Acadamae Student Korvosa

Regina Caro's page

237 posts. Alias of Deaths Adorable Apprentice.


Full Name

Regina Caro

Race

HP 10/10 |AC-13 T-12 FF-11 | F+4 R+4 W+1 |CMB+1 CMD13 | Init+2 | Perc +1, Diplo+10| Bombs per day:5, 1d6+3: splash 4pts| Concentration+3 | Speed 30ft | Mutagen, 1hr brew, 10min/lvl, +4 dex -2 wis | Common, Sylvan, Giant, Hallit |

Classes/Levels

female human NG Grenadier Alchemist lvl 1 Mutagin --AC-15 T-12 FF-13 - F+4 R+4 W+0

Strength 12
Dexterity 14
Constitution 14
Intelligence 17
Wisdom 12
Charisma 12

About Regina Caro

Regina Caro female human NG Grenadier Alchemist lvl 1 Init +2; Senses Perception +1
AC 13, touch 12, flat-footed11 (+1 armor +2 Dex)
hp 10(d8)
Fort +2 base,+2 mod =4
Ref +2 base +2 mod=4
Will +0 base, +1 mod=1
OFFENSE
Speed 30ft
Melee bombs (x5 per day) +3 (1d6+3 x2 20ft)splash DC 14 Reflex for half, damage is 4. With mutagen +5 (1d6+3 x2 20ft): splash is 4
x2 daggers +1 (1d4+1 19-20 x2 10ft)
longbow +2 (1d8x3) (x20 arrows.)
STATISTICS
Str 12, Dex 14, Con14, Int 17, Wis 12, Cha 14
Height: 5'1
Weight: 109 lbs
Base Atk +0; CMB +1; CMD 13

Extracts Prepared (CL th1; concentration +3 = CL + int)
1st level (2 per day) = Ant Haul, *Cure Light Wounds, *Identify, Comprehend Languages, negate aroma,

Feats: Throw Anything, Eschew Materials, skill focus (diplomacy)
Traits : ERASTIL’S SPEAKER: You understand the importance of keeping the peace in your community, and you have learned how to speak to the faithful in ways that they understand.
Benifit: You gain a +1 trait bonus on Diplomacy checks, and Diplomacy is a class skill for you.
Civilized: You are well versed in the local laws, customs, and politics.
Benefits: You gain a +1 trait bonus on Knowledge (nobility) checks andKnowledge (local) checks. Knowledge (local) is always a class skill for you

PIONEER: You have long lived in the shadow of wilderness. Life has been hard, but through hunting, trapping, trading, and coaxing crops from the freezing earth, you’ve learned how to survive on the rugged frontier. With the wilderness ever at your door, you’ve also learned much about its denizens and the wild creatures that lurk in that unwholesome land. Your family might even claim holdings, with elders telling stories of being driven from or robbed of a lost ancestral homestead, fertile farmlands, bountiful orchards, or a hidden mining claim. Whether because of your personal expertise and familiarity with the borderlands or in order to reclaim your family’s land, you’ve joined the expedition.
Benefit You begin play with a horse. Also, choose one of the following skills: Climb, Handle Animal, Knowledge (nature), Perception, Ride,Survival, or Swim—you gain a +1 trait bonus on this skill. Picking Handle Animal

Skills 4 +1 level +1 human+ 2Int modifier. +8 per level * not a class skillAppraise (Int)
Craft (alchemy) (Int) +1rank, +3 mod, +3 class =7
Craft (cartography) (Int) +1rank, +3 mod, +3 class =7
Diplomacy (cha) +1rank, +2 mod, +3 class, +1 trait, +3 skill focus =10
Disable Device (Dex) +1rank, +2 mod, +3 class =6
Fly (Dex)
Handle Animal (cha) +1rank, +2 mod, +3 class, +1 trait =7
Heal (Wis)
Knowledge (arcana) (Int)
Knowledge (local) (Int) +1rank, +3 mod, +3 class, +1 trait =8
Knowledge (nature) (Int)
*Knowledge (nobility) (Int) +1rank, +3 mod, +1 trait=5
Perception (Wis)
Profession (Wis)
Sleight of Hand (Dex)
Spellcraft (Int)
Survival (Wis) +1rank, +1 mod, +3 class =5
Use Magic Device (Cha)

Languages: Common, Sylvan, Giant, Hallit

Combat Gear x2 daggers, padded armor
Other Gear 12gp, 9sp, 9cp,
explorers outfit ()water skin in on hip
Water proof bag on hip: Journal, ink, ink pin.
backpack: cooking kit, grooming kit, mess kit, bedroll, a clay mug, x7 days of rations, alchemy kit, poncho,
Belt pouch: two fishhooks, a flint and steel, a sewing needle, a signal whistle, 50 feet of string, 50 feet of thread, whetstone , compass, one empty vial
On the horse in saddle bag left: gear maintenance kit,, dandy brush, map case
On the horse in saddle bag right: 2 days worth of feed
Attached to horses saddle: hemp rope, tent is tied to the back of the saddle.
map/scroll case in saddle bag: 5 sheets of paper for map making
bandolier: seven empty vials, alchemist fire

Gear with the prices:

Kit, Cooking
Price 3 gp; Weight 16 lbs.
This kit contains an iron pot, an iron skillet, a ladle, a skewer, a wooden cutting board, a cutting knife, an iron tripod for thepot, a packet of tinder, and a small selection of local or otherwise easy to find seasonings. You can attach the skewer to the tripod for roasting small game animals. All the component pieces (except the skillet) fit within the pot for easy storage and transport.
Kit, Gear Maintenance
Price 5 gp; Weight 2 lbs.
This kit contains metal polish, a small file, a leather paring knife, conditioning oil for leather, two soft cloths, extra leather straps, a sewing needle, and a few buttons.
Kit, Grooming
Price 1 gp; Weight 2 lbs.
This pouch of toiletries includes a comb, scissors, a nail file, a sponge, a hairbrush, a miniature mirror, soap, a chewing stick, and tooth powder.
Kit, Pathfinder's
Price 12 gp; Weight 22 lbs.
This kit consists of a backpack, a bedroll, a belt pouch, a clay mug, a dagger, two fishhooks, a flint and steel, a sewing needle, a signal whistle, 50 feet of string, 50 feet of thread, a waterskin, a week's worth of trail rations, and a whetstone. Leaving the bedroll and rations at camp or on a mount reduces the weight by 12 pounds for Medium creatures
Kit, Riding Common16 gp54 lbs.
This kit includes a bit and bridle, a saddle, a saddle blanket, saddlebags(holds 20lbs), and 2 days' worth of feed for a mount. The weight can be lightened 10 pounds by discarding the feed.
Kit, Mess
Price 2 sp; Weight 1 lb.
This kit includes a plate, bowl, cup, fork, knife, and spoon, made of wood, horn, or tin. Each item has a handle or small hole, and can be tied together using the included leather cord.
journal 10gp, chalk 1cp, ink pen 1sp, ink 8gp, map case 1gp, hemp rope 1gp, x5 torches 5cp, jewelry 5gp, poncho 5sp, bandolier (8 slots) 5sp, padded armor (+1+8) 5gp, Dagger (1d4 19-20x2 10ft)2gp, dandy brush 2sp water proof bag 5sp, x5 paper 2gp, small tent 10gp, x8 vials 8gp [

Nila
Horse, light
Horse (Pathfinder RPG Bestiary 177)
N Large animal
Init +2; Senses low-light vision, scent; Perception +6
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Defense
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AC 11, touch 11, flat-footed 9 (+2 Dex, -1 size)
hp 15 (2d8+6)
Fort +6, Ref +5, Will +1
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Offense
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Speed 50 ft.
Melee 2 hooves -2 (1d4+1)
Space 10 ft.; Reach 5 ft.
--------------------
Statistics
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Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. trip)
Feats Endurance, Run
Tricks Come, Heel, Riding, Stay
Skills Acrobatics +2 (+6 to jump with a running start, +10 to jump), Perception +6
SQ docile, riding
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Special Abilities
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Docile This animal's natural attacks are treated as secondary unless it is trained to fight.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Riding [Trick] The animal has been trained to bear a rider.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

5 background and concept elements
1) Regina stands just over five feet tall, 5'1 technically, with naturally pale skin. Still in fit condition, especially her arms, she is a little pudgy around the middle. Dark brown eye take in the world around her. Her head is covered in hair that is predominantly a copper color but purple and a pale yellow are mingled in. She typically keeps her hair pulled up into pigtails which are held in place by twisting copper.
Her typical manner of dress is a pair of sturdy and well broken in black boots with a pair black men's trousers tucked into the boots. A white button down shirt with a crimson vest cover her torso. A bandolier filled with bottles hangs across her chest. A dark red cloak, with many stains and singe marks, hangs from her shoulder. She keeps a dagger, a belt pouch, and a water proof bag on her belt.
2) Regina was born in Brevoy but she was only there until she was five years old. Both of her parents are Pathfinders and they were originally in Brevoy doing some research about the Adori Swordlords. When they realizes they were going to have their first child they decided to extend their trip for a few years until Regina was old enough to travel home. Once they left they traveled along the edge of the dangerous River Kingdoms, down the edge of the war torn nation of Galt and finally though the barren and opulent nation of Taldor. They sailed out of Oppara. Regina finally set foot in Absalom when she was seven years old.
3)As long as she can remember Ragina wanted to be part of the Pathfinder Society, not surprising considering her parents. The vast majority of her time was spent in the archives or training. It is with the written word that she is the calmest. For hours she can sit completely still but for her fingers turning the pages and the movement of her eyes across the pages. It was in these tomes that she discovered her love for alchemy.
4) Her lack of patience is what got her involved in this exploration, which was what she wanted anyways. Regina is a very active person and outside of reading she is not the most patient of people and her Confirmation test was simply taking far too long to come about. She heard about the planned exploration of the Greenbelt and begged to have that be her Confirmation test. This was exactly what she wanted to do! To travel and see places no one had in who knows how many years. How exciting!
5) Her teacher in the martial arena was a older man named Godric. He is a devotee to Erastil and was the one that taught her to use a bow and the teaching of Old Dead Eye. The simple teachings and want to always improve where ever he was resonated with Regina. Like him though she had no desire to stay in just one place but to travel and make as many communities better though their work.

Two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.
1) To explore the Greenbelt.
2) I want her to be tested. Regina genuinely believe in the good in people and I want that to be tested.

Three people who tied to her
1) Abigail Caro is her mother. Abigail is a trained mage and rather proud of it. She is smart woman with very high standards. Originally from Oppara in Taldor she still has some of those ticks. As she has grown in age and power she started to be more concerned with her appearance and who people perceive her. Her long black hair is typically twisted up on her head and she tends to favor well made dresses when she is not gallivanting around on a mission. Regina's love for rich foods comes from her mother as does her pale skin.
2) Manuel Caro is her father and a Varisian. Abigail blames him for the boundless energy of their child. Manuel is a very active and healthy person with a great love for the arts. All forms of it. He paints by trade but will spend as much time as he can get away with at the theater. He is a holy man of Shelyn.
3)Giovanni is a young man who Regina manage to get into a scuffle with on her second day in Restov. She was at a tavern and he made a grab at her rear so she slapped in across the face and dumped her wine glass on his head. She has not thought much about that instance but it does pop into her mind every now and then. Always with a smile on her lips. If you want to use him have him be whoever you want him to be. Commoner, Swordlord, Noble. Bring it!

Memories, mannerisms, or quirks
1) Regina is not a still person. She is constantly moving and fidgeting Regina is a first glance not a person who is able to be still for very long. The only exception is when she is reading. In that she completely still and very focused, to the point of not noticing what is going on around her.
2) Over all Regina is a very happy person and tends to let most trials not affect her. Like water off a duck. She believes that all people are genuinely good at their core and simply need to be given a chance.
3) Regina is overly fond of fire and explosives in general. This has earned her quite a few burns over the years and far more time than necessary without eyebrows.
4) One of her fondest memories is actual mixed with one of her worse injuries. Having long since decided that alchemy what going to be major focus in her life she was fiddling around with some alchemical reagents and they exploded in her hands. Her parents were yelling at her and she could not care less she had made something far better that the alchemists fire she is so fond of.

What is your name?
"Regina Caro"
How old are you?
"Twenty years old last month."
Where was you born?
"In the Free City of Restov, in the nation Brevoy. Kind of exciting to get to go back there."
Where were you raised?
"In the wonderful city of Absalom."
By who?
"By my parentt, of course."
Who are your parents?
"Abigail and Manuel Caro."
Are they alive?
"Yep. We are having dinner together after I am done here."
What do they do for a living?
"They work for the Pathfinder Society. But my father is also a brilliant painter and he sells his craft. My mother will sometimes sell magical scrolls. "
Do you have any other family or friends?
"I do leave the archives sometimes so yes. And they are not all imaginary."
What is your marital status?
" Pleasantly unattached."
Kids?
" Currently no. I figure I have time to get to that part."
What is your moral code?
"Do unto others as I would have done unto me. Do not leave the world a worse place than I found it. Also that we are nothing without family, community, and our history."
What are your goals?
"Currently to get to go to the Greenbelt and chart out the land. Long term.. I want to keep doing that. Maybe not in the same place but I want to see the world. I want to learn new things."
Are you religious?
"Yes. I follow the teachings of Erastil. There is a simple beauty to that religion. Though at times I do pray to a few others. Like Desna, Shelyn, and Cayden Cailean."
What are your personal beliefs?
"Like what do I believe in? Well the reason we publish our findings is so that everyone has the chance to be educated and has the potential to learn from our past. Without that were as a world are not much. But we should never be so blinded by our past that we forget to look to the future or live in the now. I also believe in the curative and life sustaining power of coffee."
Why are you on this adventure?
"Because I want to. That is a bad answer isn't it? Well I suppose it is because I feel like I can do some good. The Greenbelt is largely uncharted land and I feel that the Pathfinders need to have a hand in uncovering those lands. I feel that I am the one to do that."
How do you view your role in this?
"Well my primary role would be to catalogue what is found and report my findings. I have no idea what kind of group I will be working with but I like to think that my skills will be rather useful. I am really friendly and I am sure that will be a big help. And assuming I can find the things that I need I have a fair amount of knowledge with alchemy. Oh and I know a little healing magics. That is always important."
Does you have any distinguishing marks (birth-marks, scars, deformities)?
"That is a dumb question. But yes I do. I have a scar on my thigh from when a dog bit me when I was younger. And a few little ones on my arms from the training."
How well do you get along with others?
"Assuming they are not horrible people I can generally get along with most people."
Is there anything that you hates?
"Cruelty. People who are cruel just because they can be. And beets. Those things are disgusting!"
Is there anything that you fears?
"Failing I guess. Letting everyone down... But if you are wanting something more physical then that would be drowning. Heh, that almost happened when I was little. I think we were in Taldor and I was doing what a child does and not listening. I almost died in the Sellen River. So the boat ride is not going to be pleasant for me. But I still want to go. "

Human:

• Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
• Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
• Base Speed: Humans have a base speed of 30 feet.
• Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Feat and Skill Racial Traits
• Focused Study: All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat.
• Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level

Feat plan:

1=Throw Anything, Eschew Materials, Skill focus (diplomacy)
3=Point-Blank Shot
5=Precise Shot
6= Brew potion
7=Leadership if available or
8= Skill focus ()
9= Close-Quarters Thrower
11=Extra Discovery
13=Extra Discovery
15=Extra Discovery
16= Skill focus()
17=
19=

Discovery Plan:

2=Precise Bombs, Infusion
4=Frost Bomb*
6=Wings
8= Fast Bombs
10=Explosive Bomb*
11= Spontaneous Healing
12=Cursed Bomb*
13=Shock Bomb*
14=Delayed Bomb
15=Healing Bomb*
16=Elixir of Life
18=Dispelling Bomb
20=Philosopher's Stone

grenadier alchemist:

Grenadiers train to exercise their talents in the thick of battle, even when not under the influence of their mutagens. They learn methods of combining weapon attacks with their alchemical magic, and sacrifice skill with poisons in order to become more adept at using alchemical bombs or using alchemical items in conjunction with their martial skills. As an unusual side effect of their skill at handling bombs and alchemical items with increased speed, grenadiers master the ability to drink potions, elixirs, and mutagens quickly and safely, without exposing themselves to peril while doing so.
A grenadier has the following class features.
Weapon and Armor Proficiency
Alchemists are proficient with all simple weapons and bombs. They are also proficient with light armor, but not with shields.
Martial Weapon Proficiency
At 1st level, a grenadier picks one martial weapon to become proficient in the use of. I will be selecting the Long bow.
This ability replaces Brew Potion.

Alchemy
Alchemists are not only masters of creating mundane alchemical substances such as alchemist's fireand 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 analchemical 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 potionnormally 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 materialcomponents 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
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 Intelligencemodifier. 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'sIntelligence 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'sIntelligence 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.
Mutagen
At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist's possession becomes inert until an alchemist picks it up again.
When an alchemist brews a mutagen, he selects one physical ability score—either 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 +4alchemical 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
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.
Dicovery
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'sIntelligence modifier.
• A complete list of discoveries can be found here: Discoveries

Alchemical Weapon
At 2nd level, a grenadier can infuse a weapon or piece of ammunition with a single harmful alchemical liquid or powder, such as alchemist’s fire or sneezing powder, as a move action. This action consumes the alchemical item, but transfers its effect to the weapon in question.
The alchemical item takes full effect on the next creature struck by the weapon, but does not splash, spread, or otherwise affect additional targets. Any extra damage added is treated like bonus dice of damage, and is not doubled on a critical hit. The alchemical treatment causes no harm to the weapon treated, and wears off 1 minute after application if no blow is struck. At 6th level, a grenadier can use her alchemical weapon ability as a swift action. At 15th level, this ability becomes a free action.
This ability replaces poison resistance.
Precise Bombs
At 2nd level, a grenadier gains the precise bombs alchemist discovery as a bonus discovery.
This ability replaces poison use.
Swift Alchemy
At 3rd level, an alchemist can create alchemical items with astounding speed. It takes an alchemist half the normal amount of time to createalchemical items, and he can apply poison to a weapon as a move action.

Directed Blast
At 6th level, a grenadier can detonate a bomb so that it splashes in a 20-foot cone rather than affecting a radius. The cone starts at thealchemist and extends away from her in the direction she chooses. The alchemist designates one creature in the squares affected by the cone to be the target of the bomb and makes her attack rollagainst that creature; all other squares in the cone take splashdamage. If the alchemist has the explosive bomb discovery and throws an explosive directed blast, the cone of splash damage is 30 feet long instead of 20 feet.
This ability replaces swift poisoning.
Staggering Blast
At 10th level, a grenadier’s bombs become particularly overwhelming when they explode. Whenever a grenadier scores a successful critical hit with a bomb, the creature directly struck by that bomb is staggered for 1d4+1 rounds. A successful Fortitudesave (DC equals the bomb’s Reflex save DC to avoid splash damage) reduces the duration to 1 round. The effects of this ability stack with a frost bomb’s staggering effect, but not with the effects of theStaggering Critical feat. Additional hits from a staggering blast add to the effect’s overall duration.
This ability replaces poison immunity.
Persistent Mutagen
At 14th level, the effects of a mutagen last for 1 hour per level.
Instant Alchemy
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
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.
• A complete list of grand discoveries can be found here: Grand Discoveries