Aerochemist (Alchemist Archetype)
When you live on a flying city, the most constant danger is gravity, constantly threatening to pull you down to your death the moment your flight fails.
It only makes sense then, that the people that live in such a city would discover every possible way to prevent this as possible.
In the Golarion Setting, the Shory people were famous for their flying cities even long after their fall. While magical flying structures may never again rise to the prominence they once had, there are still those that dig through the ruins of their once-great civilization seeking lost discoveries in science and magic that can be applied for future generations.
Whether they are scions of such a civilization, those seeking their forgotten secrets, or just alchemists fascinated by flight, today I present an alchemist dedicated to finding ways to keep aloft.
As we will see, flight in the name of the game with the aerochemist, and they learn to master the third dimension in earnest!
The aerochemist’s research begins with an aeromantic concoction meant to make one lighter than air for an extended period. At first, it does indeed lighten them, allowing them to leap great distances and heights with ease, as well as slow their fall. Over time, the effect lasts longer, and can even allow for true flight or even walking on air. What’s more, they can also learn to brew a version that can be administered to multiple people at once, though this version lasts for a much shorter amount of time.
Once they are in the air, these alchemists learn quickly how to use gravity to their advantage, making them experts with attacking with their bombs and other thrown weapons from above.
Additionally, they are also skilled fliers due to their continued practice.
A relatively simple archetype, this is a good pick for an alchemist seeking to use flight to their advantage. With that in mind, you miss out on getting a mutagen or cognatogen, so I’d recommend going for a primarily bombing and blast-extract based build, pounding foes from above.
While it’s one thing to develop the power of magical personal flight, I can imagine that, as inventors and scientists, these alchemists would delight in delving into engineering to create flying vehicles, discover air-based magical phenomena, and more!
The Annual Crafter’s Symposium is coming up, and the wyrwood aerochemist Windvane has been carefully devising a formula that allows living and constructs alike to fly under their own power. They just need a few more ingredients to properly boost the potency of the formula.
On the world of Neccurza, mist, fog, and even clouds cause the barrier between the material and the ethereal to thin. Because of this, the still-floating ruins of the city of Talogia are home to all manner of ethereal beings, including hypnalis serpents, which delight in preying upon explorers of the ruins.
The general has called the party to his tent with a special mission. The enemy force has a contingent of flying alchemists that bomb the front lines from the safety of invisibility and flight, and he needs them stopped. They party must infiltrate enemy territory and slay or sabotage the alchemist soldiers.










