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Imeckus Stroon

Mithias Mead's page

228 posts. Alias of Fanguar.


Human Alchemist (Chirurgeon) 5 , hp 42/42, AC 19(T13/FF16), Bombs 5/9, Infusions 3/5, 1/3 CMD 15, Init +5, Perc +7. F+6/R+8/W+3

About Mithias Mead

CG Human Alchemist (Chirurgeon) 4
HP: 42 (32class, 5 CON, 5 Favoured)
Favoured Class: Alchemist (+1 HP)
Languages: Common, Sylvan, Elven,

Str 8 (-1)
Dex 16 (+3)
Con 12 (+1)
Int 19(+4)
Wis 12 (+1)
Cha 8 (-1)

starting stats:

{20 point buy)
Str 8 (-2 pts)
Dex 16 (10 pts)
Con 12 (2 pts)
Int 16 (10 pts) (+2 racial) > Int 18
Wis 10 (2 pts)
Cha 8 (-2 pt)

AC: 18 (+3 dex, +5 chain shirt +1, +1 AoNA)
T: 13 // FF: 15
Fort: +6 // Ref: +8 // Will: +3
BAB: +3
CMB: +2// CMD: 17
Speed: 30ft (6sq) // Ini: +5

Melee: Long Spear +1(10ft) +3(1d8/x3)
Range: Bomb (20ft) (8/day) +8(2d6+5/x2)
Light crossbow: +7 (1d8+1 19-20/x2)


1st(4/day): Enlarge Person, Cure Light Wounds, Expeditious Retreat, Bomber's Eye, Shield, Comprehend Languages, true strike, endure elements, Ant Haul, True strike

2nd(2/day): Cure moderate wounds, Barkskin, Invisibility, Levitate


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 takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist's possession becomes inert until an alchemist picks it up again.

When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. 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.


In addition to magical extracts, alchemists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies. An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier. Bombs are unstable, and if not used in the round they are created, they degrade and become inert—their method of creation prevents large volumes of explosive material from being created and stored. In order to create a bomb, the alchemist must use a small vial containing an ounce of liquid catalyst—the alchemist can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster's component pouch. Most alchemists create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day—once created, a catalyst vial remains usable by the alchemist for years.

Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an alchemist's bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist's Intelligence modifier. The damage of an alchemist's bomb increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from an alchemist bomb is always equal to the bomb's minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier.


Precise Bomb:Whenever the alchemist throws a bomb, he can select a number of squares equal to his Intelligence modifier that are not affected by the splash damage from his bombs. If the bomb misses, this discovery has no effect.

Tanglefoot Bomb (Su): A creature that takes a direct hit from a tanglefoot bomb must save against the bomb's DC or be entangled and glued to the floor as if it had failed its save against a tanglefoot bag. Creatures in the splash area that fail their saves are entangled but not glued to the floor; those who make this save are not entangled at all.

Smoke Bomb
When the alchemist creates a bomb, he can choose to have it create a cloud of thick smoke when it detonates. The cloud functions as fog cloud, filling an area equal to twice the bomb’s splash radius for 1 round per level.

Stink bomb:
The effects of the smoke created by an alchemist's bomb can duplicate the effects of stinking cloud instead of fog cloud, filling an area equal to twice the bomb's splash radius for 1 round. An alchemist must possess the smoke bomb discovery before selecting this discovery.

Infused Curative:

At 2nd level, a chirurgeon’s extracts of cure spells automatically act as infusions, and can be used by non-alchemists. When a chirurgeon prepares his extracts, he may choose to render any or all of his infused curatives inert and prepare other extracts to replace them (unlike infusions, which continue to occupy the alchemist’s daily extract slots until consumed or used).

At 5th level, a chirurgeon learns how to supplement uses of the Heal skill with pain-killing drugs. He gains Skill Focus (Heal) as a bonus feat. Any use of the Heal skill that has a risk of harming the patient (such as extracting a barb) only deals the minimum damage when performed by a chirurgeon. This ability replaces poison resistance +4.

Traits, Feats, and Skills
Traits: Making Good on Promises (+2 vs Fear), Reactionary(+2 init), Classically Schooled (+1 Spellcraft)
Feats: Point Blank shot, Precise Shot, Extra discovery x2, Throw Anything, Brew Potion, Skill focus(heal)
Trained Skills: Craft(alchemy) +12, Disable Device +9, Knowledge(Arcana) +12, Knowledge(Nature) +13, Perception +9, Heal +13, Spellcraft +13, Survival +9, Use Magic Device +7.

Detailed Skills:

Skill Points/level: 9 = 4 + 4 (int) +1(human)
class skill // Armor Check Penalty = -1 (Studded leather)
Acrobatics: +1 = +0(ranks) +2(dex) -1(acp)
Appraise: +4 = +0(ranks) +4(int)
Bluff: -1 = +0(ranks) -1(cha)
Climb: +1 = +0(ranks) +2(str) -1(acp)
Craft(Alchemy) +11= +4(ranks) +3(trained) +4(int)
Diplomacy: +1 = +0(ranks) +1(cha)
Disable Device +8 = +4(ranks) +3(trained) +2(Dex) -1(acp)
Disguise: -1 = +0(ranks) -1(cha)
Escape Artist: +1 = +0(ranks) +2(dex) -1(acp)
Heal: +8 = +4(ranks) +3(trained) +1(wis)
Intimidate: -1 = +0(ranks) -1(cha)
Knowledge(Nature) +11 = +4(ranks) +3(trained) +4(int)
Knowledge (Arcana) +11 = +4(ranks) +3(trained) +4(int)
Perception: +7 = +4(ranks) +3(trained) +1(wis)
Ride: +1 = +0(ranks) +2(dex) -1(acp)
Sense Motive: +0 = +0(ranks) +0(wis)
Sleight of Hand: +2 = +0(ranks) +0(trained) +3(Dex) -1(acp)
Spellcraft: +12 = +4(ranks) +3(trained) +4(int) +1(trait)
Stealth: +1 = +0(ranks) +2(dex) -1(acp)
Survival: +8 = +4(ranks) +3(trained) +1(wis)
Swim: +1 = +1(str) -1(acp)
Use Magic Device +6 = +4(ranks) +3(trained) -1(Cha)

Possessions: Chainshirt+1, Long Spear+1, Backpack, Bedroll, Blanket, Alchemist's fire (flask) x2, Holy water (flask) x2, Trail Rations x10, P. of CLW x2, Alchemist's kit, Ring of Feather Fall, Wand of CLWs 50/50, Cloak of resistance, amulet of natural armour
Current Coins:12.7gp + 400gp
Starting Equipment:

Starting Coins:180gp

Studded Leather(25gp)
Long Spear (5gp)
Backpack (2gp)
Bedroll (.1gp)
Blanket (.2gp)
Thieve's tools (30gp)
Holy water (flask) x2 (50gp)
Trail Rations x10 (5gp)
P. of CLW (25gp)
Alchemist's kit (25gp)

Total Spent:177.3

The Meads have been in Ustalav since before the domination of the Whispering Tyrant and for during all that time they have born a curse. Once in a generation, one who bears the tainted Mead blood is born with the mark of the beast upon them and Mithias was one such babe. The curse is progressive with the onset beginning on the victim's 25th year, but none have ever escaped it. Eventually, the beast awakens within them and they begin to change. Some take their own lives when they see that the change is upon them, others are put down by their family or locked away. A very few over the centuries have embraced the change and tales of their depredations are still used to frighten village children.

Mithias refused to accept any of those options. As a lad he he sought entrance and was accepted into the finest academic institutions that Ustalav had to offer, applying himself diligently to his studies and using every free moment to trying to find a means of curing his conditions. For years he searched in vain for a solution, growing more and more frantic as his 25th birthday approached. As a last ditch attempt, he sought out Professor Lorrimor and in an act of desperation he told the great Professor everything. Fascinated by the problem, Lorrimor devoted his attention to finding the solution and in the end, even he was unable to find a cure. What their combined efforts did accomplish was to discover a formula that could be used to suppress the change and if taken regularly would prevent the beast from coming forth. Ecstatic with the result, Mithias was willing to pay whatever price the Professor desired, but Lorrimor told him to consider it a favour for a favour and that he might need Mortimer's help in the future. Mithias thanked the Professor profusely and set out to live a life he never thought to have.

Many years have passed since that day, and Mithias is now well into his thirties. So far the formula that the Professor helped to develop has managed to keep the beast at bay. There have been lapses, but by taking the potion whenever he felt the beast coming forward, the changes that have occurred have been minor and short term. Lorrimor never did call to collect on his favour and as the years passed, Mithias nearly let it slip from his mind. So it was somewhat of a surprise when he received a summons to Lorrimor's funeral. Seeing that this was the least he could do to repay the great man for all he had done for him, Mithias packed up his things and made ready to travel.

Mithias is a tall broad shouldered man. His dark hair and beard are tinged with grey. He is quick and nimble and there is a certain feral quality to him. His eyes are bright and intense and when he smiles, he tends to show too much teeth. His intense stares and toothy grins tend to be off putting to most people.

Mithias is man who received a second lease on life and as such as been living life to the fullest. Food, wine, women, music, he has an insatiable hunger for them all. He tends to be a touch loud and boastful, but is very open and friendly. He is quick to laugh and quick to anger, but never carries a grudge. He is impulsive to a fault and always ready for adventure.

In times of stress and danger, the beast tries to come forth and Mithias must drink his suppression serum to prevent it from taking over (mutagen). When under the change, Mithias becomes bulkier and more muscular. As these changes can happen at any point, he tends to wear baggier clothing, so they will not tear.
Future Developments
As he levels up more and more of Mithias's bestial side will emerge when he changes(mutagen). These initial changes with be quite traumatic for him, but as time progresses he will begin to appreciate the strength and power these changes bring on. The fact that he is still able to keep some control during the change and has not hurt anyone that he did not intend to harm, helps to ease his fear. In the end, he will learn to induce the change, still using the serum to remain in control, and come to accept the beast as part of himself.

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