<tdrowspan="6"align="center"width="1%"class="border"class="font10"><ahref="#Bio"><imgsrc="file://localhost/C:\Users\Odd-Erik\AppData\Local\Temp\pcgentmb_2625951761687513604.png"height="100%"alt="Click for Bio"border="0"/></a><br/></td>
<td><fontstyle="font-size:5pt"><b>1H-P:</b> One handed, primary hand. <b>1H-O:</b> One handed, off hand. <b>2H:</b> Two handed. <b>2W-P-(OH):</b> 2 weapons, primary hand (off hand weapon is heavy). <b>2W-P-(OL):</b> 2 weapons, primary hand (off hand weapon is light). <b>2W-OH:</b>2 weapons, off hand.</font></td>
<hr/><center><fontstyle="font-size: x-small">PCGen Character Template by ROG, mods/maint by Arcady, Barak & Dimrill. For suggestions please post to pcgen@yahoogroups.com with "OS Suggestion" in the subject line.</font></center>
<fontstyle="font-size: 5pt">(Contains small loops or pouches for holding eight objects the size of a flask or small dagger. You can use the "retrieve a stored item" action to take an item from a bandolier.)</font>
<fontstyle="font-size: 5pt">(Unlike a potion that is drunk from a vial, a potion sponge can be used underwater. A potion can be poured from a vial into a sponge potion (or squeezed from a sponge into a vial) as a full-round action. The potion sponge is immune to attacks that specifically target crystal, glass, ceramic, or porcelain, such as shatter. It otherwise works like a potion vial.)</font>
<td><fontstyle="font-size:5pt"><b>1H-P:</b> One handed, primary hand. <b>1H-O:</b> One handed, off hand. <b>2H:</b> Two handed. <b>2W-P-(OH):</b> 2 weapons, primary hand (off hand weapon is heavy). <b>2W-P-(OL):</b> 2 weapons, primary hand (off hand weapon is light). <b>2W-OH:</b>2 weapons, off hand.</font></td>
Grenadiers train to exercise their talents in the thick of battle, even when not under the influence of their mutagens. They learn methods of combining weapon attacks with their alchemical magic, and sacrifice skill with poisons in order to become more adept at using alchemical bombs or using alchemical items in conjunction with their martial skills. As an unusual side effect of their skill at handling bombs and alchemical items with increased speed, grenadiers master the ability to drink potions, elixirs, and mutagens quickly and safely, without exposing themselves to peril while doing so.</td>
While some figure out how to use magical devices with stubborn resolve, your approach is more pragmatic. You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier.
You believe that someone or something is always out to get you, so you have a hard time truly trusting anyone. Anyone who attempts an aid another action of any type to assist you must succeed at a DC 15 check instead of the normal DC 10 check.
You can use 5 bombs each day. 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 points of fire damage. Your bombs also inflict an additional 0d6 points of fire damage that is not multiplied on a critical hit or by using feats such as Vital Strike. Splash damage from an your bomb is always equal to the bomb's minimum damage (5). Those caught in the splash damage can attempt a DC 14 Reflex save for half damage.</td>
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Throw Anything
(Ex)
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<tdclass="font8"valign="top"width="30%"align="right">[Paizo Inc. - Advanced Player's Guide, p.27]</td>
You gain the Throw Anything feat as a bonus feat. You add your Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.</td>
When using Craft (Alchemy) to create an alchemical item, you gains a +1 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.</td>
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<tdvalign="top"width="70%"class="font8"><b>
Bonus Alchemist New Discovery
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<tdclass="font8"valign="top"width="30%"align="right">[Paizo Inc. - Advanced Race Guide, p.151]</td>
Ratfolk can fight viciously when cut off from friends and allies. Whenever a ratfolk with this racial trait is reduced to half or fewer of his hit points, and has no conscious ally within 30 feet, he gains a +2 racial bonus on melee attack rolls and to Armor Class. This racial trait replaces swarming.</td>
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<tdvalign="top"width="70%"class="font8"><b>
Darkvision
(Ex)
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<tdclass="font8"valign="top"width="30%"align="right">[Paizo Inc. - Bestiary]</td>
Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.</td>
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<tdvalign="top"width="70%"class="font8"><b>
Formulae
</b>
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<tdclass="font8"valign="top"width="30%"align="right">[Paizo Inc. - Advanced Player's Guide]</td>
An alchemist may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract but not when he consumes it. An alchemist begins play with two 1st-level formulae of his choice, plus a number of additional forumlae equal to his Intelligence modifier. At each new alchemist level, he gains one new formula of any level that he can create. An alchemist can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. An alchemist can study a wizard's spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An alchemist does not need to decipher arcane writings before copying them.</td>
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<tdvalign="top"width="70%"class="font8"><b>
Martial Weapon Proficiency
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<tdclass="font8"valign="top"width="30%"align="right">[Paizo Inc. - Pathfinder Society Field Guide, p.30]</td>
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. You can only maintain one dose of mutagen at a time - if you brews a second dose, any existing mutagen becomes inert. A mutagen that is not in your possession becomes inert until an alchemist picks it up again. 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 10 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. A non-alchemist who drinks a mutagen must make a DC 14 Fortitude save or become nauseated for 1 hour - a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist's mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the "stolen" mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.</td>
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<tdvalign="top"width="70%"class="font8"><b>
Tinker
(Ex)
</b>
</td>
<tdclass="font8"valign="top"width="30%"align="right">[Paizo Inc. - Bestiary 3, p.151]</td>
Some ratfolk unnerve normal animals, and train to defend themselves against the inevitable attacks from such creatures. These ratfolk take a -4 penalty on all Charisma-based skill checks to affect creatures of the animal type, and receive a +2 dodge bonus to AC against animals. An animal's starting attitude toward ratfolk is one step worse than normal. This racial trait replaces rodent empathy.</td>
<tdclass="font8"valign="top"width="30%"align="right">[Paizo Inc. - Core Rulebook, p.130]</td>
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<tdclass="font8"valign="top"colspan="2">    You understand how to use your chosen martial weapon in combat.</td>
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<tdclass="font8"valign="top"colspan="2">    You make attack rolls with the selected weapon normally (without the non-proficient penalty).</td>
<tdclass="font8"valign="top"width="30%"align="right">[Paizo Inc. - Core Rulebook, p.131]</td>
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<tdclass="font8"valign="top"colspan="2">    You are especially accurate when making ranged attacks against close target.</td>
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<tdclass="font8"valign="top"colspan="2">    You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.</td>
<tdclass="font8"valign="top"width="30%"align="right">[Paizo Inc. - Core Rulebook, p.135]</td>
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<tdclass="font8"valign="top"colspan="2">    You are used to throwing things you have on hand.</td>
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<tdclass="font8"valign="top"colspan="2">    You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons.</td>
<tdcolspan="8"class="sptab1"><i>Effect:</i> When laying your hand upon a living creature, you channel positive energy that cures 1d8+1 points of damage.<br/></td>
<tdcolspan="8"class="sptab1"><i>Effect:</i> This spell causes instant diminution of a humanoid creature, halving its height, length, and width and dividing its weight by 8.<br/></td>
<tr><tdcolspan="2"><fontstyle="font-size: small"><spanclass="notes"><p>Amok is originally from katapesh, studied alchemy as a bit of a recluse, but didn't really like living that way in, uh, "a tight knit community", being a bit paranoid and eccentric and all that. So he started migrating, doing occasional alchemist/merchant work, thieving, and occasional stowaway travel, eventually leading him to the shackles. He happened to stow away on a ship that went to drenchport bc they had some chemicals he needed to refill on board, and he managed to get stuck onboard until after they'd left port.</p>