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About Dexter FirewaterDexter Firewater
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
Ranged +5
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)
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
Hexes
Spells & Cantrips
SCORPION FAMILIAR (Teddy)::
Senses: darkvision 60 ft., tremorsense 60 ft., Perception +14
Defense
Offense
Statistics
Special Abilities
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
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)
*Alchemical Items (located in various pockets, pouches, and other easily accesible locations)
Backpack w/Muleback cord straps(1002, 0.5 lb) (total lb = 42.75)
Belt, Spell Component Pouch, & Belt Pouches (4) (9, 2.5 lb) (total lb = 5.5)
*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)
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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