Defense AC 24, touch 13, flat-footed 22 (+11 armor, +2 Dex, +1 Deflection)
hp 121 (8HD)
Fort +12, Ref +10, Will +8; +8 vs. poison, +6 vs. disease, +2 vs. spells, and spell-like abilities, +3 vs. mind-affecting, +2 vs. negative levels & death effects
Defensive Abilities defensive training, fortified flesh (10% fortification, DR 1/-, +1 ka stone), fortification 50%, uncanny dodge, unflinching +1
Offense Speed 20 ft.
Melee Severance, Stoneblade of Ages (+1 Keen Adamantine falchion) +13/+8 (2d4+9/15-20)
. . Mwk cold iron falchion +13/+8 (2d4+8/18-20)
1st-level
Detect Secret Doors
Identify
Long Arm
Monkey Fish (doesn't work with Med/Hvy armor)
Shield
Stone Fist
2nd-level
Acute Senses
Bull's Strength
Certain Grip (10min/lvl)
Empower Holy Water
Investigative Mind (10min/lvl)
Invisibility
Restoration, Lesser
See Invisibility (10min/lvl)
3rd-level
Displacement
Heroism (10min/lvl)
Statistics Str 19 (17), Dex 14, Con 18, Int 14, Wis 14, Cha 5
Base Atk +7 (+1 Ka stone); CMB +11 (+1 Ka stone); CMD 24 (+1 Ka stone, +4 vs. bull rush and trip, +2 sunder)
Combat Gear
oil of hold portal
oil of bless weapon
potion of aid
potion of cure moderate wounds (3)
potion of protection from evil
potion of hide from undead
potion of spider climb
healer's Kit (10 uses)
holy water (4)
antitoxin
silversheen vials of soul stimulant (3)
Poison
Black Smear—injury; save Fort DC 15; frequency 1/round for 6 rounds; effect 1d2 Str; cure 1 save. (2)
Other Gear+2 stoneplate, mwk cold iron falchion, +1 keen adamantine falchion, alchemist formula book, backpack, bedroll, belt pouch, climber's kit, crowbar, flint and steel, grappling hook, silk rope (50 ft.), hammer, pitons (2), masterwork thieves tools, mess kit, soap, waterskin, 0 gp
Special Abilities Alchemy +8 (Su) +8 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Bomb 4d6+2 (10/day, Ref DC 16) (Su) Thrown Splash Weapon deals fire damage.
Breath Mastery 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.
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Diehard You are stable and can choose how to act when at negative Hp.
Disease Resistance +6 (Ex) +6 to save vs. Disease.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Fast Poisoning Apply poison as a move action.
Fortified Flesh Gain DR 1/- and 10% Fortification (doesn't stack). +1/+10% when using the soul stone.
Furious Focus Ignore Power Attack penalty on the first attack each round with a two-handed weapon.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Heroic Recovery 1/day [standard] you may attempt a new saving throw against a harmful condition or affliction requiring a Fortitude save that is affecting you. If this save against the affliction fails, there is no additional effect, but a successful save counts toward curing an affliction such as poison or disease.
Improved Sunder Sunder doesn't provoke AoOs. +2 CMB/CMD for Sunders.
Lorekeeper +2 for Knowledge (History) checks relating to dwarves and their enemies. These checks can be made untrained.
Mutagen (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 80 minutes. FCB: +7/4 AC Poison Resistance +6 (Ex) +6 to save vs. Poison.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Power Attack -2 on attack rolls, +4 on damage rolls (+6 with two-handed weapons).
Preserve Organs 25% 25% chance Fortification (avoid critical hits or sneak attacks).
Ruthless +1 on attack rolls to confirm critical hits.
Soul Stone (Ka Stone, 3/day) (Su) As a swift action, enlarge person self and gain full BAB.
Stone Blood Automatically stabilizes, immune to bleeding and blood drain.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Trap Finder +1 Disable Device (class skill), can disarm magic traps.
Unflinching +1 (Ex) Gain +1 bonus to Will saves vs. mind-affecting effects
Weapon Versatility Can change damage type to B/P/S as a swift action for weapon of choice.
Wings Stone feathered wings allowing to fly, as spell (CL = alchemist CL), for 1 min/lvl.