the opponent\u2019s bloodstream, dealing damage as a direct hit plus the Life-Shaper\u2019s Intelligence modifier (as the\u00a0Throw Anything\u00a0feat\u2014this injection is a direct attack and doesn\u2019t deal splash damage. A syringe stirge dies immediately after injecting its bomb. A syringe stirge lasts for 1 minute per Life-Shaper level or until destroyed; if it has not attached to an enemy before the end of its life span it and its bomb payload fall inert. An Life-Shaper must be at least 6th level before selecting this discovery.<\/td><\/tr><tr><td><em>\u00a0Tanglefoot Bomb (Su)*<\/em>: A creature that takes a direct hit from a tanglefoot bomb must save against the bomb\u2019s DC or be entangled and glued to the floor as if it had failed its save against a\u00a0tanglefoot bag. Creatures in the splash area that fail their saves are entangled but not glued to the floor; those who make this save are not entangled at all.<\/td><\/tr><tr><td><em>\u00a0Thorny Bomb* (Su)<\/em>: When the Life-Shaper creates a bomb, he can choose to have it deal piercing damage. Thorny bombs count as magic weapons for the purpose of overcoming damage reduction.<\/td><\/tr><tr><td><em>Underwater Demolition (Ex)<\/em>: The Life-Shaper gains the ability to throw bombs underwater (normally, thrown weapons cannot be used underwater), including throwing from the air into the water. If the bomb travels through water, the range increment is reduced to 5 feet.<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<h2 class=\"wp-block-heading\">Extract Discoveries<\/h2>\n\n\n\n<figure class=\"wp-block-table\"><table class=\"has-fixed-layout\"><tbody><tr><td><em>Aromatic Extract<\/em>: The Life-Shaper creates an inhaled version of an extract that is shared among multiple creatures. He must decide that an extract is an aromatic extract when he makes it. When used, the extract grants its benefit to all creatures within a 10-foot spread of the extract. The aromatic extract is treated as having the minimum caster level required for the original extract. An aromatic extract expends one of the Life-Shaper\u2019s daily extracts as if it were an extract 2 levels higher. This discovery can be applied only to extracts with a range of touch. An Life-Shaper must be at least 10th level and must have the infusion discovery before selecting this discovery.<\/td><\/tr><tr><td><em>\u00a0Bottled Ooze (Su)<\/em>: The Life-Shaper has learned how to preserve a sample of oozes in a sealed bottle, which he can prepare for use as an extract. When the Life-Shaper activates the extract, he actually throws the bottle at a square within 30 feet, releasing the ooze, which reconstitutes and attacks the closest creature. The ooze is not under the Life-Shaper\u2019s control, but is otherwise treated as a summoned creature. The ooze remains for 1 round per caster level, and decays into powder when the duration expires. If the Life-Shaper has the infusion discovery, another character can use the infused specimen. Creating a bottled ooze requires an extract with a level equal to the ooze\u2019s CR (so a CR 4\u00a0gray ooze\u00a0requires a 4th-level extract). An Life-Shaper must be at least 6th level before selecting this discovery.<\/td><\/tr><tr><td><em>\u00a0Combine extracts<\/em>: When the Life-Shaper creates an extract, he can place two formulae into one extract. When the extract is consumed, both formulae take effect. This extract has a level two levels higher than the highest-level formulae placed in the extract. An Life-Shaper must be at least 8th level before selecting this discovery.<\/td><\/tr><tr><td><em>\u00a0Infusion<\/em>: When the Life-Shaper creates an extract, he can infuse it with an extra bit of his own magical power. The extract created now persists even after the Life-Shaper sets it down. As long as the extract exists, it continues to occupy one of the Life-Shaper&#8217;s daily extract slots. An infused extract can be imbibed by a non-Life-Shaper to gain its effects.<\/td><\/tr><tr><td><em>\u00a0Intuitive Understanding (Sp)<\/em>: If the Life-Shaper drinks an extract of the divination school while under the effects of a cognatogen (<em>Ultimate Magic\u00a0<\/em>15), his effective caster level temporarily increases by 2. In addition, while under the effects of a cognatogen, the Life-Shaper may use\u00a0<em>augury\u00a0<\/em>once as a spell-like ability (caster level equal to his Life-Shaper level). At 10th level, he can use\u00a0<em>divination\u00a0<\/em>instead. An Life-Shaper must be at least 4th level and must have the cognatogen discovery before selecting this discovery.<\/td><\/tr><tr><td><em>\u00a0Nostrum<\/em>: When the Life-Shaper creates an infusion, he can mask a delayed poison within the mixture. A nostrum can contain only an ingested poison, and the save DC of the poison is reduced by 2. The poison takes effect a number of hours after being imbibed equal to the Life-Shaper\u2019s Intelligence bonus (minimum 0) decided by the Life-Shaper at the creation of the nostrum. The poison within a nostrum can be detected as normal by spells such as detect poison and similar abilities. Until the nostrum is consumed or destroyed, it continues to occupy one of the Life-Shaper\u2019s daily extract slots. An Life-Shaper must have the infusion discovery before selecting this discovery.<\/td><\/tr><tr><td><em>Pickled Quasit<\/em>: The Life-Shaper has learned how to seal a quasit in a bottle, which he can prepare for use as an extract. When the Life-Shaper activates the extract, he throws the bottle at a square within 30 feet, releasing the quasit. The quasit is not under the Life-Shaper\u2019s control, but is otherwise treated as a summoned creature. The quasit remains for 1 round per caster level, then collapses into its associated elements. If the Life-Shaper has the infusion discovery, another character can use the infused specimen. Creating a pickled quasit requires a 4th-level extract. An Life-Shaper must be at least 10th level to select this discovery.<\/td><\/tr><tr><td><em>Tainted Infusion<\/em>: The Life-Shaper can mask murder behind beneficence. When preparing an extract with the infusion discovery, he can lace the extract with one of his bombs as long as the extract has a duration greater than instantaneous. If he chooses, the Life-Shaper can reduce the duration of the extract to 1 round. As soon as the extract\u2019s duration expires, it detonates, dealing 150% of the Life-Shaper\u2019s bomb damage to the drinker. This effect does not produce a splash radius. Producing a tainted extract consumes both an infusion slot and a daily bomb use. An Life-Shaper must know both the delayed bomb and infusion discoveries to select this discovery.<\/td><\/tr><tr><td><em>\u00a0Volumizer (Su)<\/em>: The Life-Shaper can use an extract slot of any level to create a reactive tablet that purifies water and doubles its volume. This works like purify food and drink for a maximum volume of water equal to 1 gallon for each level the Life-Shaper has \u00d7 the level of the extract slot the Life-Shaper used to create the tablet. Additionally, if the Life-Shaper has a receptacle of sufficient volume to gather the water, the tablet doubles the volume of pure water. The water volume increases over the course of 1 minute, but the effect stops before it can create significant water pressure on a container that\u2019s not large enough to hold the entire volume. An unused tablet remains usable until the next time the Life-Shaper recovers extract slots.<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<h2 class=\"wp-block-heading\">Gloom Discoveries<\/h2>\n\n\n\n<p><strong>Description Source<\/strong>:\u00a0<strong>Blood of Shadows<\/strong><br>The following new discoveries can be taken by any Life-Shaper who meets the prerequisites and has the gloom class feature. Discoveries that modify glooms are marked with a single asterisk (*) and do not stack. Only one such discovery can be applied to an individual gloom.<\/p>\n\n\n\n<figure class=\"wp-block-table\"><table class=\"has-fixed-layout\"><tbody><tr><td><em>\u00a0Bounding Gloom<\/em>: The Life-Shaper gains the ability to travel between shadows as if by means of a\u00a0<em>dimension door<\/em>\u00a0spell. The limitation is that the Life-Shaper\u2019s beginning and ending locations must be areas of dim light or darker, or within the radius of an umbral gloom that is lowering the light level. The Life-Shaper can travel up to a total of 100 feet each day in this way. This distance must be used in 10-foot increments; for example, the Life-Shaper can make a single jump of 100 feet or 10 jumps of 10 feet each. For every 2 levels beyond 10th, the distance the Life-Shaper can jump each day doubles (200 feet at 12th level, 400 feet at 14th level, and so on). An Life-Shaper must be at least 10th level before selecting this discovery.<\/td><\/tr><tr><td><em>\u00a0Debilitating Gloom*<\/em>: A creature struck by the gloom must make a successful Fortitude save or take a penalty to its Strength equal to 1d4 + 1 per 2 Life-Shaper levels (maximum of 1d4+5) for 1 round per Life-Shaper level. A target\u2019s Strength score cannot drop below 1. This penalty does not stack with itself. An Life-Shaper must be at least 6th level before selecting this discovery.<\/td><\/tr><tr><td><em>\u00a0Draining Gloom*<\/em>: A creature struck by a direct hit with the gloom must make a successful Fortitude save or gain 1 negative level. An Life-Shaper must be at least 8th level and must have the debilitating gloom discovery before selecting this discovery.<\/td><\/tr><tr><td><em>\u00a0Glutinous Gloom*<\/em>\u00a0: The gloom creates an area in its splash radius that functions as\u00a0<em>web<\/em>. The webbing lasts for a number of rounds equal to 1\/2 the Life-Shaper\u2019s level. An Life-Shaper must be at least 6th level before selecting this discovery.<\/td><\/tr><tr><td><em>\u00a0Grasping Gloom*<\/em>: The gloom creates an area equal to double its splash radius that functions as\u00a0<em>black tentacles<\/em>. The effect lasts for a number of rounds equal to half the Life-Shaper\u2019s level. An Life-Shaper must be at least 8th level before selecting this discovery.<\/td><\/tr><tr><td><em>\u00a0Greater Draining Gloom*<\/em>: A creature struck by the gloom must succeed at a Fortitude save or gain 1d4 negative levels. An Life-Shaper must be at least 12th level and must have the debilitating gloom and draining gloom discoveries before selecting this discovery.<\/td><\/tr><tr><td><em>\u00a0Mucilaginous Gloom*<\/em>: The gloom leaves a chilly gray residue that turns each square in its splash radius into difficult terrain. This effect lasts for a number of rounds equal to the Life-Shaper\u2019s level.<\/td><\/tr><tr><td><em>\u00a0Rime-Bound Gloom*<\/em>: The gloom creates an area of freezing shadow in its splash radius that deals 2d6 points of cold damage to all creatures in the area each turn. This effect lasts 1 round for every 2 Life-Shaper levels. An Life-Shaper must be at least 6th level to select this discovery.<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<h2 class=\"wp-block-heading\">Mutagen Discoveries<\/h2>\n\n\n\n<figure class=\"wp-block-table\"><table class=\"has-fixed-layout\"><tbody><tr><td><em>\u00a0Bone-Spike Mutagen (Su)<\/em>: When the Life-Shaper imbibes a mutagen, he mutates his skeletal structure, causing the bones on his elbows, knuckles, spine, and shoulder blades to grow massive and pierce his skin, exposing themselves as large spikes. While the mutagen is in effect, the Life-Shaper\u2019s natural armor bonus granted by the mutagen increases by 2. The spikes count as masterwork armor spikes with which the Life-Shaper is proficient. An Life-Shaper must be at least 6th level before selecting this discovery.<\/td><\/tr><tr><td><em>\u00a0Cognatogen (Su)<\/em>: The Life-Shaper gains the ability to create a cognatogen, a mutagen-like mixture that heightens one mental ability score at the expense of a physical ability score. If the cognatogen enhances his Intelligence, it applies a penalty to his Strength. If it enhances his Wisdom, it applies a penalty to his Dexterity. If it enhances his Charisma, it applies a penalty to his Constitution. Otherwise, this ability works just like the mutagen ability (including the natural armor bonus). Anytime the Life-Shaper would prepare a mutagen, he may instead prepare a cognatogen. All limitations of mutagens apply to cognatogens as if they were the same substance\u2014an Life-Shaper can only maintain one mutagen or cognatogen at a time, a cognatogen that is not in an Life-Shaper\u2019s possession becomes inert, drinking a cognatogen makes a non-Life-Shaper sick, and so on. When the effect of the cognatogen ends, the Life-Shaper takes 2 points of ability damage to the ability score penalized by the cognatogen. The infuse mutagen discovery and the persistent mutagen class ability apply to cognatogens.<\/td><\/tr><tr><td><em>\u00a0Elemental Mutagen<\/em>: The Life-Shaper chooses an element (air, earth, fire, or water). Whenever the Life-Shaper imbibes a mutagen, he gains resistance 5 to the associated energy type and a +2 competence bonus on an associated skill check. This resistance increases by 5 and the competence bonus by 2 for each of the following discoveries the Life-Shaper possesses: grand mutagen, greater mutagen, and true mutagen.<br><br>The elements and their associated energies and skills are air (electricity, Fly), earth (acid, Climb), fire (fire, Acrobatics), and water (cold, Swim). An Life-Shaper can select this discovery up to four times, but must choose a different element each time. An Life-Shaper can gain the benefits of only one elemental mutagen at a time, selected when he imbibes the mutagen.<\/td><\/tr><tr><td><em>\u00a0Feral mutagen<\/em>: Whenever the Life-Shaper imbibes a mutagen, he gains two claw attacks and a bite attack. These are primary attacks and are made using the Life-Shaper&#8217;s full base attack bonus. The claw attacks deal 1d6 points of damage (1d4 if the Life-Shaper is Small) and the bite attack deals 1d8 points of damage (1d6 if the Life-Shaper is Small). While the mutagen is in effect, the Life-Shaper gains a +2 competence bonus on Intimidate skill checks.<\/td><\/tr><tr><td><em>\u00a0Fey Mutagen (Su)<\/em>: The Life-Shaper gains the ability to create a fey mutagen, a mixture that lends him some of the grace and power of the First World. When imbibed, a fey mutagen grants a +2 alchemical bonus to the Life-Shaper\u2019s Dexterity and Charisma, a \u20132 penalty to his Strength, and DR 2\/cold iron. This otherwise works like the standard mutagen class feature and interacts with other effects as though it were a mutagen.<\/td><\/tr><tr><td><em>\u00a0Grand Cognatogen (Su)<\/em>: The Life-Shaper\u2019s cognatogen now grants a +6 natural armor bonus, a +8 alchemical bonus to one mental ability score (Intelligence, Wisdom, or Charisma), a +6 alchemical bonus to a second mental ability score, and a +4 alchemical bonus to a third mental ability score. The Life-Shaper takes a \u20132 penalty to his Strength, Dexterity, and Constitution as long as the cognatogen persists, and takes 2 points of ability damage to each physical ability score when the cognatogen ends. An Life-Shaper must be at least 16th level and must have the greater cognatogen discovery or class ability before selecting this discovery.<\/td><\/tr><tr><td><em>\u00a0Grand Fey Mutagen (Su)<\/em>: The Life-Shaper\u2019s fey mutagen now grants a +6 alchemical bonus to Dexterity and Charisma, a \u20132 penalty to his Strength, DR 10\/cold iron, and the\u00a0druid\u2019s woodland stride class feature. In addition, he can choose not to allow spells and effects to affect him if they would not be capable of affecting both his original creature type and the fey creature type. An Life-Shaper must be at least 16th level and must have the greater fey mutagen discovery before selecting this discovery.<\/td><\/tr><tr><td><em>\u00a0Grand Inspiring Cognatogen (Su)<\/em>: The Life-Shaper\u2019s inspiring cognatogen now grants a +4 dodge bonus to AC and a +4 bonus to Reflex saving throws; a \u20136 penalty to Strength and Constitution; and the effects of having the\u00a0item lore, tenacious inspiration, and underworld inspiration investigator talents. An Life-Shaper must be at least 16th level and have the greater inspiring cognatogen discovery to select this discovery.<\/td><\/tr><tr><td><em>\u00a0Grand mutagen<\/em>: The Life-Shaper&#8217;s mutagen now grants a +6 natural armor bonus, a +8 alchemical bonus to one ability score (Strength, Dexterity, or Constitution), a +6 alchemical bonus to a second physical ability score, and a +4 alchemical bonus to a third physical ability score. The Life-Shaper takes a \u20132 penalty to his Intelligence, Wisdom, and Charisma as long as the mutagen persists (see Mutagen). An Life-Shaper must be at least 16th level and must possess the greater mutagen discovery before selecting this discovery.<\/td><\/tr><tr><td><em>\u00a0Grand Rasugen<\/em>: The Life-Shaper\u2019s rasugen now grants a +6 alchemical bonus on all saving throws, 4 temporary hit points per Life-Shaper level, and immunity to disease, mind-affecting effects, and poison. The Life-Shaper takes a \u20136 penalty to Intelligence and a \u20132 penalty to Charisma and Wisdom as long as the grand rasugen persists. An Life-Shaper must be at least 16th level and have the greater rasugen discovery before selecting this discovery.<\/td><\/tr><tr><td><em>\u00a0Greater Cognatogen (Su)<\/em>: The Life-Shaper\u2019s mutagen now grants a +4 natural armor bonus, a +6 alchemical bonus to one mental ability score (Intelligence, Wisdom, or Charisma), and a +4 alchemical bonus to a second mental ability score. The Life-Shaper takes a \u20132 penalty on both associated physical ability scores as long as the mutagen persists, and takes 2 points of ability damage to both associated physical ability scores when the cognatogen ends. An Life-Shaper must be at least 12th level and must have the cognatogen discovery or class ability before selecting this discovery.<\/td><\/tr><tr><td><em>\u00a0Greater Fey Mutagen (Su)<\/em>: The Life-Shaper\u2019s fey mutagen now grants a +4 alchemical bonus to Dexterity and Charisma, a \u20132 penalty to his Strength, DR 5\/ cold iron, and the\u00a0druid\u2019s woodland stride class feature. An Life-Shaper must be at least 12th level and must have the fey mutagen discovery before selecting this discovery.<\/td><\/tr><tr><td><em>\u00a0Greater Inspiring Cognatogen (Su)<\/em>: The Life-Shaper\u2019s inspiring cognatogen now grants a +2 dodge bonus to AC and a +2 bonus to Reflex saving throws; a \u20134 penalty to Strength and Constitution; and the effects of having the\u00a0amazing inspiration, eidetic recollection, and expanded inspiration investigator discoveries. An Life-Shaper must be at least 12th level and must have the inspiring cognatogen discovery or class feature to select this discovery.<\/td><\/tr><tr><td><em>\u00a0Greater mutagen<\/em>: The Life-Shaper&#8217;s mutagen now grants a +4 natural armor bonus, a +6 alchemical bonus to one physical ability score (Strength, Dexterity, or Constitution), and a +4 alchemical bonus to a second physical ability score. The Life-Shaper takes a \u20132 penalty on both associated mental ability scores as long as the mutagen persists. An Life-Shaper must be at least 12th level before selecting this discovery.<\/td><\/tr><tr><td><em>\u00a0Greater Rasugen<\/em>: The Life-Shaper\u2019s rasugen now grants a +4 alchemical bonus on all saving throws, 3 temporary hit points per Life-Shaper level, and immunity to mindaffecting effects. The Life-Shaper takes a \u20134 penalty to Intelligence as long as the greater rasugen persists. An Life-Shaper must be at least 12th level and able to brew a rasugen before selecting this discovery.<\/td><\/tr><tr><td><em>\u00a0Infuse mutagen<\/em>: When the Life-Shaper creates a mutagen, he can infuse it with an extra bit of his own magical power. This inflicts 2 points of Intelligence damage to the Life-Shaper and costs 1,000 gp in rare reagents, but the mutagen created persists on its own and is not rendered inert if the Life-Shaper creates another mutagen. This allows an Life-Shaper to create different types of mutagens and keep them handy for emergencies. This does not allow an Life-Shaper to gain the effects of multiple mutagens\u2014only the most recently imbibed mutagen has any effect.<\/td><\/tr><tr><td><em>\u00a0Inspiring Cognatogen (Su)<\/em>: An Life-Shaper with this discovery leans how to make an inspiring cognatogen, a mutagen-like mixture that grants him inspiration (as the investigator\u2019s class feature) at the expense of Strength and Constitution. Upon drinking the inspiring cognatogen, the Life-Shaper gains a pool of inspiration equal to 1\/2 his Life-Shaper level + his Intelligence modif ier (minimum 1). He also gains a +2 dodge bonus to AC and takes a \u20132 penalty to both Strength and Constitution.<br><br>As a free action, the Life-Shaper can add 1d6 to the result of an ability or skill check (including any he takes 10 or 20 on) by expending one use of inspiration. This ability works exactly like the\u00a0investigator\u2019s inspiration ability, except that the Life-Shaper gains the pool of inspiration upon drinking the inspiring cognatogen, and any unspent inspiration is lost at the end of the cognatogen\u2019s duration. If the Life-Shaper already has access to inspiration, the inspiration added by the inspiring cognatogen is added to his inspiration pool, but each time he expends at least one use of inspiration while this ability is active, he must succeed at a DC 20 Will saving throw or become dazed for 1 round. He cannot use inspiration to augment this saving throw.<br><br>All limitations of mutagens apply to an inspiring cognatogen as if they were the same substance\u2014an Life-Shaper can only maintain one mutagen or cognatogen (either the standard cognatogen or the inspired cognatogen) at a time, a cognatogen not in an Life-Shaper\u2019s possession becomes inert, drinking a cognatogen makes non-Life-Shapers sick, and so on. When the effect of an inspiring cognatogen ends, the Life-Shaper takes 2 points of ability damage to Strength and Dexterity. The infuse mutagen discovery and the persistent mutagen class ability apply to an inspiring cognatogen.<\/td><\/tr><tr><td><em>\u00a0Mutagen (Su)<\/em>: This discovery gives the Life-Shaper the mutagen class ability. (This discovery exists so Life-Shaper archetypes who have variant mutagens, such as the\u00a0mindchemist, can learn how to make standard mutagens.)<\/td><\/tr><tr><td><em>\u00a0Purging Mutagen<\/em>: The Life-Shaper\u2019s mutagen combines ipecac and other purgative components. A non-Life-Shaper who consumes the mutagen is nauseated for only 1 round, during which time her body rapidly metabolizes or expels all extant toxins, granting her an immediate second saving throw against each ongoing disease and poison currently affecting her. Each successful save counts as two consecutive successful saving throws for the purpose of curing the affliction. Any failed saving throws do not result in additional damage or other effects. A non-Life-Shaper who consumes a second purging mutagen in a 24-hour period is instead nauseated for 1 hour. When an Life-Shaper drinks the mutagen, he can choose whether or not to also be affected by this discovery in addition to the mutagen\u2019s other effects.<\/td><\/tr><tr><td><em>\u00a0Rag Doll Mutagen (Su)<\/em>: When the Life-Shaper imbibes a mutagen, his body and bones become rubbery and easy to contort. The Life-Shaper gains a bonus equal to his class level on Escape Artist checks, can squeeze through places as if he were one size category smaller, and can make a Reflex save (DC equal to 15 + 1 for every 10 feet fallen) to take half damage from falling. At 10th level, all falling damage is considered nonlethal damage, and the Life-Shaper can squeeze through places as if he were two size categories smaller than his size while under the effects of this mutagen.<\/td><\/tr><tr><td><em>Splitting Mutagen<\/em>: Once per day while under the effects of his mutagen, the Life-Shaper can split into two identical copies of himself as an immediate action after being damaged by a piercing or slashing weapon. Each copy has an ooze-like complexion, most often manifesting as a slimy sheen to his skin. The Life-Shaper splits his current hit points evenly between the copies. The copies use the same statistics, share the same resources, and have identical equipment (except artifacts, which only one copy has). Similarly, if one of the copies expends a charge or daily use from a magic item that a copy has, the charge or daily use is expended from both copies. If one copy drops or gives away an item, the duplicate item disappears from the other copy as well.<br><br>The two copies act independently and each one has a full set of actions. At the end of the Life-Shaper\u2019s next turn, he selects one of the copies, which loses its ooze-like complexion as it becomes the Life-Shaper; the other copy dissolves into a fine mist and dissipates. If one of the copies is destroyed before this happens, the remaining copy immediately becomes the Life-Shaper, and he gains 1 permanent negative level. If both copies are destroyed simultaneously (such as from a\u00a0<em>fireball<\/em>), both copies collapse into formless goo; the Life-Shaper can only be restored to life via\u00a0<em>resurrection<\/em>\u00a0or similarly powerful magic. An Life-Shaper must be at least 12th level before he can select this discovery.<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<h2 class=\"wp-block-heading\">Poison Discoveries<\/h2>\n\n\n\n<figure class=\"wp-block-table\"><table class=\"has-fixed-layout\"><tbody><tr><td><em>\u00a0Celestial Poisons (Su)<\/em>: The Life-Shaper is able to infuse poisons with celestial power so they can affect evil creatures that are normally immune to poison. Any poison the Life-Shaper administers to a weapon can affect undead and evil outsiders, bypassing their inherent immunities. Magical effects that negate poisons still apply. If a creature fails its save, the poison acts as normal, but may have no effect on the creature, depending on the effect of the poison (such as dealing Constitution damage to undead). An Life-Shaper must be at least 8th level before selecting this discovery.<\/td><\/tr><tr><td><em>\u00a0Concentrate poison<\/em>: The Life-Shaper can combine two doses of the same poison to increase their effects. This requires two doses of the poison and 1 minute of concentration. When completed, the Life-Shaper has one dose of poison. The poison&#8217;s frequency is extended by 50% and the save DC increases by +2. This poison must be used within 1 hour of its creation or it is ruined.<\/td><\/tr><tr><td><em>\u00a0Deadly Excretions (Ex)<\/em>: When using his toxic skin ability, the v can choose to excrete a Constitution poison instead of a Dexterity poison. This poison works the same as the normal grippli toxic skin poison except that a failed save deals 1 point of Constitution damage. The Life-Shaper must be at least 8th level and must have the\u00a0toxic skin racial trait\u00a0before selecting this discovery.<\/td><\/tr><tr><td><em>\u00a0Designer Poison (Ex)<\/em>: The Life-Shaper can create special poisons that are more effective against certain creatures. When crafting a poison, the Life-Shaper can choose a single creature type (and subtype, if appropriate) from the\u00a0ranger\u2019s favored enemy list. Against creatures of the chosen type, the poison\u2019s saving throw DC is increased by 4. Against all other creatures, it is reduced by 2. The Life-Shaper must choose the creature type and subtype (if appropriate) while crafting the poison and afterward cannot change this choice.<\/td><\/tr><tr><td><em>\u00a0Elemental Destabilizers (Su)<\/em>: The Life-Shaper is able to concoct reactive chemical compounds that affect elementals like poisons. The Life-Shaper can craft poisons that affect only outsiders with the elemental subtype, bypassing their inherent immunity. Magical effects that negate poisons still apply. If a creature fails its saving throw, the poison acts as normal, but it may have no effect on the creature depending on the effect of the poison (such as dealing fire damage to a fire elemental). An Life-Shaper must be at least 8th level before selecting this discovery.<\/td><\/tr><tr><td><em>\u00a0Enduring Toxin (Ex)<\/em>: The Life-Shaper can alter the properties of a poison, causing it to persist longer in the victim\u2019s body. Altering a dose of poison in the way takes 1 hour, requires the expenditure of raw materials worth half the poison\u2019s market price, and exposes the Life-Shaper to the poison, thereby affecting him if he is not immune. This doubles the poison\u2019s maximum duration. An Life-Shaper must be at least 8th level before selecting this discovery.<\/td><\/tr><tr><td><em>\u00a0Malignant Poison<\/em>: As a full-round action, the Life-Shaper can increase the save DC of any poison by 4 and increase its duration by 2 frequency increments (for example,\u00a0large scorpion venom\u00a0lasts 8 rounds instead of 6 and\u00a0drow poison\u00a0lasts 4 minutes instead of 2). Additionally, malignant poisons take effect immediately and do not have an onset time. This alchemical change lasts until the poison\u2019s extended duration ends or for a number of minutes equal to the Life-Shaper\u2019s level, whichever comes first. After that, the poison reverts back to its original state. An Life-Shaper must be at least 10th level before selecting this discovery.<\/td><\/tr><tr><td><em>\u00a0Nauseating Flesh<\/em>: The Life-Shaper\u2019s body is suffused with poison. Any creature that bites, engulfs, or swallows the Life-Shaper must make a Fortitude saving throw or be nauseated for 1d4 rounds. An Life-Shaper must be at least 12th level before selecting this discovery. The Life-Shaper with this discovery does not suffer the effect of the poison of his own nauseating flesh.<\/td><\/tr><tr><td><em>Poison Conversion<\/em>: By spending 1 minute, the Life-Shaper can convert 1 dose of poison from its current type (contact, ingested, inhaled, or injury) to another type. For example, the Life-Shaper can convert a dose of Small centipede poison (an injury poison) to an inhaled poison. This process requires an alchemy lab. An v must be at least 6th level before selecting this discovery.<\/td><\/tr><tr><td><em>\u00a0Precise Poison (Ex)<\/em>: The Life-Shaper is adept at delivering poison to the most vulnerable areas of his targets. When the Life-Shaper confirms a critical hit with a poisoned weapon, he increases the save DC of the poison by an amount equal to the weapon\u2019s critical multiplier.<\/td><\/tr><tr><td><em>\u00a0Sticky poison<\/em>: Any poison the Life-Shaper creates is sticky\u2014when the Life-Shaper applies it to a weapon, the weapon remains poisoned for a number of strikes equal to the Life-Shaper&#8217;s Intelligence modifier. An Life-Shaper must be at least 6th level before selecting this discovery.<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<h2 class=\"wp-block-heading\">Potion\/Elixir Discoveries<\/h2>\n\n\n\n<figure class=\"wp-block-table\"><table class=\"has-fixed-layout\"><tbody><tr><td><em>\u00a0Dilution<\/em>: Once per day, the Life-Shaper can dilute any one potion or elixir, creating two doses of the same potion from one. Diluting a potion costs a number of gp equal to one-quarter of the potion&#8217;s market value. A potion that has been diluted cannot be diluted again. This discovery cannot be used to dilute extracts or mutagens. An Life-Shaper must be at least 12th level before selecting this discovery.<\/td><\/tr><tr><td><em>\u00a0Elixir of life<\/em>\u00a0: Once per day, the Life-Shaper can brew an elixir of life. This special concoction costs 25,000 gp to create and takes 1 hour of work. An elixir of life, when administered by the Life-Shaper who brewed it, restores life to a dead creature as per the spell\u00a0<em>true resurrection<\/em>. Alternatively, the Life-Shaper himself may drink the elixir of life, after which point he is immediately targeted with a\u00a0<em>resurrection<\/em>\u00a0spell the next time he is killed. Used in this manner, the effects of an elixir of life persist only for a number of days equal to the Life-Shaper&#8217;s Intelligence modifier; if he does not die before that time expires, the effects of the elixir of life end. An Life-Shaper must be at least 16th level before selecting this discovery.<\/td><\/tr><tr><td><em>\u00a0Enhance potion<\/em>: A number of times per day equal to his Intelligence modifier, the Life-Shaper can cause any potion he drinks to function at a caster level equal to his class level.<\/td><\/tr><tr><td><em>\u00a0Eternal potion<\/em>: If an Life-Shaper drinks a potion that he extends, the effects of that potion become permanent until he chooses to make another potion effect permanent. An Life-Shaper must be at least 16th level and must possess the extend potion discovery before selecting this discovery.<\/td><\/tr><tr><td><em>\u00a0Extend potion<\/em>: A number of times per day equal to his Intelligence modifier, the Life-Shaper can cause any potion he drinks that does not have an instantaneous duration to function at twice its normal duration. This does not apply to extracts.<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<h2 class=\"wp-block-heading\">Other Discoveries<\/h2>\n\n\n\n<figure class=\"wp-block-table\"><table class=\"has-fixed-layout\"><tbody><tr><td><em>\u00a0Air Lung<\/em>: An Life-Shaper with this discovery has conditioned his body to adapt to life above water. He gains the amphibious special quality. Only an Life-Shaper with the aquatic subtype can select this discovery.<\/td><\/tr><tr><td><em>Alchemical Simulacrum (Su)<\/em>: The Life-Shaper gains the ability to create a\u00a0<em>lesser simulacrum<\/em>. This works like the\u00a0<em>lesser simulacrum<\/em>\u00a0spell, except it costs 100 gp in alchemical materials per Hit Die of the simulacrum, requires 24 hours to grow, and decays into inert flesh rather than ice or snow if killed. An Life-Shaper must be at least 8th level before selecting this discovery. The created simulacrum is a creature, not a supernatural effect.<\/td><\/tr><tr><td><em>Alchemical Zombie (Su)<\/em>\u00a0: The v gains the ability to animate a relatively complete corpse as an alchemy-powered zombie. This process takes 1 hour and costs 100 gp in alchemical reagents per HD of the corpse being animated; the dead creature gains the\u00a0zombie template. Zombies that are created in this manner count as undead created by\u00a0<em>animate dead<\/em>\u00a0for the purposes of determining how many undead the Life-Shaper can control. An Life-Shaper must be at least 8th level before selecting this discovery. The created zombie is a creature, not a supernatural effect.<\/td><\/tr><tr><td><em>\u00a0Bitter Pill (Su)<\/em>: The Life-Shaper becomes bitter in flavor. Any creature that hits the bitter Life-Shaper with a bite attack gains the sickened condition for 1 round unless it succeeds at a Fortitude save (DC = 10 + half the Life-Shaper\u2019s level + the Life-Shaper\u2019s Constitution modifier). Any creature that swallows the Life-Shaper whole gains the nauseated condition for 1 round unless it succeeds at a Fortitude save (same DC as above). If the Life-Shaper is trapped in the creature\u2019s gullet and it becomes nauseated, the creature vomits him back out immediately as a free action at the start of the creature\u2019s turn; the Life-Shaper lands prone adjacent to the creature.<\/td><\/tr><tr><td><em>\u00a0Chameleon (Su)<\/em>: An Life-Shaper with this discovery can shift the colors of his skin and equipment to blend in with the surrounding terrain. He gains a +4 enhancement bonus on Stealth checks. At 10th level, the bonus on Stealth checks increases to +8.<\/td><\/tr><tr><td><em>\u00a0Change Alignment (Su)<\/em>: Once per day as part of his preparation of infusions, the Life-Shaper can brew an infusion that shifts the imbiber\u2019s alignment to good. This change in alignment lasts for 10 minutes per Life-Shaper level. An unwilling creature receives a Will save to resist this change. The Life-Shaper may have only one such infusion at any one time. The effects of this infusion may have serious repercussions for a creature suddenly struggling with a new outlook. Many see it as little more than forced insanity, and some good faiths outlaw its use. An Life-Shaper must be at least 12th level and have the infusion discovery before selecting this discovery.<\/td><\/tr><tr><td><em>\u00a0Collective Memory (Su)<\/em>: While under the effects of a cognatogen, the Life-Shaper adds half his class level on all Knowledge skill checks and may attempt all Knowledge skill checks untrained. This bonus does not stack with the second Intelligence bonus granted by the mindchemist archetype\u2019s perfect recall class feature. An Life-Shaper must have the cognatogen discovery before selecting this discovery.<\/td><\/tr><tr><td><em>\u00a0Constructive Dyes<\/em>: The Life-Shaper\u2019s dyes congeal and solidify, allowing him to make physical objects from them. The Life-Shaper can expend two uses of his daily bombs to create a nonmagical object, as\u00a0<em>minor creation<\/em>, using his Life-Shaper level as the spell\u2019s caster level. The Life-Shaper must be at least 8th level and have the divine inks discovery before selecting this discovery.<\/td><\/tr><tr><td><em>\u00a0Divine Inks<\/em>: The Life-Shaper can develop special pigments and combine them with his alchemical reagents to create unique dyes that cling to the empty space around him, allowing him to paint images in the air to fool his enemies. By expending two daily uses of his bombs, he can use the dyes to create an image in a space adjacent to him, as\u00a0<em>silent image<\/em>, using his Life-Shaper level as the spell\u2019s caster level. The image he creates remains for a number of minutes equal to his Life-Shaper level. He can dismiss this image as a standard action.<\/td><\/tr><tr><td><em>Doppelganger Simulacrum (Su)<\/em>: The Life-Shaper learns how to create a\u00a0<em>simulacrum<\/em>, a soulless duplicate, into which he can project his consciousness. As a full-round action, he may shift his consciousness from his current body to any one of his available doppelganger simulacra, which must be on the same plane as the Life-Shaper. If killed in a simulacrum, he transfers to his own body automatically; if killed in his own body, he is dead. Unused simulacra (including his abandoned original body) appear to be lifeless corpses, though they do not decay. Creating a duplicate costs 1,000 gp in alchemical materials and requires 1 week to grow. An Life-Shaper must be at least 10th level and must have the alchemical simulacrum discovery before selecting this discovery. The created simulacrum is a creature, not a supernatural effect.<\/td><\/tr><tr><td><em>\u00a0Explosive Calligraphy<\/em>: The Life-Shaper can create especially volatile pigments that detonate when agitated. This requires expending one daily use of his bombs, but otherwise functions as\u00a0<em>explosive runes<\/em>\u00a0except that it deals damage as one of the Life-Shaper\u2019s bombs. The Life-Shaper can expend an additional daily use of his bombs to apply one discovery that applies to his bombs, such as acid bomb or dispelling bomb, to the runes created with this discovery. A Life-Shaper must be at least 6th level before selecting this discovery.<\/td><\/tr><tr><td><em>\u00a0Explosive Missile<\/em>\u00a0: As a standard action, the Life-Shaper can infuse a single arrow, crossbow bolt, or one-handed firearm bullet with the power of his bomb, load the ammunition, and shoot the ranged weapon. He must be proficient with the weapon in order to accomplish this. When the infused ammunition hits its target, it deals damage normally and detonates as if the Life-Shaper had thrown the bomb at the target. If the explosive missile misses, it does not detonate. An Life-Shaper must be at least 4th level before selecting this discovery.<\/td><\/tr><tr><td><em>\u00a0Fire Brand (Su)<\/em>: An Life-Shaper with this discovery can expend one daily bomb use to apply the bomb reagents to his weapon as a swift action. A weapon treated this way deals fire damage as if it had the\u00a0<em>flaming<\/em>\u00a0weapon special ability. At 10th level, the weapon is treated as if it had the\u00a0<em>flaming burst<\/em>\u00a0weapon special ability. The bomb reagents continue burning for 1 minute or until extinguished by dousing the weapon in water. An Life-Shaper can use this ability with natural weapons, but he takes 1d6 points of fire damage per round for each natural weapon treated.\u00a0<\/td><\/tr><tr><td><em>\u00a0Gills<\/em>: An Life-Shaper with this discovery grows a set of gills that allow him to breathe water in addition to breathing air. When on land, the Life-Shaper risks his gills drying out and must bathe his gills with 1\/2 gallon of water every 24 hours he is out of the water or take 1 point of Constitution damage every hour thereafter. An Life-Shaper must be at least 4th level before selecting this discovery.<\/td><\/tr><tr><td><em>\u00a0Glimmering Infusion (Sp)<\/em>: The Life-Shaper can expend any prepared extract to produce a cube of glowing motes that act as per\u00a0<em>glitterdust<\/em>. The area must be adjacent to the Life-Shaper and covers one 5-foot square per level of extract sacrificed, and the effect\u2019s save DC is calculated using the level of the sacrificed extract. The Life-Shaper must have the infusion discovery to choose this discovery.<\/td><\/tr><tr><td><em>Greater Alchemical Simulacrum (Su)<\/em>: The Life-Shaper gains the ability to create a simulacrum. This works like the\u00a0<em>simulacrum<\/em>\u00a0spell, except it costs 100 gp in alchemical materials per Hit Die of the simulacrum, requires 24 hours to grow, and decays into inert flesh rather than ice or snow if killed. An Life-Shaper must be at least 14th level and must have the alchemical simulacrum discovery before selecting this discovery. The created simulacrum is a creature, not a supernatural effect.<\/td><\/tr><tr><td><em>\u00a0Greater Constructive Dyes<\/em>: The Life-Shaper expands the set of objects he can create with his constructive dyes. The Life-Shaper can expend one additional use of his daily bombs when using his constructive dyes discovery to create objects, as\u00a0<em>major creation<\/em>. The Life-Shaper must be at least 10th level and have the constructive dyes and divine inks discoveries before selecting this discovery.<\/td><\/tr><tr><td><em>\u00a0Greater Divine Inks<\/em>: The Life-Shaper\u2019s unique dyes allow him to create lifelike images. If he expends an additional daily use of his bombs, the image he creates with the divine inks discovery also produces sound, smell, and heat, as\u00a0<em>major image<\/em>. The Life-Shaper must be at least 6th level and must have the divine inks and improved divine inks discoveries before selecting this discovery.<\/td><\/tr><tr><td><em>\u00a0Healing Touch (Ex)<\/em>: The Life-Shaper gains the ability to heal other creatures. As a standard action, he may touch a creature and apply 1 round\u2019s effect of his spontaneous healing discovery to that creature; this counts toward his spontaneous healing limit for the day. The Life-Shaper\u2019s daily limit for hit points healed by spontaneous healing increases to 5 \u00d7 his Life-Shaper level. This ability only functions if the target is the same type of creature (humanoid, undead, and so on) as the Life-Shaper. An Life-Shaper must be at least 6th level and must have the spontaneous healing discovery or class ability before selecting this discovery.<\/td><\/tr><tr><td><em>\u00a0Improved Divine Inks<\/em>: The Life-Shaper\u2019s unique dyes allow him to create images accompanied by sound. If he expends an additional daily use of his bombs, the image he creates with the divine inks discovery also produces minor sounds, as\u00a0<em>minor image<\/em>. The Life-Shaper must be at least 4th level and must have the divine inks discovery before selecting this discovery.<\/td><\/tr><tr><td><em>\u00a0Lasting Tinctures (Ex)<\/em>: The Life-Shaper knows how to make\u00a0tinctures\u00a0that last much longer than normal. The durations of the effects of any tinctures the Life-Shaper brews using the Craft skill are doubled. When the Life-Shaper uses this discovery to brew a longer-lasting tincture, the tincture imposes its normal penalties on the Life-Shaper even if the Life-Shaper has an ability that reduces tinctures\u2019 penalties (such as the\u00a0substance tolerance ability of the fermenter Life-Shaper archetype\u00a0presented in this section). An Life-Shaper with this discovery can brew tinctures with normal durations.<\/td><\/tr><tr><td><em>\u00a0Lingering Plague<\/em>: Any creature that must make a save against a disease caused by the Life-Shaper\u2019s extract or other class ability must make a second save 1 round later to avoid doubling the duration of the disease effect. If the disease doesn\u2019t have a duration, this discovery reduces its onset time and frequencies by half. An Life-Shaper must be at least 8th level before selecting this discovery.<\/td><\/tr><tr><td><em>\u00a0Lingering Spirit (Ex)<\/em>: The Life-Shaper is familiar enough with the ties between his body and spirit that he lingers at death\u2019s door far longer than a normal person. He treats his Constitution as 10 points higher than normal for the purpose of determining when hit point damage kills him (so an Life-Shaper with a Constitution of 10 and this discovery dies at \u201320 hit points instead of \u201310). Reducing him to 0 Constitution or its equivalent (from ability damage, ability drain, Constitution penalties, and so on) makes him unconscious and comatose, but he is only killed after taking an additional 5 points of Constitution damage, drain, or penalty (in effect, the Life-Shaper must be brought to \u20135 Constitution in order to be killed by these attacks). An Life-Shaper must be at least 4th level before selecting this discovery.<\/td><\/tr><tr><td><em>\u00a0Living Pigment<\/em>\u00a0: The Life-Shaper infuses his inks and dyes with a spark of animating force. As a standard action, he can expend one daily use of his bombs and a 1st-level extract he has prepared to create a creature, as\u00a0<em>summon monster I<\/em>, using his level as the spell\u2019s caster level. The extract is expended as if the Life-Shaper had consumed it. The Life-Shaper can expend a higher-level extract when using this ability to create a creature using a\u00a0<em>summon monster<\/em>\u00a0spell of a level equal to the level of extract expended. For example, if the Life-Shaper expends a 4th-level extract, he can create a creature as if using\u00a0<em>summon monster IV<\/em>. Additionally, the Life-Shaper can expend an additional use of his daily bombs when creating a creature in this way to grant the creature the\u00a0celestial\u00a0or\u00a0fiendish\u00a0template. The Life-Shaper must have the divine inks discovery before selecting this discovery.<\/td><\/tr><tr><td><em>Material Mastery (Ex)<\/em>: Your superior knowledge of the nature of matter enables you to ignore spell requirements more easily when crafting magic items. By expending an extract of the same school and level as a spell prerequisite when crafting a magic item, you take only a \u20132 penalty for ignoring that requirement, instead of \u20135.<\/td><\/tr><tr><td><em>Method to the Madness (Ex)<\/em>: The Life-Shaper has learned to channel his madness into one of his Life-Shaper class abilities. When the Life-Shaper takes this discovery, he chooses one of either bombs or extracts. If he selects bombs, he uses his Charisma bonus in place of his Intelligence bonus when determining the bonus to damage and the saving throw DCs of his bombs. If the Life-Shaper selects extracts, he uses his Charisma bonus in place of his Intelligence bonus to calculate bonus extracts per day. The Life-Shaper must have the\u00a0madness extraordinary ability\u00a0to take this discovery. This discovery can be taken twice, allowing the Life-Shaper to select both bombs and extracts.<\/td><\/tr><tr><td><em>\u00a0Monstrous Graft (Ex)<\/em>: The Life-Shaper can replace up to four of his own amputated limbs with those of a monstrous beast of the same size category. If the grafted limb is an arm, the Life-Shaper gains either a climb speed of 15 feet or a claw or slam natural attack that deals 1d6 points of damage (1d4 for a Small Life-Shaper). If the grafted limb is a leg, the Life-Shaper gains one of the following benefits: a +5 bonus to land speed, a swim speed of 15 feet, or a +5 bonus on Acrobatics checks when jumping. For each limb the Life-Shaper replaces in this manner, he takes a \u20132 penalty to Wisdom as he loses his sense of self.\u00a0<\/td><\/tr><\/tbody><\/table><\/figure>\n","protected":false},"excerpt":{"rendered":"<p>Life-Shaper Discoveries At 2nd level, and then again every 2 levels thereafter (up to 18th level), an Life-Shaper makes an incredible alchemical discovery&#8230;.<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_uag_custom_page_level_css":"","_kad_blocks_custom_css":"","_kad_blocks_head_custom_js":"","_kad_blocks_body_custom_js":"","_kad_blocks_footer_custom_js":"","_kadence_starter_templates_imported_post":false,"_kad_post_transparent":"","_kad_post_title":"","_kad_post_layout":"","_kad_post_sidebar_id":"","_kad_post_content_style":"","_kad_post_vertical_padding":"","_kad_post_feature":"","_kad_post_feature_position":"","_kad_post_header":false,"_kad_post_footer":false,"_kad_post_classname":"","footnotes":""},"categories":[72],"tags":[],"class_list":["post-1785","post","type-post","status-publish","format-standard","hentry","category-life-shaper"],"taxonomy_info":{"category":[{"value":72,"label":"Life-Shaper"}]},"featured_image_src_large":false,"author_info":{"display_name":"admin","author_link":"https:\/\/sandmarches4pathfinder.gamesoup.com.au\/?author=1"},"comment_info":1,"category_info":[{"term_id":72,"name":"Life-Shaper","slug":"life-shaper","term_group":0,"term_taxonomy_id":72,"taxonomy":"category","description":"","parent":67,"count":2,"filter":"raw","term_order":"4","cat_ID":72,"category_count":2,"category_description":"","cat_name":"Life-Shaper","category_nicename":"life-shaper","category_parent":67}],"tag_info":false,"uagb_featured_image_src":{"full":false,"thumbnail":false,"medium":false,"medium_large":false,"large":false,"1536x1536":false,"2048x2048":false},"uagb_author_info":{"display_name":"admin","author_link":"https:\/\/sandmarches4pathfinder.gamesoup.com.au\/?author=1"},"uagb_comment_info":1,"uagb_excerpt":"Life-Shaper Discoveries At 2nd level, and then again every 2 levels thereafter (up to 18th level), an Life-Shaper makes an incredible alchemical discovery....","_links":{"self":[{"href":"https:\/\/sandmarches4pathfinder.gamesoup.com.au\/index.php?rest_route=\/wp\/v2\/posts\/1785","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/sandmarches4pathfinder.gamesoup.com.au\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/sandmarches4pathfinder.gamesoup.com.au\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/sandmarches4pathfinder.gamesoup.com.au\/index.php?rest_route=\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/sandmarches4pathfinder.gamesoup.com.au\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=1785"}],"version-history":[{"count":3,"href":"https:\/\/sandmarches4pathfinder.gamesoup.com.au\/index.php?rest_route=\/wp\/v2\/posts\/1785\/revisions"}],"predecessor-version":[{"id":1788,"href":"https:\/\/sandmarches4pathfinder.gamesoup.com.au\/index.php?rest_route=\/wp\/v2\/posts\/1785\/revisions\/1788"}],"wp:attachment":[{"href":"https:\/\/sandmarches4pathfinder.gamesoup.com.au\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=1785"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sandmarches4pathfinder.gamesoup.com.au\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=1785"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sandmarches4pathfinder.gamesoup.com.au\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=1785"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}