Alchemist

**Alchemist +2 Wis**

## Lvl 3

+2 wis

knowledge potions +5

knowledge anatomy +5

**-Potions-**

**Everburning Torch-** This otherwise normal torch has a continual flame
 spell cast upon it. An everburning torch clearly illuminates a 20-foot
radius and provides shadowy illumination out to a 40-foot radius.
**lesser** **Water Walk-** walk on water for three turns,

**Lesser** **Tanglefoot Bag-** When you throw a tanglefoot bag at a creature (as a ranged touch attack
 with a range increment of 10 feet), the bag comes apart and the goo
bursts out, entangling the target and then becoming tough and resilient
upon exposure to air. An entangled creature takes a -1 penalty on attack rolls and a -2 penalty to Dexterity and must make a DC 12 Reflex save
 or be glued to the floor, unable to move. Even on a successful save, it
 can move only at half speed. Huge or larger creatures are unaffected by
 a tanglefoot bag. A flying creature is not stuck to the floor, but it
must make a DC 15 Reflex save or be unable to fly (assuming it uses its
wings to fly) and fall to the ground. A tanglefoot bag does not function
 underwater.

A creature that is glued to the floor (or unable to fly) can break free
 by making a DC 15 Strength check or by dealing 10 points of damage to
the goo with a slashing weapon. A creature trying to scrape goo off
itself, or another creature assisting, does not need to make an attack roll;
 hitting the goo is automatic, after which the creature that hit makes a
 damage roll to see how much of the goo was scraped off. Once free, the
creature can move (including flying) at half speed. A character capable
of spellcasting who is bound by the goo must make a DC 12 Concentration
 check to cast a spell. The goo becomes brittle and fragile after 2d4
rounds, cracking apart and losing its effectiveness. An application of
universal solvent to a stuck creature dissolves the alchemical goo
immediately.

**Lesser** **Antitoxin-** If you drink antitoxin, you get a +2 alchemical bonus on Fortitude saving throws against poison for 1 hour
**Smokestick-** This alchemically treated wooden stick instantly creates thick, opaque
smoke when ignited. The smoke fills a 10-foot cube (treat the effect as a
 fog cloud
 spell, except that a moderate or stronger wind dissipates the smoke in 1
 round). The stick is consumed after 1 round, and the smoke dissipates
naturally.

**-Daily Healing Potions-**

1D4 Healing potions ( potions skill + Lvl+ Heal)- 2 silver

## **lvl 5**

**-Potions-**

**Sunrod-** This 1-foot-long, gold-tipped, iron rod glows brightly when struck. It
clearly illuminates a 30-foot radius and provides shadowy illumination
in a 60-foot radius. It glows for 6 hours, after which the gold tip is
burned out and worthless.

**Acid-** You can throw a flask of acid as a splash weapon. Treat this attack as a ranged touch attack
 with a range increment of 10 feet. A direct hit deals 1d6 points of
acid damage. Every creature within 5 feet of the point where the acid
hits takes 1 point of acid damage from the splash.

**Lesser** **Jumping/ Swimming/ running/ climbing-** +5 to one of any above skill

## lvl 7

**-Potions-**
**Alchemist Fire-** A direct hit deals 1d6 points of fire damage. Every creature within 5
feet of the point where the flask hits takes 1 point of fire damage from
 the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage. If desired, the target can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DC 15 Reflex
 save. Rolling on the ground provides the target a +2 bonus on the save.
 Leaping into a lake or magically extinguishing the flames automatically
 smothers the fire.

**Water Walk-** walk on water for six turns

**Antitoxin-** If you drink antitoxin, you get a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour

**Remove Fear**

## lvl 10

**-Potions-**

**Spider Climb**- The subject can climb and travel on vertical surfaces or even traverse
ceilings as well as a spider does. The affected creature must have its
hands free to climb in this manner. The subject gains a climb speed of
20 feet; furthermore, it need not make Climb checks to traverse a vertical or horizontal surface (even upside down). A *spider climbing* creature retains its Dexterity bonus to Armor Class
 (if any) while climbing, and opponents get no special bonus to their
attacks against it. It cannot, however, use the run action while
climbing.
**-Daily Healing Potions-**

1D8 Healing potions ( potions skill + Lvl+ Heal)- 4 silver

## lvl 13

**-Potions-**
**Tanglefoot Bag-**When you throw a tanglefoot bag at a creature (as a ranged touch attack
 with a range increment of 10 feet), the bag comes apart and the goo
bursts out, entangling the target and then becoming tough and resilient
upon exposure to air. An entangled creature takes a -2 penalty on attack rolls and a -4 penalty to Dexterity and must make a DC 15 Reflex save
 or be glued to the floor, unable to move. Even on a successful save, it
 can move only at half speed. Huge or larger creatures are unaffected by
 a tanglefoot bag. A flying creature is not stuck to the floor, but it
must make a DC 15 Reflex save or be unable to fly (assuming it uses its
wings to fly) and fall to the ground. A tanglefoot bag does not function
 underwater.

A creature that is glued to the floor (or unable to fly) can break free
 by making a DC 17 Strength check or by dealing 15 points of damage to
the goo with a slashing weapon. A creature trying to scrape goo off
itself, or another creature assisting, does not need to make an attack roll;
 hitting the goo is automatic, after which the creature that hit makes a
 damage roll to see how much of the goo was scraped off. Once free, the
creature can move (including flying) at half speed. A character capable
of spellcasting who is bound by the goo must make a DC 15 Concentration
 check to cast a spell. The goo becomes brittle and fragile after 2d4
rounds, cracking apart and losing its effectiveness. An application of
universal solvent to a stuck creature dissolves the alchemical goo
immediately.

**Levitate-** *Levitate* allows you to move yourself, another creature, or an object up and down as you wish. A creature must be willing to be *levitated,* and
 an object must be unattended or possessed by a willing creature. You
can mentally direct the recipient to move up or down as much as 20 feet
each round; doing so is a move action.
 You cannot move the recipient horizontally, but the recipient could
clamber along the face of a cliff, for example, or push against a
ceiling to move laterally (generally at half its base land speed).

A *levitating* creature that attacks with a melee or ranged weapon finds itself increasingly unstable; the first attack has a –1 penalty on attack rolls, the second –2, and so on, to a maximum penalty of –5. A full round spent stabilizing allows the creature to begin again at –1.

## lvl 15

**-Potions-**
**Thunderstone-** You can throw this stone as a ranged attack with a range increment of
20 feet. When it strikes a hard surface (or is struck hard), it creates a
 deafening bang that is treated as a sonic attack. Each creature within a 10-foot-radius spread must make a DC 15 Fortitude save or be deafened
 for 1 hour. A deafened creature, in addition to the obvious effects,
takes a -4 penalty on initiative and has a 20% chance to miscast and
lose any spell with a verbal component that it tries to cast.

**Cat's Grace-** The transmuted creature becomes more graceful, agile, and coordinated. The spell grants a +4 enhancement bonus to Dexterity, adding the usual benefits to AC, Reflex saves, and other uses of the Dexterity modifier.

**Bull's Strength-** The subject becomes stronger. The spell grants a +4 enhancement bonus to Strength, adding the usual benefits to melee attack rolls, melee damage rolls, and other uses of the Strength modifier.

**Fox's Cunnning**- The transmuted creature becomes smarter. The spell grants a +4 enhancement bonus to Intelligence, adding the usual benefits to Intelligence-based skill checks and other uses of the Intelligence modifier. Wizards (and other spellcasters who rely on Intelligence) affected by this spell do not gain any additional bonus spells for the increased Intelligence, but the save DCs for spells they cast while under this spell’s effect do increase. This spell doesn’t grant extra skill points.

**Owl's Wisdom-** The transmuted creature becomes wiser. The spell grants a +4 enhancement bonus to Wisdom, adding the usual benefit to Wisdom-related skills. Clerics, druids, paladins, and rangers (and other Wisdom-based spellcasters) who receive *owl’s wisdom* do not gain any additional bonus spells for the increased Wisdom, but the save DCs for their spells increase.

## lvl 20

**-Potions-**

**Fly-** The subject can fly at a speed of 60 feet (or 40 feet if it wears
medium or heavy armor, or if it carries a medium or heavy load). It can
ascend at half speed and descend at double speed, and its
maneuverability is good. Using a *fly* spell requires only as much concentration as walking, so the subject can attack or cast spells normally. The subject of a *fly* spell can charge but not run, and it cannot carry aloft more weight than its maximum load, plus any armor it wears.

Should the spell duration expire while the subject is still
aloft, the magic fails slowly. The subject floats downward 60 feet per round
 for 1d6 rounds. If it reaches the ground in that amount of time, it
lands safely. If not, it falls the rest of the distance, taking 1d6
points of damage per 10 feet of fall. Since dispelling a spell
effectively ends it, the subject also descends in this way if the *fly* spell is dispelled, but not if it is negated by an *antimagic field*.

*Arcane Focus:* A wing feather from any bird.

**-Daily Healing Potions-**

1D12 Healing potions ( potions skill + Lvl+ Heal) - 6 silver