Unara Rama, The Doctor without boarders.
Unara Rama - Chaotic Good.
Tiefling - Alchemist [Chirurgeon] (20th)
AC HP Fort Reflex Will CMD Initiative BAB
[32] 10 +9+7+5+1* (209)* +17* +18* +12* (-) +15* +15/+10/+5
Strength: 14 (+2) 12 (+1)
Dexterity: 22 (+6) 20 (+5)
Constitution: 22 (+6) 20 (+5)
Intelligence: 38 (+14) 46 (18)
Wisdom: 17 (+3) 23 (+6)
Charisma: 16 (+3) 20 (+5)
Bombs /day Extended Potions /day Spontaneous Healing /day Mutagen Duration
(34) (14) 100hp (20 rounds) (20) Hours
Full Bomb Attack Bonus Bomb Damage
+25/+25/+25/+19/+15 8d6* +18*+10+5

(25pt, + racial, + level, + items, + class bonus)

Feats & Traits:

  • 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]
  • Reactionary You gain a +2 trait bonus on initiative checks. [Trait]
  • Improved Initiative You get a +4 bonus on initiative checks. [1st]
  • Extra Discovery - [Tumor Familiar] You gain one additional discovery. You must meet all of the prerequisites for this discovery. [3rd]
  • Extra Discovery - [Infusion] You gain one additional discovery. You must meet all of the prerequisites for this discovery [5th]
  • Point-Blank Shot You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet [7th]
  • Rapid Shot When making a full-attack action with a ranged weapon, you can fire one additional time this round at your highest bonus. All of your attack rolls take a –2 penalty when using Rapid Shot. [9th]
  • Weapon Focus - [Bombs] You gain a +1 bonus on all attack rolls you make using the selected weapon. [11th]
  • Exotic Weapon Proficiency - [Launching Crossbow] You make attack rolls with the weapon normally. [13th]
  • Rapid Reload - [Launching Crossbow] The time required for you to reload your chosen type of weapon is reduced to a free action (for a hand or light crossbow), a move action (for heavy crossbow or one-handed firearm), or a standard action (two-handed firearm). Reloading a crossbow or firearm still provokes attacks of opportunity. If you have selected this feat for a hand crossbow or light crossbow, you may fire that weapon as many times in a full-attack action as you could attack if you were using a bow. [15th]
  • Crossbow Mastery The time required for you to reload any type of crossbow is reduced to a free action, regardless of the type of crossbow used. You can fire a crossbow as many times in a full attack action as you could attack if you were using a bow. Reloading a crossbow for the type of crossbow you chose when you took Rapid Reload no longer provokes attacks of opportunity [17th]
  • Extra Discovery - [Elixir of Life] 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. [Alchemist Bonus]
  • Skill Focus - [Heal] You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6. [Archetype Bonus]
  • Cooperative Crafting You can assist another character in crafting mundane and magical items. You must both possess the relevant Craft skill or item creation feat, but either one of you can fulfill any other prerequisites for crafting the item. You provide a +2 circumstance bonus on any Craft or Spellcraft checks related to making an item, and your assistance doubles the gp value of items that can be crafted each day. [Familiar Bonus]
Cognatogen The alchemist 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 alchemist would prepare a mutagen, he may instead prepare a cognatogen. All limitations of mutagens apply to cognatogens as if they were the same substance—an alchemist can only maintain one mutagen or cognatogen at a time, a cognatogen that is not in an alchemist’s possession becomes inert, drinking a cognatogen makes a non-alchemist sick, and so on. When the effect of the cognatogen ends, the alchemist 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. 2nd
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. Extra Discovery
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. 4th
Infusion When the alchemist creates an extract, he can infuse it with an extra bit of his own magical power. The extract created now persists even after the alchemist sets it down. As long as the extract exists, it continues to occupy one of the alchemist’s daily extract slots. An infused extract can be imbibed by a non-alchemist to gain its effects. Extra Discovery
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. 6th
Fast Bombs An alchemist with this discovery can quickly create enough bombs to throw more than one in a single round. The alchemist 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. 8th
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 10th
Greater Cognatogen The alchemist’s 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 alchemist takes a –2 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. 12th
Cursed Bomb When an alchemist 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 bestow curse. 14th
Grand Cognatogen The alchemist’s 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 alchemist takes a –2 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. 16th
Madness Bomb The alchemist’s bombs do more than sear flesh—they 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 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 Extra Discovery
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. Grand Bonus
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. Grand Bonus
Grand Discovery
Awakened Intellect The alchemist’s constant exposure to strange chemicals has expanded his mind. His Intelligence score permanently increases by 2 points. 20th


Craft (Alchemy) +53* [20] Knowledge (Arcana) +41 [20] Knowledge (Nature) +41 [20] Spellcraft +43 [20]
Heal +35 [20] Perception +29 [20] Use Magic Device +28 [20] Survival +29 [20]
Appraise +41 [20] Disable Device +28 [20] Sleight of Hand +28 [20] Fly +28 [20]
Knowledge (Engineering) +38 [20] Knowledge (Planes) +38 [20] Knowledge (Religion) +38 [20] Knowledge (Dungeoneering) +38 [20]
Sense Motive +26 [20] Linguistics +38 [20]


  • Common, Abyssal, Aklo, Celestial, Dark Folk, Draconic, Drow Sign Language, Elven, Giant, Goblin, Infernal, Necril, Orc, Protean, Sylvan, Undercommon, Aquan, Auran, Ignan, Terran

Class features and Special abilities:

Racial Features: Tiefling
Stat changes: +2 Dex & Int, -2 Chr
Type: Tieflings are outsiders with the native subtype
Scaled Skin: The skin of these tieflings provides some energy resistance, but is also as hard as armor. Choose one of the following energy types: cold, electricity, or fire. A tiefling with this trait gains resistance 5 (Fire) in the chosen energy type and also gains a +1 natural armor bonus to AC. This racial trait replaces fiendish resistance.
Skilled: Tieflings gain a +2 racial bonus on Bluff and Stealth checks
Darkvision: Tieflings can see perfectly in the dark for up to 60 feet
Spell-like ability: Tieflings can use darkness once per day as a spell-like ability. The caster level for this ability equals the tiefling's class level.
Prehensile Tail: Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.
Favoured Class Bonus - [Alchemist]: Add +1 per 2 alchemist levels to Bomb damage [+10 at level 20]
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.
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.
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
Archetype Features Chirurgeon
Infused Curative: At 2nd level, a chirurgeon’s extracts of cure spells automatically act as infusions, and can be used by non-alchemists. When a chirurgeon prepares his extracts, he may choose to render any or all of his infused curatives inert and prepare other extracts to replace them (unlike infusions, which continue to occupy the alchemist’s daily extract slots until consumed or used). This ability replaces poison use.
Anaesthetic: At 5th level, a chirurgeon learns how to supplement uses of the Heal skill with pain-killing drugs. He gains Skill Focus (Heal) as a bonus feat. Any use of the Heal skill that has a risk of harming the patient (such as extracting a barb) only deals the minimum damage when performed by a chirurgeon. This ability replaces poison resistance +4.
Power Over Death: At 10th level, a chirurgeon adds breath of life to his formula book as a 4th-level extract. His infused curative ability applies to this extract. This ability replaces poison immunity.
Eternal Potion Defaults
Haste: 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.


Tumor Familiar Compsognathus template
Special Ability Master gains a +4 bonus on Initiative checks
Familiar Archetype Valet
Class Skills A valet treats Craft, Perform, and Profession as class skills.
Able Assistant A valet's master treats the valet as if it possessed the Cooperative Crafting feat and shared all Craft skills and item creation feats he possesses.
Prestidigitation A valet can use prestidigitation once per hour.
Teammate A valet is considered to have all the teamwork feats its master has
Deliver Touch Spells At 3rd level, when delivering a harmless touch spell to a willing creature, a valet can move before and after delivering the spell, as long as its total movement does not exceed its speed. This ability modifies deliver touch spells.
Deliver Aid At 7th level, a valet can move before and after using the aid another action, as long as its total movement does not exceed its speed. This ability replaces speak with animals of its kind.
Aide to All At 13th level, a valet can choose to use the aid another action as a full-round action, granting up to three adjacent creatures bonuses from this action. Each bonus may be either for the same action or check or for different actions or checks. This ability replaces scry on familiar.
Improved Evasion When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Empathic Link The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Spell Resistance If the master is 11th level or higher, a familiar gains spell resistance equal to the master's level + 5. To affect the familiar with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the familiar's spell resistance.

Spells, abilities and Powers:

Extracts per day 1st 2nd 3rd 4th 5th 6th
(9) (9) (8) (8) (8) (8)
Extracts known 1st 2nd 3rd 4th 5th 6th
(?) (?) (?) (?) (?) (?)

Items, gear and equipment:

Headband of Mental superiority +6 enhancement bonus to all mental ability scores
"The Life Preserver": +5 Mithral Shirt, with Determination enchantment; +9 Armour bonus to AC / maximum Dexterity bonus: +6 / no armor check penalty / arcane spell failure chance: 10% / A shield or armor with the determination special ability provides the ability to fight on even in the face of seemingly impossible odds. Once per day, when the owner reaches 0 or fewer hit points, the item automatically provides a breath of life spell.
Belt of Physical perfection: +6 enhancement bonus to all physical ability scores
Ring 1
Ring 2
Tome of Clear Thought +5 inherent bonus to Intelligence
Manual of Bodily Health +4 inherent bonus to Constitution
"The Splatterer" +5 Launching Crossbow; Range: 30ft / +5 enchanted bonus to Hit, and +5 bonus to damage on direct hits
Wondrous Items:
Ioun Stones:
Mundane Equipment:
Other Items:
GP Pouch
332,000 gp

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

Combat Cheat Sheet

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