You begin the campaign with an extra 100 gp. You also gain a +1 bonus on Bluff, Diplomacy, Intimidate, and Sense Motive when dealing with brigands, thieves, bandits, and their ilk.
You gain a +1 trait bonus to Will saves and a +2 trait bonus to saving throws versus divination effects.
You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.
Level 1: Iron Will
Racial : Fast Learner
Class 1: Brew Potion
Bonus Feat: Fast Learner
Heart of the Slums:
Humans who eke out a life in a city's teeming slums must be quick and clever. They gain a +2 racial bonus on Sleight of Hand and Stealth checks, and a +4 racial bonus on Survival checks in urban and underground settings. In addition, they may roll twice when saving against disease, taking the better roll. This racial trait replaces skilled.
Favored Class: Alchemist ; Bonus: +1 HP & 1 Skillpoint
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.
In many ways, extracts 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 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.
At 1st level, the internal alchemist can control his breath and the flow of vital energy within his body. Without preparation, he can hold his breath for a number of minutes equal to his Constitution score (after this, he must begin making Constitution checks or risk suffocation); by spending a full-round action preparing himself, he can increase this duration to 1 hour per point of Constitution. The alchemist can survive twice as long as normal without food or water before he starts to take penalties. He can put himself into a state of suspended animation as a move action, and is then unconscious and appears completely dead; he awakens at a preset time or in response to a condition set by him when he enters this state.
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.
Sneak Attack: 1d6
At 1st level, a vivisectionist gains the sneak attack ability as a rogue of the same level. If a character already has sneak attack from another class, the levels from the classes that grant sneak attack stack to determine the effective rogue level for the sneak attack’s extra damage dice (so an alchemist 1/rogue 1 has a +1d6 sneak attack like a 2nd-level rogue, an alchemist 2/rogue 1 has a +2d6 sneak attack like a 3rd-level rogue, and so on).
If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue's attack deals extra damage (called "precision damage") anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.
Mutagen (Su) - Preffered: +4 Str, -2 Int, +2 NA
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.
Level 1: 4 DC: 13
Cure Light Wounds
Level 1: 2
Type: P or S
Range: 10 ft
Weight: 1 lbs
Range: 120 ft
Weight: 8 lbs
Blowgun Dart (20x)
Crossbow Bolt (30x)
Artisan's Kit (Trapmaker)
This kit consists of a backpack, a bedroll, a belt pouch, a clay mug, a dagger, 2 fishhooks, 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.
Growing up in Daggermark is rough on anyone, let alone when you're the only son of a disgraced Chelish Hellknight on the run from his order and you don't know your mother. It was made clear to Urah from a very young age that no one was to know about his origins or his father's former occupation.
Living in the shadiest, poorest parts of town the both of them made their money as messenger for the more important people of the city. It was a relatively safe job as long as you knew to hand over the message fast and then be gone, whether it was to the target to to some brigands that awaited you in an alley. Still not all of them would let you just slip away so learning to evade blows and dole them out yourself was essential.
As Urah grew older he became better at what he did and the brigands started leaving him alone, just like they did with his father, who had killed dozens of thugs over the years. Eventually this prowess and skill earned Urah the position of private messenger for a member of Daggermark's Poisoner's guild. The old man knew his way around venom but his frail body was incapable of taking any punishment whatsoever. As the gangs who first only attacked the alchemist when he was outdoors started to become more brash and actually broke into his house the man decided to hire Urah as his bodyguard, and on Urah's request also as his apprentice.
Only 15, Urah took quickly to the work as an alchemist and soon was able to make simple poisons and other extracts. His progress was fast and his mentor was pleased. All of was cut short when his father's order had finally traced him down and the both of them had to flee the city. Urah said his goodbye to his mentor, who then decided to move to the Guild's headquarters for his own safety, and left town with his father, fleeing North.
After months of detours, evading bandits and stealing what they needed while following the Sellen river they came upon a their destination: The fortress of the Bloodstone Swords, a mercenary group Urah's father had heard of while working in Daggermark. He planned for both of them to join the company in an attempt to evade the Hellknights. Less than happy with his father's choice Urah stayed around for several weeks before packing his bags and leaving in the middle of the night.
He travelled north, to the city of Restov. Once there he found himself a local apothecary and became his apprentice, though Urah's skill far outstripped the man where it concerned anything but simple tonics and supposed love potions. Once he settled in he wrote his father a letter about where he was and why he left, figuring he'd at least owe it to his father to let him know he's safe. A few weeks later he received a letter but not from his father. The letter had come from the Daggermark Poisoner's Guild. In it they told Urah how they had tracked him down via his father and about an opportunity they had for him. Soon the Brevoy nobles would sound a call for brave souls to venture into and colonize the Stolen Lands. The Guild wanted him to join them and assure their presence there so they could gain a gateway into Brevoy. Fed up with his dull job Urah immediately returned his answer: Yes, I'll secure a place for us in the Stolen Lands.