Alchemists focus in transmutations and transforming objects into other objects. This hybrid of science and magic typically uses runes.
Alchemists possess a d8 Hit Die, and they start the game with 40 Hit Points (plus double Constitution and other modifiers). By spending 3 XP the Alchemist can gain a Hit Die, increasing their Hit Points accordingly.
They also receive a +2 bonus to Reflex Defense and Will Defense.
Alchemists receive a +1 bonus to one of the following attributes; Strength, Dexterity, or Intelligence.
Increasing these attributes outside of character creation is done at a discount (10 XP per increase instead of 20 XP)
Alchemists receive a +1 Attack Bonus.
By spending 5 XP the Alchemist can increase their Attack Bonus by +1, to a maximum of +10.
Alchemists receive 1 rank in the following skills at character creation;
Acrobatics
Artisan (Alchemy)
Awareness
Knowledge (Alchemy, Astronomy, Humanoids, and Technology)
Spellcraft
Use Magic Device
Alchemists receive the following starting feats;
Alchemists are rune spellcasters who learn rune spells from their intense studying of alchemy and alchemical recipes, and receive four 1 XP spells free at character creation.
Alchemists can make an Artisan (Alchemy) check or Spellcraft check in order to transmute objects. The DC for this is based on the item's size. Transmuting an object can change its materials (example: from steel to iron), so long as it's not more than 500 G more expensive than the base object's materials.
The DC for transmuting objects starts at 20 for Medium size, and decreases by 5 for each step above or below Medium the object's size is.