Statistics
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Str 18, Dex 13, Con 10, Int 14, Wis 7, Cha 12
Base Atk +3; CMB +7; CMD 18
Feats Combat Reflexes, Power Attack
Traits reactionary, theoretical magician
Skills Acrobatics +7, Appraise +6, Bluff +5, Craft (alchemy) +8 (+12 to create alchemical items), Diplomacy -1, Disable Device +8, Disguise +3, Escape Artist +6, Heal +2, Intimidate +5, Knowledge (arcana) +6, Knowledge (dungeoneering) +6, Knowledge (engineering) +6, Knowledge (geography) +6, Knowledge (history) +6, Knowledge (local) +6, Knowledge (nature) +6, Knowledge (nobility) +6, Knowledge (planes) +6, Knowledge (religion) +6, Linguistics +6, Perception +7, Profession (artist) +2, Sense Motive +0, Sleight of Hand +4, Spellcraft +8, Stealth +4, Survival +0, Use Magic Device +5; Racial Modifiers -2 Diplomacy, +2 Disguise, +2 Escape Artist, +2 Perception, -2 Sense Motive, +2 Survival
Languages Aquan, Azlanti, Elven, Shoanti, Thassilonian
SQ alchemy (alchemy crafting +4), elf blood, inspiration (5/day), investigator talent (mutagen), keen recollection, mordant envoy, mutagen (+4/-2, +2 natural armor, 40 minutes), poison lore, swift alchemy, trapfinding +2
Combat Gear mutagen, potion of bull's strength; Other Gear +1 chain shirt, +1 longspear, handy haversack, bandolier, bandolier, iron vial (10), masterwork tool, masterwork tool, wrist sheath, spring loaded (2), 33 gp
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Special Abilities:
Special Abilities
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Alchemy +4 (Su) +4 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Combat Reflexes (2 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Inspiration (+1d6, 5/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mordant Envoy Spireborn add +1 to the caster level of any transmutation spells they cast. Spireborn with a Charisma score of 11 or higher also gain the following spell-like abilities: 1/day—comprehend languages, detect secret doors, erase, read magic. The caster
Mutagen This discovery gives the alchemist the mutagen class ability, as described in the Advanced Player's Guide. (This discovery exists so alchemist archetypes who have variant mutagens, such as the mindchemist, can learn how to make standard mutage
Mutagen (DC 14) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 40 minutes.
Poison Lore (Ex) After 1 min can use Know to ID poisons, 1 min more to neutralize with Craft (alchemy).
Poison Resistance +2 (Ex) +2 to save vs. Poison.
Potion of bull's strength Add this item to create a potion of a chosen spell.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Studied Combat (+2, 2 rounds) (Ex) As a move action, study foe to gain bonus to att & dam for duration or until use studied strike.
Studied Strike +1d6 (Ex) As a free action on a melee hit, end studied combat vs. foe to add precision dam.
Swift Alchemy (Ex) You can construct alchemical items in half the normal time.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.