Vivisectionist

''' is an Archetype of the Alchemist class in '.

Description
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
Alchemists are proficient with all simple weapons and bombs. They are also proficient with light armor, but not with shields.

Medical Discovery
At 2nd level, and then again every 2 levels thereafter (up to 18th level), a vivisectionist makes 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.

Sneak Attack
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."

Advanced Talents
After 10th level, a character can choose one of the advanced rogue talents in place of a rogue talent.

Mutagen
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 mutagen causes the alchemist to grow bulkier and more bestial, granting him a +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.

Throw Anything
You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons.

Poison Resistance
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.

Poison Immunity
At 10th level, an alchemist becomes completely immune to poison.

Persistent Mutagen
At 14th level, the effects of a mutagen last for 1 hour per level.

Grand Discovery
At 20th level, the alchemist makes a grand discovery. For many alchemists, the promise of one of these grand discoveries is the primary goal of their experiments and hard work.