Complete Explanation:
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Alchemy
> Jec adds competence bonus = class level (8) to Craft(alchemy) checks to create an alchemical item
> Can use Craft(alchemy) to identify potions as if using detect magic. Must hold potion for 1 round to make such a check
> Permits the creation of bombs, extracts and elixirs
> Knows level(8)+1+int(7)+learned(0) extracts = 16
Bomb 4d6
> can use level(8)+int(7) = 15 bombs/day
> material acquisition, creation, and throwing a bomb costs one standard action that provokes aoo
> range 20ft, and use '
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' special attack
> they are weapons for feats like 'Point Blank Shot' & 'Weapon focus'
> on a direct hit it does 4d6+int(6) fire damage, (not multiplied for criticals, or 'vital strike' like feats) splash damage is minimum (10) those in splash can make a REF save DC: 10+1/2 lv (4)+int(7) = 21
> can be modified by discoveries, and usable only by alchemist
Brew Potion
> Bonus feat, can brew any formulae known caster lv = alchemist lv (spell must be able to be turned into potion)
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
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,
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, or
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. It’s a
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to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2
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and a +4
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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
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, it applies a penalty to his
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. If it enhances his
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, it applies a penalty to his
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. If it enhances his
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, it applies a penalty to his
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.
> A non-alchemist who drinks a mutagen must make a
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save (DC 10 + 1/2 the alchemist’s level + the alchemist’s
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modifier) or become
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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
> Gain 'Throw Anything' as a bonus feat
> Add int(7) to damage w/ splash weapons including splash damage
Discoveries: Infusion, Smoke Bombs, Stink Bombs, Shock Bomb (+5/6 extra [favored class])
> DC: 10+1/2lv (4) + int(7) = 21
> Infusion; others can drink your elixirs
> Smoke Bomb*; When the alchemist creates a
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, he can choose to have it create a cloud of thick smoke when it detonates. The cloud functions as
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, filling an area equal to twice the bomb’s splash radius for 1 round per level.
> Shock Bomb*; When the
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creates a
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, he can choose to have it inflict electricity damage. Creatures that take a direct hit from a shock bomb are
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for 1d4 rounds.
> Stink Bomb*; The effects of the smoke created by an
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can duplicate the effects of
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instead of
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, filling an area equal to twice the bomb’s splash radius for 1 round.
> Spontaneous Healing; Can regain HP like the
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ability, healing 5 hp as a free action, can do this (lvs)=8, if you fall unconscious this ability activates each round until you are conscious or it runs out of uses.
> Healing Touch; Can use a standard action to use a Spontaneous Healing on another Humanoid, increase spontaneous healing from 1/2 lv to lv.
> Tumor Familiar; see that section, The tumor is a penis. It has fast healing 5 while attached and gives normal familiar benefits while attached or not.
Poison Resistance +4
> +6 on saves vs poison
Poison Use
> Cannot Accidentally poison Self while poisoning a weapon
Swift Alchemy
> Halves time to create Alchemical items
> Can apply poison to a weapon as a move action
Swift Poisoning
> Can apply a dose of poison to a weapon as a swift action.
Feats
Point Blank Shot: +1 to hit and direct damage Ranged weapons under 30 ft
Extra Discovery: See discoveries
Extra Discovery: See discoveries
Extra Discovery: See discoveries