Bellydancer

Laree An's page

208 posts. Alias of snelss0.


Classes/Levels

INACTIVE

About Laree An

Crunch:

Name: Laree An Everglow
Alignment: Neutral
Class: Bramble Brewer/Clone Master/Visionary Researcher 13
Deity: Shelyn (loosely)
Homeland: Korvosa, Varisia
Race: Half-elf
Size: Medium
Gender: Female
Age: 27 yrs old (Maturity 20 yrs old)
Bodily Measurements: 5'9", 33C-25-36, 137 lbs.
Bodily Attributes: Above average height. Slender. Nice skin. No blemishes.
Appearance: Fey-beauty. Average-looking. Feminine.
Hair: Honey Brown. Shoulder-length. Wavy.
Eyes: Golden and Silver irides. Almond-shaped. Upturned. Protruding. Short-lashes.
Vision: Low-Light

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STATS 20ptbuy
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STR 11
DEX 14
CON 14
INT 22 (+2 racial)(+3 level)(+2item)
WIS 12
CHA 10

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DEFENSES
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HP: 97 (8+5+5+5+5+5+5+5+5+5+5+5+5+5+26con+3fav)
Initiative: +2 (+2dex)
Speed: 30ft
AC: 21 [9armor+0shield+2dex+0size+0NA+0Deflection+0Misc+10] 25% Fortification protection
Touch: 12 Flat-Footed: 19
MutagenAC+ablativebarrier+barkskin: 40 DR5/- [9armor+7dex+9NA+10]
Touch: 18 Flat-Footed: 28

SAVES (Immune to cold, non-lethal damage, paralysis, sleep. Resist Acid 5)
Fort: +15 =8+2con+3resistance+2luck (luck bonus becomes a +5 1/day)(Protection vs Hostile Polymorph effects x1, +2 fortitude to resist heat, +2 vs transmutation)
Ref: +15 =8+2dex+3resistance+2luck (luck bonus becomes a +5 1/day)
Will: +10 =4+1wis+3resistance+2luck (luck bonus becomes a +5 1/day)

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ATTACKS
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BAB: +9/+4
CMB: +9 =9BAB+0Str+0Size
CMD: 21 =9BAB+0Str+2Dex+0Size+10

Melee
Unarmed | +6 (9bab+0str) | 20x2
B | - | - | 1d4 | Breaking 2d6

Ranged
Bomb | +12/+7 vs Touch AC (9bab+2dex+1PBS) | 20x2
- | 30ft | 19 (13+Int) | 7d4+Int+1 5ft radius | Point-Blank Shot

Ranged
Mutagen with Bomb | +17/+12 vs TouchAC (9bab+7dex+1pbs) | 20x2
- | 30ft | 19 (13+Int) | 7d4+6+1

Rapid Shot Ranged
Bomb | +10/+10/+5 vs Touch AC (9bab+2dex+1PBS-2) | 20x2
- | 30ft | 19 | 7d4+7+1 (5ft radius 14-damage) | Point-Blank Shot

Ranged
Healing Bomb | +12/+7 vs Touch AC (9bab+2dex+1PBS) | 20x2
- | 30ft | 19 | Healing Spell (10ft radius Minimum heal amount) | Point-Blank Shot

Ranged
+2 Underwater Light Crossbow | +10/+10/+5 (9bab+2dex+2enhancement+1PBS-2rapid) | 19-20x2
P | 80ft | 20 Adamantine Bolt | 1d8+3 (2enhancment+1pbs) | Point-Blank Shot

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SKILLS (Total = Stat + Ranks + Modifiers) 130+26b
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+3 Luck Bonus from Four-Leaf Clover 3/day
Acrobatics (Dex)
Appraise (Int)* 14 =6+5b+3 (-4 penalty from the plane)
Artistry Portrait Sketches (Int)* 13 =6+4b+3 (-4 penalty from the plane)
Bluff (Cha) 1 =0+0+0+1trait
Climb (Str)
Craft (Int)* 34 =6+3b+3+20 (13class+5cauldron+2lab) (-4 penalty from the plane)
Diplomacy (Cha) 5 =0+4+1trait (-4 penalty from the plane)
Disable Device (Dex)* 20 =2+13+3+2tool
Disguise (Cha)* 17 =0+6+3+1trait+5minor+2kit
Escape Artist (Dex) 15 =2+13
Fly (Dex)* 6 =2+1+3
Handle Animal (Wis)
Heal (Wis)* 10 =1+4+3+2tool (-4 penalty from the plane)
Intimidate (Cha)
Knowledge (arcana) (Int)* 24 =6+13+3+2book (-4 penalty from the plane)
Knowledge (dungeoneering) (Int) 9 =6+1+0+2book (-4 penalty from the plane)
Knowledge (engineering) (Int) 9 =6+1b+0+2book (-4 penalty from the plane)
Knowledge (geography) (Int)
Knowledge (history) (Int) 9 =6+1b+0+2book (-4 penalty from the plane)
Knowledge (local) (Int) 9 =6+1+0+2book (-4 penalty from the plane)
Knowledge (nature) (Int)* 24 =6+13+3+2book (-4 penalty from the plane)
Knowledge (nobility) (Int) 11 =6+1b+0+4book (+2 knowledge noble hero lineages) (-4 penalty from the plane)
Knowledge (planes) (Int) 21 =6+13item+0+2book (-4 penalty from the plane)
Knowledge (religion) (Int) 9 =6+1+0+2book (-4 penalty from the plane)
Linguistics (Int)
Lore Breaching Festival (Int)* 12 =6+1b+3+2book (-4 penalty from the plane)
Lore Hall of Wards (Int)* 14 =6+3b+3+2book (-4 penalty from the plane)
Lore Infernal Contracts (Int)* 17 =6+6b+3+2book (-4 penalty from the plane)
Perception (Wis)* 25 =1+13+3+2racial+6feat (+5 perception vs forgeries) (-4 penalty from the plane)
Perform (Cha)
Profession Librarian (Wis)* 5 =1+1b+3 (-4 penalty from the plane)
Ride (Dex)
Sense Motive (Wis) 6 =1+5 (-4 penalty from the plane)
Sleight of Hand (Dex)* 3 =2+0+0+0+1trait
Spellcraft (Int)* 20 =6+11+3 (-4 penalty from the plane)
Stealth (Dex) 15 =2+13
Survival (Wis)* 10 =1+6+3 (+2 to identify tracks) (-4 penalty from the plane)
Swim (Str)
Use Magic Device (Cha)* 15 =0+12+3 (-4 penalty from the plane)

* Class Skill
Languages: Common (Taldane), Elven
Bonus Languages: Abyssal, Infernal, Shoanti, Varisian

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LEVELS
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1st Alchemist: Alchemy, Bomb 1d4, Dendrite Mutagen, Mutagen, Throw Anything
Feats: Brew Potion (Class), Point Blank Shot
2nd Alchemist: Briar Bombs, Experimental Mutagen
3rd Alchemist: Acid Resistance, Bomb 2d4
Feats: Precise Shot
4th Alchemist: Discovery (Healing Bomb)
5th Alchemist: Bomb 3d4
Feats: Rapid Shot
6th Alchemist: Discovery (Cognatogen), Swift Poisoning
7th Alchemist: Bomb 4d4
Feats: Extra Discovery (Infusion)
8th Alchemist: Discovery (Force Bombs), Rebirth
9th Alchemist: Bomb 5d4
Feats: Extra Discovery (Preserve Organs)
10th Alchemist: Discovery (Precise Bombs)
11th Alchemist: Bomb 6d4
Feats: Clustered Shot
12th Alchemist: Discovery (Dendrite Greater Mutagen)
13th Alchemist: Bomb 7d4
Feats: Extra Discovery (Mummification)

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RACIAL ABILITIES
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Adaptability
Half-elves receive Skill Focus (Perception) as a bonus feat at 1st level.

Arcane Training
Half-elves occasionally seek tutoring to help them master the magic in their blood. Half-elves with this racial trait have only one favored class, and it must be an arcane spellcasting class. They can use spell trigger and spell completion items for their favored class as if one level higher (or as a 1st-level character if they have no levels in that class). This racial trait replaces the multitalented racial trait.

Elf Blood
Half-elves count as both elves and humans for any effect related to race.

Keen Senses
Half-elves receive a +2 racial bonus on Perception checks.

Low-Light Vision
Half-elves can see twice as far as humans in conditions of dim light.

Perfect
The eerie beauty of some elves cannot be denied. Elves with this racial trait receive a +1 racial bonus on Bluff and Diplomacy checks against humanoids and a +2 racial bonus on saving throws against transmutation spells and spell-like effects. This racial trait replaces elven immunities.

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TRAITS
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Fate’s Favored (Faith)
The fates watch over you as a potential next creator deity and so bless your path.
Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

Intuitive Anatomy (Unwelcomed Business Reskinned--Social)
Your intuition and experience with the features of biology on humanoids allow you to disguise looks and to know just where to place items on the body should you need to hide them without showing.
You gain a +1 trait bonus on Disguise or Sleight of Hand checks, and that skill becomes a class skill for you. In addition, choose one humanoid species; you ignore the –2 penalty on Disguise checks to disguise yourself as a member of that species.

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CLASS ABILITIES
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Favored Class Bonus: (3) 3 hp, (10) Add one extract formula from the alchemist’s list to the character’s formulae book. This formula must be at least one level lower than the highest-level formula the alchemist can create.

ALCHEMIST ABILITIES
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 her spells by mixing ingredients into a number of extracts, and then “casts” her spells by drinking the extract. When an alchemist creates an extract or bomb, she infuses the concoction with a tiny fraction of her 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 her class level on the Craft (alchemy) check. In addition, an alchemist can use Craft (alchemy) to identify potions as if using detect magic. she 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. Bombs are explosive splash weapons, and mutagens are transformative elixirs that the alchemist drinks to enhance her 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. Her base daily allotment of extracts is given on Table: Alchemist. In addition, she receives bonus extracts per day if she has a high Intelligence score, in the same way a wizard receives bonus spells per day. When an alchemist mixes an extract, she infuses the chemicals and reagents in the extract with magic siphoned from her own magical aura. An extract immediately becomes inert if it leaves the alchemist’s possession, reactivating as soon as it returns to her keeping—an alchemist cannot normally pass out her 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 her 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 her daily extract slots open so that she can prepare extracts in the field as needed.

Although the alchemist doesn’t actually cast spells, she does have a formulae list that determines what extracts she can create. An alchemist can utilize spell-trigger items if the spell appears on her formulae list, but not spell-completion items (unless she 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 her 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 she 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. She stores her formulae in a special tome called a formula book. She must refer to this book whenever she prepares an extract but not when she consumes it. An alchemist begins play with two 1st level formulae of her choice, plus a number of additional forumlae equal to her Intelligence modifier. At each new alchemist level, she gains one new formula of any level that she can create. An alchemist can also add formulae to her book just like a wizard adds spells to her 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 her class level + her 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 1d4 points of fire damage + additional damage equal to the alchemist’s Intelligence modifier. The damage of an alchemist’s bomb increases by 1d4 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 2d4+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 she knows (up to 3rd level), using her alchemist level as her 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 she can imbibe in order to heighten her physical prowess at the cost of her 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 she 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, she 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 her 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 her mental ability scores. If the mutagen enhances her Strength, it applies a penalty to her Intelligence. If it enhances her Dexterity, it applies a penalty to her Wisdom. If it enhances her Constitution, it applies a penalty to her Charisma.

Throw Anything (Ex)
All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds her 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.

---Cognatogen
The alchemist gains the ability to create a cognatogen, a mutagen-like mixture that heightens one mental ability score at the expense of a physical ability score. If the cognatogen enhances his Intelligence, it applies a penalty to his Strength. If it enhances his Wisdom, it applies a penalty to his Dexterity. If it enhances his Charisma, it applies a penalty to his Constitution. Otherwise, this ability works just like the mutagen ability (including the natural armor bonus). Anytime the alchemist would prepare a mutagen, he may instead prepare a cognatogen. All limitations of mutagens apply to cognatogens as if they were the same substance—an alchemist can only maintain one mutagen or cognatogen at a time, a cognatogen that is not in an alchemist’s possession becomes inert, drinking a cognatogen makes a non-alchemist sick, and so on. When the effect of the cognatogen ends, the alchemist takes 2 points of ability damage to the ability score penalized by the cognatogen. The infuse mutagen discovery and the persistent mutagen class ability apply to cognatogens.

---Dendrite Greater Mutagen
A bramble brewer who selects the greater mutagen discovery can create a dendrite mutagen that still grants a +4 natural armor bonus, and also grants a +4 alchemical bonus to one physical ability score and a +2 bonus to a second physical ability score. The bramble brewer takes a –2 penalty to both associated mental ability scores as long as the mutagen persists, but his fast healing increases to 3 as long as he is in an area of bright light.
This ability otherwise works like the greater mutagen discovery and replaces that ability.

---Healing Bomb
When the alchemist creates a bomb, he can choose to have it heal damage instead of dealing it. Creating a healing bomb requires the alchemist to expend an infused extract or potion containing a cure spell. A creature that takes a direct hit from a healing bomb is healed as if she had imbibed the infusion or potion used to create the bomb. Creatures in the splash radius are healed for the minimum amount of damage the cure spell is capable of healing. A healing bomb damages undead instead of healing them.

---Infusion
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.

---Mummification
The alchemist has mastered preserving flesh and applied this knowledge to his own body, turning himself into an undead-like creature. After learning this discovery, the alchemist must perform a 30-day regimen of a special diet, rigorous exercise, and drinking a mildly poisonous alchemical tea. At the end of this regimen, he falls unconscious for 24 hours, then awakens as a “living mummy.” The alchemist’s type does not change, but he becomes immune to cold, nonlethal damage, paralysis, and sleep.

---Precise Bombs
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.

---Preserve Organs
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.

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BRAMBLE BREWER

Briar Bombs (Su)
At 2nd level, a bramble brewer gains the tanglefoot bomb discovery, but the entanglement’s duration persists for a number of rounds equal to the bramble brewer’s Intelligence modifier (minimum 1 round). Additionally, when a bramble brewer throws a tanglefoot bomb, it transforms all squares in its splash radius into difficult terrain that persists for as long as the bomb’s entangling effect. Although these bombs deal no damage, for every 1d4 points of damage the bramble brewer’s regular bombs deal, the briar bomb’s splash radius increases by 5 feet. This ability replaces the 2nd-level discovery class feature.

---Tanglefoot Bomb Discovery (Su): 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.

Dendrite Mutagen (Su)
At 1st level, a bramble brewer’s mutagen still contains transformative power, but grants a treelike sturdiness rather than the feral power of standard mutagens. When imbibed, dendrite mutagen grants a +4 natural armor bonus, a +2 alchemical bonus to one physical ability score, and a –2 penalty to the corresponding mental ability score. In addition, the alchemist gains fast healing 1 as long as she is in an area of bright light (such as sunlight or inside the area of a daylight spell). This otherwise works like the standard mutagen class feature and replaces that ability.

A bramble brewer who selects the greater mutagen discovery can create a dendrite mutagen that still grants a +4 natural armor bonus, and also grants a +4 alchemical bonus to one physical ability score and a +2 bonus to a second physical ability score. The bramble brewer takes a –2 penalty to both associated mental ability scores as long as the mutagen persists, but her fast healing increases to 3 as long as she is in an area of bright light. This otherwise works like the greater mutagen discovery and replaces that ability.

A bramble brewer who selects the grand mutagen discovery can brew a dendrite mutagen that now grants a +6 natural armor bonus, a +6 alchemical bonus to one physical ability score, a +4 alchemical bonus to a second physical ability score, and a +2 alchemical bonus to a third physical ability score. The bramble brewer takes a –2 penalty to her Intelligence, Wisdom, and Charisma scores as long as the mutagen persists. The bramble brewer’s fast healing increases to 5 as long as she is within an area of bright light. This otherwise works like the grand mutagen discovery and replaces that ability.

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CLONE MASTER

Bomb
A clone master’s bombs deal damage one die step lower than normal (regular bombs deal d4s, concussive bombs deal 1d3s, and so on).

This otherwise functions as and replaces the standard alchemist bomb class feature.

Lesser Simulacrum
At 7th level, a clone master adds lesser simulacrum to her formula book as a 3rd-level extract.

Rebirth
At 8th level, a clone master can prepare a clone of herself that awakens if she is slain. Creating the clone costs 5,000 gp, takes 1 week of work, and requires 3 additional weeks for the clone to grow to maturity. If she dies, the clone awakens as if the alchemist had used the clone spell on herself. She can have one inert of herself at a time. Unused clones created by a clone master do not rot.

This ability replaces poison resistance +6 and poison immunity.

Simulacrum
At 13th level, a clone master adds simulacrum to her formula book as a 5th-level extract.

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THUVIAN RESEARCHER
Experimental Mutagen (Su)
At 2nd level, a visionary researcher learns how to create an experimental mutagen that benefits others, though not as well as her normal mutagen. The experimental mutagen works just like a standard mutagen, except the natural armor bonus and the alchemical bonus to the ability score are half normal (+1 natural armor bonus and +2 to one ability score). The experimental mutagen has no risk of nauseating a creature who drinks it. The researcher decides when she creates the mutagen if it is a standard mutagen (which gives no benefit if another creature drinks it) or an experimental mutagen (which does); there is no difference in the cost, time to create, or any other aspect of the mutagen. If the researcher has discoveries or other abilities that alter or increase the benefits of the mutagen, these apply to the experimental mutagen (though the drinker only gets half the numerical bonus of the mutagen).

This ability replaces poison use.

Acid Resistance (Ex)
At 3rd level, a visionary researcher gains acid resistance 5.

This ability replaces swift alchemy.

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EQUIPMENT BOONS
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Amulet of Mighty Fists (Breaking) Upon command, a breaking weapon deals an extra 2d6 points of damage against inanimate objects and crystalline creatures on a successful hit and ignores the hardness of objects with a hardness of 5 or lower. When used against a crystalline creature, the damage from this effect does not stack with bane or similar weapon special abilities. This effect remains until another command is given.
Bead of Newt Prevention - If the bearer fails a saving throw against a hostile polymorph effect such as baleful polymorph, the bead is destroyed and the effect does not affect the bearer.
Book, Adventurer Chronicle - +2 Knowledge Checks after 1d4 rounds.
Book, Arcane Family Workbook - +2 to spellcraft after 1d4 rounds. +4 to spellcraft after 1d4 hours.
Book, Blue Academy - +2 to knowledge (local), bluff, diplomacy to gather info.
Book, Footprints - +2 to identify tracks with survival.
Book, Heritage - +2 knowledge Nobility.
Boots of Escape - Once per day, when the wearer of the boots is grappled, pinned, or entangled, she may transfer herself to any spot within 30 feet as if using a dimension door spell.
Cauldron of Brewing - +5 competence bonus on Craft (alchemy) skill checks and can boil liquids and still be cool on the outside.
Celestial Armor + Sunderblock - It is considered light armor and allows the wearer to use fly on command (as the spell) once per day. Hardness increases by 5. Lasts 12hrs.
Formula Alembic - Can learn extracts from potions and add it to her formula book.
Four-Leaf Clover - She can boost a single ability check, saving throw, or skill check 3/day as a free action. This gives her a +2 luck bonus.
Ghost Mask - With this mask, she can see through fog, smoke, and other obscuring vapors. She can also see clearly through underwater silts and other aquatic precipitates. She is considered one size larger vs wind and gains a +4 to resist wind effects. She is able to breathe underwater 60 minutes/day in 10-minute increments.
Headband of Ponderous Recollection - Aside from the +2 to intelligence like a headband of vast intelligence, 3/day as a swift action, she can reveal the weaknesses of a creature in line of sight. Each round after activated, it fills her mind with information as though she rolled a 5, then a 10, then a 15 on the appropriate knowledge check.
Hot-weather Outfit - Grants a +2 fortitude to resist warm/hot weather.
Hybridization Funnel - She can mix two alchemical splash items together and gets a +5 to the check.
Iron Spike of Safe Passage - By hammering in the spike, it creates an area of illusion of a 15ft cube of either a small hillock, a pile of barrels/crates, a mound of rubble, or small structure. When the spike is removed, it stops the illusion. Will DC13 if interacted with.
Lucky Horseshoe - She gains a +1 luck bonus on saving throws. 1/day she can use the horseshoe to gain a +4 luck bonus on a saving throw before it is made.
Rebirth Pod - If Laree dies, her spirit and soul transfer to a grown clone she made of herself in an exact replica of her body. She has put the body through the excruciating torment of living mummification already and has preserved it in a comfortable unsealed coffin inside her portable hole with a bottle of air and numerous preserved foods available should she be stuck there for up to a few years for whatever reason. Her simulacrum is instructed to open the portable hole upon her death as well as to guard anyone against entering the portable hole with bags or items containing extradimensional spaces.
Simulacrum - Initially made to help with research, this simulacrum named Elann, shares the same appearance as Laree. One would think they are twin sisters. It is almost impossible to tell the difference between the two and that one is not a real, living half-elf (Perception DC37).
Spectacles of Understanding - Gain a +5 to identify forgeries and you can read text as though you had active comprehend languages continuously.
Spell: Absorbing Touch Extract (13day duration) + Impact Foam - Free action Impact Foam
Spell: Delayed Consumption + Resist Energy (13day duration) - Free action Resist Energy
Tome of Epics - +2 knowledge nobility of heroic lineages
Traveler's Dictionary - Translation book for specific languages.

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FORMULAE
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FORMULAE KNOWN
1st-Level: 12 Adhesive Spittle, Crafter's Fortune, Cure Light Wounds, Detect Metal, Detect Secret Doors, Detect Undead, Disguise Self, Endure Elements, Enlarge Person, Expeditious Retreat, Heightened Awareness, Jump, Monkey Fish ($), Reduce Person ($), Shield ($), Targeted Bomb Admixture ($), Tears to Wine ($), Touch of the Sea ($)
2nd-Level: 6 Ablative Barrier, Acute Senses, Adhesive Blood, Alchemical Allocation, Alter Self, Barkskin ($), Bear's Endurance ($), Blood Transcription ($), Blistering Invective ($), Blur ($), Bull's Strength ($), Cat's Grace ($), Cure Moderate Wounds ($), Darkvision ($), Deathwine ($), Delay Disease ($), Delay Poison ($), Dream Shield ($), Eagle's Splendor ($), Enshroud Thoughts ($), False Life ($), Fox's Cunning ($), Investigative Mind ($), Invisibility ($), Ironskin ($), Levitate ($), Owl's Wisdom ($), Perceive Cues ($), Protection from Arrows ($), Resist Energy ($), Restoration Lesser ($), See Invisibility ($), Trapfinder's Focus ($), Undetectable Alignment ($), Vomit Swarm ($)
3rd-Level: 6 Absorbing Touch, Bloodhound, Bouncing Bomb Admixture, Cure Serious Wounds, Delay Poison Communal, Disable Construct, Displacement ($), Endure Elements Communal ($), Fey Form I ($), Fly ($), Haste ($), Lightning Lash Bomb Admixture ($), Nondetection ($), Remove Blindness/Deafness ($), Remove Curse ($), Remove Disease ($), Resist Energy Communal ($), Water Breathing ($)
4th-Level: 4 Caustic Blood, Cure Critical Wounds, Echolocation, False Life Greater, Invisibility Greater ($), Restoration ($)
5th-Level: 1 Beast Shape III, Delayed Consumption ($), Resurgent Transformation ($)

EXTRACTS PREPARED
1st-level: Cure Light Wounds 6/6, Targeted Bomb Admixture (2/2), Tears to Wine (0/1)
2nd-level: Ablative Barrier (0/1), Barkskin (0/1), Cure Moderate Wounds (3/3), Delay Disease (0/1), Delay Poison (0/1)
3rd-level: Blank (1/1), Cure Serious Wounds (4/4)
4th-Level: Cure Critical Wounds (3/3), Restoration
5th-Level: Beast Shape III, Resurgent Transformation (0/1) (Used when at 25%HP)

EXTRACTS PER DAY
5+2bonus+2item / 5+2bonus+1item / 4+1bonus / 3+1bonus / 1+1bonus

MUTAGENS
Dendrite Mutagen: +4NA, +2 Physical Score, -2 to Mental Score. Gain Fast Healing 1 in bright light.
Dendrite Mutagen, Greater: +4NA, +4 Physical Score and +2 Physical Score, -2 to two Mental Scores. Gain Fast Healing 3 in bright light.

Experimental Mutagen: Benefits others. If given to someone else, it gives half the ability bonus with no nauseating side effects.

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EQUIPMENT
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Gold 18pp 38gp 6sp 5cp
Carrying Capacity 38 lbs. Light
Weight 33 lbs.

Carried Items (Total 110567gp 33 lbs.)
Amulet of Mighty Fists (Breaking) 4000gp -
Bead of Newt Prevention 1000gp
Bolts, Adamantine Durable x20 1220gp 2 lbs.
Bombchucker 12gp 1 lb.
Boots of Escape 8000gp 1 lb.
Boro Bead I x2 2000gp
Boro Bead II 4000gp
Bottled Sunlight 200gp
Celestial Armor w/sunderblock and fortification stone 22400gp 20 lbs.
Cloak of Resistance +3 9000gp 1 lb.
Crossbow, +2 Underwater Light 8335gp 4 lbs.
Four-leaf Clover 3750gp -
Ghost Mask 8000gp -
Handy Haversack 2000gp 2 lbs.
Headband of Ponderous Recollection 5100gp -
Lucky Horseshoe 6800gp
Portable Hole 20000gp
Pouch, Spell Components 5sp 2 lbs.
Ring of Counterspells (Greater Dispel Magic 13th) 4000gp
Wand of Cure Light Wounds 750gp

In Haversack, Portable Hole, or Weightless (Total 28901gp 3sp 5cp)
Alchemist's Lab 200gp 40 lbs.
Alchemy Supplies
--Air Crystals x3 150gp
--Acid Flask x16/20 200gp
--Alchemist's Kindness x2 10gp
--Alkali Flask x16/20 300gp
--Allnight 75gp
--Antitoxin x2 100gp
--AntiPlague x2 100gp
--Cold Iron Flakes 20 2gp
--Crafting Supplies
--Dust, Diamond 300gp
--Foam, Impact x2 100gp
--Hybridized Acid/Alkali Flask x4 2d6+13
--Hybridized Acid Flask/Alchemist's Fire (Random element now) Flask x5 2d6+13 acid/random element
--Meteoric Iron x2 200gp (Component)
--Night Tea -
--Smoke Pellet x8 200gp
--Smokestick x5 100gp
--Sunderblock x3 105gp
--Tanglefoot Bag x5 125gp
--Vial x10 10gp -
--Weapon Blanch, Cold Iron x5 100gp
--Weapon Blanch, Silver x5 25gp
Bedroll 1sp 5 lbs.
Bedroll 1sp 5 lbs. ((Simulacrum))
Blanket 5sp 3 lbs.
Blanket 5sp 3 lbs. ((Simulacrum))
Bombchucker 12gp ((Simulacrum))
Books
--Adventurer Chronicle x9 450gp
--Arcane Family Workbook 300gp
--Blue Book 5gp
--Footprints Book 2gp
--Formula Book -
--Heritage Book 50gp
--Journal x3 30gp
--Portrait Book 10gp
--Tome of Epics 50gp
--Traveler's Dictionary 50gp
Bottle of Air 7250gp 2 lbs.
Bottled Sunlight 200gp
Canteen 6sp 1 lb.
Canteen, Nasty 6sp 1 lb.
Canteen 6sp 1 lb. ((Simulacrum))
Canvas 1sq yd 1 lb.
Cauldron of Brewing 3000gp 5lbs.
Chain Shirt 100gp ((Simulacrum))
Chair, Folding 2gp 10 lbs.
Chalk 1cp -
Chalkboard 1gp 2 lbs.
Cot 1gp 30 lbs.
Dagger, Alchemical Silver 22gp - ((Simulacrum))
Extracts Bought
--1st-Level (6 spells) 60gp
--2nd-Level (29 spells) 1160gp
--3rd-Level (12 spells) 1080gp
--4th-Level (2 spells) 320gp
--5th-Level (2 spells) 500gp
Food
--Bread
--Butter, Fresh
--Grog
--Potatoes
--Rations, Wandermeal 4cp 2 lbs.
--Salt
--Whiskey
Formula Alembic 200gp 2 lbs.
Hybridization Funnel 200gp 2 lbs.
Ink 8gp
Inkpen 1sp
Ioun Torch 75gp
Kit, Alchemy Crafting 25gp 5 lbs
Kit, Disguise 50gp
Kit, Grooming 1gp
Kit, Healer’s 50gp
Outfit, Cold Weather - 8 lbs. ((Simulacrum))
Outfit, Courtier’s+Jewelry 80gp 6 lbs.
Outfit, Courtier’s+Jewelry 80gp 6 lbs. ((Simulacrum))
Outfit, Dresses x4
Outfit, Hot-Weather - 4 lbs.
Outfit, Hot-Weather - 4 lbs. ((Simulacrum))
Paper x10 4gp
Potions Created: 30000gp Total
--Potion of Ablative Barrier x6 2000gp
--Potion of Acute Senses 300gp
--Potion of Adhesive Spittle (12th) 600gp
--Potion of Cat’s Grace x3 800gp
--Potion of Cure Light Wounds (5th) x12 (200 each)
--Potion of Cure Moderate Wounds (10th) x7 (900gp each)
--Potion of Cure Serious Wounds (14th) x3 (1950 each)
--Potion of Darkvision x2 600gp
--Potion of Delay Disease x2 600gp
--Potion of Delay Poison x2 600gp
--Potion of Detect Secret Doors x3 150gp
--Potion of Displacement x3 1500gp
--Potion of Endure Elements x5 250gp
--Potion of Enlarge Person x3 150gp
--Potion of Fox's Cunning x2 600gp
--Potion of Invisibility x3 800gp
--Potion of Jump 50gp
--Potion of Levitate 300gp
--Potion of Protection from Arrows x2 600gp
--Potion of Reduce Person x4 150gp
--Potion of Remove Blindness/Deafness 750gp
--Potion of Remove Disease 750gp
--Potion of Restoration, Lesser x4 2000gp
--Potion of See Invisibility x2 600gp
--Potion of Touch of the Sea 50gp
--Potion of Water Breathing x2 1500gp
Pouch, Spell Components 5sp 2 lbs. ((Simulacrum))
Rebirth Cost 5000gp
Rope 100'+Grappling Hook 8gp ((Simulacrum))
Scroll of Planeshift 1650gp
Simulacrum (6th-Level) 3000gp
Spectacles of Understanding 3000gp
Tent, Small 10gp 20 lbs.
Tools, Masterwork Thieves' 100gp 2 lbs.

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Fluff:
Backstory
Laree was born to a human druidic mother from the Varisian forests who entranced her elven father with her beauty and pull back to his roots. Her father worked for the Acadamae in the middle of Korvosa for decades and this human's pull was just too great for him. In time, the two came together and Laree was born to them. After, came her younger brother Wolfe and her younger sister Aris.

From youth, there was a division between the will of Laree's mother's intentions for her life and her father's will. He wished that she enter into his occupation. When Laree showed promise in the arcane, she was awakened to the magic within her, but her mother kept her from joining and going through the rigors the Acadamae placed on the young hopefuls.

Much to the displeasure of her father, Laree spent her young years discovering her power by adventuring and pressing the boundary of her potential with what was awakened within. Like a sorcerer, she was gifted with raw power that took hold in combination with her father's alchemy lessons. It was through this channel that she shined best.

After glorious accomplishments in her youth, she showed such promise even her father relented some and the two grew closer. It was his intent that if she would not join the Acadamae, that she learn what she could from him in hopes that she succeed during the Breaching Festival, so as to bring honor to their family. Her mother, once again, pressed Laree to refuse, and sure enough, the young girl took both sides. From her father, she grew intent to learn from him, and appealed to her mother and would not enter.

It was here she fell in love with transmutation and began her experiments between her elven awoken powers, alchemy, and the body modification magic of the transmutation school. For a time, Laree spent time down in Nex away from her father and mother. There it seems that she learned some of the origins of her body modification extracts, but not long after, fled back home. In time, she became infatuated with hidden knowledge of past transmutationists over the prestigious schools that dotted the land and often would go with hired adventurers to explore old arcane sites in hopes of finding more insight into these magics; since she didn't have access to Acadamae.

It was as summer was turning to fall that Laree made her way home after a number of years of being gone. A different sight met her upon arriving at the ancestral home. Her mother was gone. When asked about it, she was told that she had returned to nature's call, meaning she had returned to the forests and left Laree's father. The alchemist also noticed her brother had gone. No one in her home would answer her as to where or even could look her in the eye. By fortune, she pressed her younger sister enough to know when he had gone missing. It was as spring turned to summer. Laree filled in the blanks while she yelled at her father. Her bother had entered into the Breaching Festival and vanished at the behest of her father.

Filled with rage, the young alchemist forced her father over the rest of that year to teach her everything he knew about the Acadamae, the Festival, as well as what lay in front of her, as she vowed to enter and find out what happened to him at the cost of her own life. He refused, but she would not be gainsaid and forced him to do so by her will alone. In his shame, he relented and began the long process of preparing her mind for what she may face.

Appearance/Personality
Laree An Everglow is an average-looking young woman in her mid-to-late twenties (in human appearance). Despite her average qualities, there is something almost "perfect" in her frame and appeal that stands out. Not perhaps in overall beauty, health or poise, but one could stare at her a while to find a "flaw" and just not really find one.

She's not overly charismatic. The girl can even be a nagging bore to some friends at times (they love to "party" and she refrains). There is no beauty there that would stop a god in his path. Yet there is something strikingly intriguing about her. This vibrancy of mind and spirit, coupled with a body that has experienced the rigors of transmutation magic and actually come out the other side appearing better, gives those who see Laree a pleasant puzzle to look at.

There is very little fat on her bones despite her on and off again sedentary lifestyle. She's of the age still where she can pack down pastries en masse and still not gain a pound. She'd rather die than willingly exercise though, and as such, she's not overly strong. The chemist would infinitely be reading a book on the horticulture methods of the Taldans than move a box from one side of her room to the other. Although most would never know it, she's a slob. Not a dirty one mind you, but definitely doesn't enjoy organizing. She much rather prefers a stack of papers strewn over the floor of her room to a pristine study space. Humorously enough, she flees her room to go study in these nice spaces more frequently than she'd like to admit because of the clutter. One day, it will be her death.

Most commonly, Laree will be found in loungewear. Loose-fitting garments and a turban of some kind. She has skin revealed at her hips on these outfits, but other than that is mostly covered from head to toe. While adventuring, that is another story. She possesses a brilliant set of Celestial armor, given to her by an Azata she rescued a few years ago and was forged in the heavens. Such trinkets are common for her after some of the things she's experienced. Neither upholding evil or good, Laree most commonly leans toward good and the preservation of life, but is realistic. She also considers her research and the pursuits of creating life to be paramount to all else, including aspects of alignment. That said, she'd rather forge an alliance with an Angellic being than a Devil to understand some secret knowledge.

Notable Events
There were numerous people that came into experiences with this young alchemist who can speak highly of her. Here are some of them and their experiences:

Gathakaniel (Daniel) (1st to 5th-level): This is an Azata being that Laree freed from a temple he had been imprisoned in. Cultists had summoned him and forced him to remain there for centuries as they used his divine energy for their evil transmutation rituals as well as bringing back the dead. It was the rumor of this behavior in the region that drew the young alchemist in hopes of discovering their secrets. She ended up in a campaign against this group and was found victorious. The Azata was so thankful he appealed to his goddess (Shelyn) to reward the young woman and keep her eye upon her travels. Laree walked away with centuries of mutation/transmutation research and some new divine boons. Ever since then, her life has seemed to work out for the better.

Captain Argentus Ervasus (6th to 11th-Level): This young man was a good friend of Laree from one of her first quests being a youthful adventurer. It was not a big task, just clearing out some rats that had infested a basement, but the two drawn close, even flirty romantic. Later, when Laree had become wealthy from her adventures and he had become poor from that same wealth and bad investments, he took up a job as a gate guard. The Academae's outer regions of Citidel Crest fell under attack by orcs organized by a disgruntled demon for a time. It was then that a group of adventurers went out to face the orcish leader of these villains. Argentus was one of them and although he managed to strike down the leader, he was impaled and killed in action. Laree later sought out the remnants of his body from the wilds and paid to have him resurrected. He was not the same; like a life apart from reality. It was a long time before he found purpose in life again, but before that had happened, Laree distanced herself. The lowly gate guard never forgot her kindness and now that he is Captain of the Gate to the Acadamae and the city surrounding it, he would love to see her again. After distancing herself, Laree ended up going on a three-year campaign with some others to seek vengeance against the demon who started the whole event. In a glorious battle at the foot of Citadel Crest, she vanquished him by throwing a bomb down his gaping maw and exploding his face all over the nearby wall. To this day, there are burn marks and holes where his teeth indented in the stone from the blast. ​

Elasaril-an Everglow (11th to 13th-Level): Laree's father, who has made a mistake in allowing Laree's brother to enter into the Breaching Festival last year, lost his son and has been distraught ever since. With the leaving of his wife and only his youngest daughter, Aris, to take care of him, he did not plan on doing anything about the loss of his son. Laree, his eldest daughter, freshly returned, instead, forced him to reveal his knowledge from years of working in the Acadamae to her aid in her efforts to find out what went wrong. She is determined to find where her brother is. Over the last months since her return, the two of them have been perfecting her alchemy, mastery of the arcane, and getting her ready for the challenges ahead. With everything constantly in flux in the defenses and abjurations of the Breaching Festival, and her father not present since the loss of his son, he cannot predict this year what it will be that she will face. He has focused her education to focus on what they have done in the past to help aid her in this quest.


Sample Alchemical Beastshape Builds:
Tiny-Size Alchemical Dexterity Mutagen Viper Build
Mutagen+bear's endurance+beastshapeIII+shield
9 (-2size)
20 (+2alchemical+4size)
22 (+4alchemical+4enhancement)
22
10 (-2alchemical)
8 (-2alchemical)

HP: +52
Movement: 20ft, Climb 20ft, Swim 20ft
Reach: 0ft
Saves: Fort +19, Ref 18, Will +9
AC: 25 (10+4shield+5Dex+4NA+2size)
Bite: +10/+5 (9bab-1str+2size)
Damage: Bite 1d2-1 plus poison, breaking
Poison: Bite—injury; save Fort DC 20; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 1 save.
CMB +12 (9bab+5dex-2size)
CMD 21 (9bab-1str+5Dex-2size+10)[can't be tripped]
Skills: +8 stealth

Huge-Size Alchemical Strength Mutagen Allosaurus Build
Mutagen+Bulls Strength+beastshapeIII+shield
25 (+4alchemical+4enhancement+6size)
12 (+2alchemical-4size)
14
20 (-2alchemical)
10 (-2alchemical)
10

Movement: 50ft
Reach: 15ft
Saves: Fort +15, Ref +14, Will +9
AC: 25 (10+4shield+1Dex+10NA-2size)
2Claws, Bite: +13/+13/+13/+7 (9bab+7str-2size)
Damage: Bite 2d6+7 19-20x2 plus grab/breaking, 2claws 1d8+7 plus breaking
Pounce
Rake 2talons +13 1d8+7 plus breaking
CMB +18 (9bab+7str+2size)
CMD 29 (9bab+7str+1Dex+2size+10)


Simulacrum:

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Elann CR 6
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N Medium Simulacrum
Init +2; Senses low-light; Perception +15
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DEFENSE
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AC 16, touch 12, flat-footed 14 (+2 Dex, +4armor)
In Combat AC 22 (+3 Dex, +4armor, +4shield, +1size)
hp 41/48 (8+5+5+5+5+5+12+3fav)
Fort +7, Ref +7, Will +3
Defensive Abilities resist acid 5
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OFFENSE
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Speed 30 ft.
Melee Silver Dagger +4 (1d4-1)
Ranged Light Crossbow +6 (1d8 19-20x2)
Special Attacks bomb +6 (3d4+4, 5ft radius burst 7damage reflex dc17 for half) or briar Bomb +6 (30ft radius reflex dc17 entangled, half movement) or +4/+4 bomb fire rapid shot
Spells Prepared (CL 6th; concentration +10)

2ndcure moderate wounds (4/4)
1stblank slot, Cure light wounds (3/3), targetted bomb admixture (0/1)
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STATISTICS
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Str 11, Dex 14, Con 14, Int 18, Wis 12, Cha 10
Base Atk +4; CMB +4; CMD 16
Feats Brew Potion, Point-blank Shot, Precise Shot, Rapid Shot, Throw Anything
Skills Appraise +10, Artistry Portrait Sketches +7, Bluff +1, Craft (alchemy) +21, Diplomacy +5
Disable Device +6, Disguise +7
Escape Artist +8, Fly +6, Heal +4, Knowledge (arcana) +11, Knowledge (engineering) +5, Knowledge (history) +5, Knowledge (nature) +13, Knowledge (nobility) +5, Lore Breaching Festival +8, Lore Hall of Wards +8, Lore Infernal Contracts +8, Perception +15, Profession Librarian +5, Sense Motive +5, Sleight of Hand +3,
Spellcraft +10, Stealth +8, Survival +5, Use Magic Device +9
Languages Common, Elven
Bonus Languages Abyssal, Chelish, Infernal, Varisian
Environment any
Organization solitary
Treasure 8gp, alchemical silver dagger, bedroll, blanket, bombchucker, bottled sunlight, canteen, chain shirt armor, cold-weather outfit, courtier's outfit+80gp jewerly, hot-weather outfit, potion of cure light wounds x4, rope 100ft+grappling hook, spell components pouch, wandermeal rations 5day

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SPECIAL ABILITIES
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Bomb (Su)
As per Laree's bomb, but only does 3d4+4 damage with a 5ft splash of 7 points. Reflex Save DC of 17. Range 30ft.

Brew Potion (Ex)
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.

Briar Bomb (Su)
A bramble brewer gains the tanglefoot bomb discovery, but the entanglement’s duration persists for a number of rounds equal to the bramble brewer’s Intelligence modifier (minimum 1 round). Additionally, when a bramble brewer throws a tanglefoot bomb, it transforms all squares in its splash radius into difficult terrain that persists for as long as the bomb’s entangling effect. Although these bombs deal no damage, for every 1d4 points of damage the bramble brewer’s regular bombs deal, the briar bomb’s splash radius increases by 5 feet. This ability replaces the 2nd-level discovery class feature.

---Tanglefoot Bomb Discovery (Su): 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.

Cognatogen Discovery (Su)
The alchemist gains the ability to create a cognatogen, a mutagen-like mixture that heightens one mental ability score at the expense of a physical ability score. If the cognatogen enhances his Intelligence, it applies a penalty to his Strength. If it enhances his Wisdom, it applies a penalty to his Dexterity. If it enhances his Charisma, it applies a penalty to his Constitution. Otherwise, this ability works just like the mutagen ability (including the natural armor bonus). Anytime the alchemist would prepare a mutagen, he may instead prepare a cognatogen. All limitations of mutagens apply to cognatogens as if they were the same substance—an alchemist can only maintain one mutagen or cognatogen at a time, a cognatogen that is not in an alchemist’s possession becomes inert, drinking a cognatogen makes a non-alchemist sick, and so on. When the effect of the cognatogen ends, the alchemist takes 2 points of ability damage to the ability score penalized by the cognatogen. The infuse mutagen discovery and the persistent mutagen class ability apply to cognatogens.

Dendrite Mutagen (Su)
A bramble brewer’s mutagen still contains transformative power, but grants a treelike sturdiness rather than the feral power of standard mutagens. When imbibed, dendrite mutagen grants a +4 natural armor bonus, a +2 alchemical bonus to one physical ability score, and a –2 penalty to the corresponding mental ability score. In addition, the alchemist gains fast healing 1 as long as she is in an area of bright light (such as sunlight or inside the area of a daylight spell).

Experimental Mutagen (Su)
A thuvian researcher learns how to create an experimental mutagen that benefits others, though not as well as her normal mutagen. The experimental mutagen works just like a standard mutagen, except the natural armor bonus and the alchemical bonus to the ability score are half normal (+1 natural armor bonus and +2 to one ability score). The experimental mutagen has no risk of nauseating a creature who drinks it. The researcher decides when she creates the mutagen if it is a standard mutagen (which gives no benefit if another creature drinks it) or an experimental mutagen (which does); there is no difference in the cost, time to create, or any other aspect of the mutagen. If the researcher has discoveries or other abilities that alter or increase the benefits of the mutagen, these apply to the experimental mutagen (though the drinker only gets half the numerical bonus of the mutagen).

Healing Bomb
When the alchemist creates a bomb, he can choose to have it heal damage instead of dealing it. Creating a healing bomb requires the alchemist to expend an infused extract or potion containing a cure spell. A creature that takes a direct hit from a healing bomb is healed as if she had imbibed the infusion or potion used to create the bomb. Creatures in the splash radius are healed for the minimum amount of damage the cure spell is capable of healing. A healing bomb damages undead instead of healing them.

Swift Poisoning (Ex)
The alchemist can apply a dose of poison to a weapon as a swift action.

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.
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Orders
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Aside from normal general courtesies and decent human-like behavior coming from the original Laree (that Elann was made from), there are some specific orders this Simulacrum was given:
--If her master has died and she still lives, she is ordered to search through her master's gear if possible for her owned portable hole and open it when safe to do so. If this is not possible, and the hole is destroyed, the Simulacrum is ordered to go to her father and tell him so he can perhaps attempt to find her dimensional space, although this will not be likely. Laree will have food/water and air for three years. At which time she is considered to be lost and the Simulacrum is free to live life as herself or assume Laree's identity.
--If Laree (or anyone) is opening their portable hole and Elann notices, the Simulacrum is instructed to ask to take any and all extradimensional spaces off of anyone entering the hole. She is not to even let Laree pass without reminding her. This may or may not involve searching companions who wish to enter before doing so.
--Elann is not to give away any information about Laree or her companion's, friends, or family unless given permission by Laree.