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Voznin Zanjik Chaotic Neutral
Character Name Alignment
6
Character Level
Human Medium
Race Size
Male 18
Gender Age
6 ft 1 in 190 lbs
Height Weight
brown hazel
Hair Eyes
Lance
Player
None Galduria, Varisia (born ?, Taldor)
Deity Homeland
- 0
Domain/Oath/Patron/School XP

ATTRIBUTES
Ability Score Mod T.Adj T.Mod
Str
Strength
14 +2 N/A +2
Dex
Dexterity
16 +3 N/A +3
Con
Constitution
15 +2 N/A +2
Int
Intelligence
22 +6 N/A +6
Wis
Wisdom
16 +3 N/A +3
Cha
Charisma
12 +1 N/A +1
 Change in tracker!
HIT POINTS & RESISTANCES
HP Total
Dam Red
Spell Res
52
0
0
Initiative
Dex
Modifier
+7
+3
+4
BAB
+4
ARMOUR CLASS
Total AC
Armour
Shield
Dex
16
+3
+0
+3
Size
Natural
Deflection
Misc
+0
+0
+0
+0
Touch
13
Flat Footed
13
Flat Footed + Touch
10
SAVING THROWS
Save Total Base Ability Magic Misc Temp
Fortitude +7 +5 CON +2 +0 +0 +0
Reflex +8 +5 DEX +3 +0 +0 +0
Will +5 +2 WIS +3 +0 +0 +0
Combat Maneuver Bonus CMB
CMB BaB STR Size Misc
+6 +4 +2 +0 +0
Combat Maneuver Defense CMD
CMD Base BaB STR DEX Size Misc
19 10 +4 +2 +3 +0 +0
Speed
Base
w/Armor
Fly
Swim
Climb
Burrow
30
-
-
-
-
-
Languages

7 ( 1(human) + 6(INT)
Common, Dwarven, Elven, Halfling, Orc

SPELLS
Level
0
1
2
3
4
5
6
7
8
9
Per Day
0
6
5
0
0
0
0
0
0
0
Spell List

Spell List


LevelSpellDiscovery
1Expeditious Retreatlvl 1
Shieldlvl 1
Heightened Awerenesslvl 1
Targeted Bomb Admixturelvl 1
Crafter's Fortunelvl 1
Comprehend Languageslvl 1
Cure Light Woundsscroll
Anticipate Perillvl 2
Identifyspellbook
Illusion of Calmlvl 3
Detect Secret Doorsscroll
Adhesive Spittlescroll
Enlarge Personscroll
Jumpscroll
Obscure Poisonscroll
Reduce Personscroll
.
2Touch Injectionlvl 4
Ablative Barrierscroll
Acute Sensesscroll
Aidscroll
Barkskinscroll
Blurscroll
bull Strengthscroll
Bullet Shieldscroll
Cat's Gracescroll
Cure Moderate Woundsscroll
Darkvisionscroll
Delay Diseasescroll
Delay Poisonscroll
Eagle's Splendorscroll
Fox's Cunningscroll
Heroic Fortunescroll
Invisibilityscroll
Languid Venomscroll
Levitatescroll
Owl's Wisdomscroll
Protection from Arrowsscroll
Resist Energyscroll
Lesser Restorationscroll
Spider Climbscroll
See InvisibilityLvl 5

Spellcasting Notes

1 extract discovered every level

6 - 1st lvl extracts a day (4 + 2(INT 22/23))

5 - 2nd lvl extracts a day (3 + 2(INT 22/23))

Extract DC = 10 + extract lvl + Int mod

Mixing an extract takes 1 minute of work

Adventuring Skills
CS Skill Total AB Mod Ranks Misc
  Acrobatics +9 (DEX)  +3 +6 +0
  Bluff +1 (CHA)  +1 +0 +0
  Climb +2 (STR)  +2 +0 +0
  Diplomacy +1 (CHA)  +1 +0 +0
Disable Device* +7 (DEX)  +3 +1 +3
  Disguise +1 (CHA)  +1 +0 +0
  Escape Artist +3 (DEX)  +3 +0 +0
Fly +12 (DEX)  +3 +6 +3
Heal +7 (WIS)  +3 +1 +3
  Intimidate +1 (CHA)  +1 +0 +0
Knowledge: Arcana +15 (INT)  +6 +6 +3
  Knowledge: Dungeoneering +6 (INT)  +6 +0 +0
  Knowledge: Local +6 (INT)  +6 +0 +0
Knowledge: Nature +15 (INT)  +6 +6 +3
  Knowledge: Planes +6 (INT)  +6 +0 +0
  Knowledge: Religion +6 (INT)  +6 +0 +0
Perception +12 (WIS)  +3 +6 +3
  Ride +4 (DEX)  +3 +1 +0
  Sense Motive +3 (WIS)  +3 +0 +0
Spellcraft* +15 (INT)  +6 +6 +3
  Stealth +3 (DEX)  +3 +0 +0
Survival +12 (WIS)  +3 +6 +3
  Swim +2 (STR)  +2 +0 +0
Use Magic Device* +10 (CHA)  +1 +6 +3
Background Skills
CS Skill Total AB Mod Ranks Misc
Appraise +10 (INT)  +6 +1 +3
Craft: Alchemy +16 (INT)  +6 +6 +4
  Knowledge: Engineering +6 (INT)  +6 +0 +0
  Knowledge: Geography +6 (INT)  +6 +0 +0
  Knowledge: History +6 (INT)  +6 +0 +0
  Knowledge: Nobility +6 (INT)  +6 +0 +0
Linguistics* +10 (INT)  +6 +1 +3
Profession: Alchemist +10 (WIS)  +3 +4 +3
Sleight of Hand* +7 (DEX)  +3 +1 +3
Custom Skills
CS Skill Total AB Mod Ranks Misc

* only usable when trained (rank 1 and higher)
Skill Notes
Lvl 1-4: 10 per level: ( 4(Class) + 4(INT) + 1(Human) + 1(Favored Class) )
Lvl 5-6: 12 per level: ( 4(Class) + 6(INT) + 1(Human) + 1(Favored Class) )

Crafting (Alchemy): + 1(portable lab)

Untrained: 1d20 + ability modifier + racial modifier
Trained: 1d20 + skill ranks + ability modifier + racial modifier
Trained Class Skill: 1d20 + skill ranks + ability modifier + racial modifier + 3
* Armor check penalty (ACP): applies to all Strength and Dexterity based skill checks.
Feats

Brew Potion (Class Feat)
Throw Anything (Class Feat)
Improved Initiative (Human Feat)
Splash Weapon Mastery (Lvl 1)
--Far Shot (Splash Weapon Mastery)
Two-Weapon Fighting (Lvl 3)
Brew Vaporous Potions (Lvl 5)

Special Abilities

AEROMANTIC CONCOCTION

  • 10 minutes per alchemist level
  • +5 bonus on Acrobatics checks to attempt high jumps or long jumps (running start)
  • feather fall for the concoction’s duration
  • At 6th level, the aerochemist gains the benefits of fly for the concoction’s duration
  • BOMBS AWAY
  • +2 bonus on attack rolls made with thrown weapons against targets that are at least 10 feet below him

  • AERODYNAMIC PROWESS
  • +2 bonus on Fly checks

  • BOMBS
  • 12 bombs per day (lvl 6 + 6(INT Bonus))
  • Only 1 bomb can be thrown per round until the 'Fast Bombs' Discovery has been made; then Two-Weapon Fighting and BAB kicks in.
  • DC = 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier.

  • DISCOVERIES:
  • 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.
  • Precise Bomb : 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.
  • 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.

  • ****************************
    Wands
  • Wand of Color Spray

  • Potions
  • 3 Cure Light Wounds
  • 0 Invisibility
  • 3 Reduce Person

  • Scrolls
  • 1 Bomber's Eye

  • Alchemical
  • 2 Smokesticks
  • The statblocks of your Weapons, armor and other important/magical equipment

    Bomb Discoveries

    .
    .
    12 bombs per day (lvl 6 + 6(INT Bonus))
    .
    Explosive Bomb (Lvl 2)
    .
    Benefit: The alchemist’s bombs now have a splash radius of 10 feet rather than 5 feet (see Throw Splash Weapon). 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.
    .
    Precise Bomb (Lvl 4)
    .
    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.
    .

    Weapons

    Alchemist Bomb
     
    Damage: 3d6 (lvl 5), fire, 20 feet (20 ft increment), splash damage 5 feet, ranged touch attack
    Attack Bonus: +8 ( 4(BAB) + 3(DEX) + 1(Throw Anything Feat) )
    Damage Bonus: +6 (INT)
    Splash Damage: 9 ( 3(lvl5) + 6(INT)(Throw Anything Feat) )
    Reflex save: half damage, DC = 10 + 1/2 alchemist level + 6(INT)
     
    Dagger (Melee)
     
    Damage: 1d4, slashing or piercing
    Attack Bonus: +6 ( 4(BAB) + 2(Str) )
    Damage Bonus: +2 (Str)
     
    Dagger (Thrown)
     
    Damage: 1d4, piercing, 10 ft (10 ft increment)
    Attack Bonus: +7 ( 4(BAB) + 3(Dex) )
    Damage Bonus: +2 (Str)
     
    Dart
     
    Damage: 1d4, piercing, 20 feet (20 ft increment)
    Attack Bonus: +7 ( 4(BAB) + 3(Dex) )
    Damage Bonus: +2 (STR)
     
    Acid (Flask)
     
    Damage: 1d6, acid, 20 feet (10 ft increment), splash damage 5 feet, ranged touch attack
    Attack Bonus: +8 (4(BAB) + 3(DEX) + 1(Throw Anything Feat) )
    Damage Bonus: +6 (INT)(Throw Anything Feat)
    Splash Damage: 7 ( 1 + 6(INT)(Throw Anything Feat) )
     
    Alchemist's Fire (Flask)
     
    Damage: 1d6 x 2 rounds, fire, 20 feet (10 ft increment), splash damage 5 feet, ranged touch attack
    Attack Bonus: +8 ( 4(BAB) + 3(DEX) + 1(Throw Anything Feat) )
    Damage Bonus: +6 (INT)(Throw Anything Feat)
    Splash Damage: 7 ( 1 + 6(INT)(Throw Anything Feat) )
     
    Holy Water (Flask)
     
    Damage: 2d4, affects undead or evil outsiders, 20 feet (10 ft increment), splash damage 5 feet, ranged touch attack
    Attack Bonus: +8 ( 4(BAB) + 3(DEX) + 1(Throw Anything Feat) )
    Damage Bonus: +6 (INT)(Throw Anything Feat)
    Splash Damage: 7 ( 1 + 6(INT)(Throw Anything Feat) )
     
    Iron Pellet Grenade
     
    Damage: 1d6 bludgeoning, 1d6 piercing, 1d6 fire, 20 feet (10 ft increment), light the fuse is a move action, 1d3 rounds later the grenade explodes, 10-foot-radius burst, reflex DC 15 for half damage
    Attack Bonus: +8 ( 4(BAB) + 3(DEX) + 1(Throw Anything Feat) )
    Damage Bonus: +6 (INT)(Throw Anything Feat)

     

    Armor


     
    Leather +1
     
    Light Armor 
    Cost 1150 gp; Weight 15 lbs.
    Armor Bonus +3; Max Dex Bonus +6; Armor Check Penalty 0
    Arcane Spell Failure Chance 10%; Speed 30 ft./20 ft.
     
    Leather armor is made up of multiple overlapping pieces of leather, boiled to increase their natural toughness and then deliberately stitched together. Although not as sturdy as metal armor, the flexibility it allows wearers makes it among the most widely used types of armor.

    Alchemical Items

     
     
    Smokestick
     
    This alchemically treated wooden stick instantly creates thick, opaque smoke when burned. The smoke fills a 10-foot cube (treat the effect as a fog cloudspell, except that a moderate or stronger wind dissipates the smoke in 1 round). The stick is consumed after 1 round, and the smoke dissipates naturally after 1 minute.

     

    The statblocks of your class features

    Alchemist Table


    LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialExtractsPerDay
    1st2nd3rd4th5th6th
    1st+0+2+2+0Alchemy, bomb 1d6, brew potion, mutagen, throw anything, Feat, Human Bonus Feat1
    2nd+1+3+3+0Discovery, Aeromantic Concoction #1, Bombs Away #1, Aerodynamic Prowess #12
    3rd+2+3+3+1Bomb 2d6, Feat3
    4th+3+4+4+1Discovery, +1 Ability point31
    5th+3+4+4+1Bomb 3d6, Aerodynamic Prowess #2, Feat42
    6th+4+5+5+2Discovery, Aeromantic Concoction #2, Bombs Away #243
    7th+5+5+5+2Bomb 4d6, Feat431
    8th+6/+1+6+6+2Discovery, Aerodynamic Prowess #3, +1 Ability point442
    9th+6/+1+6+6+3Bomb 5d6, Feat543
    10th+7/+2+7+7+3Discovery, poison immunity, Aeromantic Concoction #3, Bombs Away #35431
    11th+8/+3+7+7+3Bomb 6d6, Feat5442
    12th+9/+4+8+8+4Discovery, +1 Ability point5543
    13th+9/+4+8+8+4Bomb 7d6, Feat55431
    14th+10/+5+9+9+4Discovery, Aeromantic Concoction #4, Bombs Away #455442
    15th+11/+6/+1+9+9+5Bomb 8d6, Feat55543
    16th+12/+7/+2+10+10+5Discovery, +1 Ability point555431
    17th+12/+7/+2+10+10+5Bomb 9d6, Feat555442
    18th+13/+8/+3+11+11+6Discovery, instant alchemy, Bombs Away #5555543
    19th+14/+9/+4+11+11+6Bomb 10d6, Feat555554
    20th+15/+10/+5+12+12+6Grand Discovery, +1 Ability point555555

    Alchemist Class

     
    Whether secreted away in a smoky basement laboratory or gleefully experimenting in a well-respected school of magic, the alchemist is often regarded as being just as unstable, unpredictable, and dangerous as the concoctions he brews. While some creators of alchemical items content themselves with sedentary lives as merchants, providing tindertwigs and smokesticks, the true alchemist answers a deeper calling. Rather than cast magic like a spellcaster, the alchemist captures his own magic potential within liquids and extracts he creates, infusing his chemicals with virulent power to grant him impressive skill with poisons, explosives, and all manner of self-transformative magic.
     
    Role: The alchemist’s reputation is not softened by his exuberance (some would say dangerous recklessness) in perfecting his magical extracts and potion-like creations, infusing these substances with magic siphoned from his aura and using his own body as experimental stock. Nor is it mollified by the alchemist’s almost gleeful passion for building explosive bombs and discovering strange new poisons and methods for their use. These traits, while making him a liability and risk for most civilized organizations and institutions of higher learning, seem to fit quite well with most adventuring groups.
     
    Alignment: Any.
    Hit Die: d8.
    Starting Wealth: 3d6 × 10 gp (average 105gp.) In addition, each character begins play with an outfit worth 10 gp or less.
     
    Class Skills
     
    The alchemist’s class skills are Appraise (Int), Craft (any) (Int), Disable Device (Dex), Fly (Dex), Heal (Wis), Knowledge (arcana) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Sleight of Hand (Dex), Spellcraft (Int), Survival (Wis), Use Magic Device (Cha).
     
    Skill Ranks per Level: 4 + Int modifier.
     
    Class Features
    The following are class features of the alchemist.
     
    Weapon and Armor Proficiency
     
    Alchemists are proficient with all simple weapons and bombs. They are also proficient with light armor, but not with shields.
     
    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. Bombs are explosive splash weapons, 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.
     
    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.
     
    Brew Potion (Ex)
    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 (Su)
     
    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 (Ex)
     
    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 (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.
     
    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.
     
    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.
     
    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.
     
    Swift Poisoning (Ex)
     
    At 6th level, an alchemist can apply a dose of poison to a weapon as a swift action.
     
    Persistent Mutagen (Su)
     
    At 14th level, the effects of a mutagen last for 1 hour per level.
     
    Instant Alchemy (Ex)
     
    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 (Su)
     
    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.

     

    Aerochemist Archetype

     
    Although the specifics of the Aeromantic Infadibulum are lost to time, Aerochemists are able to emulate and replicate aspects of this lost magic. Aerochemists use scraps of Shory’s magic in their concoctions to gain personal powers of flight.
     
    Aeromantic Concoction (Su)
     
    An aerochemist learns to craft a special alchemical concoction. It takes 10 minutes to brew a dose of this concoction, and once brewed, it remains potent until used. There is no limit on how many concoctions can be brewed per day. An aerochemist can maintain only 1 dose of this concoction at a time—if he brews a second dose, any existing concoction becomes inert. As with an extract or bomb, an aeromantic concoction that is not in the aerochemist’s possession becomes inert until he picks it up again. Anyone other than the aerochemist who attempts to drink his aeromantic concoction is affected in the same fashion as is a non-alchemist who drinks an alchemist’s mutagen.
     
    When consumed, an aerochemist’s aeromantic concoction makes his body become incredibly buoyant for 10 minutes per alchemist level. The concoction grants the aerochemist a +5 bonus on Acrobatics checks to attempt high jumps or long jumps, and he is always treated as having a running start when attempting long jumps. In addition, the aerochemist gains the benefits of feather fall for the concoction’s duration. At 6th level, the aerochemist gains the benefits of fly for the concoction’s duration. At 10th level, the aerochemist can choose to gain the benefits of air walk instead of fly for the concoction’s duration. At 14th level, the duration of the concoction increases to 1 hour per alchemist level.
     
    An aerochemist with the infusion discovery can instead create a shared alchemical concoction intended for his allies. This shared concoction grants the same benefits as the normal aeromantic concoction, except the duration is only 1 minute per alchemist level its creator has. At 14th level, the duration increases to 10 minutes per alchemist level. An aerochemist can have only a standard concoction or shared concoction in effect, not both.
     
    This replaces mutagen, swift poisoning, and persistent mutagen. An aeromantic alchemist can never gain the mutagen, cognatogen, or inspired cognatogen ability, even from a discovery or another class.
     
    Bombs Away (Ex)
     
    At 2nd level, an aerochemist becomes an expert at attacking from above. He gains a +1 bonus on attack rolls made with thrown weapons against targets that are at least 10 feet below him. This bonus increases to +2 at 6th level, and increases by an additional 1 every 4 levels thereafter, to a maximum bonus of +5 at 18th level.
    This replaces poison use and swift alchemy.
     
    Aerodynamic Prowess (Su)
     
    At 2nd level, an aerochemist gains a +2 bonus on Fly checks. This bonus increases to +4 at 5th level, and +6 at 8th level.
    This replaces poison resistance.

     

    Feats

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    Brew Potion (Class Feat)
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    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.
    You can create magic potions.
    .
    Benefit: 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 and spells with a range of personal cannot be made into potions.
    .
    .
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    Throw Anything (Class Feat)
    .
    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.
    .
    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.
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    Improved Initiative (Human Feat)
    .
    Your quick reflexes allow you to react rapidly to danger.
    .
    Benefit: You get a +4 bonus on initiative checks.
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    Splash Weapon Mastery (Lvl 1)
    .
    You are adept at increasing the range, area, and accuracy of splash weapons.
    .
    Benefit: When throwing a splash weapon, you act as if you had the Far Shot feat. When you hit with a splash weapon, select one additional square adjacent to the splash area; creatures in this area also take splash damage. When you miss with a splash weapon, you may adjust the miss direction on the grid by +1 or –1. This feat counts as Far Shot for the purpose of qualifying for other feats, but only in regard to splash weapons.
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    Far Shot (Splash Weapons Mastery)
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    You are more accurate at longer ranges (for Splash Weapons only)
    .
    Benefit: You only suffer a –1 penalty per full range increment between you and your target when using a ranged weapon.
    .
    Normal: You suffer a –2 penalty per full range increment between you and your target.
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    Two-Weapon Fighting (Lvl 3)
    .
    Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See Two-Weapon Fighting.
    .
    Normal: If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. When fighting in this way you suffer a –6 penalty with your regular attack or attacks with your primary hand and a –10 penalty to the attack with your off hand. If your off-hand weapon is light, the penalties are reduced by 2 each. An unarmed strike is always considered light.
    .
    Table: Two-Weapon Fighting Penalties
    Circumstances Primary Hand Off Hand
    Normal penalties –6 –10
    Off-hand weapon is light –4 –8
    Two-Weapon Fighting feat –4 –4
    Off-hand weapon is light and Two-Weapon Fighting feat –2 –2
    .

    Statblocks for your familiars, mounts etc.

    Statblocks for companions, followers and other allies.

    Conditions

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    Antagonized
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    An antagonized creature can only target its antagonist (the one who caused the antagonized condition) with hostile actions. A hostile action is any attack or effect that causes direct harm to an opponent in the form of damage, negative conditions, or any other effect that penalizes or hinders a creature. Furthermore, an antagonized creature does not threaten any opponents except its antagonist: it cannot make attacks of opportunity or be used to determine flanking bonuses against other opponents. A creature is no longer antagonized if its antagonist is helpless, unconscious, or cannot participate in combat. If an antagonized creature uses an ability that targets multiple creatures, the antagonist must be chosen among these targets. If an antagonized creature uses an ability that targets an area, its antagonist must be within the ability’s targeted area.
    .
    On each round after the first, an antagonized creature may attempt a Sense Motive skill check to realize the folly of its actions during its turn as a swift action. This skill check is opposed by the antagonist’s original antagonize skill check. If the creature succeeds on its Sense Motive skill check, the antagonized condition ends, but the creature suffers a -2 penalty on attack rolls and a -2 penalty to the saving throw DC of its abilities and any spells it casts for 1 minute. These penalties do not apply against the antagonist.
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    Bleed
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    A creature that is taking bleed damage takes the listed amount of damage at the beginning of its turn. Bleeding can be stopped by a DC 15 Heal check or through the application of any spell that cures hit point damage (even if the bleed is ability damage). Some bleed effects cause ability damage or even ability drain. Bleed effects do not stack with each other unless they deal different kinds of damage. When two or more bleed effects deal the same kind of damage, take the worse effect. In this case, ability drain is worse than ability damage.
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    Blinded
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    The creature cannot see. It takes a –2 penalty to Armor Class, loses its Dexterity bonus to AC (if any), and takes a –4 penalty on most Strength– and Dexterity-based skill checks and on opposed Perception skill checks. All checks and activities that rely on vision (such as reading and Perception checks based on sight) automatically fail. All opponents are considered to have total concealment (50% miss chance) against the blinded character. Blind creatures must make a DC 10 Acrobatics skill check to move faster than half speed. Creatures that fail this check fall prone. Characters who remain blinded for a long time grow accustomed to these drawbacks and can overcome some of them.
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    Broken
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    Items that have taken damage in excess of half their total hit points gain the broken condition, meaning they are less effective at their designated task. The broken condition has the following effects, depending upon the item.
    .
    -If the item is a weapon, any attacks made with the item suffer a –2 penalty on attack and damage rolls. Such weapons only score a critical hit on a natural 20 and only -deal ×2 damage on a confirmed critical hit.
    -If the item is a suit of armor or a shield, the bonus it grants to AC is halved, rounding down. Broken armor doubles its armor check penalty on skills.-
    -If the item is a tool needed for a skill, any skill check made with the item takes a –2 penalty.
    -If the item is a wand or staff, it uses up twice as many charges when used.
    -If the item does not fit into any of these categories, the broken condition has no effect on its use. Items with the broken condition, regardless of type, are worth 75% of their normal value. If the item is magical, it can only be repaired with a mending or make whole spell cast by a character with a caster level equal to or higher than the item’s. Items lose the broken condition if the spell restores the object to half its original hit points or higher. Non-magical items can be repaired in a similar fashion, or through the Craft skill used to create it. Generally speaking, this requires a DC 20 Craft check and 1 hour of work per point of damage to be repaired. Most craftsmen charge one-tenth the item’s total cost to repair such damage (more if the item is badly damaged or ruined).
    .
    Special Note on Ships: Ships, and sometimes their means of propulsion—are objects, and like any other object, when they take damage in excess of half their hit points, they gain the broken condition. When a ship gains the broken condition, it takes a –2 penalty to AC, on sailing checks, saving throws, and on combat maneuver checks. If a ship or its means of propulsion becomes broken, the ship’s maximum speed is halved and the ship can no longer gain the upper hand until repaired. If the ship is in motion and traveling faster than its new maximum speed, it automatically decelerates to its new maximum speed (from Advanced Naval Combat.)
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    Confused
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    A confused creature is mentally befuddled and cannot act normally. A confused creature cannot tell the difference between ally and foe, treating all creatures as enemies. Allies wishing to cast a beneficial spell that requires a touch on a confused creature must succeed on a melee touch attack. If a confused creature is attacked, it attacks the creature that last attacked it until that creature is dead or out of sight.
    Roll on the following table at the beginning of each confused subject’s turn each round to see what the subject does in that round.
    .
    d% Behavior
    01–25 Act normally.
    26–50 Do nothing but babble incoherently.
    51–75 Deal 1d8 points of damage + Str modifier to self with item in hand.
    76–100 Attack nearest creature (for this purpose, a familiar counts as part of the subject’s self).
    .
    A confused creature who can’t carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused creature. Any confused creature who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes. Note that a confused creature will not make attacks of opportunity against anything that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked).
    .
    Cowering
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    The character is frozen in fear and can take no actions. A cowering character takes a –2 penalty to Armor Class and loses his Dexterity bonus (if any).
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    Dazzled
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    The creature is unable to see well because of over-stimulation of the eyes. A dazzled creature takes a –1 penalty on attack rolls and sight-based Perception checks.
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    Dead
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    The character’s hit points are reduced to a negative amount equal to his Constitution score, his Constitution drops to 0, or he is killed outright by a spell or effect. The character’s soul leaves his body. Dead characters cannot benefit from normal or magical healing, but they can be restored to life via magic. A dead body decays normally unless magically preserved, but magic that restores a dead character to life also restores the body either to full health or to its condition at the time of death (depending on the spell or device). Either way, resurrected characters need not worry about rigor mortis, decomposition, and other conditions that affect dead bodies.
    .
    Deafened
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    A deafened character cannot hear. He takes a –4 penalty on initiative checks, automatically fails Perception checks based on sound, takes a –4 penalty on opposed Perception checks, and has a 20% chance of spell failure when casting spells with verbal components. Characters who remain deafened for a long time grow accustomed to these drawbacks and can overcome some of them.
    .
    Disabled
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    A character with 0 hit points, or one who has negative hit points but has become stable and conscious, is disabled. A disabled character may take a single move action or standard action each round (but not both, nor can he take full-round actions, but he can still take swift, immediate, and free actions). He moves at half speed. Taking move actions doesn’t risk further injury, but performing any standard action (or any other action the GM deems strenuous, including some free actions such as casting a Quicken Spell spell) deals 1 point of damage after the completion of the act. Unless the action increased the disabled character’s hit points, he is now in negative hit points and dying.
    .
    A disabled character with negative hit points recovers hit points naturally if he is being helped. Otherwise, each day he can attempt a DC 10 Constitution check after resting for 8 hours, to begin recovering hit points naturally. The character takes a penalty on this roll equal to his negative hit point total. Failing this check causes the character to lose 1 hit point, but this does not cause the character to become unconscious. Once a character makes this check, he continues to heal naturally and is no longer in danger of losing hit points naturally.
    .
    Dying
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    A dying creature is unconscious and near death. Creatures that have negative hit points and have not stabilized are dying. A dying creature can take no actions. On the character’s next turn, after being reduced to negative hit points (but not dead), and on all subsequent turns, the character must make a DC 10 Constitution check to become stable. The character takes a penalty on this roll equal to his negative hit point total. A character that is stable does not need to make this check. A natural 20 on this check is an automatic success. If the character fails this check, he loses 1 hit point. If a dying creature has an amount of negative hit points equal to its Constitution score, it dies.
    .
    Energy Drained
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    The character gains one or more negative levels, which might become permanent. If the subject has at least as many negative levels as Hit Dice, he dies. See Energy Drain and Negative Levels and FAQ at right for additional information.
    .
    Entangled
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    The character is ensnared. Being entangled impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force. An entangled creature moves at half speed, cannot run or charge, and takes a –2 penalty on all attack rolls and a –4 penalty to Dexterity. An entangled character who attempts to cast a spell must make a concentration check (DC 15 + spell level) or lose the spell.
    .
    Exhausted
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    An exhausted character moves at half speed, cannot run or charge, and takes a –6 penalty to Strength and Dexterity. After 1 hour of complete rest, an exhausted character becomes fatigued. A fatigued character becomes exhausted by doing something else that would normally cause fatigue.
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    Fascinated
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    A fascinated creature is entranced by a supernatural or spell effect. The creature stands or sits quietly, taking no actions other than to pay attention to the fascinating effect, for as long as the effect lasts. It takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat, such as a hostile creature approaching, allows the fascinated creature a new saving throw against the fascinating effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the fascinated creature, automatically breaks the effect. A fascinated creature’s ally may shake it free of the spell as a standard action.
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    Fatigued
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    A fatigued character can neither run nor charge and takes a –2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued.
    .
    Grappled
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    A grappled creature is restrained by a creature, trap, or effect. Grappled creatures cannot move and take a –4 penalty to Dexterity. A grappled creature takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. In addition, grappled creatures can take no action that requires two hands to perform. A grappled character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler’s CMB + spell level), or lose the spell. Grappled creatures cannot make attacks of opportunity.
    .
    A grappled creature cannot use Stealth to hide from the creature grappling it, even if a special ability, such as hide in plain sight, would normally allow it to do so. If a grappled creature becomes invisible, through a spell or other ability, it gains a +2 circumstance bonus on its CMD to avoid being grappled, but receives no other benefit.
    .
    Helpless
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    A helpless character is paralyzed, held, bound, sleeping, unconscious, or otherwise completely at an opponent’s mercy. A helpless target is treated as having a Dexterity of 0 (–5 modifier). Melee attacks against a helpless target get a +4 bonus (equivalent to attacking a prone target). Ranged attacks get no special bonus against helpless targets. Rogues can sneak attack helpless targets.
    .
    As a full-round action, an enemy can use a melee weapon to deliver a coup de grace to a helpless foe. An enemy can also use a bow or crossbow, provided he is adjacent to the target. The attacker automatically hits and scores a critical hit. (A rogue also gets his sneak attack damage bonus against a helpless foe when delivering a coup de grace.) If the defender survives, he must make a Fortitude save (DC 10 + damage dealt) or die. Delivering a coup de grace provokes attacks of opportunity.
    .
    Creatures that are immune to critical hits do not take critical damage, nor do they need to make Fortitude saves to avoid being killed by a coup de grace.
    .
    Incorporeal
    .
    Creatures with the incorporeal condition do not have a physical body. Incorporeal creatures are immune to all nonmagical attack forms. Incorporeal creatures take half damage (50%) from magic weapons, spells, spell-like effects, and supernatural effects. Incorporeal creatures take full damage from other incorporeal creatures and effects, as well as all force effects. See here for additional information.
    .
    Invisible
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    Invisible creatures are visually undetectable. An invisible creature gains a +2 bonus on attack rolls against sighted opponents, and ignores its opponents’ Dexterity bonuses to AC (if any). See the invisibility special ability.
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    Nauseated
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    Creatures with the nauseated condition experience stomach distress. Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single move action per turn.
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    Panicked
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    A panicked creature must drop anything it holds and flee at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. It can’t take any other actions. In addition, the creature takes a –2 penalty on all saving throws, skill checks, and ability checks. If cornered, a panicked creature cowers and does not attack, typically using the total defense action in combat. A panicked creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.
    .
    Panicked is a more extreme state of fear than shaken or frightened.
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    Paralyzed
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    A paralyzed character is frozen in place and unable to move or act. A paralyzed character has effective Dexterity and Strength scores of 0 and is helpless, but can take purely mental actions. A winged creature flying in the air at the time that it becomes paralyzed cannot flap its wings and falls. A paralyzed swimmer can’t swim and may drown. A creature can move through a space occupied by a paralyzed creature—ally or not. Each square occupied by a paralyzed creature, however, counts as 2 squares to move through.
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    Petrified
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    A petrified character has been turned to stone and is considered unconscious. If a petrified character cracks or breaks, but the broken pieces are joined with the body as he returns to flesh, he is unharmed. If the character’s petrified body is incomplete when it returns to flesh, the body is likewise incomplete and there is some amount of permanent hit point loss and/or debilitation.
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    Pinned
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    A pinned creature is tightly bound and can take few actions. A pinned creature cannot move and is denied its Dexterity bonus. A pinned character also takes an additional –4 penalty to his Armor Class. A pinned creature is limited in the actions that it can take. A pinned creature can always attempt to free itself, usually through a combat maneuver check or Escape Artist check. A pinned creature can take verbal and mental actions, but cannot cast any spells that require a somatic or material component. A pinned character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler’s CMB + spell level) or lose the spell. Pinned is a more severe version of grappled, and their effects do not stack.
    .
    Prone
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    The character is lying on the ground. A prone attacker has a –4 penalty on melee attack rolls and cannot use a ranged weapon (except for a crossbow). A prone defender gains a +4 bonus to Armor Class against ranged attacks, but takes a –4 penalty to AC against melee attacks.
    .
    Standing up is a move-equivalent action that provokes an attack of opportunity.
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    Shaken
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    A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks. Shaken is a less severe state of fear than frightened or panicked.
    .
    Sickened
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    The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.
    .
    Sinking
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    A ship that is reduced to 0 or fewer hit points gains the sinking condition. A sinking ship cannot move or attack, and it sinks completely 10 rounds after it gains the sinking condition. Each additional hit on a sinking ship that deals more than 25 points of damage reduces the remaining time for it to sink by 1 round. A ship that sinks completely drops to the bottom of the body of water and is considered destroyed. A destroyed ship cannot be repaired—it is so significantly damaged it cannot even be used for scrap material. Magic (such as make whole) can repair a sinking ship if the ship’s hit points are raised above 0, at which point the ship loses the sinking condition. Generally, non-magical repairs take too long to save a ship from sinking once it begins to go down.
    .
    Stable
    .
    A character who was dying but who has stopped losing hit points each round and still has negative hit points is stable. The character is no longer dying, but is still unconscious. If the character has become stable because of aid from another character (such as a Heal check or magical healing), then the character no longer loses hit points. The character can make a DC 10 Constitution check each hour to become conscious and disabled (even though his hit points are still negative). The character takes a penalty on this roll equal to his negative hit point total.
    .
    If a character has become stable on his own and hasn’t had help, he is still at risk of losing hit points. Each hour he can make a Constitution check to become stable (as a character that has received aid), but each failed check causes him to lose 1 hit point.
    .
    Staggered
    .
    A staggered creature may take a single move action or standard action each round (but not both, nor can he take full-round actions). A staggered creature can still take free, swift, and immediate actions. A creature with nonlethal damage exactly equal to its current hit points gains the staggered condition.
    .
    Stunned
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    A stunned creature drops everything held, can’t take actions, takes a –2 penalty to AC, and loses its Dexterity bonus to AC (if any).
     
    Attackers receive a +4 bonus on attack rolls to perform combat maneuvers against a stunned opponent.
    .
    Unconscious
    .
    Unconscious creatures are knocked out and helpless. Unconsciousness can result from having negative hit points (but not more than the creature’s Constitution score), or from nonlethal damage in excess of current hit points.
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    Asleep
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    A character who is asleep is resting and helpless.
    An asleep character can be awoken by an ally as a standard action (a special application of the aid another action) or from being wounded. While asleep, a character takes a –10 penalty on Perception checks and cannot attempt Perception checks that rely on vision, but she can otherwise attempt reactive Perception checks to notice changes in her environment that do not rely on sight. For instance, a sleeping character can attempt a Perception check to hear a loud noise, smell a terrible odor, or sense a creature burrowing in the earth beneath her. If a sleeping character succeeds at a Perception check to notice such a change, she automatically awakens.
    .
    Asleep is a more severe state of sleepiness than drowsy.
    .
    Drowsy
    .
    A character who is drowsy is half-awake and inattentive, but otherwise able to act normally. A drowsy character takes a penalty on all ability checks and skill checks, as well as on initiative checks, concentration checks, Reflex saves, and Will saves. This penalty is equal to –2 for mild drowsiness, –4 for moderate drowsiness, or –8 for extreme drowsiness. In addition, a character with moderate drowsiness has a 25% spell failure chance with all spells she casts, while a character with severe drowsiness has a 50% spell failure chance with all spells she casts and cannot regain spells. Characters with moderate drowsiness or severe drowsiness must attempt a DC 10 Wisdom check or fall asleep for 1d10 minutes. A moderately drowsy character must attempt this check once every 30 minutes, while a severely drowsy character must attempt this check once per minute.
    Drowsy is a less severe state of sleepiness than asleep.
    .
    Multiple applications of the drowsy condition stack to create a more severe level of drowsiness: A mildly drowsy character who is made mildly drowsy again becomes moderately drowsy, a mildly drowsy character who is made moderately drowsy becomes severely drowsy, and a mildly drowsy character who becomes severely drowsy becomes asleep. A moderately drowsy character who is made moderately drowsy again becomes severely drowsy, and a moderately drowsy character who becomes severely drowsy becomes asleep. A severely drowsy character who becomes severely drowsy again becomes asleep.
    .

    Statblocks for your spells.

    Level 1 Spells

    Spells - Lvl 1

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    Expeditious Retreat (lvl 1 discovery)
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    Casting Time 1 standard action
    Components V, S
    Range personal
    Target you
    Duration 1 min./level (D)
    .
    This spell increases your base land speed by 30 feet. This adjustment is treated as an enhancement bonus. There is no effect on other modes of movement, such as burrow, climb, fly, or swim. As with any effect that increases your speed, this spell affects your jumping distance (see the Acrobatics skill).
    .
    .
    .
    Shield (lvl 1 discovery)
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    Casting Time 1 standard action
    Components V, S
    Range personal
    Target you
    Duration 1 min./level (D)
    .
    Shield creates an invisible shield of force that hovers in front of you. It negates magic missile attacks directed at you. The disk also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The shield has no armor check penalty or arcane spell failure chance.
    .
    .
    .
    Heightened Awareness (lvl 1 discovery)
    .
    Casting Time 1 standard action
    Components V, M/DF (a coffee bean)
    Range personal
    Target you
    Duration 10 minutes/level (D)
    .
    You enter a heightened state of awareness that allows you to notice more about your surroundings and recall information effortlessly. You gain a +2 competence bonus on Perception checks and on all Knowledge checks that you are trained in.
    .
    If this spell is active when you have to make an initiative check, you can instantly dismiss this spell and gain a +4 bonus on that check.
    .
    .
    .
    Targeted Bomb Admixture (lvl 1 discovery)
    .
    Casting Time 1 standard action
    Components V, S
    Range personal
    Target you
    Duration 1 round/level
    .
    Upon drinking an extract created with this formula, you make a significant change to your magical reserve that modifies the nature of all bombs you create and throw during this extract’s duration. This effect on your magical reserve has no effect on any discoveries that you use to modify your bombs, but you can only have one admixture effect (formula with the word “bomb admixture” in its title) active at a time. If you drink another bomb admixture, the effects of the former bomb admixture end and the new one becomes active.
    .
    When you throw bombs, they can only hit a direct target; they do not splash. However, the bomb deals its base damage plus double your Intelligence modifier instead of just its base damage plus your Intelligence modifier.
    .
    .
    .
    Crafter's Fortune (lvl 1 discovery)
    .
    Casting Time 1 standard action
    Components V, S, F (a tool)
    Range close (25 ft. + 5 ft./2 levels)
    Targets one creature
    Duration 1 day/level or until discharged (D)
    Saving Throw Will negates (harmless Spell Resistance yes (harmless)
    .
    The target is struck by inspiration and gains a +5 luck bonus on its next Craft skill check.
    .
    .
    .
    Comprehend Languages (lvl 1 discovery)
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    Casting Time 1 standard action
    Components V, S, M/DF (pinch of soot and salt)
    Range personal
    Target you
    Duration 10 min./level
    .
    You can understand the spoken words of creatures or read otherwise incomprehensible written messages. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it.
    .
    Written material can be read at the rate of one page (250 words) per minute. Magical writing cannot be read, though the spell reveals that it is magical. This spell can be foiled by certain warding magic (such as the secret page and illusory script spells). It does not decipher codes or reveal messages concealed in otherwise normal text.
    .
    Comprehend languages can be made permanent with a permanency spell.
    .
    .
    .
    Cure Light Wounds (scroll discovery)
    .
    Casting Time 1 standard action
    Components V, S
    Range touch
    Target creature touched
    Duration instantaneous
    Saving Throw Will half (harmless see text; Spell Resistance yes (harmless see text
    .
    When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply Spell Resistance, and can attempt a Will save to take half damage.
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    Anticipate Peril (lvl 2 discovery)
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    Casting Time 1 standard action
    Components V, S
    Range touch
    Target creature touched
    Duration 1 minute/level or until activated
    Saving Throw Will negates; Spell Resistance yes
    .
    A creature affected by anticipate peril gains a preternatural sense of danger. The first time during this spell’s duration that the target has to make an initiative check, the creature adds an insight bonus on that initiative check equal to the spell’s caster level (maximum +5). Once this bonus applies, the effects of the spell end.
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    Identify (spellbook discovery)
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    Casting Time 1 standard action
    Components V, S, M (wine stirred with an owl’s feather)
    Range 60 ft.
    Area cone-shaped emanation
    Duration 3 rounds/level (D)
    Saving Throw: none; Spell Resistance: no
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    This spell functions as detect magic, except that it gives you a +10 enhancement bonus on Spellcraft checks made to identify the properties and command words of magic items in your possession. This spell does not allow you to identify artifacts.
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    Illusion of Calm (lvl 3 discovery)
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    Casting Time 1 standard action
    Component V, S
    Range personal
    Target you
    Duration 1 minute/level
    Saving Throw Will disbelieve (on hit; see below Spell Resistance no
    .
    When casting this spell, you create an illusory double that takes the same space of you. That double makes it look like you are standing still, even when you are not. While under the effects of this spell, you do not provoke attacks of opportunity when you cast a spell, make a ranged attack with a thrown weapon, or move out of your first square during a move action. It does not hide ranged attacks made with any type of projectile weapon.
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    When a creature hits you with an attack of any type, it gains a saving throw to disbelieve the figment. On a successful saving throw, it successfully disbelieves and the spell’s effect ends for that creature.
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    Detect Secret Doors (scroll discovery)
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    Casting Time 1 standard action
    Components V, S
    Range 60 ft.
    Area cone-shaped emanation
    Duration concentration, up to 1 min./level (D)
    Saving Throw none; Spell Resistance no
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    You can detect secret doors, compartments, caches, and so forth. Only passages, doors, or openings that have been specifically constructed to escape detection are detected by this spell. The amount of information revealed depends on how long you study a particular area or subject.
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    1st Round: Presence or absence of secret doors.
    2nd Round: Number of secret doors and the location of each. If an aura is outside your line of sight, then you discern its direction but not its exact location.
    Each Additional Round: The mechanism or trigger for one particular secret portal closely examined by you.
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    Each round, you can turn to detect secret doors in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
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    Touch Injection (lvl 4 discovery)
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    Casting Time 1 standard action
    Components V, S
    Range personal
    Target you
    Duration 1 hour/level
    Saving Throw none; Spell Resistance no
    .
    You must hold an elixir, infused extract, poison, or potion in hand as you cast this spell. The held substance drains from its container into a magical sac in your body. While the spell lasts, you can deliver the substance with a mere touch. To do so to an opponent, you must make a successful melee touch attack. If you hit, the substance takes effect immediately, despite any onset period, and that opponent receives the normal saving throw (if any) against the substance. In the case of a personal infused extract, the opponent receives both a Fortitude save and spell resistance. If you miss, the substance remains in the magical sac for you to use later.
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    This spell protects you from poison in the sac, but unless you have the poison use class feature, you suffer a 5% chance of exposing yourself to the poison when you first cast the spell. If you roll a natural 1 while attempting to inject the poison into an enemy, you are exposed to it.
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    Statblocks for your Trinkets, businesses, building, castles, empires.


    Created by

    FirstKnight.

    System

    Pathfinder 1e

    Statblock Type

    Character Sheet

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