About Buckwheat Rainbow
Initiative +8 [3 Dex, +4 Item, +4 Familiar]
You may drink a potion as a move action instead of a standard action as long as you start your turn with the potion in your hand.
Pesh AddictYou start with only half of the normal starting cash, but your knowledge of the addicts lifestyle grants you a +1 trait bonus on Bluff, Knowledge (local), and Sense Motive checks.
One of these skills (your choice) is always a class skill for you.
1: Point Blank Shot
3: Precise Shot
5: Extra Discovery (Tumor Familiar)
+12 Acrobatics (6 Ranks, Dex +3, CS +3)
+10 Appraise (1 Rank, Int +6, CS +3)
-2 Bluff (Cha -3, Trait +1)
-2 Climb (Str -2)
+21 Craft: Alchemy (6 Ranks, Int +6, CS +3, MW Tools +2, Class +3) [+1 Day Job]
-6 Diplomacy (Cha -3)
+14 Disable Device [6 Ranks, Dex +3, CS +3, MW Tools +2)
-3 Disguise (Cha -3)
+3 Escape Artist (Dex +3)
+6 Fly (Dex +2, Race +4)
+* Handle Animal
+6 Heal (1 Rank, Wis +2, CS +3)
-3 Intimidate (Cha -2)
+21 Knowledge, Arcana (6 Ranks, Int +6x2, CS +3)
+13 Knowledge, Dungeoneering (1 Rank, Int +6x2)
+* Knowledge, Engineering
+* Knowledge, Geography
+13 Knowledge, History (1 Rank, Int +6x2)
+22 Knowledge, Local (6 Ranks, Int +6x2, CS +3, Trait +1)
+21 Knowledge, Nature (6 Ranks, Int +6x2, CS +3)
+* Knowledge, Nobility
+* Knowledge, Planes
+* Knowledge, Religion
+20 Perception (6 Ranks, Wis +2, CS +3, Item +5, Familiar +2, Boon +2)
-3 Perform(*) (Cha -2)
+3 Ride (Dex +3)
+11 Sense Motive (6 Ranks, Wis +2, CS +3)
+12 Sleight of Hand (6 Ranks, Dex +3, CS +3)
+10 Spellcraft (1 Rank, Int +6, CS +3)
+3 Stealth (Dex +3)
+6 Survival (1 Rank, Wis +2, CS +3)
-2 Swim (Str -2)
+6 Use Magic Device (6 Ranks, Cha -3, CS +3)
Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
Spell-like ability: Tieflings can use darkness once per day as a spell-like ability. The caster level for this ability equals the tiefling's class level.
Darkvision: Tieflings can see perfectly in the dark for up to 60 feet.
Prehensile Tail Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.
Vestigial Wings Some tieflings possess a pair of undersized, withered, or stunted wings like a mockery of those of their fiendish forbearer. Sometimes these wings are leathery, like those of a bat. Other times they are covered with a scattering of black, red, or violet feathers. Rare manifestations can take even more bizarre forms. These wings do not provide the lift required for actual flight, but do have enough power to aid flight attained by some other method, and grant a +4 racial bonus on Fly skill checks. This racial trait replaces skilled.
Cognatogen: At 1st level, a mindchemist learns how to create a cognatogen, as per the cognatogen discovery.
Perfect Recall: At 2nd level, a mindchemist has honed his memory. When making a Knowledge check, he may add his Intelligence bonus on the check a second time. Thus, a mindchemist with 5 ranks in Knowledge (history) and a +2 Intelligence bonus has a total skill bonus of +9 (5 + 2 + 2) using this ability. The mindchemist can also use this ability when making an Intelligence check to remember something.
1- Anticipate Peril, Detect Secret Doors, Enlarge Person, Expeditious Retreat, Polypurpose Panacea, Shield, Targeted Bomb Admixture, True Strike, Jump, Identify, Adjuring Step, Bomber's Eye, Comprehend Languages, Ant Haul, Reduce Person
2- Blur, Aid, Invisibility, Ablative Barrier, Cure Moderate Wounds, See Invisibility, Aram Zey's Focus, Lesser Restoration
3- Cure Serious Wounds, Remove Disease
Wand of Mage Armor 
Wand of Shield 
Wand of Targeted Bomb Admixture 
Wand of Protection from Evil 
Wand of Cure Light Wounds 
Potion of Cure Serious Wounds
Potion of Gaseous Form
2x Alchemist Fire
Sandals of the lightest step
Cracked Dusty Rose Prism
2x Bear Trap
2x Alchemist's Acid
Eyes of the Eagle
Potion of Targeted Bomb Admixture
MW Thieves' tools
Headband of +2 Int (Sense Motive)
Belt of +2 Con
Cloak of Resistance +1