About Glim Murnig
Bomb (Su) You can use 4 bombs each day. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, your bomb inflicts 1d6+3 points of fire damage. Your bombs also inflict an additional 0d6 points of fire damage that is not multiplied on a critical hit or by using feats such as Vital Strike. Splash damage from an your bomb is always equal to the bomb's minimum damage (4). Those caught in the splash damage can attempt a DC 13 Reflex save for half damage.
Bonus Bombs Add +1/2 to the number of bombs per day the alchemist can create.
Brew Potion (Ex) You receive Brew Potion as a bonus feat. You can brew potions of any formulae you know (up to 3rd level), using your alchemist level as caster level. The spell must be one that can be made into a potion. You do not need to meet the prerequisites for this feat.
Darkvision (Ex) Range 120 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Defensive Training Svirfneblin gain a +2 dodge bonus to Armor Class.
Formulae 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, pages, 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.
Fortunate (Ex) Svirfneblin have a +2 racial bonus on all saving throws.
Hatred (Ex) Svirfneblin have a +1 racial bonus on attack rolls against dwarves and reptilian humanoids.
Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Mutagen (Su) You know how to create a mutagen that you can imbibe in order to heighten your physical prowess at the cost of your personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. You can only maintain one dose of mutagen at a time - if you brews a second dose, any existing mutagen becomes inert. A mutagen that is not in your possession becomes inert until an alchemist picks it up again. When you brew a mutagen, you select one physical ability score - either Strength, Dexterity, or Constitution. It's a standard action to drink a mutagen. Upon being imbibed, the mutagen causes you to grow bulkier and more bestial, granting you a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes. In addition, while the mutagen is in effect, you take a -2 penalty to one of your mental ability scores. If the mutagen enhances your Strength, it applies a penalty to your Intelligence. If it enhances your Dexterity, it applies a penalty to your Wisdom. If it enhances your Constitution, it applies a penalty to your Charisma. A non-alchemist who drinks a mutagen must make a DC 13 Fortitude save 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.
Mutagen (Prime Stat Selection)
Mutagen (Second Stat Selection)
Mutagen (Third Stat Selection)
Northern Ancestry One of your parents came from the North, and the tales of the frozen lands at the top of the world that you grew up listening to excited your imagination. Alternatively, maybe one of your ancestors passed on the blood of some frost-rimed creature. You feel most alive during the chill of winter, and as a child, you spent hours playing in the snow. You rarely feel the cold, and you've always had a restless longing to travel north. You gain a +1 trait bonus on Fortitude saves, as well as cold resistance 2; this resistance does not stack with cold resistance gained from any other source.
Resistance to Cold (Ex) You may ignore 2 points of Cold damage each time you take cold damage.
Senses (Ex) Svirfneblin have darkvision 120 ft. and low-light vision.
Skilled (Ex) Svirfneblin have a +2 racial bonus Stealth, Craft (Alchemy), and Perception; Stealth gets +4 underground.
Spell Resistance (Ex) You have SR 12.
Stonecunning Svirfneblin receive a +2 bonus on Perception checks to potentially 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.
Student of Philosophy You were trained in a now� defnct philosophical tradition-such as that of the now� destroyed Gaitan universities or Lirgeni astrologers-and learned to use logic and reason to persuade others. You can use your Intelligence modifer in place of your Charisma modifer on Diplomacy checks to persuade others and on Bluf checks to convince others that a lie is true. (This trait does not afect Diplomacy checks to gather infrmation or Bluf checks to fe int in combat.)
Svirfneblin Magic (Ex) +1 untyped bonus to DC of Illusion spells. SLAs: constant - Nondetection, 1/day - Blindness/Deafness, Blur, Disguise Self. Save is Cha-based.
Throw Anything (Ex) You gain the Throw Anything feat as a bonus feat. You add your 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.
Glim has reason to curse his luck. All he ever wanted to do was work on his formulae in the depths of his caverns and grow ever more exotic koi beetles with which to compete in the Annual Koi Beetle Tournament in Dwimovel. But his brother, Glom, claimed one waking phase to have been visited by an aspect of Nivi Rhombodazzle who instructed him to begin a religious cleansing of their settlement.
Cue disaster and bloodshed.
Glom's fanatacism resulted in a third of the village being executed before he was driven toward the sunlit world by their outraged community. Glim was accused of being complicit simply for being his brother, and found himself harried and chased up through the Darklands, his alchemist kit and a cage filled with his prized Ebon Ruby beetle in hand, chasing his brother until they emerged blinking and exhausted into the forests just south of Heldren.
Glom, claiming that all was going according to plan, led Glim and their three other weary faithful companions to the Taldean town, where they've holed up in the Silver Stoat. Glom's now hatching a plan to convert the temple to Erastil to Nivi, but frankly, Glim's had enough.
Time, he's decided, to quit himself of Glom and his fanatical followers, and reinvent his life. The Darklands are too dangerous to return to for now. Perhaps... perhaps a new life awaits him, somewhere outside the Silver Stoat's front door.
Glim is not easy on the eyes. His slate gray skin appears as dusty and moribund as that of corpse, and his pale hair it more a hay thatch than anything else. Worse, his lipless mouth appears to have been cut into his face, revealing irregular yellow teeth, and he has a disconcerting manner of starting at people who speak to him as if trying to determine what they are instead of whom. Still, once folks get past his disconcerting appearance, it becomes readily apparent that Glim has something akin to a naive personality, and is eager to make friends with whom he can begin crafting the next phase of his life.