Pathfinder 1e Archetype Alchemist

Trap Breaker

An alchemist who detonates bombs to disarm mechanical traps instead of risking a Disable Device check.

Class
Alchemist
Kind
Archetype
Granted Spells
—
Replaces
3 features

This archetype can be taken by a character's torchbearer, as well as other characters that qualify. Trap breakers forgo the study of poison to instead master the construction and deployment of traps, using their nimble fingers to disable dangerous devices and their alchemical knowledge to create devastating land mines.

Replaces

Poison UsePoison ResistanceSwift Poisoning

Archetype Features

Trapfinding Level 2

Starting at 2nd level, a trap breaker adds 1/2 his alchemist level on Perception checks made to locate traps and on Disable Device checks. A trap breaker can use Disable Device to disarm magic traps.

This ability replaces poison use and poison resistance +2.

Explosive Disarm Level 5

↪ builds on Poison Resistance (Alchemist)

At 5th level, a trap breaker can attempt to disarm a mechanical trap by detonating it rather than disarming it with a Disable Device check. As a full-round action, a trap breaker may expend one of his bombs to make a ranged touch attack against a trap, using the trap's Disable Device DC as its AC. If the attack misses, the bomb's splash damage activates the trap. If the attack hits, the bomb deactivates the trap without setting it off. The trap breaker must both know the location of the trap and be able to reach the trap's trigger with a ranged touch attack in order to use this ability. At 8th level, a trap breaker can disarm magic traps with this ability.

This ability replaces poison resistance +4 and poison resistance +6.

Land Mine Level 6

↪ builds on Swift Poisoning (Alchemist)

At 6th level, a trap breaker can turn his bombs into land mines. Setting a land mine is a full-round action that provokes attacks of opportunity. The land mine fills a single 5-foot square, and can't be placed in the same space as another trap, land mine, or magic trap. The trap breaker can arm the land mine with any bomb he is eligible to use, and the effects of this bomb are immediately transferred to the land mine. Creating a land mine uses up two of the alchemist's bombs per day. The DCs for Perception checks to notice the land mine, Disable Device checks to disable it, and saving throws to avoid its effects are equal to 10 + 1/2 the alchemist's level + his Intelligence modifier. All alchemist land mines are mechanical traps with the qualities Trigger: location and Reset: none. Land mines last for 1 day per alchemist level or until they are triggered, whichever comes first.

This ability replaces swift poisoning.

Mine Engineering Level 10

At 10th level, a trap breaker's expertise in improving explosives allows him to create land mines with minimal expense. Creating a land mine uses up only one of the alchemist's bombs per day.

This ability replaces poison immunity.

Attribution

Eco · OGL-1.0a

Added to the library by eco_the_exploiter on Sept. 15, 2026.

Open Game Content reproduced from Dungeoneer's Handbook by TheCrazyGM under the OGL-1.0a. Copyright in the reproduced material is held by its original publisher, named in this site's Section 15 notice. The core designation is TheCrazyGM's assertion that the material faithfully matches its cited source; that attestation was recorded by Eco on 2026-09-15.

How this notice was generated

Sources Used in This Record
  • Based on class: Alchemist (Class) — core content under OGL 1.0a
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OGL 1.0a Notice. Pathfinder-derived Open Game Content on this page is used under the Open Game License v1.0a and Section 15 notice.