Macros
[dice=Mwk Light Crossbow (cold iron bolts), Focused Shot, PBS, Cognatogen, Inspire, Good Hope]1d20+9+2+2;1d8+7+2+2+2[/dice]
[dice=Prescience]1d20[/dice]
[dice=Bomb, PBS, Cognatogen]1d20+10+1;3d6+6+1+2[/dice] Splash is Ref DC 20* and inflicts 11* damage; ignoring up to 8* targets for splash damage thanks to Precise Bombs.
[dice=Mwk Light Crossbow (cold iron bolts), Focused Shot, PBS, Cognatogen]1d20+9;1d8+7+2[/dice]
[dice=Knowledge, Cognatogen]1d20+2[/dice] +22 arcana, +21 planes, +16 all others
Defense AC 19, touch 14, flat-footed 16 (+5 armor, +3 Dex, +1 deflection)
hp 50 (7 HD; 1d6+6d8+13)
Fort +7, Ref +9, Will +5; +4 bonus vs. poison
Resist electricity 5, poison resistance +4
Offense Speed 30 ft.
Melee cold iron dagger +4 (1d4/19-20) or
. . silver dagger +4 (1d4-1/19-20)
All cantrips
1st-level spells
Charm Person
Comprehend Languages
Detect Secret Boars... err, Doors
Endure Elements
Grease
Identify
Liberating Command
Obscuring Mist
Protection from Evil
Touch of the Sea
Unseen Servant
Windy Escape
Statistics Str 10, Dex 16, Con 12, Int 22, Wis 11, Cha 7
Base Atk +4; CMB +4; CMD 18
Languages Aquan, Auran, Azlanti, Common, Dwarven, Elven, Ignan, Terran, Undercommon
SQ alchemy (alchemy crafting +6), arcane bond (ring of protection +1), breeze-kissed, cognatogen, discoveries (explosive bomb, frost bomb, infusion, precise bombs), forewarned, perfect recall, prescience, swift alchemy
Combat Gear oil of bless weapon (x2)
cold iron crossbow bolts (50)
silver crossbow bolts (50)
alchemist's fire
alchemist's kindness
Other Gear +1 mithral chain shirt, cold iron dagger, mwk light crossbow, silver dagger, cloak of resistance +1, headband of vast intelligence +2, ring of protection +1, alchemy crafting kit, backpack, bedroll, belt pouch, ear trumpet, earplugs, flint and steel, formulas written (worth 675 gp), grappling bolt, ink, black, inkpen, mess kit, pot, scroll case, signal whistle, silk rope (50 ft.), soap, spells written (worth 60 gp), teapot, trail rations (5), waterskin, wrist sheath, spring loaded, 5 gp, 1 sp, 7 cp
Special Abilities Alchemy +6 (Su) +6 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Arcane Bond (Ring of protection +1) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Bomb 3d6+6 (12/day, DC 19) (Su) Thrown Splash Weapon deals 3d6+6 fire damage.
Breeze-Kissed (1/day) +2 AC versus nonmagical ranged attacks. Bull rush/trip with air 1/day within 30 ft.
Cognatogen (DC 19) (Su) At 1st level, a mindchemist learns how to create a cognatogen, as per the cognatogen discovery. This ability replaces the mutagen class ability (a mindchemist cannot create mutagens unless he selects mutagen* as a discovery).
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Explosive Bomb (Su) The alchemist’s bombs now have a splash radius of 10 feet rather than 5 feet. Creatures that take a direct hit from an explosive bomb catch fire, taking 1d6 points of fire damage each round until the fire is extinguished. Extinguishing the flames i
Firebug +1 to attack rolls with thrown splash weapons.
Focused Shot +6 Make a single bow or crossbow attack, adding your INT modifier to the damage roll as precision damage.
Foresight Associated School: Divination
Forewarned 1 (Su) Can always act in surprise rounds.
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.
Illusion You must spend 2 slots to cast spells from the Illusion school.
Infusion When created an extract can be used by anyone, but takes up a slot until used.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
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
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Poison Resistance +2 (Ex) +4 to save vs. Poison.
Precise Bombs (6 squares) (Su) Whenever the alchemist throws a bomb, he can select a number of squares equal to his Intelligence modifier that are not affected by the splash damage from his bombs.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Prescience (9/day) (Su) Roll a d20 at the beginning of the round, and use that result as the result of any other d20 roll before the next turn.
Swift Alchemy (Ex) You can construct alchemical items in half the normal time.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.