Fey Friend

Tarinhilliberanavius's page

1,338 posts. Alias of Tilnar.


Race

Gnome

Classes/Levels

Alchemist (Beastmorph): 10

Vitals-Mut:
(HP: 85/85; AC: 24/17/19 (+4 vs. giants); Percep: +14; Init: +6 ; Fort +13[+17], Ref: +15, Will: +5; CMD: 21; CMB +7; Speed: 20, Fly: 60)

Gender

Skills-Mut:
(Acr +5; Apr +11; Blf +1; Cr(Alc) +19|+33; Dipl +1; DisDev +25; Disg +1; EA +18; Fly: +17; Heal +4; Intm +1; Kn(Arc) +21; Kn(His) +16; Kn(Nat) +12; SenMot -1; SoH +18; Splcft: +15; Stlth +26; UMD +14)

About Tarinhilliberanavius

Male Gnome Alchemist (Beastmorph) 10
NG Small Humanoid (Gnome)
Init: +4 [+6 w/ Mutagen], Senses: Low-Light, Perception: +14
Languages: Common, Celestial, Draconic, Giant, Gnome, Goblin, Orc, Sylvan.
Deity: Desna
Age: 39
Birthday: 21 Sarenith
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DESCRIPTION/BACKGROUND
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Tarinhil stands just under 3' 5" tall, his tan skin a strange blend of colour that falls almost exactly in the middle between "olive" and "ruddy". His hair is a strange blue-grey, the colour of the sea at storm, that spills out in uncontrollable spiked layers, and is only kept out of his face with a small braided leather band. His extremely slender build and disproportionally long limbs give him an extremely angular appearance, making him seem somewhat doll-like and almost fragile. This angular look extends to his facial features as well: his cheekbones are high, his nose is narrow and pointed, and quite small by gnomish standards, and his friendly, guileless smile is slightly crooked. Adding to this look of sharp edges are his turquoise eyes, the colour of a sandy ocean beach that somehow suggest a coming storm, which just seem out of place with his darker skin.

History:
Tarinhilliberanavius, or Tarinhil to his friends, is the only child (that he knows of) of Tavi Stormsong, a gnomish bard.

According to the tales she told her son, Tavi was born, grew up, and spent the first fifty years of her adult life in the Sanos Forest in Varisia, having small adventures. Tales from the Gnomes making the pilgrimage to the woods and attending the festivals piqued her interest in the world, making the forest seem a small, confined, and -- worst of all -- boring place. As a result, she started taking "little adventures" on her own, sneaking around and exploring points of interest in the area. Over time, these adventures took her farther and farther afield, until on one of them, she decided that she wanted to go see the Viperwall... and got lost in the Malgorian Mountains. She was "saved" from this by a Bleachling hermit who lived in the Mountains, who explained that he, too, came from the area. The experience had a deep effect on her, and she became determined to avoid that same horrible fate -- one made worse by the fact that the Bleachling was too affected by his change to even understand the horror of what had happened to him, and worse -- he claimed to come from the same village as she, though centuries before. She swore that would never happen to her, that she would undertake every possible adventure, and became a wandering ministrel, spending more than 100 years traveling the face of Avistan, finding new experiences and meeting new people. Finally, one day, she decided that she wanted to undertake a new adventure, and decided to have a child. She headed to the nearest Gnomish city to settle down: Brastlewark, in Cheliax.

Tarinhil grew up in Brastlewark, the everchanging town, primarily amongst other gnomes. His mother, finding that parenthood was not the kind of adventure that she'd been hoping for, decided not to have any other children. While she loved to tell the boy stories of her adventures and make plans to undertake new adventures together, the constant, repetitive nature of the task of raising a child was not one that sat well with her. As a result, she increasingly left the child at "interesting places", like artist's studios, the bardic theatre, the the town market, and the workshops of local mages and alchemists, allowing Tarinhil to broaden his horizons and giving these friends a chance to experience the new adventure of working with children.... and returning to her younger-habit of "little adventures" Tarinhil, left to his own devices, spent a lot of his time being mischevious, but managed to teach himself how to get out of the worst situations.

On her little adventures, Tavi became more and more disenchanted with the way of things in Cheliax, especially in regard to halfling slaves -- seeing their lives of never-ending, boring, repetitive toil was too much for her. She decided that she must act, and so, became affliliated with the Bellflower Network, and over the decades of Tarinhil's youth, helped to establish a road to freedom through Brastlewark and into Andoran, giving escaped/fugitive halflings a place to rest and hide - where only small amounts of make-up and illusion magic were needed to have them blend in to the local populace -- both things that she was rather skilled at.

As a whole, Tarinhil's childhood was a happy one, spending his days amongst the other townfolk, and nights with his mother who was all-too-happy to regale him with tales of the world and her adventures... especially in rescuing slaves. As he grew older, Tarinhil began to join his mother on these little adventures, helping to free or hide slaves. His young mind loved the excitement and adventure-- the thought of helping these slaves gain the freedom to experience adventures of their own appealed to his sense of right, as well as making him feel somewhat like one of the romantic heroes of his mother's stories. This last part was driven home by a week-long whirlwind of romance, infatuation and puppy love with a teen-aged halfling girl named Marra, who was one of a group of escaped slaves that Tarinhil and Tavi kept hidden while they could be nursed back to health before making the last leg of the trip to Andoran.

When he was 30, his mother told him that it was time for him to make his own adventures and left Brastlewark. She left the boy a letter of credit to be used to pay for an apprenticeship with a local bard, a small account he could draw on for an allowance and the name of some of her contacts within the Bellflower Network. However, despite loving his mother's stories, Tarinhil's mind was much more drawn to the mysteries of the arcane he'd grown up seeing -- especially some of the weird creatures he'd been explosed to... Even his mother's tales left his mind with questions about the strange magical beasts of the world.

He decided that if it was to be his life and his new adventures, that he'd do it his way. As such, he took the letter to Zatquillan, a local alchemist -- and after promising a portion of his allowance as well, began to learn the arts of alchemy and to the study of the strange and unusual beasts of the world, while still acting as a runner and sneaking about for the Bellflowers at night.

Around the time his training was nearly complete, Marra returned to Brastlewark, looking for help to undertake a somewhat more dangerous mission. The Bellflower network had tracked down Marra's family, who were apparently being used as slave-sailors on the Tideskimmer. She begged Tarinhil to go with her, sneaking onto the ship in crates, and to free the slaves while out to sea, claiming the ship and the spoils. The rashness and danger of their "plan", combined with the notion of doing it with his first love, was too much for the young Gnome to refuse. He bid Brastlewark a fond farewell, and headed to the port city of Ostensto.

His first trip to a large city was simulatneously filled with the romantic excitement of travelling with his "first love" to save her family, and marred by the need to keep to the shadows and not simply explore. Despite a large number of errors, missteps and miscalculations, however, the pair managed to start their Plan, largely due to the support of a senior member of the Bellflower network who was able to prevent the worst the fallout from their foolish, youthful, brash acts. Being shipped from port to port to port in disguise, with limited resources and high tension fanned the flames of passion in their relationship, until they ended up almost giving themselves away in Korvosa, needing to flee in a cargo container aboard a ship headed to Magnimar. Unfortunately, there was nothing romantic about being stuck in a box with limited supplies, and tempers grew short as frustration, and worse, tedium began to build. After an uneasy silence fell on the pair, Tarinhil started to really get an idea of their chances of success, especially now that they were fleeing the port it was supposed to be reaching. This also coincided with Tarinhil reaching full adulthood, taking some of the brightness from his colouration -- causing him more than a little concern that the stresses of the trip was starting him down the path to the Bleaching.

Fortunately, thanks to the luck of fools and the smiles of Desna, when they arrived in Magnimar, the Tideskimmer was already in port. It took most of what remained of their coin for them to be put in yet another crate aboard the proper ship -- however, their plan succeeded, and when the Tideskimmer left, they were in the cargo hold with their equipment. They snuck out of hiding that night, with Tarinhil picking the locks of the various slaves and handing them the slings and knives that were in another shipping crate. The battle for the Tideskimmer was a fierce one, however, there was one fatal flaw: nobody warned the pyromaniac gnome not to use his fire bombs aboard a wooden vessel. In the end, the battle for the Tideskimmer became less about freed slave vs. slaver and more about everyone against the fire... and it was a battle destined to be lost. The Tideskimmer went down, though, thankfully, most of the freed slaves managed to make it to shore on pieces of wreckage.

They were, however, not terribly pleased or impressed with their firebug rescuer. While they offered him a small share of what little bounty that washed ashore, they refused to let him travel with them back to Magnimar. Instead, remembering his mother's tales, he headed inland toward Whistledown to experience some of the wonders his mother had described there, especially the gnomish festivals. He enjoyed the scene for half a year or so -- living off wages made mixing small potions and the small reward money from the halflings -- and exploring the wonders of the Sanos Forest -- including a careful examination of some of its more... interesting.... denizens... while asking about and hearing tales of various legendary beasts that seemed to be immortal or eternal as part of his research toward "curing" the Bleaching.

As the young gnome's coin started to run out, he began thinking of moving on, and possibly seeking out some of these beasts that he'd heard of. That very night, he learned of the upcoming festival and cathedral dedication in Sandpoint, and he decided that it was some sort of sign from Desna, who'd already blessed him once. He decided to seek out the Sandpoint Devil, to learn its secrets, and hit the trail once more.

Future Goals:
In Mechanical terms, Tarinhil will likely remain a "pure" alchemist -- he's likely to opt for discoveries and formulae that keep him in a ranged support/buffer sort of place (eg - the first discovery will almost certainly be infusion, allowing others to benefit from his extracts). Having said that, he may "retreat" to something a little tougher, like Master Chymist, if he's feeling like he's suffering too much by being in melee -- however, since that would reduce the effect of his beastmorph mutagens, it's very much a fall-back position.

At the same time, Tarinhil is a gnome who heard dramatic tales from his mother about the terrors of the Bleaching -- as such, he's very wary of "doing the same thing" over and over -- which is what's led to his "monster hunting" career -- even if so far it's been small little things he found in the Sanos Forest -- it's something that's supposed to be exciting -- and, further, he approaches the beasts with both a thrill-seeking mentality and an alchemical curiousity, wanting to understand what makes those monsters tick, in order to further enhance his mutagens... especially because he believes there is an alchemical formula which would "cure" the Bleaching... if he could only find it.

Vitals:
(HP: 85/85; AC: 20/15/17 (+4 vs. giants); Percep: +15; Init: +4 ; Fort +13[+17], Ref: +13, Will: +6; CMD: 19; CMB +6; Speed: 20)

Vitals - Mutagen:
(HP: 85/85; AC: 24/17/19 (+4 vs. giants); Percep: +14; Init: +6 ; Fort +13[+17], Ref: +15, Will: +5; CMD: 21; CMB +7; Speed: 20, Fly: 60)

Vitals Reduced w/ Dex Mutagen:
(HP: 85/85; AC: 26/19/20 (+4 vs. giants); Percep: +14; Init: +7 ; Fort +13[+17], Ref: +16, Will: +5; CMD: 21; CMB +3; Speed: 20, Fly: 60)

Vitals (Reduced):
[ooc]
(HP: 85/85; AC: 22/17/18 (+4 vs. giants); Percep: +15; Init: +5; Fort +13[+17], Ref: +14, Will: +6; CMD: 19; CMB +6; Speed: 20)

Skills:
(Acr +3; Apr +11; Blf +1; Cr(Alc) +19|+33; Dipl +1; DisDev +23; Disg +1; EA +16; Fly: +11; Heal +5; Intm +1; Kn(Arc) +21; Kn(His) +16; Kn(Nat) +12; SenMot +0; SoH +16; Splcft: +15; Stlth +24; UMD +14)

Skills-Dex Mut:
(Acr +5; Apr +11; Blf +1; Cr(Alc) +19|+33; Dipl +1; DisDev +25; Disg +1; EA +18; Fly: +17; Heal +4; Intm +1; Kn(Arc) +21; Kn(His) +16; Kn(Nat) +12; SenMot -1; SoH +18; Splcft: +15; Stlth +26; UMD +14)

Skills Tiny w/ Dex:
(Acr +6; Apr +11; Blf +1; Cr(Alc) +19|+33; Dipl +1; DisDev +26; Disg +1; EA +19; Fly: +18; Heal +4; Intm +1; Kn(Arc) +21; Kn(His) +16; Kn(Nat) +12; SenMot -1; SoH +19; Splcft: +15; Stlth +31; UMD +14)

Skills (Reduced):
(Acr +4; Apr +11; Blf +1; Cr(Alc) +19|+33; Dipl +1; DisDev +24; Disg +1; EA +17; Fly: +12; Heal +5; Intm +1; Kn(Arc) +21; Kn(His) +16; Kn(Nat) +12; SenMot +0; SoH +19; Splcft: +15; Stlth +29; UMD +14)

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DEFENSE
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AC 19 [23], Touch 15 [17], Flat-footed 16 [18], CMD 19
(+5 armor, +1 size, +3 [+5] dex, +1 deflection, [+2 natural])
HP 85 (10HD)
Fort: +13 [+17 Poison], Ref: +13 [+14] {+15}, Will: +6
Special: Gnomes gain +4 dodge bonus vs. monsters of the giant type.
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OFFENSE
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Speed: 20 ft. (4 Squares) [Fly 60' (good)]

Melee:

  • Sickle +12 [+14] (1d4/x2)
  • Dagger +12 [+14] (1d3/19-20)
  • Claw +15/+15 (d4+1) and Bite +15 (d6+1)

Ranged:
  • +1 Crossbow (light) +12 [+14] (1d6+1/19-20), 80' increment
  • Dagger (thrown) +12 [+14] (1d3), 20' increment
  • Bomb +13 [+15] {+16}, 20' increment

Base Atk: +7/+2, CMB: +6
Special: (Hatred) +1 bonus on attack rolls vs. humanoids of goblinoid and reptilian subtypes; +1/+1 within 30'
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STATISTICS
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Str 10, Dex 14 (16) [20], Con 16, Int 18[22], Wis 10 [8], Cha 12

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TRAITS
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Rapscallion (Racial) You’ve spent your entire life thumbing your nose at the establishment and take pride in your run-ins with the law. Somehow, despite all your mischievous behavior, you’ve never been caught. You gain a +1 trait bonus on Escape Artist checks and a +1 trait bonus on initiative checks.

Slippery (Combat) You have escaped from so many dangerous situations in your life that you’ve gotten quite good at not getting caught. You gain a +1 trait bonus on Stealth checks and Stealth is a class skill for you.

Monster Hunter (Campaign)
Perhaps you came to the Varisian Gulf in search of the Sandpoint Devil, or maybe you followed fisherman’s tales of Old Murdermaw— regardless, you’ve ventured through Varisia to hunt down famous monsters. While they have all eluded you so far, you made it to Sandpoint to research and restock before heading back out into the wilderness. Because of your training, you gain a +1 trait bonus on attack rolls and weapon damage rolls against aberrations and magical beasts.

Enduring Mutagen (Magic, Bonus)
Because of special training, your unique body chemistry, or the uncovering of an alchemical secret, your mutagens last longer. The bonuses and penalties granted by your mutagens last for 1 additional minute per alchemist level.

Pyromanaic Gnomes with this racial trait are treated as one level higher when casting spells with the fire descriptor, using granted powers of the Fire domain, using the bloodline powers of the fire elemental bloodline or the revelations of the oracle's flame mystery, and determining the damage of alchemist bombs that deal fire damage (this ability does not give gnomes early access to level-based powers; it only affects the powers they could use without this ability). Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, flare, prestidigitation, produce flame. The caster level for these effects is equal to the gnome's level; the DCs are Charisma-based. This racial trait replaces gnome magic and illusion resistance.

Academician Some gnomes are more academically inclined than their kin. Gnomes with this racial trait gain a +2 bonus on any one Knowledge skill -- (Selected: Arcana). This racial trait replaces the obsessive racial trait.

Keen Senses Gnomes gain +2 bonus on Perception tests.

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FEATS
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Armour Proficiencies: Light.
Weapon Proficiencies: Simple.

Stealthy, Weapon Finesse, Point-Blank Shot, Extra Discovery (x2)

Bonus Feats: Throw Anything, Brew Potion
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SKILLS (8 per level)
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Trained are marked with *, italics for class skills.

Skill Name [Total] = Rnk + Stat + Misc (Description)
Acrobatics [+3] = 0.0 + 3 + 0
Appraise [+11] = 2.0 + 6 + 3
Bluff [+1] = 0.0 + 0 + 1
Climb [+0] = 0.0 + 0 + 0
Craft (Alchemy)* [+19 | +33] = 10.0 + 6 + 3 | + 10 + 2 (Alchemist) +2 (Mwork Tool)
Diplomacy [+1] = 0.0 + 1 + 0
Disable Device* [+16 | +23] = 10.0 + 3 + 3 | +2 Masterwork Tools +5 Goggles of Minute Seeing
Disguise [+1] = 0.0 + 0 + 1
Escape Artist* [+16] = 10.0 + 3 + 2 (Feat) + 1 (Trait)
Fly* [+11|+17] = 5.0 + 3 + 3 | +4 good maneuverability
Heal* [+5] = 2.0 + 0 + 3
Intimidate [+1 | +3] = 0.0 + 0 + 1 | + 2 Mutated
Knowledge (Arcana)* [+21] = 10.0 + 6 + 3 +2 (Academian)
Knowledge (History)* [+16] = 10.0 + 6 + 0
Knowledge (Nature)* [+12] = 3.0 + 6 + 3
Perception* [+15] = 10.0 + 0 + 3 +2 (Keen Senses)
Sense Motive [+0] = 0.0 + 0 + 0
Sleight of Hand* [+16] = 10.0 + 3 + 3
Spellcraft* [+15] = 6.0 + 6 + 3
Stealth* [+24] = 10.0 + 3 + 3 + 4 (Size) + 2 (Feat) + 1 (Trait)
Use Magic Device* [+14] = 10.0 + 1 + 3
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MAGIC
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Known Formulae

Journal of the Beast Within:

Level 4: dragon's breath
Level 3: beast shape I, rage, tongues, water breathing
Level 2: barkskin, bull's strength, cure moderate wounds, elemental touch, resist energy
Level 1: bomber's eye, comprehend languages, crafter's fortune, cure light wounds, disguise self, enlarge person, identify, shield

Codex Superformulae:
(24 Pages Remain)
Level 6: Analyze Dweomer, Beast Shape IV, Elemental Body III, Eyebite, Form of the Dragon I, Giant Form I, Monstrous Physique IV, Statue, Transformation, True Seeing, Undead Anatomy III
Level 5: Contact Other Plane, Planar Adaptation

Codex Hyperformulae:
(34 Pages Remain)
Level 5: Beast Shape III, Monstrous Physique III, Overland Flight, Undead Anatomy II
Level 4: Arcane Eye, Bleaching Resistance, Darkvision (Greater), Echolocation, False Life (Greater), Fluid Form, Touch of Slime
Level 3: Arcane Sight, Burrow, Countless Eyes, Eruptive Pustules, Nauseating Trail, Seek Thoughts

Codex Formulae:
(3 Pages remain)
Level 4: Detonate, Stoneskin
Level 3: Cure Serious Wounds, Displacement, Elemental Aura, Heroism, Fly, Monstrous Physique I, Nondetection, Orchid's Drop, Resinous Skin, Thorn Body, Undead Anatomy I.
Level 2: Ablative Barrier, Alchemical Allocation, Alter Self, Animal Aspect, Bear's Endurance, Blur, Cat's Grace, Darkvision, Detect Thoughts, Eagle's Splendour, False Life, Fire Breath, Fox's Cunning, Invisibility, Levitate, Owl's Wisdom, Protection from Arrows, Restoration (Lesser), See Invisible, Skinsend, Twisted Innards.
Level 1: Ant Haul, Anticipate Peril, Blend, Bomber's Eye, Comprehend Languages, Cure Light Wounds, Detect Secret Doors, Detect Undead, Endure Elements, Expeditious Retreat, Jump, Longshot, Polypurpose Panacea, See Alignment, Shield, Recharge Innate Magic, Reduce Person.

Prepared Extracts (Alchemist - CL10 - Daily: 5[7]/4[6]/3[4]/1[2]) + Level 1/2 Boro Bead -- Admixture Vial [Displacement/Shield]

Level 4: Stoneskin, <Empty Slot>
Level 3: Resinous Skin, Displacement, Orchid's Drop, Thorn Body.
Level 2: Alchemical Allocation, Barkskin, False Life, Twisted Innards, See Invisible, <Empty Slot> (+ Boro Bead 2)
Level 1: Shield, Bomber's Eye, Cure Light Wounds, Comprehend Languages, Recharge Innate Magic, Reduce Person, <Empty Slot>. (+ Boro Bead 1)

Innate Spell-Like Abilities: (CL10) dancing lights, flare (DC 11), prestidigitation, produce flame (CL11)
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SPECIAL ABILITIES
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Alchemy (Su)
When using Craft (Alchemy) to create an alchemical item, you gain a +8 competence bonus on the Craft (alchemy) check. In addition, you can use Craft (Alchemy) to identify potions as if using Detect Magic. He must hold the potion for 1 round to make such a check.

Bomb (Su) (Per Day: ooooo ooooo ooooo [+ 1/2 FC]) [oo]
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, your bomb inflicts 1d6+4[+6] points of fire damage. Your bombs also inflict an additional 5d6 points of fire damage that is not multiplied on a critical hit or by using feats such as Vital Strike. Alternately, your bomb inflicts 1d4+4[+6] points of force damage, with an additional 4d4 points of force damage. Splash damage from an your bomb is always equal to the bomb's minimum damage (10)[12] fire or (9)[11] force. Those caught in the splash damage can attempt a DC 19[21] Reflex save for half damage.

Mutagen (Su) You know how to create a mutagen that you can imbibe in order to heighten your physical prowess at the cost of your personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. When you brew a mutagen, you select one physical ability score - either Strength, Dexterity, or Constitution. It's a standard action to drink a mutagen. Upon being imbibed, the mutagen causes you to grow bulkier and more bestial, granting you a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 110 minutes. In addition, while the mutagen is in effect, you take a -2 penalty to one of your mental ability scores. If the mutagen enhances your Strength, it applies a penalty to your Intelligence. If it enhances your Dexterity, it applies a penalty to your Wisdom. If it enhances your Constitution, it applies a penalty to your Charisma.

Greater Beastform Mutagen At 10th level, a beastmorph's mutagen causes him to take on animalistic features-whether those of an animal, a magical beast, an animal-like humanoid (such as a lizardfolk), or a monstrous humanoid. The beastmorph gains his choice of three of the following abilities: [climb 60 feet, fly 60 feet (good maneuverability), swim 60 feet, darkvision 60 feet, low-light vision, scent, grab, pounce, and trip]. This ability persists as long as the mutagen.

Poison Use (Ex) You are trained in the use of poison and cannot accidentally poison yourself when applying poison to a weapon.

Discoveries
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.

Explosive Bomb*
The alchemist's bombs now have a splash radius of 10 feet rather than 5 feet. Creatures that take a direct hit from an explosive bomb catch fire, taking 1d6 points of fire damage each round until the fire is extinguished. Extinguishing the flames is a full-round action that requires a Reflex save. Rolling on the ground provides the target with a +2 to the save. Dousing the target with at least 2 gallons of water automatically extinguishes the flames.

Force Bomb*
When the alchemist creates a bomb, he can choose to have it inflict force damage. Force bombs deal 1d4 points of force damage, plus 1d4 points of force damage for every odd-numbered level, instead of 1d6. Creatures that take a direct hit from a force bomb are knocked prone unless they succeed on a Reflex save. An alchemist must be at least 8th level before selecting this discovery.

Dispelling Bomb* When the alchemist creates a bomb, he can choose to have it dispel magic effects instead of deal damage. Creatures that take a direct hit from a dispelling bomb are subject to a targeted dispel magic spell, using the alchemist's level as the caster level. This cannot be used to target a specific spell effect.

Tanglefoot Bombs (Christmas Bonus) 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.

Enhance Potion (oooo [oo])
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.

Fast bombs An alchemist with this discovery can quickly create enough bombs to throw more than one in a single round. The alchemist can prepare and throw additional bombs as a full-round action if his base attack bonus is high enough to grant him additional attacks. This functions just like a full-attack with a ranged weapon. An alchemist must be at least 8th level before selecting this discovery.

Infusion (GM Bonus) 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.

Feral Mutagen 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 1d4 points of damage and the bite attack deals 1d6 points of damage. While the mutagen is in effect, the alchemist gains a +2 competence bonus on Intimidate skill checks.
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EQUIPMENT
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Carried/Equipped
Outfit (Traveler's), +1 Mithril Shirt (small); Bolts (crossbow/10) (small); Bolts (crossbow/cold iron/small/20) Dagger (punching/small); Dagger (small/cold iron); Sickle (small); Sunrod; Spell Component Pouch ; +1 Darkwood Crossbow (Light) (Small) ; Boro Bead (Lvl 2); Boro Bead (Lvl 1); Headband of Vast Intellect +4 {Gnomish/Celestial, Knowledge(Arcana), Knowledge(History)}, Ring of Protection +1; Belt of Incredible Dexterity +2; Cloak of Resitance +3; Amulet of Mighty Fists +1

Pouch (Belt) [ Chalk (1 Piece) (x5); Flint and Steel; Mirror (Small/Steel); Masterwork Thieves' Tools; Potion of CLW; Potion of See Invisible; Potion of Cat's Grace ];

Pouch (Belt) [ Potion of Heroism (Iron Flask); Admixture Vial; Half-Speed Bountiful Vial (Shield of Faith) [o]];

Handy Haversack [ Formula Book; Sunrod (x2); Bedroll (Small); Alchemist's Kit; Waterskin Small); Mess Kit (Small); Rations (Trail/Per Day) (Small) (x5); Rope (Silk/50 ft.); Thieves Tools (backup); Hybridization Funnel; 17 Alchemists' Fire; 6 vials of acid; 9 vials of Liquid Ice; Skyrocket ];

Coinpurse: 405pp, 58gp, 95sp, 15cp.

Current Weight: 24.38 lbs (Light)
Limits: 25 [75 w/ Ant Haul] (Light), 50(Medium), 75 (Heavy).

Formulae I can Copy out of Wizard's Spellbook:

Wizard 1: Illusion of Calm, Stone Fist, Touch of the Sea, True Strike, Vocal Alteration, Youthful Appearance.

Wizard 2: Bear's Endurance, Bestow Weapon Proficiency, Blend, Bullet Shield, Certain Grip, Defensive Shock, Dragonvoice, Eagle's Splendor, Ghostly Disguise, Kinetic Reverberation, Owl's Wisdom, Skinsend, Spider Climb, Squeeze, Tattoo Potion.

Wizard 3: Arcane Sight, Burrow, Countless Eyes, Draconic Reservoir, Dream, Eruptive Pustules, Gaseous Form, Haste, Heroism, Minor Dream, Protection from Energy, Seek Thoughts, Touch Injection.

Wizard 4: Monstrous Physique II, Vermin Shape I

Wizard 5: Absorb Toxicity, Dream, Echolocation, Monstrous Physique III, Planar Adaptation, Vermin Shape II

Wizard 6: Mislead, Form of the Dragon I