"A vivisectionist studies bodies to better understand their function. Unlike a chirurgeon, a vivisectionist's goals are not related to healing, but rather to experimentation and knowledge that most people would consider evil."
- Alchemist Proficiencies- Proficient with all simple weapons and bombs. Also proficient with light armor, but not shields.
- Throw Anything - You receive a +1 circumstances bonus on attack rolls made with thrown splash weapons..
Base Attack Bonus
|Level 1||0||+2||+2||+0||Sneak Attack, mutagen, Throw Anything, Alchemist Proficiencies|
|Level 2||+1||+3||+3||+0||Medical Discovery, Poison Resistance|
|Level 3||+2||+3||+3||+1||Sneak Attack|
|Level 4||+3||+4||+4||+1||Medical Discovery|
|Level 5||+3||+4||+4||+1||Sneak Attack, Poison Resistance|
|Level 6||+4||+5||+5||+2||Medical Discovery|
|Level 7||+5||+5||+5||+2||Sneak Attack|
|Level 8||+6/+1||+6||+6||+2||Medical Discovery, Poison Resistance|
|Level 9||+6/+1||+6||+6||+3||Sneak Attack|
|Level 10||+7/+2||+7||+7||+3||Medical Discovery, Poison Immunity, Advanced Talents|
|Level 11||+8/+3||+7||+7||+3||Sneak Attack|
|Level 12||+9/+4||+8||+8||+4||Medical Discovery|
|Level 13||+9/+4||+8||+8||+4||Sneak Attack|
|Level 14||+10/+5||+9||+9||+4||Medical Discovery, persistent mutagen|
|Level 15||+11/+6/+1||+9||+9||+5||Sneak Attack|
|Level 16||+12/+7/+2||+10||+10||+5||Medical Discovery|
|Level 17||+12/+7/+2||+10||+10||+5||Sneak Attack|
|Level 18||+13/+8/+3||+11||+11||+6||Medical Discovery|
|Level 19||+14/+9/+4||+11||+11||+6||Sneak Attack|
|Level 20||+15/+10/+5||+12||+12||+6||Grand Discovery, Discovery, Medical Discovery|
At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It's a standard action to drink a mutagen. Upon being imbibed, the mutagens causes the alchemist to grow bulkier and more bestial, granting him +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 his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.
Persistent Mutagen (Su)
At 14th level, the effects of a mutagen last for 1 hour per level.
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.
At 10th level , an alchemist becomes completely immune to poison.
If a character can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The character's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the character flanks her target. This extra damage is 1d6 and increases by 1d6 at later levels. This additional damage is precision damage and is not multiplied on a critical hit.
The character must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A character cannot sneak attack while striking a creature with total concealment.
At 2nd level, and then again every 2 levels thereafter (up to 18th level), a vivisectionist make an incredible medical discovery. The DC of any saving throw called for by a discovery is equal to 10 +1/2 the vivisectionist's level + the vivisectionist's Intelligence modifier.
After 10th level, a character can choose on of the advanced rogue talents in place of a rogue talent.
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.
|Acid Bomb||When the alchemist creates a bomb, he can choose to have it inflict acid damage. Creatures that take a direct hit from an acid bomb take an additional 1d6 points of acid damage 1 round later.|
|Choking Bomb||Instead of dealing damage this bomb exposes creatures around it to choking gas. Everyone around target must succeed on a Fortitude save or become Nauseated for 1 round per 1d6 damage that alchemist bombs usually inflict. Targets that were Nauseated by this bomb can attempt another save each round.|
|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.|
|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.|
|Infusion||Infusion discovery allows an alchemist to use his extracts not only on himself but on other people as well. With this discovery, all alchemist extracts will behave exactly like spells with same names when considering targets and range.|
|Precise bomb||When the alchemist throws a bomb, he doesn't affect allies.|
|Weapon Focus (Bomb)||
You gain a +1 bonus on all attack rolls you make using Bombs.
Grand Discovery (Su)
At 20th level, the alchemist makes a grand discovery. He immediately learns two normal discoveries, but also learns a grand discovery, representing a truly astounding alchemical breakthrough of significant import. For many alchemists, the promise of one of these grand discoveries is the primary goal of their experiments and hard work.
Vivisectionist Tips & Builds