Played By Bossun(Active)
0/2,000EXP 13GP 5SP

Alchemist (Mind Chemist)
Level Base Attack Bonus Fort Ref Will A/H DC
Spells per Day
1ST +0 +2 +2 +0 15
Weapon/Armor Proficiency, Alchemy, Bomb 6/day, Brew Potion, Cognatogen, and Throw Anything.

Ability Score MOD Temp MOD Breakdown
Strength 8 -1 8[base] +0[points]
Dexterity 18 +4 8[base] +10[points]
Constitution 12 +1 8[base] +4[points]
Intelligence 18 +4 8[base] +8[points] +2[race]
Wisdom 12 +1 8[base] +4[points]
Charisma 14 +2 8[base] +6[points]

HP 9 Death -12 none
AC 15 10[base] +1[armor] +4[dex] Flat 11 Touch 14 CMD 13
+4 shield bonus shield
Fortitude +4 Reflex +7 Will +2
+2[base] +1[con] +1[race] +2[base] +4[dex] +1[race] +0[base] +1[wis] +1[race]
+2 on Constitution checks made to stabilize; +2 Fortitude saving throws made to remove negative levels; and +2 saving throw against fear, death, and negative energy effects.
SR Resistance none

Init +4 SF 0% Speed 30' Base Speed
Base Melee -1 Base Range +4 Maneuver Bonus -1
+0[bab] -1[str] +0[bab] +4[dex] +0[bab] -1[str]
Point Blank Shot +1atk +1dmg against targets within 30'
Dagger -1 Melee (1d4-1 P/S) 20 Crit (2d4-2 P/S)
Light Crossbow +4 80' Ranged (1d8+0 P) 19-20 Crit (2d8+0 P)
Bomb 7/day +5 20' Ranged (1d6+5 fire) 20 Crit (2d8+10 fire)

Trained Skills
Skill Name Total Ranks Bonuses
Appraise +8 1 +4[int] +3[class]
Bluff +7 1 +2[cha] +3[class] +1[race]
Craft (Alchemy) +9 1 +4[int] +4[class]
Disable Device +8 1 +4[dex] +3[class]
Disguise +6 1 +2[cha] +3[class]
Heal +5 1 +1[wis] +3[class]
Knowledge (Arcana) +8 1 +4[int] +3[class]
Perception +5 1 +1[wis] +3[class]
Spellcraft +8 1 +4[int] +3[class]
Use Magic Device +6 1 +2[cha] +3[class]

Level Feat Name Effect
C Throw Anything No penalty for improvised thrown weapons, splash weapons have a +1 bonus on attack rolls.
C Brew Potion Craft magical potions.
A Point Blank Shot Ranged attacks within 30' have a +1 bonus on attack and damage rolls.
H Cosmopolitan Disguise and Bluff are class skills; gain Draconic and Sylvan as bonus languages.
1ST Precise Shot Ignore penalty for attacking a target that is in melee with a ranged weapon.

Light Crossbow
Price 35gp; Weight 6 lb; Quantity 1; Location Weapon.
Proficiency Simple, Style Two-Handed, Range 80 feet, Damage 1d8, Critical 19-20/x2.
Crossbow Bolts (10)
Price 1gp; Weight 1 lb; Quantity 2; Location Ammunition.
Proficiency Simple, Style Crossbow Ammunition, Type Piercing.
Price 2gp; Weight 1 lb; Quantity 1; Location Weapon.
Proficiency Simple, Style Light, Range Melee or 10 feet, Damage 1d4, Critical 19-20/x2, Type Piercing or Slashing.
Silken Ceremonial Kimono
Price 30gp; Weight 4 lb; Quantity 1; Location Body.
Proficiency Light, Armor Class +1, Maximum Dexterity —, Armor Check Penalty 0, Spell Failure 0%, Speed 30ft., Hardness 2, and Hit Points 5.
Potion (Cure Light Wounds)
Price 25gp; Weight — lb; Quantity 4; Location Bandolier.
Retrieving a potion uses a move action that provokes an attack of opportunity. Imbibing a potion is a standard action that provokes an attack of opportunity against the potion (AC 23, Hardness 1, Hit Points 1). The effect is immediate and in all other ways is treated as cure light wounds (1d8+1) had been cast upon the target. Natsuki crafted these himself for 1/2 price.
Alchemist's Kit
Price 88gp; Weight 26 lb; Quantity 1; Location Backpack.
This kit includes a master work backpack, a bedroll, a belt pouch, a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), a waterskin, and a iron holy symbol.
Price 5sp; Weight — lb; Quantity 1; Location See Description.
This leather belt is worn over one shoulder and runs diagonally across the chest and back. It has small loops or pouches for holding eight objects the size of a flask or small dagger. You can use the "retrieve a stored item" action to take an item from a bandolier. You can wear up to two bandoliers at the same time (any more than this and they get in each other's way and restrict your movement).
Courtier's Outfit
Price 30gp; Weight 6 lb; Quantity 1; Location Worn.
This outfit includes tailored clothes in whatever fashion happens to be current in noble courts of that region. Anyone trying to influence nobles or courtiers while wearing street dress will have a hard time of it (–2 penalty on Charisma-based skill checks to influence such individuals). If you wear this outfit without jewelry (costing an additional 50 gp), you look like an out-of-place commoner.

Alignment: Natsuki is Chaotic Neutral. While he would preferr to keep good company, his life thus far has given him a pragmatic view on the nature of good and evil and simply wishes to keep his freedoms by whichever means are necessary.

Hit Dice: Natsuki gains maxim Hit Points (8 + Constitution Modifier) at each level.

Skills: Natsuki's class skills are Appraise (Int), Bluff (Cha), Craft (any) (Int), Disable Device (Dex), Disguise (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (nature) (Int), Perception (Wis), Pilot (Dex), Profession (Wis), Sleight of Hand (Dex), Spellcraft (Int), Survival (Wis), and Use Magic Device (Cha).

Weapons and Armor Proficiency: Natsuki is proficient with all simple and bombs. He is also proficient with light armor, but not 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 potionlike 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 cas 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 hign 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 extracth 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 1stlevel 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.

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.

Cognatogen (Su): At 1st level, an alchemist discovers how to create a cognatogen that he can imbibe in order to heighten his mental prowess at the cost of his physical abilities. It takes 1 hour to brew a dose of cognatogen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of cognatogen at a time—if he brews a second dose, any existing cognatogen becomes inert. As with an extract or bomb, a cognatogen that is not in an alchemist’s possession becomes inert until an alchemist picks it up again.

When an alchemist brews a cognatogen, he selects one mental ability score—either Intelligence, Wisdom, or Charisma. It’s a standard action to drink a cognatogen. Upon being imbibed, the cognatogen causes the alchemist's mind to expand and his skin to thicken, 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 cognatogen is in effect, the alchemist takes a –2 penalty to one of his physical ability scores. If the cognatogen enhances his Intelligence, it applies a penalty to his Strength. If it enhances his Wisdom, it applies a penalty to his Dexterity. If it enhances his Charisma, it applies a penalty to his Constitution.

A non-alchemist who drinks a cognatogen 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 cognatogen, but an alchemist can gain the effects of another alchemist’s cognatogen if he drinks it. (Although if the other alchemist creates a different cognatogen, the effects of the “stolen” cognatogen immediately cease.) The effects of a cognatogen do not stack. Whenever an alchemist drinks a cognatogen, the effects of any previous cognatogen 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 Throw Splash Weapon, including the splash damage if any. This bonus damage is already included in the bomb class feature.

  • Medium: Natsuki is a Medium sized humanoid and receives no bonuses or penalties based on size.
  • Normal Speed: Natsuki has a base speed of 30 feet.
  • Human: Natsuki is a Humanoid of the human subtype and is treated as a human for any effect related to race.
  • Languages: Natsuki can speak, read, and write the following languages: Celestial, Common, Draconic, Dwarven, Elven, Gnomis, Sylvan, and Orcish.
  • Destined: Natsuki is extremely lucky and receives a +1 racial bonus on all saving throws.
  • Fearless: Natsuki was bullied by his father and brother often and rather relentlessly when he was younger, as such he gains a +2 bonus on saveing throws made aganst fear effects.
  • Life Bound: Natsuki has a strong will to live and gains a +2 racial bonus on all saving throws made to resist death effects, saving throws made against negative energy effects, Fortitude saves made to remove negative levels, and Constitution checks made to stabilize if reduced to negative hit points.
  • Bonus Feat: Natsuki has a keen mind and a talent for deceipt granting him Cosmopolitan as a bonus feat, bluff and disguise are class skills for him and he has draconic and sylvan as bonus languages.
  • Gift of Tongues: Natsuki has a +1 racial bonus on Bluff and Diplomacy checks and he learns one additional language every time he puts a rank in the Linguistics skill.
  • Skilled: Natsuki's inquisitive nature and natural knack for taking things apart and rebuilding them grants him insight into fabrication of new things, he gains 1 rank in Craft at every level.
  • Favored Class (Alchemist): Natsuki's favored class is Alchemist and knows a great deal about all things arcane, he gains 1 rank in Knowledge (Arcana) for each level he gains in the class.
Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution 3.0 License