Alchemist Level 7; Race; Human; Alignment; True Neutral

Ability Ability Score
Strength 16
Dexterity 12
Constitution 15
Intelligence 20
Wisdom 10
Charisma 10
HP AC Touch Flat-footed Fortitude Reflex Will
64 25 8 7 3
  • HP breakdown (1d8 max + 6d8 + 14 (14 Con) + 7 Favored class)(Rolls: )
  • Armor breakdown ( +9 +1 Full plate, +3 +1 Heavy Steel Shield, +1 Dexterity, +2 Natural armor)
5 8 19

Melee attacks: +1 bane(magical beast) spear, 1d8 +5, 20 x2.
Ranged Touch attack: +6.

Movement and vision
Speed 30 ft. (20ft. heavy armor), Perception +—, Initiative +1

Skill Name Ranks Ability Trained Misc Total
Appraise 7 5 3 0 15
Craft(Alchemy) 7 5 3 12 27
Heal 7 0 3 0 10
Knowledge (Arcana) 7 5 3 0 15
Knowledge (Nature) 7 5 0 0 12
Perception 7 0 3 0 10
Sleight of Hand 7 1 3 0 11
Spellcraft 7 5 3 0 15
Use magic device 7 0 3 0 10
  • +3 racial bonus on craft(Alchemy)
  • +7 class bonus on craft(Alchemy)
  • +2 item bonus portable alchemy kit
  • +7 rank bonus on Knowledge (nature)

Special abilities
Human Race
Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature. Intelligence
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Favored class bonus: (7/1) Bonus HP.

Class Features:

Weapon and Armor Proficiency: Alchemists are proficient with all simple weapons and bombs. They are also proficient with light armor, but not with shields.

Alchemy (Su).

Bomb (Su) (4d6).

Mutagen (Su).

Discovery (Su).

Poison Resistance (Ex) (+4)

Poison Use (Ex)

Swift Alchemy (Ex)

Swift Poisoning (Ex)

Throw anything, Brew potion, Medium armor proficiency, Heavy armor proficiency, Shield proficiency, Craft magic arms and armor, Craft wondrous item.

Background Traits
Hedge Magician: You apprenticed for a time to a craftsman who often built magic items, and he taught you many handy shortcuts and cost-saving techniques. Whenever you craft a magic item, you reduce the required gp cost to make the item by 5%.

Armor Expert: You have worn armor as long as you can remember, either as part of your training to become a knight’s squire or simply because you were seeking to emulate a hero. Your childhood armor wasn’t the real thing as far as protection, but it did encumber you as much as real armor would have, and you’ve grown used to moving in such suits with relative grace. When you wear armor of any sort, reduce that suit’s armor check penalty by 1, to a minimum check penalty of 0.


Vestigial Arm, Vestigial Arm, Sonic Bomb.


Alchemist extracts
Caster level: 7.
Spell DC’s: 15 + spell level.
Spells per day: 6x Level 1, 4x Level 2, 2x Level 3

Known Level 1 Spells:

Known Level 2 Spells:

Known Level 3 Spells:

On Person: . Headband of vast Intelligence +2, Ring of Sustenance , +1 Magical beast bane spear, Cloak of protection +1, +1 Full plate, +1 Heavy steel shield, Amulet of natural armor +2.*

In Whatever Else Is On Hand: Explorer’s outfit.

Money: gp.

Total weight on person: lb.

Light load Medium load Heavy load
0-76 lbs. 77–153 lbs. 67–100 lbs.


Kingmaker Dinictus edgewalker