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Starting gold- 2d4 Hit die: D4 Alignment: Any neutral
Every adventuring party needs a mad scientist, and the alchemist is that in a nutshell. Although the alchemist doesn't have great melee power or arcane might, he can use potions of spells to aid any parties.
Races: Dwarves are good at brewing things like dwarves ale, but few want to use arcane power to do what they like to do. Humans, gnomes and half-elves are great alchemists, but elves treat alchemists as a crude imitation of magic. Other races will rarely be alchemists.
Skills: ( 4 + Int times 4 at first level) Craft(all), Diplomacy, Knowledge ( all skills taken separately ) , Open lock, Use magic device
 CLASS FEATURES
Weapon and armour proficiency: An alchemist can use only the dagger Brew potion: An alchemist gains this feat at first level Alchemy: An alchemist can add his level to Craft (alchemy) checks, and half his level to the maximum spell levels needed for Brew potion Flask: An alchemist uses his minor arcane power to make a throwing weapon similar to a bomb. An alchemist can throw this as a thrown weapon and is proficient with it. At 1st level, it deals 1d6. Every time he gains a feat, his bombs increase by 1d6. Greater flask: Beginning at 6th level, an alchemist can add the following weapon qualities to his flasks: Flaming, icy, acid , lawful, evil, chaotic, good