Bravery (Ex)
* Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.
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.
Discoveries
Lvl 2 A: Extend Potions
Lvl 4 A: Infusions: Your extracts can be used by others
[s]Lvl 6 A: Spontaneous Healing
Lvl 7 F: Preserve Organs
Lvl 8 A: Healing Touch
Lvl 10 A: Mummification
Lvl 11 F: Preserve Organs
Lvl 12 A: Bleeding Strike
Lvl 13 feat: Greater Mutagen
Lvl 14 A: Crippling Strike
Lvl 15 F: Preserve Organs
Lvl 16 A: Eternal Potion (True Seeing)
Lvl 17 feat: Grand Mutagen
Lvl 18 A: Enhance Potion
Lvl 19 F: Preserve Organs
Lvl 20 A: Fast Healing
Alcoholic Alchemy (Su)
* A mixologist can infuse potions and extracts he creates with alcohol, increasing their potency. When a mixologist brews a potion, he can spend an additional 10 gp in raw materials to increase his caster level by 1 for the purpose of the potion’s effects, but the potion counts as a strong alcoholic drink. When a mixologist creates his extracts, he can spend 1 extra minute doing so to increase his caster level by 1 for the purpose of that extract’s effects, but the extract counts as a strong alcoholic drink. A mixologist can prepare one alcoholic extract for each level of extracts he can prepare. A mixologist can’t ever gain a mutagen or discoveries that alter mutagens. This alters alchemy and brew potion and replaces mutagen.
Alcoholic 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.
* At 2nd level, a mixologist’s bonus on saving throws against poison also applies on saving throws to become less drunk and to avoid passing out. This doesn’t allow a mixologist to become immune to alcohol. This alters poison resistance
Sneak Attack
* At 1st level, 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). This ability replaces bomb.
Torturer’s Eye
* At 2nd level, a vivisectionist adds deathwatch to his formula book as a 1st-level extract.
Cruel Anatomist
* At 3rd level, a vivisectionist may use his Knowledge (nature) skill bonus in place of his Heal skill bonus.
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.