Alchemist

Mathus Kohlheim's page

772 posts. Alias of Helaman.


Full Name

Mathus Kohlheim

Race

"Mr Black" Male Ustalav Human

Classes/Levels

Alchemist (Chirurgeon/Cyrptbreaker)/3-Swashbuckler (Inspired Blade)/1

Gender

AC15, touch 13, FF13, HP 35/[35], Fort:+4 ;Ref:+8 ;Will+3, Init +3, Perc +7 (+8 vs traps), Sen Mot +5 Bombs 5/[7]

Size

5'10"

Age

25

Alignment

Lawful Neutral

Deity

Pharasma

Location

Ustalav

Languages

Common,Varisian,Osiriani,Kellish

Occupation

Doktor

Strength 13
Dexterity 14
Constitution 12
Intelligence 18
Wisdom 10
Charisma 8

About Mathus Kohlheim

Appearance

Spoiler:

Of slightly above average height, and average weight, Mathus is an unremarkable man. What sets him apart is closely cut hair, prematurely greying despite his youth, and a pessimistic demeanour.

He dresses in well cut, tailored clothes (albeit a year or two out of fashion) that are slightly faded with wear, under a heavy leather body length coat whose surface bulges oddly in places as well as at the pockets. He carries a study finely made wooden cane.

He is still a shaken man from his experiences and reacts poorly at the thought of actually facing the undead. This may result in unnatural chattiness, impatience or reluctance to act but in the end his hatred drives him.

-Mathus Kohlheim

Init +3; Senses Perception +7
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Defense
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AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 35 (4 HD; 3d8+1d10+7)
Fort +4, Ref +8, Will +3; +2 bonus vs. poison
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee cold iron dagger +4 (1d4+1/19-20) or
. . silversheen rapier +8 (1d6+1/18-20) or
. . walking stick +4 (1d6+1) or
. . wooden stake +4 (1d4+1)
Ranged bomb +7 (2d8 acid or 2d4 force)
Special Attacks bomb 7/day (2d6+4 fire, DC 15), deeds (derring-do, opportune parry and riposte), panache (5)

Alchemist (Chirurgeon, Crypt Breaker) Extracts Prepared (CL 3rd; concentration +7)
. . 1st—bomber's eye[APG], cure light wounds, disguise self, shield

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Statistics
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Str 13, Dex 14(16), Con 12, Int 18, Wis 10, Cha 8

Base Atk +3; CMB +4; CMD 17

Feats Additional Traits, Iron Will, Point-Blank Shot, Throw Anything, Weapon Focus (rapier)

Traits fencer, precise treatment, rich parents, subject of study, world traveler

Skills Acrobatics +6 (+2 to jump), Appraise +8, Bluff +3, Craft (alchemy) +10 (+13 to create alchemical items), Diplomacy +6, Disable Device +9, Escape Artist +4, Heal +13, Intimidate +3, Knowledge (arcana) +9, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (nobility) +8, Knowledge (religion) +5, Perception +7, Ride +4, Sense Motive +5, Spellcraft +8, Stealth +2, Survival +4

Languages Common, Kelish, Osiriani, Varisian, Gnomish

SQ alchemy (alchemy crafting +3), crypt breaker's draught, discovery (mutagen[UM]), infused curative, inspired panache, mutagen (+4/-2, +2 natural armor, 30 minutes), spooked, swift alchemy, trapfinding +1

Combat Gear
potion of cure light wounds, potion of lesser restoration, potion of protection from evil, alchemist's fire (3), alchemist's kindness[APG] (2), antiplague[APG] (2), antitoxin (2), bloodblock[APG] (2), healer's kit, holy water (2), smelling salts[APG], soothe syrup[APG] (2); Other Gear lamellar cuirass[UC], cold iron dagger, silversheen rapier, walking stick, wooden stake[APG], belt of incredible dexterity +2, alchemy crafting kit[APG], bandolier[UE], bedroll, belt pouch, belt pouch, bottle of strong brandy (1.5 lb), chewing stick, comb (0.2 lb), extreme alchemy, flint and steel, hairbrush (0.3 lb), hammer, ink, inkpen, masterwork backpack[APG], masterwork thieves' tools, mess kit[UE], mirror, nail file (0.1 lb), necklace of garlic bulbs (2 lb), scissors (0.3 lb), soap, sponge, sunrod, tooth powder (0.1 lb), trail rations (5), waterskin, wooden holy symbol of Pharasma, 50 pp, 30 gp, 5 sp

-1 PP and 5gp expert witness and skull
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Special Abilities
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Alchemy +3 (Su) +3 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Alkahest Bomb 2d8/2d4 (7/day, DC 15) (Su) 2d8 acid damage to constructs and undead, 2d4 force damage to all other creatures.
Crypt Breaker's Draught (Su) Rather than develop mutagens that increase their natural armor and physical abilities at the expense of their minds, crypt breakers focus on the creation of special draughts that can enhance their senses. When a crypt breaker drinks one of these draughts he gains a +4 bonus on all Perception checks and gains one of the following special senses: darkvision 60 feet, low-light vision, or scent. While under the effects of a crypt breaker’s draught, the alchemist also gains light blindness.

This ability replaces the mutagen class ability (a crypt breaker cannot create mutagens unless he selects the mutagen discovery).

Deeds
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 othe
Inspired Panache (Ex) Gain no panache from killing blow, only from rapier crits.
Mutagen This discovery gives the alchemist the mutagen class ability, as described in the Advanced Player's Guide. (This discovery exists so alchemist archetypes who have variant mutagens, such as the mindchemist, can learn how to make standard mutagen
Mutagen (DC 15) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 30 minutes.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Spooked Shaken 1d4 rounds when you perceive a fey, outsider, or undead within 60 ft. (DC 15 +Cha mod neg)
Swift Alchemy (Ex) Construct alchemical items in half the normal time.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

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Mathus has always been scholarly, and as a child was something of a prodigy. His family decided to sink much of their fortune in investing in his future - as a result he was sent off to Absalom as youth to continue his studies. An eclectic student Mathus studied Languages, Natural History, Medicine and then found his love - Alchemy. He delighted in the combination of experimentation and precise calculation. In the midst of so many energetic and intelligent people he developed into a sparkling conversationalist and he used his many languages to enter into different study groups and symposiums.

After ten years abroad, he returned to Ustalav. His parents were delighted to see him return - while alchemists were no rarity in Ustalav, ones who could claim an Absalom education were few. Both he and his parents thought to widen Mathus' opportunities and it was planned that he'd establish a medical practice while using that to fund an expensive laboratory, which would also produce Alchemical goods.

Things were going well until his beloved younger sister, Madelina, just entered into society fell mysteriously ill. Mathus bought all the efforts of science and his education to bear but to no effect... and before too long, she died. The strain of her passing effected his mother, who grief-stricken descended into madness, claiming that Madelina visited her nightly.

Again Mathus employed his intellect and foreign education, and prescribed a course of sleeping draughts. It seemed to work for a time but then she too sickened with the same malady that took his sister. He worked late into the night in his lab, before returning home with a new concoction - and found horror beyond anything he could imagine.

His family had been brutally murdered - their throats torn out and blood scattered everywhere. It was then that he too was attacked... he heard a screech, whirled, and screamed himself hoarse as Madelina leaped upon him. He fought but to little effect... and then, his sister dropped onto his body... limp. Standing above him, was a grey haired, grim faced gentleman, and he held another stake ready...

It took some time to sort out affairs but Mathus was consumed with hatred - both of the thing that had torn his family apart as well as with himself. As a Ustalavian, he had grown up with stories of supernatural predators but he'd disregarded such in favour of science. It was his rescuer, a well known hunter of the undead, that helped him get over his grief... and channel his anger.

They spent long periods of time discussing the undead, and as Mathus neglected family affairs, his inherited fortune shrank. He sold the family house and moved into his lab, unconcerned by the change in circumstances. Lorrimor, impressed by his dedication and intelligence, helped him direct his research and then finally, began to mentor him in hunting the undead, especially hunting them in their places of rest - Crypts and Tombs.

Finally, selling his business (lock and stock), he gathered the hunters kit he'd assembled and used what funds he could scape together to set out to stalk the roads and towns of Ustalav. To seek his vengence, to give outlet to his hate.

The dead horrify him. Try as he might, they defy pure interllect - how can the dead walk and in some cases even, think after death? It defies all natural order and everything that he has studied, yet even if this is the case, his hatred is stronger than his horror.

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