Bather

Dexter Firewater's page

63 posts. Alias of sunshadow21.


Full Name

Dexter Firewater

Race

Gnome

Classes/Levels

Alchemist 2/Witch 5

Gender

Male

Size

Small

Age

102 (middle age)

Special Abilities

low light vision

Alignment

neutral good

Deity

Cayden Cailean, Desna

Languages

Common, Dwarven, Gnome, Goblin, Orc, Sylvan

Occupation

traveling healer/support for the Pathfinder Society

Strength 12
Dexterity 14
Constitution 12
Intelligence 18
Wisdom 12
Charisma 14

About Dexter Firewater

Dexter Firewater
Male Gnome Witch 5 / Alchemist 2
Favored Class Witch
Speed 20 ft
Init +4 Senses Perception +13

DEFENSE::
AC 14 (10 + 1(Armor) + 2(Dex) + 1(Size))
Touch 13 (10 + 2(Dex) + 1(Size))
Flat Footed 12 (10 + 1(Armor) + 1(Size))
HP 41 Current 41
Fort +5 Ref +6, Will +5
**+2 vs fear, despair, poison

OFFENSE::
BAB +3 CMB +2 CMD 14
+4(Int) damage to splash weapons; +1 damage/size larger w/sling

Melee +4
+1 Club portion of flask thrower: +5 (1d4+1)
Dagger +4 (1d3+1)

Ranged +5
+1 Alchemical Sling of Distance portion of flask thrower: +6
**Ammo - Regular Bullets: 20 (1d3+1), alchemical items
Bombs (6/day): +5 (acid bomb (3/day): 1d6+4 acid, 5 acid splash, 1d6 acid one round later on direct hit; fire bomb (3/day): 2d6+4 fire, 6 fire splash)

STATISTICS::
Str 12 (+1), Dex 14 (+2), Con 12 (+1), Int 18 (+4), Wis 12 (+1), Cha 14 (+2)
Languages: Common, Gnome, Dwarven, Orc, Goblin, Sylvan

FEATS::
Combat Casting
Throw Anything
Brew Potion
Splash Weapon Mastery (Adventurer’s Armory): counts as Far Shot for splashed weapons; one selected additional square adjacent to splash area takes splash damage; adjust miss direction rolls for splash weapons +1 or -1
Ammo Drop (Halflings of Golarion): Load a sling as swift or move action
Large Target (Halfings of Golarion):+1 damage on sling attacks for every size larger than himself
Breadth of Knowledge (9th lvl)
Juggle Load (Halfings of Golarion) (11th lvl): Load a sling as free action

SKILLS::
Witch: 7(2 + 4(Int mod)+ 1(Favored Class))/lvl
Alchemist: 8(4 + 4(Int mod))/lvl

Craft (Alchemy): 16 = 4(Int) + 7(ranks) + 3(csb) + 2(racial)
**+2(competence) when making alchemical items
**use craft (alchemy) to identify potion as if detect magic was used; 1 round action
Craft (Pottery): 8 = 4 (Int) + 1 (ranks) +3(csb)
Heal: 15 = 1(Wis) + 7(ranks) + 3(csb) + 2(Healer's Kit)
Knowledge (Arcana): 14 = 4(Int) + 7(ranks) + 3(csb)
Knowledge (Nature): 14 = 4(Int) + 7(ranks) + 3(csb)
Perception: 13 = 1(Wis) + 7(ranks) + 3(csb) + 2(race) + 2(familiar)
Sense Motive: 3 = 1(Wis) + 2(familiar)
Spellcraft: 14 = 4(Int) + 7(ranks)+ 3(csb)
Stealth: 6 = 2(Dex) + 4(size)
Survival: 3 = 1(Wis) + 1(ranks) + 3 (csb)
**+2(circumstance, wayfinder) to keep from getting lost
Swim: 5 = 1(Str) + 4(race)
Use Magic Device: 12 = 2(Cha) + 7(ranks) + 3(csb)

SPECIAL ABILITIES::
Low Light Vision
Eternal Hope: Once per day, may reroll a 1; +2 vs fear, despair
Keen Senses: +2 Perception
Obessive: +2 to one craft/profession
“Gnome” Weapon Familiarity
Pyromaniac: +1 level w/fire spells, firebombs
Alchemy
Discovery: Acid Bomb
Poison Resistance +2
Poison Use
Witch’s Familiar: Scorpion (+2 Initiative); Patron: Endurance

MAGIC::
+1 CL for fire spells

Pyromaniac Spell-like Abilities (1/day; CL 7; Concentration +11(+15)): Dancing Lights, Flare, Prestidigitation (DC 12); Produce Flame (DC 13)

Mutagens: +2 natural armor, +4 physical stat, -2 penalty to related mental stat; 10 min/alch lvl; nonalchemists: DC 15 or be nauseated for 1 hr; Str/Int, Dex/Wis, Con/Cha

Extracts
CL 2
Extracts Per Day 3
Formulae Known * indicates prepared extracts
1st lvl (DC 14)
Ant haul, Bomber’s Eye*, Comprehend Languages, Cure Light Wounds*, Endure Elements, Enlarge Person, Reduce Person*

Hexes
CL 5; DC 15
Flight (Su): feather fall at will, +4 swim, levitate 1/day; fly 1 minute/level per day in 1 minute increments
Healing (Su): 1d8+5 healing, 1/day/creature
Tongues (Su): comprehend languages/tongues 1 minute/level per day in 1 minute increments

Spells & Cantrips
CL 5; Concentration: +9(+13); Spell Resistance Check: +5
Spells Per Day 4/4/3/2 * indicates prepared spells
Spells Known:
0 lvl (DC 14)
Bleed, Dancing Lights, Daze, Detect Magic*, Detect Poison, Guidance,
Light, Mending, Message*, Putrefy Food & Drink, Read Magic*, Spark*,
Stabilize, Touch of Fatigue
1st lvl (DC 15)
Endure Elements, Identify*, Inflict Light Wounds*, Mount*, Ray of Enfeeblement*
2nd lvl (DC 16)
Alter Self, Bear’s Endurance, Burning Gaze*, False Life*, See Invisibility*
3rd lvl (DC 17)
Dispel Magic*, Twilight Knife*

SCORPION FAMILIAR (Teddy)::
Senses: darkvision 60 ft., tremorsense 60 ft., Perception +14

Defense
AC 23, touch 15, flat-footed 20 (+3 Dex, +8 nat armor, +2 size)
hp 20 (7 HD)
Fort +4, Ref +7, Will +4; Immune: mind-affecting effects

Offense
Speed: 50 ft.
Melee: 2 claws +8 (1 plus grab), sting +8 (1 plus poison)
Special Attacks: constrict (1)

Statistics
Str 3, Dex 16, Con 10, Int 8, Wis 10, Cha 2
Base Atk +3; CMB -6 (-2 grapple); CMD -3 (9 vs. trip)
Skills: Climb +0, Perception +14, Stealth +15
Racial Modifiers: +4 Climb, +4 Perception, +4 Stealth

Special Abilities
Alertness (Ex): While a familiar is within arm’s reach, the master gains the Alertness feat.

Constrict (Ex): A creature with this special attack can crush an opponent, dealing bludgeoning damage, when it makes a successful grapple check (in addition to any other effects caused by a successful check, including additional damage). The amount of damage is given in the creature’s entry and is typically equal to the amount of damage caused by the creature’s melee attack.

Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate emphatically with the familiar, but cannot see through its eyes. Because of the link’s limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the
touch spell dissipates.

Grab (Ex): If a creature with this special attack hits with the indicated attack (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. Unless otherwise noted, grab works only against opponents at least one size category smaller than the creature. The creature has the option to conduct the grapple normally, or simply use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its CMB check to make and maintain the grapple, but does not gain the grappled condition itself. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature’s descriptive text). Creatures with the grab special attack receive a +4 bonus on combat maneuver checks made to start and maintain a grapple.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Poison (Ex): Sting—injury; save Fort DC 12; frequency 1/round for 6 rounds; effect 1d2 Strength damage; cure 1 save. The save DC is Constitutuion-based and includes a +2 racial bonus.

Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar’s type (magical beast).

Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

Scrolls awaiting memorization: unseen servant, heroism, remove curse, remove disease

GEAR::

*Well Worn Adventurers Outfit (free)
*Signet Ring (5 gp)
*Wayfinder w/no ioun stone currently implanted (500, 1 lb)
*Implanted Opalescent White Ioun Stone (weapon proficiency w/flask thrower from Gnomes of Golarion) on right lower arm (10,000)
*2 adventurer's sashes crisscrossing each other across chest (40, 6 lb)
for extracts, catalysts, and mutagens
*Bracer's of Armor +1 (1000)
*Bracelet of Time Keeping

*Flask Thrower (325 for base masterwork, 2000 for enchanted club, 8000 for enchanted sling portion)
*Dagger (2 gp, 1 sp, 5.5 lb)

*Alchemical Items (located in various pockets, pouches, and other easily accesible locations)
**Acid Flask (3) (10, 1 lb, DC 15)
**Alchemical Fire (3) (flask) (20, 1 lb, DC 20)
**(APG)Antiplague (vial) (2) (50, DC 25)
**Antitoxin (vial) (2)(50, DC 25)
**(APG)Flash Powder (2) (50, DC 20)
**(SoS)Ghost Ink (vial) (2) (25 gp, DC 20) one vial is enough for one page
**Holy Water (1)
**(APG)Smelling Salts (1) (25, DC 25)
**Smokestick (2) (20, 0.5 lb, DC 20)
**(APG)Soothe Syrup (4) (25, 0.5 lb, DC 15)
**Sunrod (2, 1 lb)
**Tanglefoot Bag (50, 4 lb, DC 25)
**Thunderstone (3) (30, 1 lb, DC 25)
**Tindertwig (10) (1 gp, DC 20)
**(SoS)Troll Styptic (powder) (2) (100 gp, DC 25)

Backpack w/Muleback cord straps(1002, 0.5 lb) (total lb = 42.75)
*Alchemist's Kit (25 gp, 5 lb)
*Bedroll w/Winter Blanket (6 sp, 2 lb)
*Chalkboard (1, 2 lb)
*Clay Mug (made by himself) w/relief of Kaer Maga on it (2 cp, 1 lb)
*Cold Weather Outfit (8, 1.75 lb)
*Formulae/Alchemical Item Recipe Book/Journal (just his latest; he stores all past ones, which are numerous, in Absalom, copying down the recipes into the new one before shipping the old one off to Absalom; otherwise it's a jumble of recipes and journal in a variety of languages; basically a reuse of the wizard spellbook) (15, 3 lb)
*Healing Kit (50, 1 lb)
*Hot Weather Outfit (8, 1 lb)
*Leather Scroll Case (1 gp, 0.5 lb)
**Paper (20) (4 sp)
**Ink (2 vials), Inkpen (3), and Sealing Wax (9 gp, 1 sp, 1 lb)
*Silk Rope, 50' (10, 5 lb)
*Small Tent (10, 5 lb)
*Small Wood Box
*Trail Rations (5) (5 sp, 1 lb)
*Twine, 50' (1 cp, 0.5 lb)
*Waterskin (2) (1, 1 lb)

Belt, Spell Component Pouch, & Belt Pouches (4) (9, 2.5 lb) (total lb = 5.5)
*Charcoal (5) (5 sp)
*Flint and Steel (1)
*Signal Whistle (8 sp)
*Small Mirror (10 gp, 0.5 lb)
*Powder (2) (1 cp, 0.5 lb)
*Trail Rations (2) (5 sp, 1 lb)
*Waterskin (1, 1 lb)

*Handy Sack of Held Time (5 lb/3 items)

PP: 0, GP: 6, SP: 9, CP: 0; Gems and over valuable:

Total Current Weight: 60.25; Weapons: 6; Gear: 5.5(belt), 6(sashes), 42.75(backpack)
Light: 99.75; Medium: 199.5; Heavy, Lift Over Head: 300; Lift: 600; Drag: 1500

Background and Description::
Dexter once lived in Kaer Maga as the youngest son of an alchemist, but his life changed completely one day when the scorpion he had been dissecting for poison started talking to him. While he as rather startled and worried at first, but his natural curiousity got the best of him eventually, and he made friends with the scorpion. His father, having discovered his own trade by happenstance, encouraged Dexter to travel the world a bit and see where this chance encounter with a scorpion would take him. Dexter’s travels quickly took him to Absalom, where he joined the Pathfinder Society, and he has traveled the roads provding aid as needed to his fellow Pathfinders and other travelers while experiencing everything he could. Having recently turned 100(middle age for a gnome), Dexter has become known as the mystic of the road by his fellow Pathfinders, and he corresponds with both Absalom and his family back home on a regular basis.

appearance - 3’ 3”; 38 lb; black hair; green eyes; typically wears a well worn but still very sturdy adventurer's outfit covered with seemingly overflowing pouches, sashes, and pockets, and the outer layer is a hooded cloak, and a big, slightly oversized floppy hat

personality – makes for pleasant, but quiet, company; eager to learn new things and experience new sights; patient; helpful; when anger is aroused, is a tenacious and tough opponent who prefers to stay out of melee.

XP::
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