Bedlam Bottomland's page

1,145 posts. Alias of Dorian 'Grey'.

Full Name

Bedlam Bottomland




Alchemist [Grenadier] 6 Initiative+6 Hp 57/57 AC 22/18 Fort+9, Ref+9, Will+5 (+3 spells, sp, poison)Perception+10/+12(+2 stone) Active:Heightened Awareness, Barkskin, Antiplague, Antitoxin, Vermin Repellent, and Mutagen: 60 minutes each.




Medium (Mutagen Active +4 Str -2 Int +2 NA 60 minutes)






Dwarven, common, draconic, undercommon, orc, drow sign language, Halfling

Strength 14
Dexterity 14
Constitution 14
Intelligence 17
Wisdom 12
Charisma 6

About Bedlam Bottomland

Bedlam Bottomland
Male dwarf Alchemist [Grenadier] 6 Init +6; Senses darkvision 60'; Perception +10(+2 stone)
AC 18, touch 13, flat-footed 16 (+5 armor, +0 shield, +1 deflection, +2 Dex, +0 natural, +0 dodge)
hp 57(6d8+24)
Nonlethal: 0
Fort +7 Ref +7, Will +3
....hardy +3 spells, sp, poisons...
Speed 20 ft.
Melee +1 heavy pick +8(1d6+5/x4); cold iron heavy mace +7 (1d8+4/x2)
[dice=Range bomb touch, Tanglefoot Ref DC 17, splash weapon mastery, precise bombs, splash 7]1d20+6 ;3d6+4[/dice] /x2)20' 9/9

Special Attacks
Alchemy(su) extracts
Mutagen(su) x
Throw Anything(ex)
Alchemical weapon(su): swift
Precise bombs(ex)
Tanglefoot bomb(su)DC 17
Directed Blast (Su): 20' cone
Feral Mutagen
........ .....
Swift Alchemy(ex)
Stone cunning(ex)
........... .
Str 14/16, Dex 14, Con 14, Int 17/19, Wis 12, Cha 6
Base Atk +4; CMB +7; CMD 19
Feats Improved Initiative, Splash Weapon Mastery, Toughness
Class Skills
The alchemist’s class skills are Appraise (Int)+7(1bg), Craft (alchemy) (Int)+12(1bg), Disable Device (Dex)+13(6), Fly (Dex), Heal (Wis)+5(1bg), Knowledge (arcana) (Int)+12(6), Knowledge (nature) (Int)+12(6), Perception (Wis)+10(+2 stone)(6), Profession (Wis), Sleight of Hand (Dex)+10(5bg), Spellcraft (Int)+12(6), Survival (Wis)+11(5), Use Magic Device (Cha)+11(5), Linguistics(Int)+7(4bg).

Skill Ranks per Level: 4 + Int modifier.

Favored class bonus: +1 hpx6
Traits: glory of old, pragmatic activator
drawback: avarice(rp only)
Languages Common, dwarven, draconic, undercommon, orc, drow sign language, Halfling, elf, goblin

Other Gear
+1 Lamellar (leather)
Belt of Str +2
Headband of Int +2
Ring of Protection +1
Ring of Featherfall
Cloak of Resistance +2
Alchemists kit
Survival kit(mw)
Bandolier x2
Healer's kit 10/ 8
Thieves tools(mw)
Earplugs x6/1
Iron vials x10
Sacks x3
Shovel, common(2gp)
Smoked goggles
Spring loaded wrist sheaths x2(*)

Tracked Resources
Alchemical weapons:
Unstable Accelerate: +1d6 fire damage to Bombs 6/5
Acid 3/2
Alchemists fire 3/2
(*)Bottled lightning 3/2
Burst jar 3/
Congealer spray 3/
(*)Flash powder 3/
Ghast retch flask 3/2
Alchemical items:
Alchemical solvent 3/3
Blasting jelly 3/0
Tindertwig 50/50
Alchemical grease 5/1
Deodorizing Agent 3/2
Alchemical Grease 3/3
Dye Marker 3/3
Vermin Repellent 6/2
Antiplague 3/0
Antitoxin 3/0
Potion of cure light wounds 2/2

Wealth 3618gp


1. Heightened Awareness x
2. Enlarge Person x2/1
3. Cure light wounds
4. Crafters Fortune x

1. Invisibility
2. Barkskin x
3. See Invisibility
4. ?

Formula Book:

1st level (scribe cost 10gp)
1. Anthaul
2. Comprehend Languages
3. Monkey/fish
4. Targeted Bomb Admixture
5. Crafters Fortune
6. Heightened awareness
7. Enlarge Person
8. True Strike
9. Cure light wounds

2nd level (40gp)
1. Alchemical Allocation
2. See Invisibility
3. Invisibility
4. Barkskin
5. Delay disease

Alchemical Allocation
School transmutation; Level alchemist 2


Casting Time 1 standard action
Components S


Range personal
Targets you
Duration 1 round


This extract causes a pale aura to emanate from your mouth.

If you consume a potion or elixir on the round following the consumption of this extract, you can spit it back into its container as a free action. You gain all the benefits of the potion or elixir, but it is not consumed. You can only gain the benefits of one potion or elixir in this way per use of this extract.

Section 15: Copyright Notice
Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn.

Feral Mutagen
Benefit: Whenever the alchemist imbibes a mutagen, he gains two claw attacks and a bite attack. These are primary attacks and are made using the alchemist’s full base attack bonus. The claw attacks deal 1d6 points of damage (1d4 if the alchemist is Small) and the bite attack deals 1d8 points of damage (1d6 if the alchemist is Small). While the mutagen is in effect, the alchemist gains a +2 competence bonus on Intimidate skill checks.

Precise Bombs

Benefit: 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. If the bomb misses, this discovery has no effect.

Section 15: Copyright Notice
Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn.

Tanglefoot Bomb (Su)

Benefit: A creature that takes a direct hit from a tanglefoot bomb must save against the bomb’s DC or be entangled and glued to the floor as if it had failed its save against a tanglefoot bag. Creatures in the splash area that fail their saves are entangled but not glued to the floor; those who make this save are not entangled at all.

Section 15: Copyright Notice – Pathfinder Roleplaying Game Ultimate Magic
Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.

Benefit: When the alchemist creates an extract, he can infuse it with an extra bit of his own magical power. The extract created now persists even after the alchemist sets it down. As long as the extract exists, it continues to occupy one of the alchemist’s daily extract slots. An infused extract can be imbibed by a non-alchemist to gain its effects.

Alchemical weapons:

Unstable Accelerant
Source PZO1121

A volatile mix of incendiary reagents, unstable accelerant can be thrown just like alchemist’s fire. In the hands of an alchemist, a flask of unstable accelerant can be used as part of creating a bomb, increasing its fire damage by +1d6 points. It has no effect on bombs that do not deal fire damage. If the bomb lasts for more than an instant, the extra damage only applies to the first round’s damage.

Create: Craft (alchemy) DC 25

PFS Legal Bottled lightning
Source Ultimate Equipment pg. 107 (Amazon)
Price 40 gp; Weight 1 lb.
Category Alchemical Weapons
Electricity crackles along a metal filament inside this small glass bottle. You can open the bottle as a standard action, unleashing a small bolt of lightning toward an enemy within 20 feet of you. This is a ranged touch attack that deals 1d8 points of electricity damage. Any creature in a line between you and the target (including the target) takes 1 point of sonic damage from the terrific clap of thunder the bolt generates (Reflex DC 15 negates). Crafting bottled lightning is a DC 25 Craft (alchemy) check.
Craft (Alchemy) DC 25.

PFS Legal Burst jar
Source Ultimate Equipment pg. 107 (Amazon)
Price 35 gp; Weight 1 lb.
Category Alchemical Weapons
This simple clay pot has two sealed, airtight inner chambers containing alchemical liquids. The jar is thrown as a splash weapon. It shatters on impact, covering the target with a mixture of the two liquids. One round later on your turn, the liquids react and explode with concussive force. The target takes 1 point of sonic damage, is deafened for 1d4 rounds, and must make a DC 12 Fortitude save or be stunned for 1 round. Creatures within 5 feet of the explosion take 1 point of sonic damage. The target can use a full-round action to scrape or wash off the liquid before it detonates, depositing the material in its square or an adjacent square; the material detonates as normal, though the original target only takes damage as if it were within 5 feet of the explosion. Crafting this item is a DC 25 Craft (alchemy) check.
Craft (Alchemy) DC 25

PFS Legal Congealer spray
Source Alchemy Manual pg. 23 (Amazon)
Price 15 gp; Weight —
Category Alchemical Weapons
This volatile liquid is usually dispensed from a spray atomizer, which disperses the liquid in a 15-foot cone. Congealer spray causes the surface of an ooze creature to stiffen into a leathery material. Ooze and plant creatures in the affected area become staggered for 1d4 rounds (Fortitude DC 15 negates). If an affected creature has the split defensive ability (Bestiary 2 302), it cannot benefit from that ability until the effects of the congealer spray wear off, regardless of whether the creature succeeded at its saving throw.
Alchemical Recipe
Recipe (4 realgar + 5 salt + 5 urea)/distillation; Craft 20
Time 10 minutes; Tools retort; Type alchemical weapon

PFS Legal Flash powder
Source Ultimate Equipment pg. 107 (Amazon), Advanced Player's Guide pg. 1 (Amazon), Adventurer's Armory pg. 19 (Amazon)
Price 50 gp; Weight —
Category Alchemical Weapons
This coarse gray powder ignites and burns almost instantly if exposed to flame, significant friction, or even simple force such as throwing it against a floor (a standard action). Creatures within a 10-foot-radius burst are blinded for 1 round (Fortitude DC 13 negates). Crafting this item is a DC 20 Craft (alchemy) check.
Craft (Alchemy) DC 20

PFS Legal Ghast retch flask
Source Ultimate Equipment pg. 107 (Amazon)
Price 50 gp; Weight 1 lb.
Category Alchemical Weapons
Harvested and concentrated from the remains of slain ghasts, this foul-smelling powder is kept in tightly sealed flasks. It is thrown as a splash weapon and the flask breaks on impact, releasing noxious dust. The target is nauseated for 1 round and sickened for 3 rounds after that. A successful DC 12 Fortitude save prevents the nauseated condition, but not the sickened condition. Creatures within 5 feet of where the flank hits are sickened for 1 round. This is a poison effect. Crafting this item is a DC 20 Craft (alchemy) check.
Craft (Alchemy) DC 20

Alchemical items:

Repellent, Vermin
Source PZO9410

This vile-smelling white paste keeps vermin at bay if spread on the skin. Normal-sized (Fine) vermin avoid you. Swarms of vermin must make a DC 15 Fortitude saving throw in order to enter your square. Once applied, vermin repellent remains effective for 4 hours or until you spend 1 round washing it off.

Create: Craft (alchemy) DC 20

Dye, Marker
Source PZO9410

Price 15 gp; Weight 1 lb.

This dye (available in several colors) creates an obvious stain wherever splashed. Washing has no effect for the first 72 hours (though magic can erase it), but it fades completely after 2 weeks. You can throw it as a splash weapon.

Grease, Alchemical
Source PZO1115

Each pot of this slick black goo has sufficient contents to cover one Medium or two Small creatures. If you coat yourself in alchemical grease, you gain a +5 alchemical bonus on Escape Artist checks, on combat maneuver checks made to escape a grapple, and to your CMD to avoid being grappled; this lasts 4 hours or until you wash it off.

Create: Craft (alchemy) DC 15

Deodorizing Agent
Source PPZO9410

Price 30 gp; Weight —

Coating a creature in a vial of this milky, odorless substance takes 1 minute and renders it scentless for 1d3 hours. Creatures that rely on scent for locating creatures do not gain the benefit of this ability against a creature affected by a dose of deodorizing agent.

PFS Legal Alchemical solvent
Source Ultimate Equipment pg. 103 (Amazon), Advanced Player's Guide pg. 1 (Amazon), Adventurer's Armory pg. 19 (Amazon)
Price 20 gp; Weight 1/2 lb.
Category Alchemical Tools
This bubbling purple gel eats through adhesives. Each vial can cover a single 5-foot square. It destroys most normal adhesives (such as tar, tree sap, or glue) in a single round but takes 1d4+1 rounds to deal with more powerful adhesives (alchemical glue, tanglefoot bags, spider webbing, and so on). It has no affect on fully magical adhesives, such as sovereign glue.
Craft (Alchemy) DC 20

PFS Legal Blasting jelly
Source Heroes of the Darklands pg. 30
Price 45 gp; Weight 1/2 lb.
Category Alchemical Tools
This volatile gray paste sticks to solid surfaces and creates a concentrated blast when exposed to fire, making it a valuable excavation tool. You can apply 1 dose of blasting jelly to a 5-foot square as a standard action. The paste can be ignited with another standard action by striking it from an adjacent square with a metal weapon or object. When thus ignited or otherwise exposed to fire, the jelly explodes, dealing 2d6 points of fire damage to creatures and unattended objects within the treated square. If the ignited square is adjacent to another square containing blasting jelly, that square ignites as well. Blasting jelly deals full damage to objects made of stone or softer material. Blasting jelly decays relatively quickly when exposed to air, becoming inert after 4 hours if not ignited.


Class Features
The following are class features of the alchemist.

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 (dwarven waraxe)

At 1st level, a grenadier picks one martial weapon to become proficient in the use of.

This ability replaces Brew Potion.

Alchemical Weapon (Su)

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 (Ex)

At 2nd level, a grenadier gains the precise bombs alchemist discovery as a bonus discovery.

This ability replaces poison use.

Directed Blast (Su)

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 the alchemist 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 roll against that creature; all other squares in the cone take splash damage. 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 (Su)

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 Fortitude save (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 the Staggering Critical feat. Additional hits from a staggering blast add to the effect’s overall duration.

This ability replaces poison immunity.

Alchemy (Su)

Alchemists are not only masters of creating mundane alchemical substances such as alchemist’s fire and 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 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.

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 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 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 (Su)

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 Intelligence modifier. 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’s Intelligence 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’s Intelligence 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.

Brew Potion (Ex)

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.

Mutagen (Su)

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.

Throw Anything (Ex)

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.

Discovery (Su)

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’s Intelligence modifier.

A complete list of discoveries can be found here: Discoveries
Poison Resistance (Ex)

At 2nd level, an alchemist gains a +2 bonus on all saving throws against poison. This bonus increases to +4 at 5th level, and then again to +6 at 8th level. At 10th level, an alchemist becomes completely immune to poison.

Poison Use (Ex)

Alchemists are trained in the use of poison and starting at 2nd level, cannot accidentally poison themselves when applying poison to a weapon.

Swift Alchemy (Ex)

At 3rd level, an alchemist can create alchemical items with astounding speed. It takes an alchemist half the normal amount of time to create alchemical items, and he can apply poison to a weapon as a move action.

Swift Poisoning (Ex)

At 6th level, an alchemist can apply a dose of poison to a weapon as a swift action.

Persistent Mutagen (Su)

At 14th level, the effects of a mutagen last for 1 hour per level.

Instant Alchemy (Ex)

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.

Standard Racial Traits

Ability Score Racial Traits: Dwarves are both tough and wise, but also a bit gruff. They gain +2 Constitution, +2 Wisdom, and –2 Charisma.
Size: Dwarves are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Dwarves are humanoids with the dwarf subtype.
Base Speed: (Slow and Steady) Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon. See the Linguistics skill page for more information about these languages.
Defense Racial Traits

Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Feat and Skill Racial Traits

Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.
Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Senses Racial Traits

Darkvision: Dwarves can see perfectly in the dark up to 60 feet.
Offense Racial Traits

Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with dwarf as martial.


Glory of Old (Dwarf)
In your veins flows the blood of dwarven heroes.

Benefit: You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.

Section 15: Copyright Notice
Pathfinder Companion: Dwarves of Golarion Copyright 2009, Paizo Publishing, LLC; Authors: David A. Eitelbach, Russ Taylor, JD Wiker, Keri Wiker, and Hank Woon


Deep, compulsive greed gnaws at you.

Effect: Whenever monetary treasure is divided, you must end up with a greater share of that treasure than your companions or you’re wracked with feelings of jealousy and ill will. When treasure is divided, if you do not end up with at least 10% more treasure than any other individual companion does, you have a hard time being helpful to your allies. You become irritable, and can’t take the aid another action for the next week.


PFS Legal Lamellar (leather)
Source Ultimate Equipment pg. 9 (Amazon), Ultimate Combat pg. 1 (Amazon)
Cost 60 gp Weight 25 lbs.
Armor Bonus +4; Max Dex Bonus +3; Armor Check Penalty -2
Arcane Spell Failure Chance 20%; Speed 30 ft./20 ft.
Lamellar is a type of armor in which small plates of various types of materials are strung together in parallel rows using fine cord. Lamellar plates can be constructed from lacquered leather, horn, or even stone, though suits of iron and steel are the most common. Lamellar armor can be crafted into various shapes, including partial pieces such as breastplates, greaves, or even entire coats. The properties of specific suits and pieces of lamellar armor are determined by their material.

PFS Legal Heavy pick
Source Ultimate Equipment pg. 18 (Amazon), PRPG Core Rulebook pg. 142 (Amazon)
Cost 8 gp Weight 6 lbs.
Damage 1d4 (small), 1d6 (medium); Critical x4; Range —; Type P; Special —
Category One-Handed; Proficiency Martial
This variant of the light pick has a longer handle and can be used with one or two hands. It is a common, inexpensive weapon for mounted soldiers since it can be used effectively from horseback.

PFS Legal Alchemist's kit
Source Ultimate Equipment pg. 56 (Amazon), Advanced Player's Guide pg. 1 (Amazon)
Price 40 gp; Weight 24 lbs.
Category Kits
This kit includes an alchemy crafting kit, a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin. The kit does not contain a formula book because an alchemist begins play with a formula book and does not need to purchase one.

Survival kit
Source Ultimate Equipment pg. 58 (Amazon)
Price 5 gp (common), 50 gp (masterwork); Weight 4 lbs. (common), 5 lbs. (masterwork)
A survival kit provides the necessary tools for day-to-day existence in a temperate wilderness. It typically contains a flint and steel, a mess kit, two waterskins (enough to hold water for 1 person for 1 day), very basic maps showing major landmarks, and a small utility knife.

A masterwork survival kit contains higher quality gear and a guide to identifying flora and fauna. It grants you a +2 circumstance bonus on Survival checks to get along in the wild, deal with severe weather, keep from getting lost, avoid natural hazards such as quicksand, and predict the weather.

PFS Legal Bandolier
Source Ultimate Equipment pg. 56 (Amazon)
Price 5 sp; Weight —
Category Adventuring Gear
This leather belt is worn over one shoulder and runs diagonally across the chest and back. It has small loops or pouches for holding eight objects the size of a flask or small dagger. You can use the “retrieve a stored item” action to take an item from a bandolier. You can wear up to two bandoliers at the same time (any more than this and they get in each other’s way and restrict your movement).

Formula book

Goggles, Smoked
Source PZO1115

These spectacles have lenses made of smoked glass that help protect against creatures with gaze attacks. You are always treated as averting your gaze when dealing with gaze attacks, and you gain a +8 circumstance bonus on saving throws against visual-based attacks (any attack that a blind creature would be immune to). You have a –4 penalty on Perception checks while wearing the goggles, and all opponents are treated as having concealment (20% miss chance).


Splash Weapon Mastery

You are adept at increasing the range, area, and accuracy of splash weapons.

Benefit: When throwing a splash weapon, you act as if you had the Far Shot feat. When you hit with a splash weapon, select one additional square adjacent to the splash area; creatures in this area also take splash damage. When you miss with a splash weapon, you may adjust the miss direction on the grid by +1 or –1. This feat counts as Far Shot for the purpose of qualifying for other feats, but only in regard to splash weapons.
Section 15: Copyright Notice
Pathfinder Companion: Adventurer’s Armory. Copyright 2010, Paizo Publishing, LLC; Authors: Jonathan Keith, Hal Maclean, Jeff Quick, Christopher Self, JD Wiker, and Keri Wiker.