Craft (alchemy) +7 (+9 to create alchemical items),
Diplomacy +8 (7 on checks made to change the attitude of dwarves who know that your family has shared brewing secrets with non-dwarves),
Disable Device +4,
Handle Animal +7,
Knowledge (nature) +6,
Knowledge (religion) +6,
Profession (courtesean) +5,
Profession (sailor) +5,
Use Magic Device +7;
Racial Modifiers alchemy
Languages Elven, Polyglot, Sylvan
SQ elf alchemist, amphibious, hedonistic, hero points, mutagen, poison use, fast poisoning, mysteries (life), revelations (life link [3 bonds, 130']), variant channeling (death variant channeling [±1 sacred])
Other Gear 6150 GP
+2 formulas in formula book Add one extract formula from the alchemist’s list to his formula book. This formula must be at least one level lower than the highest-level formula the alchemist can create.
Alchemy +2 (Su) +2 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Amphibious (Ex) You can survive indefinitely on land.
Birthmark +2 save vs. charm & compulsion
Bomb 1d6+2 (4/day) (DC 13) (Su) Thrown Splash Weapon deals 1d6+2 fire damage.
Clouded Vision You cannot see beyond 30'
Darkvision (30 feet) You can see in the dark (black and white vision only).
Death Variant Channeling (±1 Sacred) Stabilization bonus/penalty
Fearless (Ex) +2 to save vs fear effects.
Frost Bomb (Su) When the alchemist creates a bomb, he can choose to have it inflict cold damage. Creatures that take a direct hit from a frost bomb are staggered on their next turn unless they succeed on a Fortitude save.
Hedonistic If you do not gain a reward in a day, you are fatigued for 4h the next day (Fort DC 20 negates)
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Infusion When created an extract can be used by anyone, but takes up a slot until used.
Life Link (3 bonds, 130') (Su) Bond drains your HP to heal others.
Mutagen (DC 13) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 20 min.
Poison Resistance +2 (Ex) +2 to save vs. Poison.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Poisoning (Standard Action) (Ex) Normal: Apply poison to a weapon as a standard action.
Swimming (30 feet) You have a Swim speed.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Volatile Conduit (1/day) Elemental spell deals an additional 1d4 damage.