”I didn't think he'd catch on, but he held his tongue long enough to let me let my guard down. He met me at the door, and sent me to the floor."
Hamarr nods approvingly yet not surprised. ”So, a stage prop fell on you?”
Perception:1d20 + 4 ⇒ (14) + 4 = 18
His eyes glaze over a bit as the tiefling blathers on. He turns back to his paperwork, occasionally peeking over Kalendra’s shoulder at her paperwork.
Application:
Name: Marcus of Crimm
Adventuring Party Name: WanderKin
Place of Business: Mine own.
That sort of thing: Cream colored ponies and crisp apple strudel. Doorbells and sleigh bells and schnitzel with noodles. Wild geese that fly with the moon on their wings. These are a few of my favorite ‘that sort of thing’s.
Why adventuring: Have been informed that “adventurers make women go wild” – for the adventurer, presumably.
He blithely turns in his application.
```
Gertrude wrote:
”When do we get to learn that very convenient sign language Briken is using?”
Hamaar smirks in pride and admiration of his older sister's perceptive skill, leaning his head against his knuckles awaiting a response from what he might perceive as an ever-even-more-reddening tiefling.
~~~
Hamarr pins his paperwork to the wall and makes his best effort to drag the lead across the page. He glances over his shoulder at Aelin. “So, who is she, and what did you do to earn that shiner?“
Hamarr stands in some humble space among his siblings, arms folded. He waits to see what flavor of tea is proffered.
Oldon wrote:
"I'll just need to take a bio break, and no telling how long these administrative things might take,"
"Like no one is going to know what that means," he chides his oldest brother gently. He turns to Pipa cheerfully. "Please forgive Olf, evidenty he is biologically older than his race might otherwise suggest."
” If you think our odds of finding an honest Educator Guild member are low, then we play the long game. “
”Yes, I don’t think it wise to alert the Academy to what we know until we know more. And there is no evidence to suggest Tafaj the Younger is a lich.“
Aelin wrote:
”Ah, legitimacy. No objections here. Where do we sign up? And what kind of nom de guerre do we ascribe ourselves? Volset Peco awaits."
"Ah, yes… Volset Peco… take Dasho up on his suggestion and his ‘family rates’? What does that even mean I wonder? Would rejecting any offer from a Tiefling be considered impolite?”
~~~
”Haha! ‘The Crim Six’. There’s no way anyone could abuse that, haha.” Hamarr ponders on a name for the group. ”I really do like ‘Fidan’s Six’, but I'm not sure it’s wise to use Dad’s name. So, Oldon, do you know what we have to do to ‘register’ or whatever a name legally once we figure it out?”
"Imagine if you will a pair of panties, Ham. You know whose panties you have, and you might even be inclined to return them, because they're a really quality undergarment."
Hamarr rests his elbow on the table and his head upon his knuckles gazing at Aelin in amusement.
”Yes, the situation is completely analogous.”
Aelin wrote:
”There's a difference between doing something honorable, and doing something foolish."
”Do you speak from experience, Aelin? Forgive me, maybe I’m missing your point. But see – the angry teapot! That’s exactly it and what I have been trying to convey to you all this whole time. It’s possible that someone from the Educator’s Guild knows about it and is still using the space for illegitimate reasons. Are you afraid, Aelin – of what we might find down there?” He flashes his Citizen of Crimm metal in the light to reflect in the eyes of his siblings briefly. ”Do we want to pursue this or not? What are our obligations here, if any?”
Halvar wrote:
”I'd be up for another day of digging, literally, for clues about how to proceed since I'm not sure it's clear how to proceed otherwise."
”Thanks, Halvar. I was looking for a way in from the outside in the hopes it would lead to a space beyond that rubble, but I didn’t find one. That doesn't mean we didn't miss something the first time around though. I'm willing to give it another look, but will understand if no one else is interested.”
"The secret panel is in a section that was part of a recent renovation in the Guild. I'm just curious as to why it isn't walled off completely. Outside of wanting to know the answer to that, I don't want anything. Go ahead a report it if you think that's the right thing to do, I'm just not so sure."
Hamarr does not partake of food either at this point in time, which is exceedingly out of character for him.
"Well, when you put it that way I suppose it does. But Aelin, you're the one who wanted to return to him unspoiled in the first place. I wasn't making any assumptions about the man himself or whose footsteps he might or might not be following. And spreading rumors did not cross my mind either, actually. He'd either be interested in it or not. I just thought it'd look weird to lug it out of the academy ourselves -- for whatever reason. Either returning it is a good idea or it's not." He rolls his eyes. I'm beginning to regret I found this place."
Hamarr does not partake of any drink for the time being.
”What is the possibility they unguent of timelessness if it was combined with the necromancy that created the undead made the undead super-undead? We should equip accordingly.”
In addition to buying pick-axes etc. from party funds, Hamarr procures a light mace with his own funds.
While the others hit the library to study, he cases out the part of the library just outside the same walls where the secret panel is located.
Hamarr, a bit late and with a mouthful of some sort of confection hurdles his grinning self into a chair at the group's table.
He listens to the banter.
Aelin wrote:
"Flour should work well enough. Chalk is probably cheaper."
"What?! Is it?!" exclaims Hamarr, brushing some crumbs from his leather. "Yes, makes sense. You wouldn't want to eat chalk."
"-- So about that secret door we're thinking of trip-wiring," he continues. "While in the library it occurred to me that it's in a distant corner of the Educator Guild -- close to the outside. I wonder if there's a secret door on the outside we'd also have to chalk or flour. If so, maybe it bypasses the rubble we don't want to dig out."
He takes a sip of his coffee. "And oh -- Who's Who says pretty much the same.. My eyes almost bled out from reading two-by-four generations back of Who's Who, but the Tafaj family did find a way to mass produce some sort of unguent of timelessness. And, it looks like our not-so-friendly neighborhood undead were created by Prëtash's great uncle -- Nertilian Tafaj. It was strongly suspected he dabbled in Necromancy, and despite becoming quite the a master, he was run out of the Educator's Guild because of it. It was such a scandal at the time! No wonder the Tafajs keep to themselves."
He takes a swig of his coffee. "But, can you imagine combining those two -- an unguent of timelessness with undead?" He shudders in disgust.
"Hey!! What if that oil keeping the chest so pristine is the unguent of timelessness, and what if that chest actually belonged to Nertilian? What if we approach Prëtash and tell him we found something that we think belongs to him? I wonder how much it would be worth to him."
Halvar wrote:
"Did anyone think to grab one of the insignias? If not, anyone care to join me in a trip downstairs after lunch?"
"Sure. Maybe we can help spread chalk too."
On the way he turns to Kalendra and asks in all seriousness, "Is there a honeysuckle brew?"
Hamarr accepts the honeysuckle and samples it. ”Mmm! Surprisingly refreshing.” He eats the flower as well.
Sizing up the plant display, he frowns in disappointment. ”I’m guessing that it has a very short shelf life."
On the way out, he sneaks another honeysuckle stalk or two.
~~~The Library
Hamarr strolls up to his favorite librarian.
KnowLocal:1d20 + 6 + 2 ⇒ (9) + 6 + 2 = 17 ”Back issues of Who’s Who to – maybe 4 generations ago to present please. Yes Ma’am. Today we are going to the stacks!”
Hamarr nods in agreement with Aelin. ”Because, Olf -- the secret panel in the library doesn’t exactly scream ‘Look here to find stairs to the unknown!’, does it?" Hamarr adds. "It may have been a long time ago that the panel was put in place. Maybe it’s forgotten. Maybe we’re the only ones who know. Then again, maybe not. How many long hairs work in the Academy, anyway?”
Having genuinely lost track of the time, Hamarr frowns. ”Uuhhh sorry! But, damn I’m hungry again.”
He thinks for a minute. ”Let’s not say too much about what we found or where we found it… It looks like someone went through some effort to conceal this, and they might still be at the Academy. Or maybe they’re dead – dead and down where we didn’t dig.”
~~~Molly’s ”Huh, I could have sworn they used to sell meat and cheese between bread here… “ He orders the heartiest mead they have and strikes up some conversation with the patrons and bar-people.
”Has anyone heard of what the Tafaj clan might be up to these days? I’ve heard they were quite active in the Academy back in the day. Strange it no longer appears to be the case.”
SenseMotiveDC=11:
Bluff:1d20 + 6 + 2 ⇒ (3) + 6 + 2 = 11 Hamarr hasn’t heard shit. He’s skulking for any kind of rumor about the family at all.
Hamarr grunts a grunt that indicates dissatisfaction and agrees with his siblings. "These sacks don't even have zippers. Yes, evidently the chest is the most interesting thing here." He closes it after everyone has had a gander and starts heading for the exit.
Hamarr’s study of the severed centipede is interrupted when a sling stone bouncing across the uneven terrain comes into view. When it ends its journey next to the arrow he planted between the rubble near his foot he smiles in solidarity at Kalendra. He tosses the stone back to her and retrieves his arrow and bow.
He shrugs in response to Aelin’s question. ”Kinda by feel,” he replies. ”It’s hard to explain.”
He nods to Oldon. "Thanks Olf, sometimes I get lucky. I'm not hurt."
"Yes, those! How much do they cost, do you suppose?"
”Less in gold than they weigh in pounds,” Hamarr replies, grinning. ”Oh, but… I guess I can’t go out in broad daylight like… this,” he laments gesturing at his zombie-spattered attire. He hands Kalendra 2 gold for his share of the glaive and the corporeal sustenance.
He resumes helping the excavation.
~~
”Thanks, Callie,” Hamarr says, greeting his sister upon her return. He offers to relieve her of her pole arm burden. He then sits down to partake of the purveyed provisions after purging his hands of filth of course.
He ponder’s Kallie’s question, but only has more of his own. ”I suppose this could be the original Academy for warriors… the current one having been built on top. Can one tell for how long a zombie has been around?” He looks at the farther door the group is excavating. ”Could whatever have created those zombies still be behind that door? How long has the Academy known about this space, and who tried to cover it up if that’s what happened?”
Hamarr thinks despite his stomach growl noises. I could go for cheese and bread.
”A cuttimg spear – do you mean a glaive? Yes, those would be useful.” He nods thoughtfully, leaning at bit on the heavy desk in a brief respite from lifting.
"Maybe we could all use one of those. I'll help you find some."
"Hrm..." grunts Hamarr following Aelin. He looks at the further door. "If it's hard to get into, do you think whatever is behind that can get out? Maybe this cave-in is someone's idea of dealing with the problem."
"Not to say I don't want to go further. Just maybe we should get some props as you say."
"Let's think just a moment, shall we? Gertrude quite capably took something out at range earlier with her magics. Trudy, do you think that would work again on these poor wretches? Worth a try, at least, before we risk getting in arm's range. And I have my sling, though I admit I've never thought about deploying it like this."
Hamarr looks down and away, disappointed. Deep down though he knows Kalendra and his older siblings are right. Better weapons, better preparation… ”Yes, that makes sense.” He follows the others relieved for the time being at the prospect of steering clear of spattering zombie flesh.
"Eww..." Hamarr groans in disgust after being covered with filth. He shakes off what he can.
Upon hearing his older brothers’ thoughts, he offers a one shoulder shrug (always one shoulder) while shaking his head in response to Halvar. In response to Oldon, he launches himself beyond the desk and studies the door.
PerceptionAid:1d20 + 5 ⇒ (17) + 5 = 22Trapfinding
He awaits for the arrival of the rest of his siblings before announcing what, if anything he's found.
Hamarr clambers up the rubble after Oldon and starts making his way through the tight upper passage when his brother cries out. He shimmys his way back out of the rubble and heads up the stairs.
KnowLocal:1d20 + 6 ⇒ (3) + 6 = 9 ”How many? How bad are they?”
Hamarr gives Aelin a one shoulder shrug as he moves by down the hall. ”Wouldn’t be the first time, just the first time in a long time.” He clambers up the rubble next to Oldon.
"Hamarr, this is an interesting find. I wonder both how it was forgotten and for how long it's been forgotten. Are we talking years? Decades?”
Gertrude wrote:
”You know, if it is all just as well, I can try opening doors with a bit more finesse, should you want to rest your shoulders from banging them into doors.”
Hamarr nods at Gertrude in concurment, then responds to Olf. ”It is an ancient practice, brother. I doubt the government knows it is here. Let's see if what is beyond has been repurposed.”
”You really that interested in finding the corpses of a dead raccoon family down here?"
”Better than a dead skunk family,” Hamarr replies in a manner that more than suggests ‘trust me, I would know’.
~~~ Passage opened —
KnowLocal:1d20 + 6 ⇒ (15) + 6 = 21
”This is probably one of the original city survival stores -- in case of siege or some other threat. No good now, but not the source of this horrid stench.” He moves on.
Hamarr nods in agreement as Aelin mentions some being swifter at thinking than others.
”Oh, right,” he comments as his second oldest brother retells the tale of the Ravenguard’s victory over the calvary. ”Some really terrific terrain advantage and Odin or some other fantastic horse whisperer… there’s always something about that story that has troubled me. Has anyone ever been to Coventry Grove? Might be interesting tov visit if it isn’t completely overrun by civilization by now.” He takes a sip of his spiced wine. ”Or maybe even if it is completely overrun by civilization by now.”
~~~~
He greets his siblings the next morning at the cafe and makes his way with them to the Academy.
Once inside the Educator's Guild wing, Hamarr opens the panel and observes Halvar bolster his fortitude. ”Yea, it’s really foul, this miasma.” He carefully closes the panel once everyone is inside. ”Thanks for coming, everyone.”
He tries helping with the door. "Maybe if we lean on this side..."
Hamarr shrugs one shoulder and sits back in his chair. ”It’s fine, the abyss will still be there tomorrow. The rain really doesn’t sound all that appealing to me either. And it leaves such a mess.” He thanks Kalendra for the round.
"Take your time and think about it!” laughs Hamarr. ”Seriously, thanks. I was thinking of checking it out tonight, but I don’t want anyone else – especially the Educator Guild – to know about it. This rain makes a perfect cover, however it leaves quite the trail.”
Hamarr snaps his fingers as if suddenly remembering something.
“Oh right! Did you know,” he says in a more hushed tone, ”the Educator’s Guild is going through some renovation to ‘expand’ – ‘controlled demolition’ they say - near part of the building that is settling slightly more than the rest. But I noticed a hidden panel when I was there the other day, and well" he shrugs slightly, " – you know me.
I am no vintner nor brewer, but it led to some stairs that went deep into the earth and the stench of decay was overwhelming. There is something rotting under there, I tell you.
This just isn’t the sort of expansion I would have expected from the Guild. I’m going to go and check it out, and I was hoping many or all of you would be interested in joining me. We all have different talents, I need all the help I can get.”
”Thanks for that reminder, and good to know you haven’t changed since we last saw each other! The last thing I would ever want is to offend you.”
He takes Olf’s attempt at small talk as an invitation to speak, but side eyes Olf as he does so when he mentions "cherry pits" in the brew.
”So, anyway – it’s Dielarre, and she’s married to one Bizi or other. The party doesn’t sound like much of a blast, or much of a challenge to 'crash. Afterall, it takes up the entire other half of the Rogue and Imp.”
”I could hook you up with my cousin, Volset Peco.”
Staring a bit past Dasho’s horn in apparent boredom, Hamarr slightly raises his eyebrow at the sound of the rain pounding on the roof.
Gertrude wrote:
”Even if I was interested in adventuring, and that is not a given, I do not think I would want to be another Ravenguard.”
Hamarr rolls his eyes at the mention of Ravenguard. ” Yeah – I mean – they retired two years ago?! The war broke out when I was five – how old could the oldest be?” He snorts. ”Don’t worry. If we were to adventure, we would never be like Ravengaurd."
He turns to Gertrude. "By the way -- remind me – ‘Gurty’, ‘Trudy’, or do you just prefer ‘Gertrude’?”
He takes a swig of his beverage. ”Hells, I’d be up for it if it got me out in the open air for a bit.”
Setesh is lean and muscular, a testament to his
harsh childhood. He has coffee-coloured skin, and long brown hair,
which is usually braided and interwoven with multi-coloured beads. His
mixed heritage is betrayed by his long, pointed ears and narrow,
aquiline features, although his ears at least are usually hidden under
his hair. His emerald green eyes sparkle with a fierce zeal, but he
rarely smiles. When working, he typically dresses in a crisp white
smock with plenty of pockets; when out and about, he trades that in
for a comfortable shirt and breeches, but always wears a voluminous
cloak, with a large number of internal pockets, perfect for carrying
the tools of his trade. Despite his best efforts, he is usually
surrounded by a faint aroma of spices and embalming fluid, which many
find subtly disconcerting...
Background:
Setesh is the youngest son of the current crop of
the powerful Subhi Trading Consortium. His father, an Elf originally
named Galendor Ka'Narlist, moved to Katapesh more than 400 hundred
years ago, and set-up a clearing-house for exotic goods along the
caravan lines, adopting the name 'Subhi' to better adapt to the local
population. Firmly believing that blood-ties provide the best
security, he takes a new wife every seventy years or so (usually from
a minor trading house within Katapesh) to produce a new batch of
children to take over his caravans.
Over the years, Galendor has diversified his interests in Katapesh
into more than just import/export, usually through what he describes
as 'wise investments' (i.e. marriages) into small Keleshite-run family
businesses, which he gradually over-takes, and then builds-up into
powerful mercantile forces.
One such business is Bantling and Ancestors, Embalmers, one of the
premiere undertakers of the city of Katapesh, whose motto is "The Only
Real Choice When Considering Eternity."
Setesh was groomed by his father to eventually take-over BAE, but
being a firm believer that in order to understand a business properly,
one must understand it from the ground up, Galendor made certain that
his son *really* understood the business, learning the secrets of the
embalmers trade, starting first with animals, and gradually working
his way up to people.
At first, Setesh was more than a little put-off by the macabre nature
of his assigned profession, but over time, as he delved more and more
deeply into the history of his profession, and the quasi-magical
techniques that were a crucial part of it, he came to appreciate the
artistry of what was involved, almost as much as the peace and quiet
(the dead rarely talk back, after all). He even began experimenting
with some of the techniques that he had learned, discovering that when
his skills were applied to living tissue, it was possible to
temporarily grant the recipient certain traits reminiscent of the
Dead, such as unnatural strength, and superior resilience... He saw no
harm in it, being a firm believer that the pursuit of magical
knowledge, and personal betterment, is always justified...
...of course, others did not share this view, and when his father
found out about his experiments, Setesh was quietly removed from his
position, and sent-off on an enforced 'sabbatical'; not a banishment
as such - more a suggestion that he take some time off to get his
'youthful restlessness' out of his system. His father has made it
abundantly clear that he is welcome back, once he has come to his
senses, and decided to settle-down properly (or at least learn to
quietly hide his 'hobbies').
As such, Setesh finds himself on the prowl for some work, preferably
something that will take him away from Katapesh, and outside his
father's immediate sphere of influence...
Having heard that the Pharasmins that oversee the famous 'half-dead' city of Wati were planning to open up the complex to limited delving, Setesh saw an opportunity to make his mark, and possibly acquire some further knowledge to complement his own studies. Consequently, he headed there as quickly as possible, hoping to find a group of like-minded individuals.
Initiative: +3 [+1 Dex + 2 Trait]
Senses: Low-Light Vision, Perception +13
Speed: 30 ft (20 ft in Armor)
1st: Medium Armor Proficiency
1st (Racial Bonus): Skill Focus(Perception)
1st (Alchemist Bonus): Brew Potion
3rd: Heavy Armor Proficiency
Traits:
Reactionary: You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly.
Benefit: You gain a +2 trait bonus on initiative checks.
Wisdom in the Flesh: Your hours of meditation on inner perfection and the nature of strength and speed allow you to focus your thoughts to achieve things your body might not normally be able to do on its own.
Benefits: Select any Strength-, Constitution-, or Dexterity-based skill (Disable Device). You may make checks with that skill using your Wisdom modifier instead of the skill's normal ability score. That skill is always a class skill for you.
Trap Finder: Forgotten dungeons and ancient tombs have always held an appeal for you, and you’ve never been able to resist the urge to delve into these lost sites in search of knowledge, treasure, or both. You may not have received any formal training in the roguish arts, but you’ve nonetheless become skilled at spotting and disabling hidden traps. The tombs of Wati’s necropolis, just opened for exploration, seem like the perfect place to put your skills to the test.
Benefit: You gain a +1 trait bonus on Disable Device checks, and that skill is always a class skill for you. In addition, you can use Disable Device to disarm magic traps, like a rogue.
Racial Abilities:
Low-Light Vision: Half-elves can see
twice as far as humans in conditions of dim light.
Adaptability: Half-elves receive Skill Focus (Perception) as a
bonus feat at 1st level.
Elf Blood: Half-elves count as both elves and humans for any
effect related to race.
Elven Immunities: Half-elves are immune to magic sleep effects
and get a +2 racial saving throw bonus against enchantment spells and
effects.
Keen Senses: Half-elves receive a +2 racial bonus on Perception
skill checks.
Fey Thoughts: The character sees the world more like a native of the First World. Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character.
Class Features:
Alchemy (Su)
Alchemists are not only masters of creating mundane alchemical
substances such as alchemist’s fire and smokesticks, but also of
fashioning magical potionlike 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 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.
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.
Sneak Attack:
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).
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.
Torturer’s Eye:
At 2nd level, a vivisectionist adds deathwatch to his formula book as a 1st-level extract.
Discovery - 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 and the bite attack deals 1d8 points of damage. While the mutagen is in effect, the alchemist gains a +2 competence bonus on Intimidate skill checks.
Beastform Mutagen:
At 3rd level, a beastmorph’s mutagen causes him to take on animalistic features—whether those of an animal, a magical beast, an animal-like humanoid (such as a lizardfolk), or a monstrous humanoid. For example, when the beastmorph uses his mutagen, he may gain a furry muzzle and pointed ears like a werewolf, scaly skin like a lizardfolk or sahuagin, or compound eyes and mandibles like a giant insect. The beastmorph also gains his choice of one of the abilities listed in the alter self spell, which persists as long as the mutagen. He may select a different ability each time he creates a mutagen.
This ability replaces swift alchemy.
Cruel Anatomist:
At 3rd level, a vivisectionist may use his Knowledge (nature) skill bonus in place of his Heal skill bonus.
Preserve Organs (Ex):
Benefit: The alchemist learns how to preserve and protect his vital organs, reducing the chance of a mortal wound. When a critical hit or sneak attack is scored on the alchemist, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.