* +4 bonus on saving throws against aberrations’ spell like abilities, supernatural abilities, and poisons.
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–– SKILLS ––
Acrobatics -1 (Rank 0, Dex +2, AC -3)
Bluff -1 (Rank 0, Cha -3, 'Stoic Negotiator‘ racial trait +2) (Boon ‘Goblin Patronage - Katapeshi Underground’: Once per scenario after rolling a Bluff or Diplomacy check (but before you know the check’s results), you can reroll the check with a penalty of 1d6–1.)
Diplomacy +18 (Rank 5, Class +3 via 'Iron Citizen' racial trait, Wis +6 'Empathic negotiator' trait, 'Stoic Negotiator‘ racial trait +2, +2 untyped bonus 'Iron Citizen' racial trait) (Boon ‘Goblin Patronage - Katapeshi Underground’: Once per scenario after rolling a Bluff or Diplomacy check (but before you know the check’s results), you can reroll the check with a penalty of 1d6–1.)
Handle Animal +10 (Rank 4, Class +3, Cha -3, link +4, training harness +2)
Heal +10 (Rank 1, Class +3, Wis +6)
Linguistics +2 (Rank 2, Int +0)
Knowledge: Dungeoneering +6 (Rank 1, Class +3, Int +0, Aberration Sense +2)
Knowledge: Nature +4 (Rank 1, Class +3, Int +0)
Knowledge: Geography +4 (Rank 1, Class +3, Int +0)
Perception +12 (Rank 1, Class +3, Wis +6, +2 Alertness Feat when adjacent to Animal Companion)
Profession: Merchant +14 or +16 related to metal/stone* (Rank 1, Class +3, Wis +6, +2 racial bonus 'Stoic Negotiator‘ racial trait, MW Tool +2) *Craftsman alternate racial trait
Sense Motive +10 (Rank 1, Class* +3, Wis +6, +2 Alertness Feat when adjacent to Animal Companion, +2 untyped bonus 'Iron Citizen' racial trait) * Class skill via ‘Goblin Patronage - Katapeshi Underground’ boon
Spellcraft +4 (Rank 1, Class +3, Int +0)
Stealth -1 (Rank 0, Dex +2, AC -3)
Survival +10 (Rank 1, Class +3, Wis +6)
20 skill points => 5 levels with 4 Skill Points per level: 4 Druid + 0 Int
• On 2nd Level: Retrained 2 Hit Points each costing 3 days / 3 PP / 60 gp (=3 days * 2nd Lvl * 10gp) -> Total cost: 6 PP and 120 gp.
• On 3rd Level: Retrained 2 Hit Points each costing 3 days / 3 PP / 90 gp (=3 days * 3rd Lvl * 10gp) -> Total cost: 6 PP and 180 gp.
• On 4th Level: Prestige Award Purchase: Master of Trade (Fame 20, 4 PP) Using faction contacts and mercantile experience, you can always get yourself the best deal when buying goods. Once per game session, you may make any single purchase you could normally make at a 10% discount. This discount is not available on spellcasting services or material components.
• On 4th Level: Retrained 1 Hit Point each costing 3 days / 3 PP / 120 gp (=3 days * 4th Lvl * 10gp)
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–– HIT POINTS ––:
Lvl 1 - 15 Hit Points: 8 Druid + 3 Con + 3 Toughness via ‘Unstoppable‘ Dwarven racial trait + 1 Fav. Class Lvl 2 - 11 Hit Points: 5 Druid + 3 Con + 2 Retraining + 1 Fav. Class Lvl 3 - 11 Hit Points: 5 Druid + 3 Con + 2 Retraining + 1 Fav. Class Lvl 4 - 11 Hit Points: 5 Druid + 3 Con + 1 Retraining + 1 Fav. Class + 1 Toughness Lvl 5 - 10 Hit Points: 5 Druid + 3 Con + 1 Fav. Class + 1 Toughness
–– TRAITS ––
• EMPATHIC DIPLOMAT (Region: Qadira or Osirion): You have long followed the path of common sense and empathic insight when using diplomacy. You modify your Diplomacy checks using your Wisdom modifier, not your Charisma modifier.
• LESSONS OF CHALDIRA (Religion: Chaldira Zuzaristan): Your studies of Chaldira Zuzaristan's exploits have given you a knack for avoiding trouble. Once per day, when you fail a saving throw, you can reroll the saving throw. You must take per day, when you fail a saving throw, you can reroll the saving throw. You must take the second result even if it is worse.
-- DWARF RACIAL TRAITS --
• Wis: +2, Con: +2, Cha: -2
• TYPE: Humanoid (Dwarf)
• SIZE: Medium
• SPEED: (Slow and Steady) Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
• DARK-VISION
• UNSTOPPABLE: Some dwarves train from a young age to outlast orcs on the battlefield. They gain Toughness as a bonus feat and a +1 racial bonus on Fortitude saves. This racial trait replaces hardy.
• STOIC NEGOTIATOR: Some dwarves, especially those who hail from the town of Peddlegate in Druma, use their unwavering stubbornness to get what they want in negotiations and other business matters. They gain a +2 racial bonus on Bluff, Diplomacy, and Profession (merchant) checks. This racial trait replaces defensive training, hatred, and stonecunning.
• IRON CITIZEN: Dwarves with this racial trait gain a +2 bonus on Diplomacy and Sense Motive checks, and Diplomacy is a class skill for such dwarves. (PFS additional ressources: Dwarves selecting Iron Citizen must also replace the Hardy racial trait with the Craftsman alternate racial trate.)
• CRAFTSMAN: Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone. This racial trait replaces greed.
• WEAPON FAMILIARITY: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.
• Automatic Languages: Common, Dwarven
–– BACKGROUND –– :
Sadaf is a young Dwarf from a Kelish merchant family that always felt the pull of the wilderness and saurian animals. He embraces the lessons of the wild dinosaurs as these archaic animals have watched over this world since the beginning of time.
As a part of the Green scourges, a militant druid order, he has sworn to restore natural order. The green scourges are less concerned with nurturing the natural world than most druids, instead focusing their efforts on slaying corrupted creatures.
He is a stoic negotiator but has an empathic approach. He is very perceptive and understands people's motives which is very important as a merchant.
He typically walks around in his non-metal armor and during battle usually tries not to attack but use spells and his animal companion ‘Danduun’ instead.
Sadaf is a believer in Lady Luck Chaldira, as well as the importance of natural order! He does not necessarily believe in good and evil, but in the balance of life. But he trusts his goddess that it is better to achieve this balance with ‘good’ in your heart than ‘evil’ in your soul!
Sadaf's family has deep roots in the Exchange faction of the Pathfinder Society.
Thus, the Kargar brothers Almaas, Jangafzaar, Toral and Sadaf are all members of the Pathfinder Society.