Init +2, Senses Perception +4
Alchemy (Su) When using Craft (Alchemy) to create an alchemical item, you gains a +1 competence bonus on the Craft (alchemy) check. In addition, you 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.
Bomb (Su) You can use 6 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+5 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 (5). Those caught in the splash damage can attempt a DC 14 Reflex save for half damage.
Bonus Feat Humans select one extra feat at 1st level.
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.
Monster Hunter Perhaps you came to the Varisian Gulf in search of the Sandpoint Devil, or maybe you followed fisherman's tales of Old Murdermaw - regardless, you've ventured through Varisia to hunt down famous monsters. While they have all eluded you so far, you made it to Sandpoint to research and restock before heading back out into the wilderness. Because of your training, you gain a +1 trait bonus on attack rolls and weapon damage rolls against aberrations and magical beasts.
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 14 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.
Poverty-Stricken Your childhood was tough, and your parents had to make every copper piece count. Hunger was your constant companion, and you often had to live off the land or sleep in the wild. You gain a +1 trait bonus on Survival checks, and Survival is always a class skill for you.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
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.
Jimbo the Donkey:
Yarigo has been fascinated by magic and wizards all his life. Since he was a small child he dreamed of being a wizard. Sadly, being born to poor, subsistence level farming folk near Korvosa, no such opportunity came his way in his youth. As an adult, resigned to the life of a poor farmer, Yarigo was amazed when a distant uncle he barely even knew he had, left him a respectable sum of money and a house in Korvosa. Selling up what little he had, Yarigo travelled immediately to Korvosa to claim his inheritance. Exciting as the prospect of owning property in the city was, to Yarigo the most exciting prospect was that of being in Korvosa with money of his own. For in Korvosa was the famed school of magic, The Acadamae. He was sure that this was his big chance. He had a place to live and enough (just barely) money to buy himself a place in the classes of the foremost magical school in the land. Finally, his destiny was at hand.
Sadly, in his excitement, Yarigo had overlooked one very real possibility. That he might not actually have the gift for magic. And so it proved to be. No matter how long and how hard he tried, he just could not master even the simplest spell. He had left his home and spent all of his inheritance, and his dream proved unattainable. Unfortunately, the lot of those who go to the Acadamae and fail is not a happy one. He was mercilessly mocked by his classmates, all those younger and richer sons and daughters of privileged families circled around like sharks scenting blood. Worse, he was still expected to participate in the classes. The basic knowledge tests were fine - he could learn the facts and figures of Spellcraft without difficulty, but the practical tests and worse the sparring were gruelling.
In the end it was a session of sparring that saw him out of the school. He was paired with Veltic Sperren, a talented but particularly nasty young wizard. Veltic mocked him, calling him Lackspell and Yarigo lost his temper and hit his opponent. Growing up on a farm, Yarigo had none of the physical frailty of most of his classmates and his blow knocked the younger man out. Physically attacking another student during a test of magic is strictly banned and as Yarigo didn’t show any promise as a wizard anyway the school lost no time in throwing him out.
A little over a week later, Yarigo awoke in his bed in his ramshackle home to discover two men standing over him. His horror at discovering that he could not move was only increased by the realisation that one of the men was Veltic Sperren. Yarigo did not know the other man although he was older than him and clearly dressed as a wizard. As he lay there helpless, the older man cast a spell. Yarigo could not tell what it was but he could tell that it was much more powerful than anything he had studied at the Acadamae. When the casting was done, he felt the spell wash over him. Then, Veltic spoke.
With a nasty laugh, Veltic turned and left the room, followed by the unknown wizard.
To his horror, when he was able to move again, Yarigo found that he could no longer say his own name. Whenever he tried he instead said Lackspell. The cruelty of it overwhelmed him, and for the next couple of weeks he spent all of what little money he had on alcohol and sat in his house drinking himself into a stupor.
Then one night, the unfairness of it all just made him snap and he flew into a rage, throwing or smashing everything that came within reach. It was then that he discovered the secret door, largely by accidentally breaking it. Behind the door he found a flight of stairs leading down into a hidden lab wherein he discovered that his long lost uncle had in fact been an alchemist. Notes and books he found, along with much equipment Astonished, he began reading and eventually he found that following the alchemical path he could indeed tap into magic.
For long months he studied and practised in secret, fearful that if Veltic or any of the others at the Acadamae discovered him, they would find some way to take this away from him too. In the end this fear proved too much for him and, closing up the house, he left Korvosa, seeking for somewhere safe to perfect his craft.
Long he travelled, seeking to get free of the reach of his old school and so eventually he wandered in to Sandpoint.
10 Minute Background:
1. His previous idolising of wizardry has soured and he now dislikes (at least) and fears them, thinking them all potential spies for Veltic and company.
2. He finds using his alchemical powers quite heady at times and occasionally can get a bit over excited by it.
3. The Geas spell he is under prevents him from speaking or writing his own name, being forced to use Lackspell instead. It also prevents him from explaining that he is under such a spell.
4. He is a good man at heart (he always wanted to be a wizard in order to be a Hero) but at the moment he is hurt and bitter.
5. His fall into drunken rampaging in Korvosa has left him with a distrust of alcohol. He does not drink any more and is sometimes a bit uncomfortable around others who are drinking.
Cure Light Wounds