Training Log
[dd/mm/yy]:
+[Favored Class] Alchemist
+[Racial Ability Score] +2 Dex, +2 Int, -2 Str
+[Racial Trait] Tinker: Ratfolk gain a +2 racial bonus on Craft (alchemy), Perception, and Use Magic Device checks.
+[Racial Trait] Rodent Empathy: Ratfolk gain a +4 racial bonus on Handle Animal checks made to influence rodents.
+[Racial Trait] Swarming: Ratfolk are used to living and fighting communally, and are adept at swarming foes for their own gain and their foes' detriment. Up to two ratfolk can share the same square at the same time. If two ratfolk in the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.
+[Trait (Magic)] Perfectionist's Brew: You gain a +2 trait bonus on all Craft (alchemy) checks and on Spellcraft checks made to brew potions.
+[Trait (Regional)] Alchemists Apprentice: Upon imbibing a potion containing a spell on your formula list of a spell level you are capable of casting, you can attempt a Spellcraft check (DC 15 + extract level). On a success, you can immediately add the spell to your formula book.
+[Trait (Social)] Self-Reliant: When attempting Craft checks, you take no penalty when using improvised tools. At the GM's discretion, you can attempt certain Craft checks even when no tools are available, though you take a –2 penalty.
+[Drawback] Meticulous: You take a –2 penalty on skill checks for skills with which you’re untrained.
+[Class] Alchemist (construct Rider) 6
+[Favored Class Bonus] The alchemist gains +6/6 of a new discovery.
+[Class Feature] Alchemy (Su) 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. An alchemist can create three special types of magical items—extracts, bombs, and mutagens are transformative elixirs that the alchemist drinks to enhance his physical abilities—both of these are detailed in their own sections below. Extracts are the most varied of the three. In many ways, they behave like spells in potion form, and as such their effects can be dispelled by effects like dispel magic using the alchemist's level as the caster level. Unlike potions, though, extracts can have powerful effects and duplicate spells that a potion normally could not. An alchemist can create only a certain number of extracts of each level per day. His base daily allotment of extracts is given on Table: Alchemist. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day. When an alchemist mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately becomes inert if it leaves the alchemist's possession, reactivating as soon as it returns to his keeping—an alchemist cannot normally pass out his extracts for allies to use (but see the “infusion” discovery below). An extract, once created, remains potent for 1 day before becoming inert, so an alchemist must re-prepare his extracts every day. Mixing an extract takes 1 minute of work—most alchemists prepare many extracts at the start of the day or just before going on an adventure, but it's not uncommon for an alchemist to keep some (or even all) of his daily extract slots open so that he can prepare extracts in the field as needed. Although the alchemist doesn't actually cast spells, he does have a formulae list that determines what extracts he can create. An alchemist can utilize spell-trigger items if the spell appears on his formulae list, but not spell-completion items (unless he uses Use Magic Device to do so). An extract is “cast” by drinking it, as if imbibing a potion—the effects of an extract exactly duplicate the spell upon which its formula is based, save that the spell always affects only the drinking alchemist. The alchemist uses his level as the caster level to determine any effect based on caster level. Creating extracts consumes raw materials, but the cost of these materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements (alchemist extracts that duplicate divine spells never have a divine focus requirement). An alchemist can prepare an extract of any formula he knows. To learn or use an extract, an alchemist must have an Intelligence score equal to at least 10 + the extract's level. The Difficulty Class for a saving throw against an alchemist's extract is 10 + the extract level + the alchemist's Intelligence modifier. An alchemist may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract but not when he consumes it. An alchemist begins play with two 1st level formulae of his choice, plus a number of additional forumlae equal to his Intelligence modifier. At each new alchemist level, he gains one new formula of any level that he can create. An alchemist can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs and time requirements. An alchemist can study a wizard's spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An alchemist does not need to decipher arcane writings before copying them.
+[Class Feature] Bomb (Su) 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.
+[Class Feature] Craft Mount (Su) A construct rider assembles a construct mount shaped like a riding animal. A Medium alchemist can select a camel or a horse. A Small alchemist can select a pony or wolf, but can also select a boar or a dog if he's at least 4th level. The GM may approve other animals as mounts. This construct mount acts in most ways as a druid animal companion, using the character's alchemist level as his effective druid level. A construct mount is a construct, but uses the appropriate animal companion's statistics, gaining Hit Dice, skills, feats, and Strength and Dexterity adjustments as the alchemist advances in level. A construct mount has no Constitution score, and instead gains bonus hit points appropriate for a construct of its size. It has an Intelligence score (and skill points), a lower base attack bonus, and better saving throws than a normal construct of its Hit Dice. The mount has all the immunities of a construct (except immunity to mind-affecting effects, since it has a mind). A construct rider can use Craft (alchemy) instead of Handle Animal for all purposes involving his construct mount, though the check still takes a –5 penalty due to the construct mount's unusual nature. To create a construct with a mind and body that are constantly changing and improving, the construct rider must manufacture vast quantities of clockwork or animating reagents. As such, the construct rider can never gain the mutagen or cognatogen ability, even from a discovery or another class. At first, his mount is a singular masterpiece created during a momentary stroke of brilliance. At 4th level, the construct rider gains Craft Construct as a bonus feat and can use his extracts instead of spells to meet spell prerequisites when crafting other constructs. This ability replaces Brew Potion, mutagen, and the discovery gained at 4th level.
+[Class Feature] Diminished Extracts: A construct rider may prepare one fewer extract of each level than normal. If this reduces the number to 0, he may prepare extracts of that level only if his Intelligence allows bonus extracts of that level.
+[Class Feature] Poison Resistance (Ex) 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.
+[Class Feature] Discovery (Su) 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. A complete list of discoveries can be found here:
+[Class Feature] Poison Use (Ex) Alchemists are trained in the use of poison and starting at 2nd level, cannot accidentally poison themselves when applying poison to a weapon.
+[Class Feature] Swift Alchemy (Ex) 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.
+[Class Feature] Swift Poisoning (Ex) At 6th level, an alchemist can apply a dose of poison to a weapon as a swift action.
+[Discovery] Precise Bombs: Benefit: 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.
+[Discovery] Internal Reservoir (Ex, Sp) The construct mount contains a reservoir tank than the construct rider can fill with one dose of a potion or extract the construct rider created. As a move action that doesn't provoke an attack of opportunity, the construct mount can apply the potion or extract to itself. Refilling the reservoir is a complicated process that requires a DC 20 Craft (alchemy) check. Failure destroys the potion or extract. The process requires 1 minute, and provokes attacks of opportunity. A construct rider must be at least 6th level before selecting this discovery.
+[Discovery] Smoke Bomb: Benefit: 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.
+[Feat] Throw Anything (Combat) You are used to throwing things you have on hand. Benefit: You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons. Normal: You take a –4 penalty on attack rolls made with an improvised weapon.
+[Feat] Point-Blank Shot (Combat) You are especially accurate when making ranged attacks against close targets. Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
+[Feat] Precise Shot (Combat): Prerequisite: Point-Blank Shot. Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
+[Feat] Master Alchemist: Prerequisite: Craft (alchemy) 5 ranks. Benefit: You receive a +2 bonus on Craft (alchemy) checks, and you may create mundane alchemical items much more quickly than normal. When making poisons, you can create a number of doses equal to your Intelligence modifier (minimum 1) at one time. These additional doses do not increase the time required, but they do increase the raw material cost. In addition, whenever you make alchemical items or poisons using Craft (alchemy), use the item’s gp value as its sp value when determining your progress (do not multiply the item’s gp cost by 10 to determine its sp cost).
+[Skill Rank] Appraise +6 rank
+[Skill Rank] Craft (Alchemy) +6 rank
+[Skill Rank] Disable Device +6 Rank
+[Skill Rank] Knowledge (Arcana) +1 rank
+[Skill Rank] Knowledge (Nature) +1 rank
+[Skill Rank] Knowledge (Dungeoneering) +1 rank
+[Skill Rank] Knowledge (Geography) +1 rank
+[Skill Rank] Knowledge (history) +1 rank
+[Skill Rank] Knowledge (Local) +1 rank
+[Skill Rank] Knowledge (Nobility) +1 rank
+[Skill Rank] Knowledge (Religion) +1 rank
+[Skill Rank] Knowledge (Planes) +1 rank
+[Skill Rank] Fly +1
+[Skill Rank] heal +1
+[Skill Rank] Linguistics +1
+[Skill Rank] Perception +6 rank
+[Skill Rank] Ride +6 rank
+[Skill Rank] Spellcraft +6 Rank
+[Skill Rank] Use Magic Device +6 rank
+[Background Skill Rank] Knowledge (engineering) +6 Rank
+[Background Skill Rank] Craft (Clockwork) +6 rank