Zon-Kuthon

.:Lynk:.'s page

9 posts. Alias of Nickadeamous.


Full Name

Lynk

About .:Lynk:.

Lynk
Alchemist (vivisectionist) 7
Kineticist 7
LE medium male kyton-spawn tiefling [Apostle Kyton]
Humanoid (human), Outsider (native, kyton)
Height 0’00”; Weight
Init +9; Senses Darkvision 60 ft.; Perception +15
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Defense
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AC 23 , touch 15, flat-footed 18
(+5 Dex, +4 Armor, +4 Natural)
CMD 26
HP 126 (7d8+70+7+7)
DR 3/adamantine
Regeneration 3 (good weapons, good spells or silver weapons)
Fort +14 Ref +12, Will +7 [+4 vs. poison]
SR 20
Immune cold
Resistances electricity 7, fire 7
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Offense
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Speed 30 ft.
Melee touch +11 (1+1d6 acid +1d6 bleed/x2)
Melee automatic damage when grappled ({1d6+10 fire} + {1d6+6 piercing}/x2)
Melee kinetic fist +11 (1d3+6+1d6 +1d6 acid +1d6 bleed/x2)
Melee bite +11 (1d8+6+1d6+1d6 acid+1d6 bleed/x2) and 2 claws +11 (1d6+6+1d6 acid + 1d6 bleed/x2)
Ranged metal blast +10 (8d6+17/x2) [bludgeoning, piercing, or slashing] {120 ft.}
Base Atk +5
CMB +12 {+1 to disarm & steal] {does not provoke on grapple or bull rush}
Combat Options sneak attack +4d6; enhance potion 4/day;
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Statistics
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Str 22, Dex 21, Con 30, Int 19, Wis 20 Cha 21
Feats Simple Weapon Proficiency, Light Armor Proficiency, Throw Anything, Brew Potion, Toughness (1st), Improved Initiative, Lighting Reflexes, Point Blank Shot (3rd), Precise Shot (5th), Craft Wondrous Item (Award), Master Alchemist (7th), Extra Wild Talent (Award),
Skills {28 class, 28 Int, 14 bg} [ACP: 0]
[+15] Acrobatics (7 ranks, 3 class, 5 dex)
[+0] Appraise
[+0] Bluff (4 racial)
[+6] Climb (6 str)
[+16] Craft {alchemy} (7 bg, 3 class, 4 int, 2 feat) [+7 to create alchemical items] [+2 to craft at lab]
[+0] Diplomacy
[+15] Disable Device (7 ranks, 3 class, 5 dex)
[+0] Disguise
[+0] Escape Artist
[+0] Fly
[+0] Handle Animal
[+9] Heal (4 racial, 5 wis)
[+17] Intimidate (7 ranks, 4 racial, 1 trait, 5 cha)
[+0] Knowledge {arcana}
[+0] Knowledge {dungeoneering}
[+14] Knowledge {nature} (7 ranks, 3 class, 4 int)
[+0] Knowledge {religion}
[+0] Linguistics
[+15] Perception (7 ranks, 3 class, 5 wis)
[+0] Perform
[+0] Profession
[+0] Ride
[+0] Sense Motive
[+15] Sleight of Hand (7 bg, 3 class, 5 dex)
[+14] Spellcraft (7 ranks, 3 class, 4 int)
[+15] Stealth (7 ranks, 3 class, 5 dex)
[+10] Survival (2 ranks, 3 class, 5 wis)
[+0] Swim (6 str)
[+13] Use Magic Device (5 ranks, 3 class, 5 cha)
Languages Abyssal, Common, Draconic, Dwarven, Elven, Infernal
Traits Heirloom Weapon (armor spikes) {Equipment}, Bred for War {Race}, Unscathed {Magic}
Drawback Attached {skeleton key}
Favored Class Bonus Kineticist (hp’s)
Carried Gear deliquescent gloves {1 lbs}, +1 studded leather armor w/ spikes (30), grappler’s mask {2 lbs}, shirt of immolation {1 lbs}, thieves tools {2 lbs}, alchemy crafting kit {5 lbs}, formula book {3 lbs}, bandoliers x2 {0 lbs}, canteen {1 lbs}, scrivener’s kit {1 lbs}, skeleton key {0 lbs},
Other Gear alchemist’s lab {40 lbs}, scroll of invisibility (scribed),
Encumbrance [46; 173/346/520]
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Extracts Prepared [CL: 7th; concentration +11]
3rd - thorn body x2
2nd - cat’s grace, cure moderate wounds x2, invisibility
1st - cure light wounds x2, endure elements, shield x2

Formula Book [Pages: 22 of 50 used]
3rd - thorn body
2nd - anthropomorphic animal, bull’s strength, cat’s grace, cure moderate wounds, invisibility
1st - crafter’s fortune, cure light wounds, death watch, detect metal, expeditious retreat, endure elements, heightened awareness, shield, touch of the sea,
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Special Abilities
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Agonizing Prayer (Su) - As a full-round action that provokes attacks of opportunity, an apostle kyton can orate a prayer so profane that it causes any non-kyton listening to erupt in bleeding wounds. Any non-kyton listener must succeed at a Will save (DC = 10 + 1/2 the apostle kyton’s Hit Dice + its Charisma modifier) or take 1d6 points of nonlethal damage per Hit Die of the apostle kyton, take bleed damage as if struck by the apostle kyton’s bleeding touch, and become staggered for 1 round. Creatures that succeed on this save halve the nonlethal damage and negate the staggered effect, but they still take the bleed damage. A creature that has taken nonlethal damage greater than or equal to its current hit points is not normally rendered unconscious by this ability, but such a creature is still helpless, rendering it susceptible to the apostle kyton’s seductive oration ability. This is a sonic pain effect.

Basic Geokinesis - You can move up to 5 pounds per kineticist level of rocks, loose earth, sand, clay, and other similar materials up to 15 feet as a move action. You can search earthen and stone areas from a distance as if using the sift cantrip.

Bleeding Attack - A vivisectionist may select the bleeding attack rogue talent in place of a discovery. [Discovery]
A rogue with this ability can cause living opponents to bleed by hitting them with a sneak attack. This attack causes the target to take 1 additional point of damage each round for each die of the rogue’s sneak attack (e.g., 4d6 equals 4 points of bleed). Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage. Bleeding damage from this ability does not stack with itself. Bleeding damage bypasses any damage reduction the creature might possess.

Bleeding Touch (Su) - An apostle kyton that touches a creature deals 1 point of damage plus 1d6 points of bleed damage for every 10 Hit Dice of the kyton. If an apostle kyton attacks with natural or manufactured weapons, its weapons also deal this bleed damage.

Brew Potion (Ex) - At 1st level, 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.

Bullying - Tieflings are often disparaged and kept low in the social order, where they commonly resort to robbing those weaker than themselves. Tieflings with this racial trait gain a +1 racial bonus on combat maneuver checks to disarm or steal. This racial trait replaces skilled.

Burn (Ex) - At 1st level, a kineticist can overexert herself to channel more power than normal, pushing past the limit of what is safe for her body by accepting burn. Some of her wild talents allow her to accept burn in exchange for a greater effect, while others require her to accept a certain amount of burn to use that talent at all. For each point of burn she accepts, a kineticist takes 1 point of nonlethal damage per character level. This damage can’t be healed by any means other than getting a full night’s rest, which removes all burn and associated nonlethal damage. Nonlethal damage from burn can’t be reduced or redirected, and a kineticist incapable of taking nonlethal damage can’t accept burn. A kineticist can accept only 1 point of burn per round. This limit rises to 2 points of burn at 6th level, and rises by 1 additional point every 3 levels thereafter. A kineticist can’t choose to accept burn if it would put her total number of points of burn higher than 3 + her Constitution modifier (though she can be forced to accept more burn from a source outside her control). A kineticist who has accepted burn never benefits from abilities that allow her to ignore or alter the effects she receives from nonlethal damage.

Cruel Anatomist - At 3rd level, a vivisectionist may use his Knowledge (nature) skill bonus in place of his Heal skill bonus.

Darkvision - Tieflings can see perfectly in the dark for up to 60 feet.

Elemental Overflow (Ex) - At 3rd level, a kineticist’s body surges with energy from her chosen element whenever she accepts burn, causing her to glow with a nimbus of fire, weep water from her pores, or experience some other thematic effect. In addition, she receives a bonus on her attack rolls with kinetic blasts equal to the total number of points of burn she currently has, to a maximum bonus of +1 for every 3 kineticist levels she possesses. She also receives a bonus on damage rolls with her kinetic blast equal to double the bonus on attack rolls. The kineticist can suppress the visual effects of elemental overflow by concentrating for 1 full round, but doing so suppresses all of this ability’s other benefits, as well. The next time the kineticist uses any wild talent, the visual effects and benefits return instantly. As a kineticist’s body becomes more and more suffused with her element, she begins to gain more powerful benefits. Starting at 6th level, whenever she has at least 3 points of burn, the kineticist gains a +2 size bonus to two physical ability scores of her choice. She also gains a chance to ignore the effects of a critical hit or sneak attack equal to 5% × her current number of points of burn. At 11th level, whenever the kineticist has at least 5 points of burn, these bonuses increase to a +4 size bonus to one physical ability score of her choice and a +2 size bonus to each of her other two physical ability scores. At 16th level, whenever the kineticist has at least 7 points of burn, these bonuses increase to a +6 size bonus to one physical ability score of her choice, a +4 size bonus to a second physical ability score of her choice, and a +2 size bonus to the remaining physical ability score.

Enhance Potion - A number of times per day equal to his Intelligence modifier, the alchemist can cause any potion he drinks to function at a caster level equal to his class level. [Discovery]

Expanded Element (Su) - At 7th level, a kineticist learns to use another element or expands her understanding of her own element. She can choose any element, including her primary element. She gains one of that element’s simple blast wild talents that she does not already possess, if any. She also gains all composite blast wild talents whose prerequisites she meets, as well as the basic wild talent of her chosen expanded element (for instance, basic aerokinesis if she chooses air). See Composite Blasts for additional rules for and descriptions of composite blasts. She doesn’t gain the defensive wild talent of the expanded element unless she later selects it with the expanded defense utility wild talent, nor does she gain the additional class skills from her expanded element unless she later selects the Elemental Knowledge feat. If the kineticist’s expanded element is different from her primary element, she treats her kineticist level as 4 levels lower for the purpose of determining which wild talents she can learn from her expanded element. If the kineticist chooses to expand her understanding of an element she already has, she gains an additional utility wild talent or infusion of her choice from that element, as if from her infusion or wild talent class feature, as appropriate. At 15th level, the kineticist can either select a new element or expand her understanding of her original element. She can’t select the same element she selected at 7th level unless it is her primary element. She gains all the benefits from her new expanded element as listed above. However, if the kineticist selected her primary element as her expanded element at both 7th and 15th levels, her mastery of that element increases. For wild talents of her element, the kineticist gains a +1 bonus on attack rolls and damage rolls, as well as to caster level and DCs.

Feral Mugaten - Whenever the alchemist imbibes a mutagen, he gains two claw attacks and a bite attack. These are primary attacks and are made using the alchemist’s full base attack bonus. The claw attacks deal 1d6 points of damage (1d4 if the alchemist is Small) and the bite attack deals 1d8 points of damage (1d6 if the alchemist is Small). While the mutagen is in effect, the alchemist gains a +2 competence bonus on Intimidate skill checks. [Discovery]

Fiendish Resistance - Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.

Flesh of Stone (Su) - Your skin hardens like stone, dampening the impact of most attacks. You gain DR 1/adamantine. This DR increases by 1 for every 2 kineticist levels you possess beyond 2nd. By accepting 1 point of burn, you can increase the DR by 1 until the next time your burn is removed, to a maximum DR equal to your kineticist level. Whenever you accept burn while using an earth wild talent, the energy surging through you causes your damage reduction to change from DR/adamantine to DR/— for 1 round. You can dismiss and restore this effect as an immediate action.

Gather Power (Su) - If she has both hands free (or all of her prehensile appendages free, for unusual kineticists), a kineticist can gather energy or elemental matter as a move action. Gathering power creates an extremely loud, visible display in a 20-foot radius centered on the kineticist, as the energy or matter swirls around her. Gathering power in this way allows the kineticist to reduce the total burn cost of a blast wild talent she uses in the same round by 1 point. The kineticist can instead gather power for 1 full round in order to reduce the total burn cost of a blast wild talent used on her next turn by 2 points (to a minimum of 0 points). If she does so, she can also gather power as a move action during her next turn to reduce the burn cost by a total of 3 points. If the kineticist takes damage during or after gathering power and before using the kinetic blast that releases it, she must succeed at a concentration check (DC = 10 + damage taken + effective spell level of her kinetic blast) or lose the energy in a wild surge that forces her to accept a number of points of burn equal to the number of points by which her gathered power would have reduced the burn cost. This ability can never reduce the burn cost of a wild talent below 0 points.

Infusions (Su) - At 1st level, a kineticist gains an infusion wild talent from the list of options available based on her elemental focus. She gains additional infusions at 3rd, 5th, 9th, 11th, 13th, 17th, and 19th levels. By using infusions along with her kinetic blasts, a kineticist can alter her kinetic blasts to suit her needs. Infusions come in two types, each of which changes a kinetic blast differently: a substance infusion causes an additional effect, while a form infusion causes the kinetic blast to manifest in a different way. Each infusion can alter only certain kinds of kinetic blasts, which are listed in its Associated Blasts entry. Each time the kineticist uses one of her kinetic blast wild talents, she can apply up to one associated form infusion and up to one associated substance infusion. Some infusions change the action required to activate a kinetic blast or entirely transform the kinetic blast’s normal effects. The burn cost listed in each infusion’s Burn entry is added to the burn cost of the kinetic blast the infusion modifies. The DC for a save against an infusion is based on the associated kinetic blast’s effective spell level, not the level of the infusion. The DCs for form infusions are calculated using the kineticist’s Dexterity modifier instead of her Constitution modifier. When a kineticist modifies a kinetic blast with a form infusion and a substance infusion that both require saving throws, each target first attempts a saving throw against the form infusion. If a target succeeds and a successful save negates the infusion’s effects, the entire kinetic blast is negated; otherwise, the target then attempts a saving throw against the substance infusion. If a kineticist’s form and substance infusions both alter the kinetic blast’s damage, apply the substance infusion’s alteration first. At 5th, 11th, and 17th levels, a kineticist can replace one of her infusions with another infusion of the same effective spell level or lower. She can’t replace an infusion that she used to qualify for another of her wild talents.

..Clockwork Heart (Su) | earth | utility | level 3 | burn ] You have used your power over metal to add clockwork components to your own body. So long as these clockwork components are kept wound (per the winding ability of the clockwork subtype), you gain the benefits of both the Improved Initiative and Lightning Reflexes feats.
....Winding (Ex) - Clockwork constructs must be wound with special keys in order to function. As a general rule, a fully wound clockwork can remain active for 1 day per Hit Die, but shorter or longer durations are possible.

..Extended Range | universal | form infusion | level 1 | burn 1 | Your kinetic blast can strike any target within 120 feet.

..Entangling Infusion | earth | substance infusion | leve 2 | burn 2 | Your kinetic blast surrounds your foes in elemental matter. Whenever a blast with this infusion deals damage to a foe, that foe becomes entangled for 1 minute. The foe can remove this condition as a standard action with a successful Escape Artist or Strength check (with the same DC as for saves against your kinetic blast) or by dealing an amount of damage to the entangling matter equal to double your kineticist level (the matter has hardness 0). If the foe was already entangled by this infusion and fails its save against a second instance of this infusion, the increased amount of elemental matter fuses to the ground, causing the foe to be rooted in place as though anchored to an immobile object. {Reflex negates}

..Impale | earth | form | level 3 | burn 2 | You extend a long, sharp spike of elemental matter along a line, impaling multiple foes. Make a single attack roll against each creature or object in a 30-foot line, starting with the closest target. If the result is a critical threat, roll to confirm against only the first target you hit. Calculate damage against each target you hit, starting from the closest. If your attack hits a target but fails to deal physical damage to that target, the spike fails to penetrate and the infused blast doesn’t continue. A blast with the impale infusion can penetrate solid barriers, but it must deal enough damage to destroy the barrier in order to continue through. Infused earth and metal blasts always deal piercing damage.

..Jagged Flesh | earth | utility | level 3 | burn 1 | You painfully push forth jagged chunks of rock from your flesh. Until the next time your burn is removed, while your flesh of stone is active, any creature that strikes you with an unarmed strike or natural weapon or that grapples you takes 1d6 points of piercing damage. Weapons that strike you also take this damage, though the damage is unlikely to penetrate the weapon’s hardness.

..Kinetic Cover (Sp) | earth | utility | level 1 | burn 0 | You call up elemental matter to defend yourself and your allies from attacks. As a standard action, you can select one face of a square within 30 feet of you and move elemental matter to block that face, providing total cover from that direction. The face you select must be supported by the ground, and the kinetic cover cannot support more than 5 pounds of weight. Water, ice, and telekinetic force are translucent, but earth, metal, mud, and the like are opaque and block line of sight. A creature who strikes the cover can easily destroy it. Regardless of its composition, the cover has hardness 0, AC 5, and 2 hit points per kineticist level you possess. You can have a number of kinetic covers in existence equal to your Constitution modifier + 1/2 your kineticist level.

..Kinetic Fist | universal | form | level 1 | burn 1 | You surround your body with energy or elemental matter from your kinetic abilities. You can use this form infusion as part of an attack action, a charge action, or a full-attack action to add damage to each of your natural attacks and unarmed strikes until the beginning of your next turn. Since kinetic fist is part of another action, using this wild talent doesn’t provoke any additional attack of opportunity. You deal an additional 1d6 points of damage per 3 dice of your kinetic blast’s damage (minimum 1d6), and this damage is of the same type as your kinetic blast’s damage. This extra damage ignores spell resistance and doesn’t apply any modifiers to your kinetic blast’s damage, such as your Constitution modifier.

Infusion Specialization (Ex) - At 5th level, whenever a kineticist uses one or more infusions with a blast, she reduces the combined burn cost of the infusions by 1. This can’t reduce the total cost of the infusions used below 0. She reduces the burn cost by 1 additional point at 8th, 11th, 14th, 17th, and 20th levels.

Internal Buffer (Su) - At 6th level, a kineticist’s study of her body and the elemental forces that course through it allow her to form an internal buffer to store extra energy. The buffer starts empty and doesn’t replenish each day, but the kineticist can accept 1 point of burn to add 1 point to the buffer as a full-round action, to a maximum of 1 point total. This maximum increases to 2 points at 11th level and to 3 points at 16th level. Once the kineticist adds points to her buffer, they remain indefinitely until she spends them. When she would otherwise accept burn, a kineticist can spend 1 point from her buffer to avoid accepting 1 point of burn. She cannot spend more than 1 point from her buffer in this way for a single wild talent. Points spent from the internal buffer don’t activate elemental overflow or add to its effects. Similarly, this buffer can be used to exceed the limit on the number of points of burn the kineticist can accept in a single turn.

Kinetic Blast (Sp) - At 1st level, a kineticist gains a kinetic blast wild talent of her choice. This kinetic blast must be a simple blast that matches her element. Simple blasts are listed with their corresponding elements. As a standard action, the kineticist can unleash a kinetic blast at a single target up to a range of 30 feet. She must have at least one hand free to aim the blast (or one prehensile appendage, if she doesn’t have hands). All damage from a kinetic blast is treated as magic for the purpose of bypassing damage reduction. Kinetic blasts count as a type of weapon for the purpose of feats such as Weapon Focus. The kineticist is never considered to be wielding or gripping the kinetic blast (regardless of effects from form infusions; see Infusion), and she can’t use Vital Strike feats with kinetic blasts. Even the weakest kinetic blast involves a sizable mass of elemental matter or energy, so kinetic blasts always deal full damage to swarms of any size (though only area blasts deal extra damage to swarms). A readied kinetic blast can be used to counterspell any spell of equal or lower level that shares its descriptor. A kinetic blast that deals energy damage of any type (including force) has the corresponding descriptor. Each simple blast is either a physical blast or an energy blast. Physical blasts are ranged attacks that deal an amount of damage equal to 1d6+1 + the kineticist’s Constitution modifier, increasing by 1d6+1 for every 2 kineticist levels beyond 1st. Spell resistance doesn’t apply against physical blasts. Energy blasts are ranged touch attacks that deal an amount of damage equal to 1d6 + 1/2 the kineticist’s Constitution modifier, increasing by 1d6 for every 2 kineticist levels beyond 1st. Composite blasts combine elements to form a new blast. When a kineticist gains a new element through expanded element, she gains access to all composite blasts for which she qualifies. All composite blasts are listed after the kineticist elements. Most composite blasts are either physical or energy blasts, like simple blasts. Physical composite blasts deal an amount of damage equal to 2d6+2 + the kineticist’s Constitution modifier, increasing by 2d6+2 for every 2 kineticist levels beyond 1st.

Metakinesis (Su) - At 5th level, a kineticist gains the ability to alter her kinetic blasts as if with metamagic feats by accepting burn. By accepting 1 point of burn, she can empower her kinetic blast (as if using Empower Spell). At 9th level, by accepting 2 points of burn, she can maximize her kinetic blast as if using Maximize Spell. At 13th level, by accepting 3 points of burn, she can quicken her kinetic blast as if using Quicken Spell. At 17th level, by accepting 4 points of burn, the kineticist can use her kinetic blast twice with the same standard action, or swift action if she also uses metakinesis to quicken the blast. When she uses a double kinetic blast, all modifications, such as metakinesis and infusions, apply to both of the blasts, but the kineticist needs to pay the burn cost only once.

Pass for Human - Such a tiefling doesn’t need to succeed at a Disguise check to appear to be human and count as humanoid (human) as well as outsider (native) for all purposes (such as humanoid-affecting spells like charm person or enlarge person). The tiefling does not automatically gain his associated outsider language (but may select it as a bonus language if his Intelligence score is high enough), and he may not select other racial traits that would grant him obviously fiendish features (such as the fiendish sprinter, maw or claw, prehensile tail, scaled skin, or vestigial wings alternate racial traits). This ability alters the tiefling’s type, subtype, and languages.

Poison 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.

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.

Seductive Oration (Su) - An apostle kyton has a unique perspective due to her transition into her current form. As a full-round action that provokes attacks of opportunity, an apostle kyton can speak to the pleasures and wonders it experienced during its transformation. Any creature that listens to this speech for 1 continuous minute must succeed at a Will save (DC = 10 + 1/2 the apostle kyton’s Hit Dice + the apostle kyton’s Charisma modifier) or take 1d6 points of Wisdom damage. This Wisdom damage increases by 1d6 for every 8 Hit Dice of the apostle kyton. A creature that succeeds at its save can’t be affected by that apostle kyton’s seductive oration ability for 24 hours. After failing the save to resist the apostle kyton’s seductive oration, the target begins to question the definitions of morality, physicality, and life. Once per week, as long as the affected creature remains in communication with the apostle kyton, it must attempt a saving throw against seductive oration again or have its alignment shift one step toward lawful evil and take 1d6 additional points of Wisdom damage. The save DC increases by 1 per consecutive week of contact with the apostle kyton. A successful save prevents the alignment shift. A creature can’t take Wisdom damage from seductive oration more than once per week, even if it encounters multiple apostle kytons. When the target’s alignment completely shifts to lawful evil (or if the target is lawful evil when first seduced), the target must immediately succeed at a Will save (with the same DC as seductive oration, including any increases from extended contact) or gain a greater madness. If your campaign uses the sanity system, then instead of dealing Wisdom damage, seductive oration deals sanity damage equal to 1/2 the apostle kyton’s CR. If the target is turned lawful evil, the greater madness it gains is in addition to any madness it might gain from the sanity damage itself. Creatures that are driven insane by an apostle kyton often eventually become broken souls, but some rare individuals gain the shadowbound corruption or even transform into apostle kytons themselves.

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. [Alchemist]

Soul Seer - Rare tieflings have a peculiar sight that allows them to see the state of a creature’s soul. They can use deathwatch at will as spell-like ability. This racial trait replaces the spell-like ability and fiendish sorcery racial traits.

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.

Swift Poisoning (Ex) - At 6th level, an 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.

Torturer’s Eye - At 2nd level, a vivisectionist adds deathwatch to his formula book as a 1st-level extract.

Torturous Transformation - At 7th level, a vivisectionist adds anthropomorphic animal to his formula book as a 2nd-level extract. When he uses this extract, he injects it into an animal as part of a 2-hour surgical procedure. By using multiple doses of this extract as part of the surgery, he multiplies the duration by the number of extracts used.

Unnerving Gaze (Su) - An apostle kyton’s unnerving gaze (see the kyton subtype) causes those who fail their saving throws to be fascinated by the apostle kyton. The apostle kyton’s seductive oration doesn’t break this fascination effect, but other attacks break the effect as normal. This is a mind-affecting fear effect.