Dr. Kortemir Runemace's page

31 posts. Alias of Camris.

Full Name

Dr. Kortemir Runemace (Zeitgeist) L9




Alchemist (Chirurgeon) (Eschatologist) L9 | AC 20 (T14FF18) CMD 22 | hp 46/58 | F7 R9 W4 | Init +2 | Perc +12 (Dkvsn 60') | Bombs 9/16 | Status: 62%







Special Abilities

As Alchemist (Chirurgeon)




Flint in Risur


Celestial, Common, Dwarven, Elven, Giant, Primordial, Sylvan


Forensic scientist and physician for the RHC

Strength 14
Dexterity 14
Constitution 11
Intelligence 18
Wisdom 10
Charisma 8

About Dr. Kortemir Runemace

Dr. Kortemir Runemace (Zeitgeist) L9
Male dwarf alchemist (chirurgeon) 9 (Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Ultimate Magic 18)
Zeitgeist Character Theme:Eschatologist.
LN Medium humanoid (dwarf)

Init +2; Senses darkvision 60 ft.; Perception +12 (+14 to notice unusual stonework)

AC 20, touch 14, flat-footed 18 (+6 armor, +2 deflection, +2 Dex)
hp 58 (9d8)
Fort +7, Ref +9, Will +4; +2 vs. poison, spells, and spell-like abilities, +4 bonus vs. poison
Defensive Abilities defensive training

Speed 20 ft.
Melee cold iron dagger +8/+3 (1d4+2/19-20) or
. . cold iron rune covered walking stick with heavy knob +9/+4 (1d8+2)
. . unarmed strike +8/+3 (1d3+2 nonlethal)
Ranged +2 sword cane pistol +10 (1d4+2/×3) or
. . bomb +9 (5d6+5 fire) or
. . force bomb +9 (5d4+5 force) or
. . smoke bomb +9 (smoke)
Special Attacks bomb 16/day (5d6+5 fire, DC 19), hatred

Alchemist (Chirurgeon) Extracts Prepared (CL 9th; concentration +14)
. . 3rd—cure serious wounds, cure serious wounds, haste, communal resist energy[UC]
. . 2nd—barkskin, bullet shield[UC], cure moderate wounds, cure moderate wounds, lesser restoration
. . 1st—cure light wounds, cure light wounds, enlarge person (DC 16), expeditious retreat, identify, polypurpose panacea[UM], shield

Str 14, Dex 14, Con 11, Int 21, Wis 10, Cha 8
Base Atk +6; CMB +8; CMD 22 (26 vs. bull rush, 26 vs. trip)

Amateur Investigator[ACG],
Brew Potion,
Exotic Weapon Proficiency (firearms)[UC],
Extra Bombs[APG],
Extra Discovery[APG],
Icy End of the Earth (Theme Feat)
Point-Blank Shot,
Skill Focus (Heal),
Throw Anything

fungal brewing, You gain a +2 trait bonus on Craft checks to create alchemical items, and can create nonmagical alchemical materials in 20% less time than norm
splash attack, You catch others off-guard when a confrontation escalates. As long as you are standing in or adjacent to water, or holding at least a pint of liquid (including insoluble liquids like oil or alchemist’s fire), you can perform a dirty trick combat maneuver to blind a foe within reach without provoking an attack of opportunity. If you select the Improved Dirty Trick feat, you gain a +2 trait bonus on dirty trick combat maneuvers to blind foes as long as you are standing in or adjacent to water or holding a pint of liquid.

Acrobatics -1 (-5 to jump),
Appraise +14 (+16 to assess nonmagical metals or gemstones),
Climb +1,
Craft (alchemy) +17 (+26 to create alchemical items, +19 to create alchemical items),
Craft (poison) +15,
Heal +17 (+20 to treat poison),
Knowledge (arcana) +14,
Knowledge (history) +14,
Knowledge (nature) +17,
Linguistics +7,
Perception +12 (+14 to notice unusual stonework),
Profession (Forensic Science) +12,
Ride +0,
Spellcraft +10,
Survival +5,
Swim +0,
Use Magic Device +10;
Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Celestial, Common, Draconic, Dwarven, Elder Thing, Elven, Giant, Primordial, Sylvan

alchemy (alchemy crafting +9),
discoveries (explosive bomb, force bomb, healing bomb, precise bombs [5 squares], smoke bomb),
infused curative,
mutagen (+4/-2, +2 natural armor, 90 minutes),
swift alchemy

Combat Gear
elixir of vision (5),
mutagen (infused grand feral)[APG],
potion of cure light wounds (10),
potion of cure moderate wounds (5),
potion of lesser restoration (3),
potion of magic circle against evil,
potion of protection from evil (2),
potion of remove blindness/deafness,
wand of cure moderate wounds,
acid (5),
alchemist's fire (5),
antiplague[APG] (5),
antitoxin (5),
healer's kit,
rusting powder[UE],
smokestick (10),
thunderstone (5),
tracking powder[ACG];
Other Gear
+2 chain shirt,
+2 sword cane pistol[UC],
bullet[UC] (20),
cold iron dagger,
dragon's breath cartridge[UC] (10),
entangling shot cartridge[UC] (5),
flare cartridge[UC] (5),
paper cartridge[UC] (20),
pitted bullet[UC] (20),
salt shot cartridge[UC] (20),
cloak of resistance +1,
headband of vast intelligence +2,
ring of protection +2,
alchemist's lab, alchemy crafting kit[APG], antidote kit[UE], bedroll, belt pouch, bombchucker, doctor's mask, doctor's outfit, dr. runemace formula bookj, dwarven trail rations[UE] (10), flame paste, flint and steel, ink, inkpen, masterwork backpack[APG], mess kit[UE], pot, soap, tindertwig (10), torch (10), trail rations (5), waterskin,
Book: a copy of the "La clave de Miller" the key to the Millerist philosophy.
1,316 gp

Tracked Resources
Acid - 0/5
Alchemical cartridge (dragon's breath) - 0/10
Alchemical cartridge (entangling shot) - 0/5
Alchemical cartridge (flare) - 0/5
Alchemical cartridge (paper) - 0/20
Alchemical cartridge (salt shot) - 0/20
Alchemist's fire - 0/5
Amateur Investigator (5/day) - 0/5
Antidote kit (10 uses) - 0/10
Antiplague - 0/5
Antitoxin - 0/5
Bomb 5d6+5 (16/day, DC 19) (Su) - 7/16
Cold iron dagger - 0/1
Dwarven trail rations - 0/10
Feral Mutagen: Str +8, Con +6, Dex +4, Mental Attr -2, +6 Nat AC. - 0/1
Firearm bullet - 0/20
Flame paste - 0/1
Healer's kit - 0/10
Pitted bullet - 0/20
Potion of cure light wounds - 0/10
Potion of cure moderate wounds - 0/5
Potion of magic circle against evil - 0/1
Potion of protection from evil - 0/2
Potion of remove blindness/deafness - 0/1
Potion of restoration, lesser - 0/3
Rusting powder - 0/1
Smokestick - 0/10
Thunderstone - 0/5
Tindertwig - 0/10
Torch - 0/10
Tracking powder (10 uses) - 0/10
Trail rations - 0/5
Wand of cure moderate wounds - 0/50

Special Abilities
Alchemy +9 (Su) +9 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Amateur Investigator (5/day) Your knowledge is more than plain smarts - it's inspired.
Prerequisites: Int 13, 1 rank in at least one Knowledge skill, no levels in a class that has the inspiration class feature.
Benefit: Like an investigator, you have the ability to augment your Knowledge, Linguistics, and Spellcraft skill checks. You gain a pool of inspiration equal to your Intelligence modifier. You can expend one use of inspiration as a free action to add 1d6 to the result of a Knowledge, Linguistics, or Spellcraft check, as long as you are trained in that skill (even if you take 10 or 20 on that check). You make this choice after the check is rolled and before the results of the roll are revealed. You can use inspiration only once per skill check. Your pool of inspiration refreshes each day, typically after you get a restful night’s sleep.
Anaesthetic 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.
Bomb 5d6+5 (16/day, DC 19) (Su) Thrown Splash Weapon deals 5d6+5 fire damage.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Explosive Bomb (Su) Bombs have splash radius 10 ft. and those directly hit catch fire.
Force Bomb (DC 19) (Su) Bombs deal 1d4 damage per die and knock foes prone (Ref neg.)
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Healing Bomb Use cure extract as bomb, healing target of bomb (as extract) and those in splash. (min. heal)
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
Mutagen (DC 19) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 90 minutes.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Bombs (Su) Exclude up to 5 squares from splash damage of your bombs.
Smoke Bomb (9 rds) (Su) Thick smoke fills twice the splash radius, obscuring sight beyond 5 ft. as fog cloud.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
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.

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Zeitgeist Character Theme:

The Heid Eschatol movement began among the dwarves of Drakr, after the scholar Vlendam Heid published a treatise on the myths of his nation and how they continued to influence modern perceptions.
The book captured the culture’s consciousness, particularly a section that used the legend of the Lost Riders to explain the Drakran tradition of defining civilizations and eras by how they end.
In the three decades since its publication, Heid’s “On the Proper Endings of Things” has given birth to a whole field of academic study devoted to finding the perfect way to end friendships and romances, business relationships, wars, serialized literature, and even one’s own life.
Heid’s disciples refer to themselves as eschatologists, from the term for the study of the end of the world. Their popularity has only strengthened Drakr’s existing obsession with apocalyptic prophecies and doomsaying, and has raised awareness of their beliefs in other nations.
The Clergy, however, denies that the dwarven endtimes are near, and its agents take a dim view of Heid’s followers.

Icy End of the Earth (Theme Feat)
With the dire knowledge that the world shall end in ice, you do what you can to prevent such fate from befalling your allies. These acts come with a high price, as you find yourself closer to death than most.
Once per day you may stabilize a fallen comrade by touching them as a swift action. You can use this power on any creature who has negative hit points, or who has been dead for less than one full round. In order to use this ability, the creature you touch must have a complete body (thus it cannot be used on a decapitated creature, or the target of a disintegrate spell).
Once per day, you may summon a temporary zone of cold. This zone manifests in a 10-ft. radius around you, but is stationary. Creatures that start their turn in the zone (including you) take cold damage equal to your level, and while in the zone they cannot heal or gain temporary hit points.
The zone lasts until you dismiss it as a swift action, but if you start your turn outside the zone, its cold still damages you and prevents you from healing for as long as you maintain the effect. You cannot reduce the damage this does to you by any means, but other creatures’ resistances and immunities can protect them as
Special: You can acquire only one theme feat.

Short but very solidly built, Dr. Runemace has red hair and beard. His expression is serious and seldom smiles.
He wears a formal suit and top hat as well as multi-spectacles he uses to look closely at crime scenes. He often wears a doctors lab coat when on the job.
He walks with a rune covered walking stick with heavy cold iron knob.
He carries a large black medical bag with his alchemical equipment and supplies

Born in the Drakr lands, he studied and became an Alchemist-Chirurgeon. A dispute about fine points of Eschatology led to him moving to Flint in Risur, and there his expertise was hired by the RHC.