20th Level Alchemist
Mythic Human, Alchemist (20th) / Dual Path [Archmage] & [Trickster] (10th Tier)
Mutagen (Permanent) AC HP Fort Reflex Will CMD Initiative BAB
39 (261) +28 +29 +19 (44) +45 +15/+10/+5
Base AC HP Fort Reflex Will CMD Initiative BAB
27 (181) +24 +29 +19 (36) +41 +15/+10/+5
Base Mutagen
Strength: 24 (+7) 32 (+11)
Dexterity: 18 (+4) 26 (+8)
Constitution: 18 (+4) 26 (+8)
Intelligence: 45 (+17) 48 (+19)
Wisdom: 18 (+4) 21 (+5)
Charisma: 17 (+3) 20 (+5)
Action Economy: Swift Standard Move
(x1) (x1) (x2)
Bombs /day Bomb Damage Spontaneous Healing /day Extended Potions /day Enhanced Potions /day Mutagen Duration Mythic Power /day
(39) 10d6+27 (100) hp (18/19)* (19/19)* (1) Day (21/23)
Full Attack Bonus Attack Damage 1/Round Damage Bonus'
+41/+41/+36/+31 1d10+15+8+5 Bomb: (10d6+19) & Kirin +38

(25pt buy + racial's + Level + Items, + Mutagen, + Mythic Tier, + Age)


Potion Effects:

The following listed potions are treated as having a permanent duration.

Enduring Elixir Haste [Mythic, Augmented]
Base: The transmuted creatures move and act more quickly than normal. This extra speed has several effects. When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon. The attack is made using the creature’s full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a speed weapon, nor does it actually grant an extra action, so you can’t use it to cast a second spell or otherwise take an extra action in the round.) A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. All of the hasted creature’s modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject’s normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature’s jumping distance as normal for increased speed. Multiple haste effects don’t stack. Haste dispels and counters slow. Mythic: The Affected creatures gain an additional move action each round. the movement speed increase changes to 50 feet, to a maximum of three times the creature’s normal speed for that movement type. Augmented: If you expend two uses of mythic power, the movement speed increase changes to 70 feet, with no limit based on the creature’s normal speed. If an affected creature moves at least 30 feet on its turn, it can travel across liquid as if the liquid were solid. If the liquid deals damage on contact, the creature takes only half damage from moving across it.
Eternal Potion Good Hope
Modified by [Amplify Elixir] & [Courageous weapon quality] - This spell instills powerful hope in the subjects. Each affected creature gains a +8 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls. Good hope counters and dispels crushing despair.
Extended/Enhanced Potions
Shadow Walk To use the shadow walk spell, you must be in an area of dim light. You and any creature you touch are then transported along a coiling path of shadowstuff to the edge of the Material Plane where it borders the Plane of Shadow. The effect is largely illusory, but the path is quasi-real. You can take more than one creature along with you (subject to your level limit), but all must be touching each other. In the region of shadow, you move at a rate of 50 miles per hour, moving normally on the borders of the Plane of Shadow but much more rapidly relative to the Material Plane. Thus, you can use this spell to travel rapidly by stepping onto the Plane of Shadow, moving the desired distance, and then stepping back onto the Material Plane. Because of the blurring of reality between the Plane of Shadow and the Material Plane, you can’t make out details of the terrain or areas you pass over during transit, nor can you predict perfectly where your travel will end. It’s impossible to judge distances accurately, making the spell virtually useless for scouting or spying. Furthermore, when the spell effect ends, you are shunted 1d10 x 100 feet in a random horizontal direction from your desired endpoint. If this would place you within a solid object, you are shunted 1d10 x 1,000 feet in the same direction. If this would still place you within a solid object, you (and any creatures with you) are shunted to the nearest empty space available, but the strain of this activity renders each creature fatigued (no save). Shadow walk can also be used to travel to other planes that border on the Plane of Shadow, but this usage requires the transit of the Plane of Shadow to arrive at a border with another plane of reality. The transit of the Plane of Shadow requires 1d4 hours. Any creatures touched by you when shadow walk is cast also make the transition to the borders of the Plane of Shadow. They may opt to follow you, wander off through the plane, or stumble back into the Material Plane (50% chance for either of the latter results if they are lost or abandoned by you). Creatures unwilling to accompany you into the Plane of Shadow receive a Will saving throw, negating the effect if successful

Feats:

  • Accelerated Drinker You may drink a potion as a move action instead of a standard action as long as you start your turn with the potion in your hand. [Trait]
  • Alchemical Prodigy If you have the alchemy class feature, your alchemist level is considered 1 higher when calculating the duration of your extracts. [Trait]
  • Martial Weapon Proficiency - [Sword, Tri-Point Double-Edged] You make attack rolls with the selected weapon normally (without the non-proficient penalty). [Human Bonus]
  • Martial Weapon Proficiency - [Wrist Launcher, Heavy] You make attack rolls with the selected weapon normally (without the non-proficient penalty) [Human Bonus]
  • Weapon Focus - [Tri-Point Double-Edged Sword] You gain a +1 bonus on all attack rolls you make using the selected weapon. [1st]
  • Ascetic Style - [Tri-Point Double-Edged Sword] Choose one weapon from the monk fighter weapon group. While using this style and wielding the chosen weapon, you can apply the effects of feats that have Improved Unarmed Strike as a prerequisite, as well as effects that augment an unarmed strike, as if attacks with the weapon were unarmed attacks. [3rd]
  • Improved Initiative Gain a +4 bonus to Initiative checks [5th]
  • Kirin Style While using this style, you can spend a swift action to make a Knowledge check to identify a single creature (DC 15 + the creature’s CR for this purpose). If you succeed at the check, while using this style, you gain a +2 bonus on saving throws against that creature’s attacks, as well as a +2 dodge bonus to AC against that creature’s attacks of opportunity. These bonuses last for as long as you use this style. If you cease combat with the creature during this time and resume it later, you can attempt the check again. [7th]
  • Kirin Strike You gain a +2 insight bonus on Knowledge checks made to identify creatures, including the one Kirin Style allows. While using Kirin Style against a creature you have identified using that feat, as a swift action after you have hit a creature with a melee or ranged attack, you can add twice your Intelligence modifier in damage (minimum 2). [9th]
  • Extra Discovery You gain one additional discovery. You must meet all of the prerequisites for this discovery. [11th]
  • Kirin Path Whenever you make a Knowledge check to identify a creature, even when using Kirin Style, you can take 10 even if stress and distractions would normally prevent you from doing so. While using Kirin Style against a creature you have identified using that feat, if the creature ends its turn within your threatened area, you can spend a use of your attacks of opportunity that round to move up to 5 feet times your Intelligence modifier (minimum 1). You must end your move in a square threatened by the creature. This move does not provoke attacks of opportunity. [13th]
  • Extra Discovery You gain one additional discovery. You must meet all of the prerequisites for this discovery. [15th]
  • Extra Discovery You gain one additional discovery. You must meet all of the prerequisites for this discovery. [17th]
  • Extra Discovery You gain one additional discovery. You must meet all of the prerequisites for this discovery. [19th]
  • Brew Potion You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures or objects. Brewing a potion takes 2 hours if its base price is 250 gp or less, otherwise brewing a potion takes 1 day for each 1,000 gp in its base price. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. To brew a potion, you must use up raw materials costing one half this base price. When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell. See magic item creation rules for more information. [Class Bonus]
  • Dual Path - [Archmage] & [Trickster] Select a mythic path other than the path you selected at your moment of ascension. You gain that path’s 1st-tier ability (either archmage arcana, champion’s strike, divine surge, guardian’s call, marshal’s order, or trickster attack). Each time you gain a path ability, you can select that path ability from either path’s list or the list of universal path abilities. [Mythic]
  • Mythic Brew Potion At the beginning of each day when you regain your uses of Mythic Power, you can expend one use of mythic power to accomplish eight hours of work on one potion you are brewing. You can only do this once per day per potion you are brewing, though you may also add an actual eight-hour work day toward the brewing of such a potion. Unlike normal potion brewing, work accomplished by expending a use of mythic power does not require any special work space or quiet (though the cost of making magic items created this way is normal). Additionally, there is no limit to the level of spell you can turn into a potion. [Mythic]
  • Mythic Throw Anything You gain a +2 bonus on attack rolls and damage rolls made using an improvised thrown weapon or splash weapon. This bonus stacks with the bonus from the non-mythic Throw Anything feat. If you miss with a thrown splash weapon, it always lands adjacent to its target regardless of how many range increments it was thrown. [Mythic]
  • Mythic Improved Initiative The bonus on initiative checks granted by Improved Initiative increases by an amount equal to your tier. This bonus stacks with the bonus from Improved Initiative. In addition, instead of rolling initiative, you can expend one use of mythic power to treat your roll as a natural 20. [Mythic]
  • Extra Path Ability Choose one mythic ability from your path or from the universal path abilities that you meet the prerequisites for. You gain that path ability. [Mythic]

Discoveries:

Precise Bombs Whenever the alchemist 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. Common 2nd
Spontaneous Healing The alchemist gains the ability to heal from wounds rapidly. As a free action once per round, he can heal 5 hit points as if he had the fast healing ability. He can heal 5 hit points per day in this manner for every 2 alchemist levels he possesses. If the alchemist falls unconscious because of hit point damage and he still has healing available from this ability, the ability activates automatically each round until he is conscious again or the ability is depleted for the day. Common 4th
Healing Touch The alchemist gains the ability to heal other creatures. As a standard action, he may touch a creature and apply 1 round’s effect of his spontaneous healing discovery to that creature; this counts toward his spontaneous healing limit for the day. The alchemist’s daily limit for hit points healed by spontaneous healing increases to 5 × his alchemist level. This ability only functions if the target is the same type of creature (humanoid, undead, and so on) as the alchemist. Common 6th
Frost Bomb When the alchemist 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. Common 8th
Extend Potion A number of times per day equal to his Intelligence modifier, the alchemist 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. Common 10th
Elemental Mutagen - [Fire] The alchemist chooses an element (air, earth, fire, or water). Whenever the alchemist 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 alchemist possesses: grand mutagen, greater mutagen, and true mutagen. The elements and their associated energies and skills are air (electricity, Fly), earth (acid, Climb), fire (fire, Acrobatics), and water (cold, Swim). Common Extra, 11th
Greater Mutagen The alchemist’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 alchemist takes a –2 penalty on both associated mental ability scores as long as the mutagen persists. Common 12th
Enhance Potion A number of times per day equal to his Intelligence modifier, the alchemist can cause any potion he drinks to function at a caster level equal to his class level. Common 14th
Dispelling Bomb When the alchemist 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 dispel magic spell, using the alchemist’s level as the caster level. This cannot be used to target a specific spell effect. Common Extra, 15th
Grand Mutagen The alchemist’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 alchemist takes a –2 penalty to his Intelligence, Wisdom, and Charisma as long as the mutagen persists. Common 16th
Tumor Familiar The alchemist creates a Diminutive or Tiny tumor on his body, usually on his back or stomach. As a standard action, the alchemist can have the tumor detach itself from his body as a separate creature vaguely resembling a kind of animal suitable for a familiar (bat, cat, and so on) and move about as if it were an independent creature. The tumor can reattach itself to the alchemist as a standard action. The tumor has all the abilities of the animal it resembles (for example, a batlike tumor can fly) and familiar abilities based on the alchemist’s caster level (though some familiar abilities may be useless to an alchemist). The tumor acts as the alchemist’s familiar whether attached or separated (providing a skill bonus, the Alertness feat, and so on). When attached to the alchemist, the tumor has fast healing 5. An alchemist’s extracts and mutagens are considered spells for the purposes of familiar abilities like share spells and deliver touch spells. If a tumor familiar is lost or dies, it can be replaced 1 week later through a specialized procedure that costs 200 gp per alchemist level. The ritual takes 8 hours to complete. Common Extra, 17th
Eternal Potion If an alchemist drinks a potion that he extends, the effects of that potion become permanent until he chooses to make another potion effect permanent. Common 18th
Elixir of Life Once per day, the alchemist 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 alchemist who brewed it, restores life to a dead creature as per the spell true resurrection. Alternatively, the alchemist himself may drink the elixir of life, after which point he is immediately targeted with a resurrection spell 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 alchemist’s Intelligence modifier; if he does not die before that time expires, the effects of the elixir of life end. Common Extra, 19th
Preserve Organs The alchemist learns how to preserve and protect his vital organs, reducing the chance of a mortal wound. When a critical hit or sneak attack is scored on the alchemist, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally. Common Bonus
Mummification The alchemist has mastered preserving flesh and applied this knowledge to his own body, turning himself into an undead-like creature. After learning this discovery, the alchemist must perform a 30-day regimen of a special diet, rigorous exercise, and drinking a mildly poisonous alchemical tea. At the end of this regimen, he falls unconscious for 24 hours, then awakens as a “living mummy.” The alchemist’s type does not change, but he becomes immune to cold, nonlethal damage, paralysis, and sleep. Common Bonus
True Mutagen The alchemist’s mutagen now grants a +8 natural armor bonus and a +8 alchemical bonus to Strength, Dexterity, and Constitution. The alchemist takes a –2 penalty to his Intelligence, Wisdom, and Charisma as long as the mutagen persists. Grand 20th

Mythic Path Abilities

Assured Drinker No one can stop you from imbibing, even in combat. You don’t provoke attacks of opportunity when drinking an elixir, extract, or potion. As a swift action, you can expend one use of mythic power to retrieve and drink an elixir, extract, or potion. Tier: 1st Max Tier: 1st
Remixer You can instantly remix any potion you touch to alter its effects. You can expend one use of mythic power to change the spell or formula contained in a potion or extract to that of any spell or extract you have prepared of the same spell level. The resulting potion uses the caster level of the original potion. The new spell contained in the potion or elixir must be one that could normally serve as a potion. If the effect you are trying to use requires expensive material components, you must provide them at the time of the change. The DC of a Perception check to successfully identify the powers of the potion (normally equal to 15 + the potion‘s caster level) increases by an amount equal to your tier. Tier: 1st Max Tier: 1st
Crafting Mastery You can craft any magic item as if you had the necessary item creation feats. If you actually have the item creation feat needed for a magic item you’re crafting, whenever you attempt a skill check to create that item, roll twice and use the higher result, and you make twice as much progress on the item for any time spent. This ability does not reduce the item’s cost or any other requirements. Tier: 1st Max Tier: 3rd
Enhance Magic Items Your mythic presence enhances the power of certain magic items. Add half your tier to the caster level of potions, scrolls, staves, and wands you use. When using a staff or wand, you may activate the item by expending one use of mythic power instead of one of the item’s charges. Tier: 1st Max Tier: 3rd
Arcane Endurance Treat your caster level as 4 higher when determining the duration of spells you cast. This doesn’t alter any other variable effects of the spell. Tier: // //Max Tier: 3rd
Enduring Elixir Whenever you drink an elixir, extract, or potion with a duration of 10 minutes per level or longer, you can change its duration to 1 day. You can have this ability in effect on only one elixir, extract, or potion at a time. Using it on a second one causes the duration of the first to revert to normal—and to end immediately if the normal duration would have expired. If you’re at least 9th tier, you can select this ability a second time to have it work on extracts and potions with a duration of 1 minute or longer. Tier: 6th Max Tier: 6th
Mythic Spellcasting You can learn a number of mythic spells equal to your tier and can expend mythic power when casting them to enhance the results. To select a mythic spell, you must be able to cast the non-mythic version or have it on your list of spells known. Every time you gain a new tier, you can select an additional mythic spell. You can take this ability up to three times. Each additional time you take it, you can select an additional number of spells equal to your tier and you gain one additional mythic spell whenever you gain a tier. Tier: 1st Max Tier: 6th
Sleepless You no longer require sleep, don’t become fatigued or exhausted from lack of sleep, and are immune to sleep effects. If you have abilities or class features that require rest before they can be regained, you can choose to regain them once per day by spending 1 hour in uninterrupted meditation. Tier: 1st Max Tier: 6th
Enduring Elixir Whenever you drink an elixir, extract, or potion with a duration of 10 minutes per level or longer, you can change its duration to 1 day. You can have this ability in effect on only one elixir, extract, or potion at a time. Using it on a second one causes the duration of the first to revert to normal—and to end immediately if the normal duration would have expired. If you’re at least 9th tier, you can select this ability a second time to have it work on extracts and potions with a duration of 1 minute or longer. Tier: 6th Max Tier: 6th
Longevity Upon taking this ability, you can no longer die from old age. If you have penalties to your physical ability scores due to aging, you no longer take those penalties. You still continue to age, and you gain all the benefits to your mental ability scores. Tier: 3rd Max Tier: 6th
Mythic Spellcasting You can learn a number of mythic spells equal to your tier and can expend mythic power when casting them to enhance the results. To select a mythic spell, you must be able to cast the non-mythic version or have it on your list of spells known. Every time you gain a new tier, you can select an additional mythic spell. You can take this ability up to three times. Each additional time you take it, you can select an additional number of spells equal to your tier and you gain one additional mythic spell whenever you gain a tier. Tier: 1st Max Tier: 6th

Skills:

Craft (Alchemy) +69 [20]* Knowledge (Arcane) +48 [20] Knowledge (Nature) +48 [20] Spellcraft +48 [20]
Acrobatics +47 [20]* Escape Artist +39 [20] Fly +39 [20] Sleight of Hand +39 [20]
Perception +35 [20] Survival +35 [20] Profession (Monster Hunter) +35 [20] Heal +35 [20]
Use Magic Device +34 [20] Disable Device +39 [20] Appraise +48 [20] Sense Motive +32 [20]

Languages:

  • Common

Class features and Special abilities:

Racial Features: Human
Stat modifiers: +2 to any one stat (Intelligence)
Age - [Venerable] -6 to all Physical Stats, +3 to all Mental Stats (already factored in)
Military Tradition: Several human cultures raise all children (or all children of a certain social class) to serve in the military or defend themselves with force of arms. They gain proficiency with up to two martial or exotic weapons appropriate to their culture. This racial trait replaces the bonus feat trait
Fey Magic: The character has a mystic connection to one terrain type, selected from the ranger's favored terrain list. The character selects three 0-level druid spells and one 1st-level druid spell. If the character has a Charisma score of 11 or higher, when in the selected terrain, she gains these spells as spell-like abilities that can be cast once per day. The caster level for these effects is equal to the user's character level. The DC for the spell-like abilities is equal to 10 + the spell's level + the user's Charisma modifier. These spells are treated as being from a fey source for the purposes of the druid's resist nature's lure class feature and similar abilities. In addition, select two of the following skills: [Acrobatics], Bluff, Climb, Diplomacy, Disguise, [Escape Artist], Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. Lastly, the human also gains low-light vision. This trait replaces skilled.
Favoured Class bonus - [Alchemist] Add one extract formula from the alchemist's list to the character's formulae book. This formula must be at least one level below the highest formulae level the alchemist can create.
Class Features: Alchemist
Alchemy: Alchemists are not only masters of creating mundane alchemical substances such as alchemist's fire and smokesticks, but also of fashioning magical potion-like extracts in which they can store spell effects. In effect, an alchemist prepares his spells by mixing ingredients into a number of extracts, and then “casts” his spells by drinking the extract. When an alchemist creates an extract or bomb, he infuses the concoction with a tiny fraction of his own magical power—this enables the creation of powerful effects, but also binds the effects to the creator. 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.
Bomb: In addition to magical extracts, alchemists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies. An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier. Bombs are unstable, and if not used in the round they are created, they degrade and become inert—their method of creation prevents large volumes of explosive material from being created and stored. In order to create a bomb, the alchemist must use a small vial containing an ounce of liquid catalyst—the alchemist can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster's component pouch. Most alchemists create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day—once created, a catalyst vial remains usable by the alchemist for years. Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an alchemist's bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist's Intelligence modifier. The damage of an alchemist's bomb increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from an alchemist bomb is always equal to the bomb's minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier. Alchemists can learn new types of bombs as discoveries (see the Discovery ability) as they level up. An alchemist's bomb, like an extract, becomes inert if used or carried by anyone else.
Brew Potion: At 1st level, alchemists receive Brew Potion as a bonus feat. An alchemist can brew potions of any formulae he knows (up to 3rd level), using his alchemist level as his caster level. The spell must be one that can be made into a potion. The alchemist does not need to meet the prerequisites for this feat.
Mutagen: 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. 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. 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.
Throw Anything: All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature
Discovery: 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.
Poison Resistance: At 2nd level, an alchemist gains a +2 bonus on all saving throws against poison. This bonus increases to +4 at 5th level, and then again to +6 at 8th level. At 10th level, an alchemist becomes completely immune to poison.
Poison Use: Alchemists are trained in the use of poison and starting at 2nd level, cannot accidentally poison themselves when applying poison to a weapon.
Swift Alchemy: At 3rd level, an alchemist can create alchemical items with astounding speed. It takes an alchemist half the normal amount of time to create alchemical items, and he can apply poison to a weapon as a move action
Persistent Mutagen: At 14th level, the effects of a mutagen last for 1 hour per level
Instant Alchemy: At 18th level, an alchemist can create alchemical items with almost supernatural speed. He can create any alchemical item as a full-round action if he succeeds at the Craft (alchemy) check and has the appropriate resources at hand to fund the creation. He can apply poison to a weapon as an immediate action
Grand Discovery: At 20th level, the alchemist makes a grand discovery. He immediately learns two normal discoveries, but also learns a third discovery chosen from the linked list below, representing a truly astounding alchemical breakthrough of significant import. For many alchemists, the promise of one of these grand discoveries is the primary goal of their experiments and hard work

Mythic

Mythic Path Features Trickster
Deadly Throw: As a swift action, you can expend one use of mythic power to draw a thrown weapon or alchemical item and make a ranged attack with it. This attack doesn’t provoke attacks of opportunity. When making a deadly throw, roll twice for the attack, take the higher result, and add your tier to the roll. If the attack misses, the weapon or alchemical item lands adjacent to the target, regardless of the range.
Supreme Trickster: At 10th tier, whenever you make an attack roll against a non-mythic foe, that foe is treated as flat-footed, even if it has abilities that prevent it from being flat-footed. Once per round when you roll a natural 20 on an opposed skill check against a mythic foe, you regain one use of mythic power.
Mythic Features Base
Ability Score Upon reaching the 2nd mythic tier, an ability score of your choice permanently increases by 2. At 4th, 6th, 8th, and 10th tiers, another ability score of your choice permanently increases by 2; this can be an ability score you've already increased or a different ability score.
Mythic Feat Select one mythic feat or non-mythic feat as a bonus feat. You must qualify for this feat normally. You gain another mythic feat at 3rd tier, and again every 2 tiers thereafter.
Hard to Kill Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.
Mythic Power Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.
Surge You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.
Amazing Initiative At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can't be used to cast a spell. You can't gain an extra action in this way more than once per round.
Recuperation At 3rd tier, you are restored to full hit points after 8 hours of rest so long as you aren't dead. In addition, by expending one use of mythic power and resting for 1 hour, you regain a number of hit points equal to half your full hit points (up to a maximum of your full hit points) and regain the use of any class features that are limited to a certain number of uses per day (such as barbarian rage, bardic performance, spells per day, and so on). This rest is treated as 8 hours of sleep for such abilities. This rest doesn't refresh uses of mythic power or any mythic abilities that are limited to a number of times per day.
Mythic Saving Throws At 5th tier, whenever you succeed at a saving throw against a spell or special ability, you suffer no effects as long as that ability didn't come from a mythic source (such as a creature with a mythic tier or mythic ranks). If you fail a saving throw that results from a mythic source, you take the full effects as normal.
Force of Will At 7th tier, you can exert your will to force events to unfold as you would like. As an immediate action, you can expend one use of mythic power to reroll a d20 roll you just made, or force any non-mythic creature to reroll a d20 roll it just made. You can use this ability after the results are revealed. Whoever rerolls a roll must take the result of the second roll, even if it is lower.
Unstoppable At 8th tier, you can expend one use of mythic power as a free action to immediately end any one of the following conditions currently affecting you: bleed, blind, confused, cowering, dazed, dazzled, deafened, entangled, exhausted, fascinated, fatigued, frightened, nauseated, panicked, paralyzed, shaken, sickened, staggered, or stunned. All other conditions and effects remain, even those resulting from the same spell or effect that caused the selected condition. You can use this ability at the start of your turn even if a condition would prevent you from acting.
Immortal At 9th tier, if you are killed, you return to life 24 hours later, regardless of the condition of your body or the means by which you were killed. When you return to life, you aren't treated as if you had rested, and don't regain the use of abilities that recharge with rest until you next rest. This ability doesn't apply if you're killed by a coup de grace or critical hit performed by either a mythic creature (or creature of even greater power) or a non-mythic creature wielding a weapon capable of bypassing epic damage reduction. At 10th tier, you can be killed only by a coup de grace or critical hit made with an artifact.
Legendary Hero At 10th tier, you have reached the height of mortal power. You regain uses of your mythic power at the rate of one use per hour, in addition to completely refreshing your uses each day.

Alchemy:

Extracts Per Day 1st 2nd 3rd 4th 5th 6th
(8) (8) (8) (8) (7) (7)
Extracts Prepared Times Prepared Mythic
1st
Enlarge Person x2
Long Arm x2
Targeted Bomb Admixture x1
Expeditious Retreat x1
Comprehend Languages x1
Jump x1
2nd
Cure Moderate Wounds x2
Acute Senses x1
Animal Aspect x1
Bullet Shield x1
Detect Thoughts x1
Invisibility x1
Spider Climb x1
3rd
Fly x2
Haste x2
Bloodhound x1
Amplify Elixir x1
Orchid’s Drop x1
Cure Serious Wounds x1
4th
Flash Forward x2
Discern Lies x1
Earth Glide x1
Echolocation x1
Fluid Form x1
Absorbing Inhalation x1
Cure Critical Wounds x1
5th
Beast Shape III x2
Age Resistance, Greater x1
Delayed Consumption x1 (N)
Elude Time x1 (N)
Unerring Tracker x1 (N)
Overland Flight x1 (N)
6th
Heal x3 (Y), A
Mislead x1 (Y), A
True Seeing x1 (N)
Caging Bomb Admixture x1 (N)
Shadow Walk x1 (N)

Items, gear and equipment:

Weapons:
The Witching Blade - [+5] Base Weapon: Tri-point double-edged Sword - Dam: 1d10, Crit: x3, Special: Reach. | Enhancements: +5 Enhancement bonus, Conductive [+1], Courageous [+1], Ghost Touch [+1], Called [+1], Mimetic [+1]
Head
Headband
Headband of Mental superiority - [+6] This ornate headband is decorated with numerous clusters of small gemstones.The headband grants the wearer an enhancement bonus to all mental ability scores (Intelligence, Wisdom, and Charisma) of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the headband is worn. The headband also grants skill ranks as a headband of vast intelligence.
Eyes
Shoulders
Neck
Amulet of Natural Armor - [+5] This amulet, usually containing some type of magically preserved monster hide or other natural armor—such as bone, horn, carapace, or beast scales—toughens the wearer’s body and flesh, giving him an enhancement bonus to his natural armor from +1 to +5, depending on the kind of amulet.
Body
Chest
Vest of Stable Mutation This leather vest is fitted with a number of pockets that are useful for storing the ingredients necessary for alchemical tinkering. The main ability of this vest, however, is to lessen the debilitating effects of an alchemist’s mutagen. While under the effect of any type of mutagen, the wearer takes no penalty to mental ability scores from that mutagen.
Armour
Belt
Belt of Physical perfection - [+6] This belt has a large platinum buckle and grants the wearer an enhancement bonus to all physical ability scores (Strength, Dexterity, and Constitution) of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the belt is worn.
Wrist
Bracers of Armor - [+7] These items appear to be wrist or arm guards, sometimes etched with symbols of protection or depictions of vigilant-looking animals. Bracers of armor surround the wearer with an invisible but tangible field of force, granting him an armor bonus of +1 to +8, just as though he were wearing armor. Both bracers must be worn for the magic to be effective.
Hands
Ring 1
Ring 2
Feet
Enhancements
Tome of Clear Thought - [+5] This heavy book contains instruction on improving memory and logic, but entwined within the words is a powerful magical effect. If anyone reads this book, which takes a total of 48 hours over a minimum of 6 days, she gains an inherent bonus from +1 to +5 (depending on the type of tome) to her Intelligence score. Once the book is read, the magic disappears from the pages and it becomes a normal book.
Manual of Gainful Exercise - [+5] This thick tome contains exercise descriptions and diet suggestions, but entwined within the words is a powerful magical effect. If anyone reads this book, which takes a total of 48 hours over a minimum of 6 days, she gains an inherent bonus from +1 to +5 (depending on the type of manual) to her Strength score. Once the book is read, the magic disappears from the pages and it becomes a normal book.
Wondrous Items:
Ioun Stones:
Spellbooks
Scrolls
Potions
Mundane Equipment:
Other Items:
GP Pouch
13,000 gp

Familiars, Cohorts, Followers, Intelligent items, and Common Summons



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