Rayhan Xobhadi

DM Emissary's page

452 posts. Alias of Misroi.


Full Name

Dr. Kortemir Runemace (Zeitgeist) L2

Race

Drakr Dwarf

Classes/Levels

Alchemist (Chirurgeon) (Eschatologist) L2 | AC 16 (T12FF14) CMD 15 | hp 16/16 | F3 R5 W0 | Init +2 | Perc +5 (Dkvsn 60') | Bombs 5/5 | Inspiration 3/3 | Status: OK

Gender

M

Size

M

Age

65

Special Abilities

As Alchemist (Chirurgeon)

Alignment

LG

Deity

Echatologist.

Location

Flint in Risur

Languages

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

Occupation

Forensic scientist and physician for the RHC

Strength 14
Dexterity 14
Constitution 11
Intelligence 17
Wisdom 10
Charisma 8

About Dr. Kortemir Runemace

Dr. Kortemir Runemace (Zeit) L2
Male dwarf alchemist (chirurgeon) 2 (Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Ultimate Magic 18)
LG Medium humanoid (dwarf)
Init +2; Senses darkvision 60 ft.; Perception +5 (+7 to notice unusual stonework)

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Defense
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AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 16 (2d8+3)
Fort +3, Ref +5, Will +0; +2 vs. poison, spells, and spell-like abilities, +2 bonus vs. poison
Defensive Abilities defensive training

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Offense
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Speed 20 ft.
Melee cold iron dagger +3 (1d4+2/19-20) or
. . rune covered walking stick with heavy knob +4 (1d8+2) or
. . unarmed strike +3 (1d3+2 nonlethal)
Ranged bomb +4 (1d6+3 fire)
Special Attacks bomb 5/day (1d6+3 fire, DC 14), hatred
Alchemist (Chirurgeon) Extracts Prepared (CL 2nd; concentration +5)
. . 1st—cure light wounds, enlarge person (DC 14), shield

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Statistics
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Str 14, Dex 14, Con 11, Int 17, Wis 10, Cha 8
Base Atk +1; CMB +3; CMD 15 (19 vs. bull rush, 19 vs. trip)

Feats
- Custom Feat -Escatologist,
Amateur Investigator[ACG],
Brew Potion,
Throw Anything,
Toughness

Skills
Acrobatics +0 (-4 to jump),
Appraise +8 (+10 to assess nonmagical metals or gemstones),
Climb +1,
Craft (alchemy) +8 (+10 to create alchemical items),
Craft (poison) +7,
Heal +7,
Knowledge (arcana) +7,
Knowledge (history) +5,
Knowledge (local) +4,
Knowledge (nature) +8,
Perception +5 (+7 to notice unusual stonework),
Profession (Forensic Science) +5,
Spellcraft +7,
Use Magic Device +3;
Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven, Giant, Primordial, Sylvan

SQ
alchemy (alchemy crafting +2),
discovery (healing bomb),
infused curative,
mutagen (+4/-2, +2 natural armor, 20 minutes)

Combat Gear
potion of cure light wounds (5),
potion of lesser restoration,
potion of protection from evil (2),
acid,
alchemist's fire,
antiplague[APG],
antitoxin,
healer's kit,
rusting powder[UE],
smokestick,
thunderstone,
tracking powder[ACG];
Other Gear
chain shirt,
bullet[UC] (20),
cold iron dagger,
rune covered walking stick with heavy knob,
adventurer's sash,
alchemy crafting kit[APG],
bedroll, belt pouch, bombchucker, doctor's mask, doctor's outfit, dr. runemace formula book, dwarven trail rations[UE] (10), flame paste, flint and steel, ink, inkpen, journal[UE], masterwork backpack[APG], mess kit[UE], pot, soap, tindertwig (10), torch (10), trail rations (5), waterskin,
286 gp

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Tracked Resources
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Acid - 0/1
Alchemist's fire - 0/1
Amateur Investigator (3/day) - 0/3
Antiplague - 0/1
Antitoxin - 0/1
Bomb 1d6+3 (5/day, DC 14) (Su) - 0/5
Cold iron dagger - 0/1
Dwarven trail rations - 0/10
Firearm bullet - 0/20
Flame paste - 0/1
Healer's kit - 0/10
Potion of cure light wounds - 0/5
Potion of protection from evil - 0/2
Potion of restoration, lesser - 0/1
Rusting powder - 0/1
Smokestick - 0/1
Thunderstone - 0/1
Tindertwig - 0/10
Torch - 0/10
Tracking powder (10 uses) - 0/10
Trail rations - 0/5

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Special Abilities
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Alchemy +2 (Su) +2 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Amateur Investigator (3/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.
Bomb 1d6+3 (5/day, DC 14) (Su) Thrown Splash Weapon deals 1d6+3 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.
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 14) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 20 minutes.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.

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Zeitgeist Character Theme:

Eschatologist.
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.
Benefit:
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
normal.
Special: You can acquire only one theme feat.

Appearance:
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

Background:
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.

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Elephant in the Room: No Feat Taxes:

No Feat Taxes website
Removed Feats: Feats that have been completely removed from the game, usually due to redundancy with new or altered feats:
• Combat Expertise
• Deadly Aim
• Exotic Weapon Proficiency
• Improved Bull Rush
• Improved Disarm
• Improved Feint
• Improved Grapple
• Improved Overrun
• Improved Sunder
• Improved Trip
• Improved Two-Weapon Fighting
• Improved Unarmed Strike
• Martial Weapon Proficiency
• Mobility
• Power Attack
• Scorpion Style
• Stand Still
• Throw Anything
• Weapon Finesse

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NEW FEATS
Feat Notes==================
Deft Maneuvers: --Combines the effects of Improved Disarm, Improved Trip, and Improved Feint.
Greater Hamstring: --Victims of your hamstring combat maneuvers cannot move for the rest of their turn.
Iron Guard: --Gain the benefit of a rogue’s evasion class feature when using a shield.
Powerful Maneuvers --Combines the effects of Improved Bull Rush, Improved Overrun, and Improved Sunder.
Enables the use of the hamstring combat maneuver without attacks of opportunity.
Powerful Stride --Once per day, take a 10-foot step in place of a 5-foot step.
Savage Charge --Use Vital Strike as part of a charge or Spring Attack.
Scorpion Stance --Replaces Scorpion Style. Allows the use of bull rush, hamstring, overrun, and trip combat maneuvers against larger foes.
Unarmed Combatant --Combines the effects of Improved Grapple and Improved Unarmed Strike.
Weapon Proficiency --Allows you to make attack rolls with a single fighter weapon group normally.
Whirling Cleave --Take a single 5-foot step during a Cleave or Great Cleave.

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Altered Feats:
Agile Combatant=> Formerly titled Agile Maneuvers. Includes the hamstring combat maneuver and acknowledges the changes to Weapon Finesse.
Catch Off-Guard=> Combines the effects of Catch Off-Guard and Throw Anything.
Deflect Arrows=> Characters with Shield Focus may take this feat to deflect arrows with their shield.
Dodge Combines the effects of Dodge and Mobility.
Greater Shield Focus=> The AC bonus granted by Shield Focus now affects ranged touch attacks (including rays and similar magical effects).
Greater Two-Weapon Fighting=> Combines the effects of Improved Two-Weapon Fighting and Greater Two-Weapon Fighting.
Improvised Weapon Mastery=> Solely increases the damage dealt by improvised weapons, as Catch Off-Guard already removes all penalties to attack.
Natural Spell=> Now works with the wizard’s change shape class feature.
Rapid Reload=> Slings and sling staves may now be reloaded as a free action.
Shield Focus=> Grants an additional +4 bonus to AC against ranged attacks.
Two-Weapon Fighting=> Verbiage changed to reflect the changes to Weapon Finesse.

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*Risky Strike and Defensive Stance*
In place of Power Attack, Deadly Aim, Fight Defensively, and Combat Expertise, players are granted two new combat options: Risky Strike and Defensive Stance. Both are usable by any character with a base attack bonus of at least +1, and neither option requires a feat to access.

Risky Strike
Prerequisite: Base attack bonus +1.
You can choose to take a –1 penalty on all attack rolls and combat maneuver checks to gain a +2 bonus on all damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a onehanded weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls.
This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.
When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.
You must choose to use Risky Strike before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Defensive Stance
Prerequisite: Base attack bonus +1.
You can choose to take a -1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, the penalty increases by -1 and the dodge
bonus increases by +1.
You must choose to use Defensive Stance before making an attack roll and its effects last until your next turn.