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Dec 29th, 2011
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  1. [b]Creature Name (CR)[/b]
  2. Human Alchemist(Preservationist,Vivisectionist) 2
  3. Favored Class Alchemist(+2 skill)
  4. CG Medium Humanoid (Human)
  5. [b]Init[/b] +2; [b]Senses[/b] Perception +6,
  6. [b]Aura[/b] -; [b]Languages[/b] Common, Orc+2 more
  7. _____________________________________________________________
  8.  
  9. [b]AC[/b] , touch , flat-footed (+2(dex))
  10. Mutagen - Nat +2
  11. [b]hp[/b] 16.5(2d8+4), fast heal -, regeneration -; [b]DR[/b] -
  12. [b]Immune[/b] -
  13. [b]Resist[/b] +2 vs poison; [b]SR[/b] -
  14. [b]Fort[/b] +5, [b]Ref[/b] +5, [b]Will[/b] +1
  15. _____________________________________________________________
  16.  
  17. [b]Speed[/b] 30ft. (6 squares)
  18. [b]Melee[/b] +4
  19. [b]Melee[/b] +4 touch
  20. [b]Ranged[/b] +3
  21. [b]Ranged[/b] +3 touch
  22. [b]Space[/b] 5 ft.; [b]Reach[/b] 5 ft.
  23. [b]Base Atk[/b] +1; [b]CMB[/b] +4 [b]CMD[/b] 16
  24. [b]Atk Options[/b]
  25. Power Attack - To hit -1, Damage +2(2H +3)
  26. Sneak Attack - +1d6 vs flatfooted, flanked. Except elemental, ooze, incorporeal, swarm,
  27. Throw Anything - Splash weapons: To hit +1, Damage +Int(+3)
  28. [b]Special Actions[/b]
  29. Use Extract(move)
  30. Use Mutagen(move) - Str/Dex/Con +4 alchemical, Int/Wis/Cha -2, Nat AC +2
  31. Mix Extract(1 minute)
  32. Prepare Mutagen(1 hour)
  33. _____________________________________________________________
  34.  
  35. [b]Alchemist Spells Prepared[/b] (CL 2nd, DC 13+level)
  36. 1st (3/day)— Summon Nature's Ally I, Enlarge Person, open slot x1
  37. _____________________________________________________________
  38.  
  39. [b]Abilities[/b] Str 16, Dex 14, Con 14, Int 16, Wis 12, Cha 10
  40. [b]Abilities(Mutant Str)[/b] Str 20, Dex 14, Con 14, Int 14, Wis 12, Cha 10
  41. [b]Abilities(Mutant Dex)[/b] Str 16, Dex 18, Con 14, Int 16, Wis 10, Cha 10
  42. [b]SQ[/b] Alchemy, Bottled Ally I, Discovery(Feral Mutagen), Mutagen, Poison Resistance +2, Sneak Attack(+1d6), Throw Anything
  43. [b]Feats[/b] Brew Potion{B}, Extra Discovery(Infusion), Throw Anything{B}, Power Attack
  44. [b]Traits[/b]
  45. Accelerated Drinker - Drink potions as a move action
  46. Conspiracy Hunter - +1 to Stealth, Stealth is always a class skill
  47. [b]Skills[/b]
  48. Craft(alchemy)(Int) 2+8 = +10
  49. Disable Device(Int) 2+6 = +8
  50. Handle Animal(Cha) 1+3 = +4
  51. Heal(Wis) 2(retrain at 3rd)+4 = +6
  52. Knowledge(arcana)(Int) 1+6 = +7
  53. Knowledge(nature)(Int) 2+6 = +8
  54. Perception(Wis) 2+4 = +6,
  55. Sleight of Hand(Dex) 2+5 = +7
  56. Spellcraft(Int) 2+6 = +8
  57. Stealth(Dex) 2+5 = +7
  58. [b]Possessions[/b] 640-76.1/1000gp
  59. Chain Shirt 100gp 25lbs AC +4 ACP -2
  60. Longspear 5gp 9lbs 1d8P /x3 Brace, Reach
  61. Dagger x3 6gp 3lbs 1d4P/S 19-20/x2
  62.  
  63. Mw Backpack 50gp 4lbs, +1 to str for carrying.(unnecessary with horse?)
  64. -formulabook(check price and weight)
  65. --(check pricing for additional spells
  66.  
  67. Light Horse 75gp
  68. -Alchemist's Lab 200gp 40lbs
  69. -Bedroll 0.1gp 5lbs
  70.  
  71. Total Load 41
  72. Light Load 76/86lbs
  73. Medium Load 153/173lbs
  74. Heavy Load 230/260lbs
  75. [b]Formula book[/b]
  76. [i]1st[/i]
  77. Ant Haul
  78. Comprehend Languages
  79. Cure Light Wounds
  80. Deathwatch{B}
  81. Disguise Self
  82. Enlarge Person
  83. Expeditious Retreat
  84. Summon Nature's Ally I{B},
  85. 0/6 more
  86. _____________________________________________________________
  87.  
  88. [b]Organization[/b]
  89. [b]Environment[/b] Any
  90. [b]Advancement[/b] By level
  91. _____________________________________________________________
  92.  
  93. [b]Weapon and Armor Proficiency:[/b] Alchemists are proficient with all simple weapons and bombs. They are also proficient with light armor, but not with shields.
  94.  
  95. [b]Alchemy(Su)[/b]
  96. When using Craft (alchemy) to create an alchemical item, an alchemist gains a competence bonus equal to his class level on the Craft (alchemy) check. In addition, an alchemist can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check.
  97.  
  98. Extracts are the most varied of the three. In many ways, they behave like spells in potion form, and as such their effects can be dispelled by effects like dispel magic using the alchemist’s level as the caster level. Unlike potions, though, extracts can have powerful effects and duplicate spells that a potion normally could not.
  99.  
  100. An alchemist can create only a certain number of extracts of each level per day. His base daily allotment of extracts is given on Table: Alchemist. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day. When an alchemist mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura.
  101.  
  102. An extract, once created, remains potent for 1 day before becoming inert, so an alchemist must re-prepare his extracts every day. Mixing an extract takes 1 minute of work—most alchemists prepare many extracts at the start of the day or just before going on an adventure, but it’s not uncommon for an alchemist to keep some (or even all) of his daily extract slots open so that he can prepare extracts in the field as needed.
  103.  
  104. Although the alchemist doesn’t actually cast spells, he does have a formulae list that determines what extracts he can create. An alchemist can utilize spell-trigger items if the spell appears on his formulae list, but not spell-completion items (unless he uses Use Magic Device to do so). An extract is “cast” by drinking it, as if imbibing a potion—the effects of an extract exactly duplicate the spell upon which its formula is based, save that the spell always affects only the drinking alchemist.
  105.  
  106. The alchemist uses his level as the caster level to determine any effect based on caster level. Creating extracts consumes raw materials, but the cost of these materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements (alchemist extracts that duplicate divine spells never have a divine focus requirement). An alchemist can prepare an extract of any formula he knows. To learn or use an extract, an alchemist must have an Intelligence score equal to at least 10 + the extract’s level. The Difficulty Class for a saving throw against an alchemist’s extract is 10 + the extract level + the alchemist’s Intelligence modifier.
  107.  
  108. An alchemist may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract but not when he consumes it. An alchemist begins play with two 1stlevel formulae of his choice, plus a number of additional forumlae equal to his Intelligence modifier. At each new alchemist level, he gains one new formula of any level that he can create. An alchemist can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs and time requirements. An alchemist can study a wizard’s spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An alchemist does not need to decipher arcane writings before copying them.
  109.  
  110. [b]Mutagen (Su)[/b]
  111. At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist’s possession becomes inert until an alchemist picks it up again.
  112.  
  113. When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It’s a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.
  114.  
  115. A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier) or become nauseated for 1 hour—a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist’s mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.
  116.  
  117. [b]Throw Anything (Ex)[/b]
  118. All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds his Intelligence modifier to damage done with Throw Splash Weapon, including the splash damage if any. This bonus damage is already included in the bomb class feature.
  119.  
  120. [b]Discovery (Su)[/b]
  121. At 2nd level, and then again every 2 levels thereafter (up to 18th level), an alchemist makes an incredible alchemical discovery. Unless otherwise noted, an alchemist cannot select an individual discovery more than once. Some discoveries can only be made if the alchemist 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 alchemist’s level + the alchemist’s Intelligence modifier.
  122.  
  123. [b]Poison Resistance (Ex)[/b]
  124. At 2nd level, an alchemist gains a +2 bonus on all saving throws against poison.
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