Female Skinwalker (fanglord) alchemist (Beastmorph, Vivisectionist) 5
N medium humanoid (skinwalker, shapechanger)
Init +4; Senses Perception +10, low-light vision
DEFENCE
AC 20, touch 14, flat-footed 16 (+4 Dex +6 armor)
hp 43 (8 + 4*5 Class + 10 CON +5 fave class)
Fort +6, Ref +8, Will +1
OFFENCE
Speed 30 ft.
Melee dagger +7 (1d4/19-20) or claw +7/+7 (1d4/1d4) or bite +7 (1d6)
Ranged dagger +7 (1d4/19-20)
Spell-like ability (1/day): jump (CL 5)
Extracts (CL 5th)
2nd (3)- Alchemical Allocation, Animal Aspect, (open)
1st (5)- Shield,(open) x 4
STATISTICS
Str 10, Dex 18, Con 14, Int 14, Wis 10, Cha 11(13)
BAB +3 CMB +3; CMD 17
Feats (A1)Brew Potion, (A1)Throw Anything, (1)Extra Feature, (3)Extra Feature, (5)Weapon Finesse
Skills (20 class +10 INT)
Acrobatics +15 (5 ranks +3 class +4 attribute +3 misc)
Craft (alchemy) +10 (5 ranks +3 class +2 attribute + misc)
Disable Device +12 (5 ranks +3 class +4 attribute + misc)
Knowledge (nature) +10 (5 ranks +3 class +2 attribute + misc)
Perception +10 (5 ranks +3 class + attribute +2 misc)
Spellcraft +10 (5 ranks +3 class +2 attribute + misc)
Traits Reckless (+1 bonus on Acrobatics checks, and Acrobatics is always a class skill), armor expert (-1 to ACP of worn armor)
Languages common, elven, halfling
SQ
Change Shape (Su): A skinwalker can change shape into a bestial form as a standard action. In bestial form, a skinwalker gains a +2 racial bonus to Charisma. While in this form, a skinwalker also takes on an animalistic feature that provides a special effect. Each time a skinwalker assumes bestial form, she can choose to gain one of the following features: Bite attack that deals 1d6 points of damage, 2 claw attacks that each deal 1d4 points of damage, +10-foot racial bonus to base speed, See in darkness.
The racial ability score bonus and additional feature last as long as the skinwalker remains in that form, and a skinwalker can remain in bestial form for as long as she wants. A skinwalker can return to her humanoid form as a swift action. To change forms and gain a different benefit, a skinwalker must first return to her humanoid form then use her shapechange ability again.
Sneak Attack: 3d6
Beastform mutagen: Takes one hour to brew, maximum 1 at a time. +4 DEX, -2 WIS, +2 NA and pick 1 of (darkvision 60 ft, low-light vision, scent, swim 30 ft) lasts 50 minutes
Cruel Anatomist: a vivisectionist may use her Knowledge (nature) skill bonus in place of her Heal skill bonus.
Poison use: Alchemists are trained in the use of poison and cannot accidentally poison themselves when applying poison to a weapon.
Throw anything: An alchemist adds her Intelligence modifier to damage done with splash weapons, including the splash damage if any. You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons.
Discoveries
Infusion: When the alchemist creates an extract, she can infuse it with an extra bit of her 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.
Spontaneous Healing (Ex): The alchemist gains the ability to heal from wounds rapidly. As a free action once per round, she can heal 5 hit points as if she had the fast healing ability. She can heal 5 hit points per day in this manner for every 2 alchemist levels she possesses. If the alchemist falls unconscious because of hit point damage and she still has healing available from this ability, the ability activates automatically each round until she is conscious again or the ability is depleted for the day.
(10 hp/day)
Gear
(assumed WBL 10500 gp)
Formula Book
1st: Crafter's Fortune, Comprehend Languages, Cure Light Wounds, Disguise Self, Long Arm, Shield
2nd: Alchemical Allocation, Animal Aspect
Pickpocket's outfit
4 gp 2 * daggers
40 gp Alchemist's kit (alchemy crafting kit, a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin.)
4,200gp Mithril breastplate (light, +6 AC, +5 max. DEX, -1 ACP)
4,000 gp Amulet of mighty fists (+0, Agile)
750 gp Wand of Cure Light Wounds
375 gp Potion of greater magic fang (CL5, +1 all natural attacks, 5 hr duration)
20 gp Adventurer's sash
-190 gp Concealable Thieves' Tools
-20 gp 2 * Acid (1d6 acid, 10 ft)
-40 gp 2 * Alchemist's fire (1d6 fire, 10 ft)
-50 gp 2 * Holy Water (2d4 holy, 10 ft)
-100 gp 2 * Tanglefoot bag
711 gp