Zolt, the wandering monster slayer
Human, Alchemist (20th)
Base AC HP Fort Reflex Will CMD Initiative BAB
26 (181) +24 +24 +18 (36) +20 +15/+10/+5
Mutagen AC HP Fort Reflex Will CMD Initiative BAB
38 (261) [+80] +28 +28 +18 (44) +24 +15/+10/+5
Base Mutagen
Strength: 24 (+7) 32 (+11)
Dexterity: 18 (+4) 26 (+8)
Constitution: 18 (+4) 26 (+8)
Intelligence: 35 (+12) 35 (+12)
Wisdom: 18 (+4) 18 (+4)
Charisma: 17 (+3) 17 (+3)
Bombs /day Bomb Damage Spontaneous Healing /day Extended Potions /day Enhanced Potions /day Mutagen Duration Eternal Potion
(32) 10d6+20 (100) hp (6/12)* (6/12)* (20) Hours Good Hope
Full Attack Bonus Attack Damage 1/Round Damage Bonus'
+40/+35/+30 1d10+15+8+5 Bomb: (10d6+12) & Kirin +24

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


Potion Effects:

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

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.
Enhanced + Extended Potions
Pass without Trace: The subject or subjects of this spell do not leave footprints or a scent trail while moving. Tracking the subjects is impossible by non-magical means.
Nondetection (DC 32): The warded creature or object becomes difficult to detect by divination spells such as clairaudience/clairvoyance, locate object, and detect spells. Nondetection also prevents location by such magic items as crystal balls. If a divination is attempted against the warded creature or item, the caster of the divination must succeed on a caster level check (1d20 + caster level) against a DC of 11 + the caster level of the spellcaster who cast nondetection. If you cast nondetection on yourself or on an item currently in your possession, the DC is 15 + your caster level. If cast on a creature, nondetection wards the creature's gear as well as the creature itself.
Water Breathing: The transmuted creatures can breathe water freely. Divide the duration evenly among all the creatures you touch. The spell does not make creatures unable to breathe air.
Darkvision: The subject gains the ability to see 60 feet even in total darkness. Darkvision is black and white only but otherwise like normal sight.
Ant Haul: The target's carrying capacity triples. This does not affect the creature's actual Strength in any way, merely the amount of material it can carry while benefiting from this spell. It also has no effect on encumbrance due to armor. If the creature wears armor it still takes the normal penalties for doing so regardless of how much weight the spell allows it to carry.
Countless Eyes: The target sprouts extra eyes all over its body, including on the back of its head. It gains all-around vision and cannot be flanked.
24 Hour Duration effects
Undetectable Alignment: An undetectable alignment spell conceals the alignment of an object or a creature from all forms of divination.

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]

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

Skills:

Craft (Alchemy) +64 [20]* Knowledge (Arcane) +43 [20] Knowledge (Nature) +43 [20] Spellcraft +43 [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 +43 [20] Sense Motive +32 [20]

Languages:

  • Common

Class features and Special abilities:

Racial Features: Human
Stat modifiers: +2 to any one stat (Intelligence)
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

Alchemy:

Extracts Per Day 1st 2nd 3rd 4th 5th 6th
(8) (8) (8) (8) (7) (7)
Extracts Prepared Times Prepared
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
Elude Time x1
Unerring Tracker x1
Overland Flight x1
6th
Heal x3
Mislead x1
True Seeing x1
Caging Bomb Admixture x1
Analyze Dweomer x1

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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