The Vile Worm of the Eldritch Oak (Group Two)
Homeland River Kingdoms
Init + 2; Senses low-light vision, Perfecption + 5
AC 15, touch 12, flat-footed 13 (+ 3 armor, + 2 Dex)
HP 9 (1d8 + 1)
Fort + 3, Reflex + 4, Willpower – 1; + 2 vs. enchantment spells and effects
Immune Sleep spells and effects
Speed 30 feet
Melee rapier + 1 (1d6 + 1 / critical hits 18-20/x2) or dagger + 1 (1d4 + 1 / critical hits 19-20/x2)
Ranged sling + 2 (1d4 + 1) or bomb + 3 (1d6 + 3 fire) or thrown splash weapon + 3
Special Attacks bomb 4/day (1d6 + 3 fire, DC 13), throw anything
Alchemist Extracts Prepared (CL 1st, concentration + 4) 1st—enlarge person, true strike
Str 12 (+ 1), Dex 15 (+ 2), Con 12 (+ 1), Int 17 (+ 3), Wis 8 (- 1), Cha 10 (+ 0)
Base Attack Bonus + 0, CMB + 1, CMD 13
Feats Brew Potion, Skill Focus (Craft [Alchemy]}, Throw Anything
Skills Appraise + 7, Climb + 0, Craft (alchemy) + 11, Disable Device + 5, Knowledge (nature) + 7, Perception + 5, Sleight of Hand + 6, Spellcraft + 7 (+ 9 identify magic items), Use Magic Device + 4
Languages Common, Draconic, Elven, Gnome, Goblin
SQ alchemy, elven magic, extract, mutagen, weapon familiarity
Combat Gear potion of cure light wounds, potion of shield, acid, alchemist’s fire (2), mutagen (Dexterity), oil flasks (5), tanglefoot bag, thunderstone; Other Gear studded leather armor, dagger, rapier, sling with 10 bullets, alchemist’s kit (as spell component pouch), backpack, formula book (contains all prepared extracts, plus cure light wounds, expeditious retreat, and shield), rations (4), sunrods (3), thieves’ tools, tindertwigs (6), various and sundry inebriants and intoxicants, 2 gp
Alchemy (Su) You gain a + 1 bonus when using Craft (alchemy) to create an alchemical item. You can use Craft (alchemy) to identify potions as if using detect magic; you must hold the potion for 1 round to make such a check.
Extract (Su) An extract is a stored alchemist spell. You prepare your spells by mixing ingredients into a number of extracts, and then “cast” them by drinking the extract like a potion. You can only create a certain number of extracts of each level per day (two 1st level extracts at character level 1).When you mix an extract, you infuse the chemicals and reagents in the extract with magic siphoned from your own magical aura. An extract immediately becomes inert if it leaves your possession, reactivating as soon as it returns to your keeping; this means you cannot normally hand out your extracts for allies to use. An extract remains potent for 1 day before becoming inert, so you must re-prepare your extracts every day. Mixing an extract takes 1 minute of work—most alchemists prepare many extracts at the start of the day or just before going on an adventure, but you can keep some (or even all) of your daily extract slots open so you can prepare extracts in the field as needed.
You “cast” an extract by drinking it like drinking a potion. Your alchemist level is the caster level of the extract. The recipes for extracts you know are kept in your formula book.
Bomb (Su) A bomb is an explosive splash weapon created from raw ingredients and power from your innate magic. Creating and throwing a bomb is a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the “Throw Splash Weapon” special attack (see page 202 of the Pathfinder RPG Core Rulebook). Bombs are unstable, and if not used in the round they are created, they degrade and become inert. Splash damage from an alchemist bomb is always equal to the bomb’s minimum damage (Reflex half).
Mutagen (Su) Mutagens are transformative elixirs that you can drink to enhance your physical abilities at the cost of your personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. You can only maintain one dose of mutagen at a time—if you brew a second dose, any existing mutagen becomes inert. A mutagen that is not in your possession becomes inert until you pick it up again; non-alchemists cannot use mutagens.
When you brew a mutagen, you select one physical ability score—either Strength, Dexterity, or Constitution. The mutagen gives you a +4 alchemical bonus to that ability score and a +2 natural armor bonus for 10 minutes, but you take a penalty to a mental ability score for that same amount of time (Strength mutagens give you an Intelligence penalty, Dexterity mutagens give you a Wisdom penalty, and Constitution mutagens give you a Charisma penalty).
Drinking a mutagen is a standard action. Mutagens do not stack. Whenever you drink a mutagen,
the effects of any previous mutagen immediately end.
Starting at 2nd level, and as he gains additional levels, an alchemist makes incredible alchemical discoveries. These discoveries enable the alchemist to infuse his extracts so other characters can use them, enhance his mutagens, or create acid, explosive, or frost bombs, among other effects. Eventually, an alchemist can make a grand discovery, such as the secret of eternal youth, or how to create the legendary philosopher’s stone.