About Dexter and Salazar
Scenario Notes: NA
Dexter Majet is a small gnome with a young face that seems to ignore the evil he has seen in this world. He dotes on his boar buddy Salazar a bit and seems to enjoy travel immensely. They go everywhere together, seeking to make the world a better place. Be that by introducing their theories on sustainability or wiping out pure evil when they run across it. And being pathfinders, they often get plenty of opportunities at the latter.
The gnome wears a basic brown and grey explorer’s outfit and carries a backpack. The boar seems prepared for combat and exploration, armored in studded leather with a loaded pack saddle strapped to his back.
Special Abilities, Botting Instructions, Boons and other things of interest are spoiler-ed at the bottom.
1st level, DC 14 4 prepped per day, used up when cast
+1 Charisma checks vs. Crusaders of Mendev
[dice=Handle Animal + Inspiration]1d20+13+1d6[/dice]
[dice=Handle Salazar + Inspiration]1d20+17+1d6[/dice]
[dice=Heal + Inspiration]1d20+7+1d6[/dice]
[dice=Knowledge: Geography + Inspiration]1d20+5+1d6[/dice]
[dice=Knowledge: Nature + Inspiration]1d20+9+1d6[/dice]
+1 K: History and K: Arcana checks (but not C.S. and no points yet)
[dice=Perception]1d20+14[/dice] + Boon?
[dice=Profession: Sustainability Consultant]1d20+12[/dice] +2 with MW Tool
[dice=Ride + Inspiration]1d20+1+1d6[/dice]
[dice=Sense Motive + Inspiration]1d20+3+1d6[/dice] + Boon?
[dice=Sleight of Hand]1d20+1[/dice]
[dice=Stealth]1d20+13[/dice] (Hilly/Rocky Terrain +1)
[dice=Survival + Inspiration]1d20+14+1d6[/dice]
Inspiration (Ex): Natural Expertise (Ex): At 6th level, a wild whisperer’s powers of observation give her an advantage when she’s fighting natural creatures. When using inspiration on an attack roll against an animal or a vermin or on a saving throw against an effect from an animal or a vermin, a wild whisperer has to expend only one use of inspiration instead of two. This ability replaces the additional use of wild shape at 6th level.
At 2nd level, a wild whisperer gains an inspiration pool as the investigator class ability (see page 31). A wild whisperer uses her druid level as her investigator level when determining the effects of this ability. Instead of free uses of inspiration on Knowledge, Linguistics, or Spellcraft skill checks, the wild whisperer can use inspiration on Handle Animal, Heal, Knowledge (geography), Knowledge (nature), Ride, Sense Motive, and Survival skill checks without expending a use of inspiration, provided she’s trained in the relevant skill. She can also use inspiration on any wild empathy check without expending a use of inspiration. A wild whisperer’s inspiration pool refreshes each day when she prepares spells. This ability replaces woodland stride, trackless step, and resist nature’s lure.
Inspiration (Ex): An investigator is beyond knowledgeable and skilled—he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these f lashes of inspiration in other situations.
An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator’s inspiration pool refreshes each day, typically after he gets a restful night’s sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll.
Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator’s pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.
Languages: Common, Gnome, Sylvan, Druidic, Goblin
EQUIPMENT AND GOLD
On person: +1 Darkwood Shield, +1 Studded Leather, Mithral Spiked Gauntlet, Scroll Box, Soap, Holly Sprig, Ioun Torch, +2 Cloak of Resistance, Sustainability Pamphlet, Antiplagues (2), Universal Solvents (2), Antitoxins (2), Dark Life Ring (see boons), Circlet of Persuasion
Other Items located on Salazar’s pack saddle
Left at Lodge: Sickle, Scimitar, MW Tool for Profession (printing press)
Starting GP: 825.91g
Weight Carried: 18.5 lbs + 0 lbs extra
Carrying Capacity: Light (24.75), Medium (49.5), Heavy (75), LoH (75), Lift (150), Drag/Push (450)
Eye Color Forest Green
Hair Color Forest Green
Skin Tone Tanned
Region of Origin Varisia
Favorite meal Anything grown, raised or hunted in a sustainable fashion
Race & Class Abilities:
Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person (see Using Skills). The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the druid and the animal must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.[/b]
A wild whisperer is an expert at studying, predicting, and explaining animal behavior. She is less interested in plants, fey, and other aspects of the natural world, and uses her gifts to tame or relocate dangerous beasts and soothe the hurts of wounded and sickly creatures.
Inspiration (Ex): At 2nd level, a wild whisperer gains an inspiration pool as the investigator class ability (see page 31). A wild whisperer uses her druid level as her investigator level when determining the effects of this ability. Instead of free uses of inspiration on Knowledge, Linguistics, or Spellcraft skill checks, the wild whisperer can use inspiration on Handle Animal, Heal, Knowledge (geography), Knowledge (nature), Ride, Sense Motive, and Survival skill checks without expending a use of inspiration, provided she’s trained in the relevant skill. She can also use inspiration on any wild empathy check without expending a use of inspiration. A wild whisperer’s inspiration pool refreshes each day when she prepares spells. This ability replaces woodland stride, trackless step, and resist nature’s lure.
Wild Shape (Ex): At 4th level, a wild whisperer gains the wild shape ability, but she never gains access to any forms beyond Small and Medium animal forms, as beast shape I. This ability alters wild shape.
Natural Expertise (Ex): At 6th level, a wild whisperer’s powers of observation give her an advantage when she’s fighting natural creatures. When using inspiration on an attack roll against an animal or a vermin or on a saving throw against an effect from an animal or a vermin, a wild whisperer has to expend only one use of inspiration instead of two. This ability replaces the additional use of wild shape at 6th level.
Investigator Talent: At 8th level, wild whisperer selects an investigator talent (see page 32). This ability replaces the additional use of wild shape at 8th level.
Gnome Racial Traits
Small: Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Gnomes have a base speed of 20 feet.
Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light.
Defensive Training: Gnomes get a +4 dodge bonus to their AC against monsters of the giant type.
Gnome Magic: Gnomes add 1 to the DCs of any saving throws to resist illusion spells that they cast. Gnomes with a Charisma of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome’s character level. The DC for these spells is equal to 10 + the spell’s level + the gnome’s Charisma modifier.
Hatred: Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes because of their special training against these hated foes.
Illusion Resistance: Gnomes get a +2 racial bonus on saving throws against illusion spells or effects.
Keen Senses: Gnomes receive a +2 racial bonus on Perception checks.
Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.
Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.
Languages: Gnomes begin play speaking Common, Gnome, and Sylvan. Gnomes with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Giant, Goblin, and Orc.
Hello, if you are reading this my character has not responded within 24 hours and/or I have advised I am unavailable for a certain amount of time. In this case, please use the following instructions as guidance for botting this character.
Take a little over an hour to do the following
Commune with Nature while giving Salazar a good brush and rub down.
Eat some breakfast, sculpt hair into some sort of plant like mess.
Mendevian Commendation: You have received a medal for your service to Mendev and the Fifth
Crusade. For every Mendevian Commendation you have, you gain a cumulative +1 bonus on Charisma based skill and ability checks made to influence crusaders of Mendev (maximum +3).
Ghalcor’s Spellcraft: Following the battle at Ghalcor’s Tower, you were able to study the dead cleric’s notes and discovered that he also developed a handful of powerful spells. Now the Pathfinder Society and the Mendevian Crusade can wield these in the fight against the Worldwound. So long as you possess this boon, all of your Pathfinder Society Organized Play characters have access to the following spells from Pathfinder Player Companion: Demon Hunter’s Handbook as if they appeared on the Additional Resources page: burst with light, detect demon, and righteous blood.
Eliza’s Insight: In recognition of your thorough work on the investigation, Venture-Captain Petulengro teaches you a few tricks of her own. You may cross this boon off your Chronicle sheet to roll twice and take the higher result on skill check to notice or decipher a clue as a part of an investigation.
The Real Lofton’s Aid: Lofton is a champion of those in need of legal defense, and he is more than willing to put his skills to use to help you, free of charge. If you character is sent to jail or otherwise imprisoned, you may cross this boon off your chronicle sheet to negate the typical cost in Prestige Points or gold of securing release from imprisonment.
Azlanti Wonders: While interviewing the Azlanti general Krahnaliara Lac Suhn, you learned the location of an Azalanti site that might have survived millennia or tragedy and looting. When you adventure in a ruin, archaeological site, or other structure that predates Earthfall (apx 10,000 years ago, including more Azlanti and Thassilonian sites), you can cross this boon off your chronicle sheet and choose two of the following: AC, attack rolls, saving throws, or skill checks. For the duration of the adventure while you are exploring the site, you gain a +1 insight bonus on the selected rolls or to your AC.
Champion of Time: Essentially get a 3rd trait on a NEW PC. See boon for details...
Timelost Chronicler: You have journeyed through the ancient serpentfolk city of Sessegishoss and witnessed the fall of the Starstone, granting you a remarkable perspective of Golarion’s history. You gain a permanent +1 bonus on Knowledge (History) checks from your first-hand knowledge. Once per scenario you may call on the nascent power granted by your exposure to the falling Starstone to find inner greatness, granting you a +1 morale bonus to a single d20 roll. You must declare your use of this power before the roll.
Dark Life Ring: You can purchase a dark life ring (see below). This black ring’s carved pattern makes it resemble fossilized bone. It grants its wearer a +2 profane bonus on Will saving throws against effects that deal negative energy damage. In addition, anytime the wearer takes negative energy damage, she subtracts 5 from the damage taken (calculated after the wearer has rolled her Will save against the effect), to a minimum of 0 points of damage. Purchased after the session.
A Torch in the Dark [Legacy]: Your efforts to peel back the mists of time and learn the truth about the early days of the Decemvirate has uncovered certain disturbing truths. While some would prefer these truths stay hidden, your actions have paved the way for a stronger Society and higher accountability from the members of the Decemvirate. Keep this Chronicle sheet, as this boon will have certain benefits in the new organized play campaign for the Pathfinder RPG’s second edition.
Budding Friendship: You have done a favor for Lady Silviana in Absalom, and she is willing to repay the favor. If you would earn no Prestige Points at the end of an adventure that included one or more encounters in Absalom, you can cross this boon off your Chronicle sheet to earn 1 Prestige Point instead.
Spider’s Captor: Rather than simply kill the treacherous criminal mastermind and Shadow Lodge agent known as the Spider, you brought her in alive to stand trial for her crimes before the lawful authorities of Andoran. In thanks for your contribution to the process of bringing her to justice, you gain an official writ of appreciation from the People’s Council granting you a +5 bonus on any Diplomacy check made to influence a government official within the nation of Andoran.
Ragdya’s Blessing: Due to the respect you showed to the Vudran god Ragdya’s sacred animal, you have received that deity’s blessing. You may cross this boon off your Chronical sheet to gain a climb speed of 20 feet for 1d4 rounds. For 1 round after this boon expires, if you would fall due to failing a Climb check, you fall slowly as if affected by feather fall (CL 1st) so long as you remain adjacent to a wall or other solid surface.
Magaambyan Dilettante: You have studied some of the techniques, traditions, and theories taught at the legendary Magaambyan, Nantambu’s school of magic in the Mwangi Expanse. Whether you are on your way to becoming a true Magaambyan arcanist or simply dabbling in its mysteries, you have learned how to tap into arcane and druidic spellcasting secrets.
The Golemworks Incident: 1 XP, 2 PP, 0g Dayjob
Slave Pits of Absalom: 1 XP, 2 PP, 20g Dayjob
Shadow's Last Stand—Part II: Cassomir's Locker: 1 XP, 2 PP, 10g Dayjob
The Devil We Know—Part II:Web of Corruption: 1 XP, 2 PP, 15g Dayjob
The Segang Expedition: 1 XP, 2 PP, 10g Dayjob
The Frostfur Captives: 1 XP, 2 PP, 5g Dayjob
In Wrath’s Shadow: 1 XP, 2 PP, 10g Dayjob
Slave Ships of Absalom: 1 XP, 2 PP, 20g Dayjob
True Dragons of Absalom (Pregen): 1 XP, 2 PP, 75g Dayjob
The Veteran's Vault: 1 XP, 1 PP, 50g Dayjob
What the Helms Hide: 1 XP, 2 PP, 1 PP from Impressive Find, 75g Dayjob
The Sky Key Solution: 1 XP, 2 PP, 50g Dayjob, 2PP spent on Wand of Magic Fang
A Case of Missing Persons: 1 XP, 2 PP, 10g Dayjob
Sewer Dragons of Absalom (GM Credit): 1 XP, 2 PP, No Dayjob
Weapon in the Rift): 1 XP, 1 PP, 50g dayjob, 4PP spent restoration on ally, FJC completed
Total XP: 15
Total Fame: 28 (11,750 gold cap is at 27, next level at 31)
Current Prestige: 9
Player: Pete H.
Character Name: Dexter and Salazar
PFS #: 123584-3
Faction: Silver Crusade
Day Job: Profession (Sustainability Consultant) see skill section for roll