The Kingdom of Daytar Leamay
Male half-elf alchemist 3
None Medium humanoid (elf, human)
Init + 4; Senses low-light vision, Perception + 9
AC 17, touch 13, flat-footed 14 (+ 4 armor, + 2 Dex, + 1 dodge)
hp 16 (3d8- 3)
Fort + 2, Ref + 6, Will + 2, + 2 vs. enchantment spells and effects, + 2 vs. poison
Speed 30 ft.
Ranged fuse grenade + 5 (1d6+ 3)
Ranged bomb + 5 (1d6+ 3)
Special Attacks bomb, smoke bomb*, throw anything
Str 8, Dex 14, Con 8, Int 14, Wis 13, Cha 14
Base Atk + 2; CMB + 1; CMD 14
Feats: Brew Potion, Dodge, Extra Bombs, Skill Focus (Profession (Sailor)), Throw Anything
Skills: Bluff + 9 , Craft (Alchemy) + 8 , Craft (Alchemy) (Create item) + 11 , Disable Device + 6 , Escape Artist + 3 , Intimidate + 4 , Linguistics(Ignan) + 3 , Perception + 9 , Sleight of Hand + 6 , Spellcraft + 7 , Survival + 6 , Swim + 0 , Use Magic Device + 6
Traits: deft dodger, elven reflexes, unpredictable
Languages: Common, Draconic, Elven, Halfling, Ignan
SQ: adaptability, alchemy, brew potion, elf blood, elven immunities, keen senses, low-light vision, multitalented, mutagen, poison resistance, poison use
Gear potion of cure moderate wounds, potion of mage armor, fuse grenade, bomb, outfit (traveler’s), formula book
Male half-elf alchemist 6
None Medium humanoid (elf, human)
Init + 5; Senses low-light vision, Perception + 10
AC 19, touch 14, flat-footed 15 (+ 5 armor, + 3 Dex, + 1 dodge)
hp 26 (6d8- 6)
Fort + 4, Ref + 9, Will + 3, + 2 vs. enchantment spells and effects, + 4 vs. poison
Speed 20 ft.
Ranged tangleburn bag + 8 (1d6+ 3/none/x0)
Ranged fuse grenade + 8 (1d6+ 3)
Ranged bomb + 8 (1d6+ 3)
Special Attacks bomb, explosive bomb*, smoke bomb*, strafe bomb, throw anything
Str 8, Dex 16, Con 9, Int 14, Wis 13, Cha 14
Base Atk + 4; CMB + 3; CMD 17
Feats: Brew Potion, Dodge, Extra Bombs, Ricochet Splash Weapon, Skill Focus (Profession (Sailor)), Throw Anything
Skills: Acrobatics + 0 , Acrobatics (Jump) – 4 , Bluff + 12 , Climb – 4 , Craft (Alchemy) + 11 , Craft (Alchemy) (Create item) + 17 , Disable Device + 5 , Disguise + 5 , Escape Artist + 2 , Fly + 0 , Intimidate + 8 , Linguistics + 3 , Perception + 10 , Ride + 0 , Sleight of Hand + 5 , Spellcraft + 7 , Stealth + 0 , Survival + 6 , Swim – 2 , Use Magic Device + 7
Traits: deft dodger, elven reflexes, unpredictable
Languages: Common, Draconic, Elven, Halfling
SQ: adaptability, alchemy, brew potion, elf blood, elven immunities, keen senses, low-light vision, multitalented, mutagen, poison resistance, poison use, swift alchemy
Gear: studded leather + 2 (dragonhide), tangleburn bag, fuse grenade, bomb, belt of incredible dexterity + 2, wand of cause fear (2), outfit (traveler’s), formula book
1st: Bomber’s Eye, Crafter’s Fortune, Illusion of Calm, Targeted Bomb Admixture, True Strike
2nd: Alchemical Allocation, Blistering Invective, Cure Moderate Wounds, Touch Injection
Adaptability (Ex) Half-elves receive Skill Focus as a bonus feat at 1st level.
Alchemy (Su) When using Craft (Alchemy) to create an alchemical item, you gains a + 6 competence bonus on the Craft (alchemy) check. In addition, you 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 (Su) You can use 10 bombs each day. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, your bomb inflicts 1d6+ 2 points of fire damage. Your bombs also inflict an additional 2d6 points of fire damage that is not multiplied on a critical hit or by using feats such as Vital Strike. Splash damage from an your bomb is always equal to the bomb’s minimum damage (5). Those caught in the splash damage can attempt a DC 15 Reflex save for half damage.
Brew Potion (Ex) You receive Brew Potion as a bonus feat. You can brew potions of any formulae you know (up to 3rd level), using your alchemist level as caster level. The spell must be one that can be made into a potion. You do not need to meet the prerequisites for this feat.
Deft Dodger Growing up in a rough neighborhood or a dangerous environment has honed your senses. You gain a + 1 trait bonus on Reflex saves.
Elf Blood (Ex) Half-elves count as both elves and humans for any effect related to race.
Elven Immunities (Ex) Half-elves are immune to magic sleep effects and get a + 2 racial saving throw bonus against enchantment spells and effects.
Elven Reflexes One of your parents was a member of a wild elven tribe, and you’ve inherited a portion of your elven parent’s quick reflexes. You gain a + 2 trait bonus on Initiative checks.
Explosive Bomb The alchemist’s bombs now have a splash radius of 10 feet rather than 5 feet. Creatures that take a direct hit from an explosive bomb catch fire, taking 1d6 points of fire damage each round until the fire is extinguished. Extinguishing the flames is a full-round action that requires a Reflex save. Rolling on the ground provides the target with a + 2 to the save. Dousing the target with at least 2 gallons of water automatically extinguishes the flames.
Hedonistic You are a creature of pleasure and comfort. Whenever you spend a day without gaining reward or treasure (at least 10 or more gold pieces) or spending an hour on entertainment or pleasure, attempt a DC 20 Fortitude save at the end of that day. If you fail, you begin the next day fatigued. This fatigue lasts 4 hours, or until you receive a reward or sufficient entertainment or pleasure.
Keen Senses (Ex) Half-elves receive a + 2 bonus on Perception skill checks.
Low-Light Vision (Ex) You can see x 2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Multitalented (Ex) Half-elves choose two favored classes at first level and gain + 1 hit point or + 1 skill point whenever they take a level in either one of those classes.
Mutagen (Su) You know how to create a mutagen that you can imbibe in order to heighten your physical prowess at the cost of your personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. You can only maintain one dose of mutagen at a time – if you brews a second dose, any existing mutagen becomes inert. A mutagen that is not in your possession becomes inert until an alchemist picks it up again. When you brew a mutagen, you select one physical ability score – either Strength, Dexterity, or Constitution. It’s a standard action to drink a mutagen. Upon being imbibed, the mutagen causes you to grow bulkier and more bestial, granting you a + 2 natural armor bonus and a + 4 alchemical bonus to the selected ability score for 60 minutes. In addition, while the mutagen is in effect, you take a – 2 penalty to one of your mental ability scores. If the mutagen enhances your Strength, it applies a penalty to your Intelligence. If it enhances your Dexterity, it applies a penalty to your Wisdom. If it enhances your Constitution, it applies a penalty to your Charisma. A non-alchemist who drinks a mutagen must make a DC 15 Fortitude save 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.
Poison Resistance (Ex) You gain a + 4 bonus on all saving throws against poison.
Poison Use (Ex) You are trained in the use of poison and cannot accidentally poison yourself when applying poison to a weapon.
Smoke Bomb When the alchemist creates a bomb, he can choose to have it create a cloud of thick smoke when it detonates. The cloud functions as fog cloud, filling an area equal to twice the bomb’s splash radius for 1 round per level.
Strafe Bomb (Su) You can throw bombs that splash in a 40-foot line rather than affecting a radius. The line starts at you and extends away from you in the direction you choose. You designate one creature in the squares affected by the line to be the target of the bomb and make your attack roll against that creature; all other squares in the line take splash damage. If you have the explosive bomb discovery and throw an explosive strafe bomb, the line of splash damage is 80 feet long instead of 40 feet.
Swift Alchemy (Ex) You can create alchemical items with astounding speed. It takes you half the normal amount of time to create alchemical items, and you can apply poison to a weapon as a move action.
Swift Poisoning (Ex) You can apply a dose of poison to a weapon as a swift action.
Throw Anything (Ex) You gain the Throw Anything feat as a bonus feat. You add your 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.
Unpredictable Your actions often seem random and chaotic to others, but there is a method to your madness. You gain a + 1 trait bonus on Bluff checks, and Bluff is always a class skill for you.