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Dregn Salki

Dwarf · Champion, paladin cause; investigator by trade · Level 10

Dregn Salki

Independent frontier investigator
“Help me get the order right.”
AC30
HP175/175
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

A firm, chest-forward voice with a slightly gravelly edge, shaped by cold rides, courthouse arguments, and years of speaking over telegraph clatter. He draws breath through his nose as if measuring the air; when nerves catch him, that breathing turns rasping and visible before his words falter.

He speaks in compact, emphatic sentences, with the brisk confidence of a man accustomed to giving directions in wind and hoof-noise. His questions are exact, but his enthusiasm can make him stack three of them together before the first answer lands. When rattled, his breath scrapes audibly through his nose and his consonants strike harder.

Speech patterns

Frames questions as invitations to correct the record: "Help me get the order right."
Uses plain, forceful comparisons drawn from riding, hunting, and field work.
When excited by a promising lead, piles up details rapidly, then stops to ask whether the listener is still with him.
When angry, his breath gets rough and his words become more blunt, not more refined.

How to play them

Lead with a direct question and a practical offer of help. Dregn warms to people who show their work, admit uncertainty, or protect someone with less power. He treats evasiveness as a reason to investigate, not automatic proof of guilt. Earn his trust by sharing verifiable evidence and accepting that he will check it.

Goal

Expose whoever is using forged survey records and coercion to clear the new rail spur's route.

Motivation

He believes justice depends on patient fact-finding and on standing between the powerful and those they can silence.

Secret · GM only

Appearance

A compact dwarf with the unmistakable impression of a young, square-jawed frontier statesman: broad nose, bristling russet moustache, and an eager forward lean that makes standing still look like a temporary decision. His cheeks are weather-reddened, his hair is clipped close at the temples, and his moustache is waxed into two stubborn points. Dust catches in the wool nap of his coat; the leather at its cuffs is dark with years of rain and saddle oil. He walks with a brisk, rolling stride, heels set hard, head turning to inventory doors, windows, and faces. The one unexpected touch is a tiny pressed-flower tucked under the clear face of his watch, carefully protected despite the watch's battered case.

Clothing

A dark umber riding coat cut a little too long in the sleeves, repaired with careful mismatched stitching; a high-collared cream shirt, rust-red neckerchief, scuffed boots, and a broad-brimmed hat shaped by rain. His badge is polished often, his coat is not. A brass watch hangs from his vest by a frayed chain.

Body language

He angles his shoulders toward whoever is speaking and keeps his hands visible, but his eyes make quick, habitual circuits of the room. When rattled, he draws breath through his nose in short, rasping pulls and presses one thumb against the edge of his watch. He never quite stops moving: a boot shifts, a cuff is smoothed, a chair is nudged into a better position.

Height
4 feet 6 inches
Build
Short and powerfully built, with a barrel chest, thick forearms, and a compact, energetic stance
Eyes
Dark hazel, alert and quick to narrow
Hair
Russet brown, clipped close at the sides
Skin
Sun-reddened, with a ruddy complexion and a dusting of freckles across his nose
Age
Adult, approximately 32
Gender
Male
Size
Medium

Distinguishing features

A fiercely brushed russet moustache that seems to arrive in a room a moment before the rest of his expression.
A watch with a pressed pale flower protected beneath its cracked glass.
His coat sleeves are visibly too long, with neat repairs that do not match the original cloth.

Personality

11 traits and drives

Dregn is buoyant and competitive when the trail is fresh, eager to ride into bad country and test himself against a hard problem. Around grieving families, that energy folds into patience and careful listening. He distrusts polished certainty, including his own, yet can become forceful and self-righteous when someone uses procedure to excuse cruelty. He is generous with courage and less generous with his own limits.

Alignment
Lawful good, legacy shorthand; in play, principled and reform-minded

Quirks

Taps a pencil twice against his front teeth before writing down a name.
Counts doorways aloud under his breath when entering an unfamiliar building.
Keeps a small tin of peppermints in his coat and offers one to witnesses after difficult questions.
Sets his hat upside down on the ground during a stakeout and uses it to collect rainwater or dust samples.
Polishes his badge whenever he needs to think, even though the badge is already clean.

Habits

Asks witnesses to describe a room from the doorway before he enters it, then checks whether their account changes.
When faced with a frightened person, lowers himself to their eye level and gives them time to find the first word.
In a confrontation, plants his feet, announces the practical next step, and moves before anyone can mistake the announcement for a bluff.
After a case turns ugly, rides alone until he can say aloud what he missed.

Traits · 3

Treats a difficult journey as a personal challenge, but notices when someone else is struggling to keep up.
Questions official conclusions relentlessly, yet feels the weight of every decision he makes.
Enjoys lively company and sharp debate, but dislikes being praised for bravery.

Flaws · 3

He can pursue a case past the point where prudence would protect his allies.
He trusts painstaking procedure more readily than an honest-sounding confession.
He hides exhaustion behind activity and becomes irritable when someone insists he rest.

Fears · 2

That his certainty will again become the instrument of an innocent person's ruin.
That the people he protects will pay for his refusal to leave a powerful enemy alone.

Wants and needs · 3

A witness willing to speak without being exposed to retaliation.
Reliable evidence connecting the rail-spur land claims to the disappearances.
Someone he trusts to tell him when his pursuit of justice is becoming another source of harm.

Combat

AC 30 · HP 175 · 20 feet

Dregn tries to learn who is dangerous before committing. He positions himself between attackers and bystanders, uses his baton to trip or pin a threatening foe, and saves the revolver for a clear line of fire. He calls out surrender terms and gives them a genuine chance to comply. If allies are in immediate danger, he stops bargaining and presses the most direct threat.

Dregn Salki

Medium humanoid (dwarf), lawful good, legacy shorthand; in play, principled and reform-minded
Armor Class30
Hit Points175
Speed20 feet
Level10
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsFortitudeReflexWill
SkillsAthleticsDiplomacyIntimidationMedicineSocietySurvivalThievery
SensesDarkvision
Languages
Common,
Dwarven
Custom PF2e creature design. a level 10 investigator-champion built using creature-style statistics, not a player-character conversion.
Dwarven Resilience. advantage is not used in PF2e. Dregn gains a +2 circumstance bonus to saves against poison and effects that would make him sickened, a custom ability.
Measured Pursuit. Dregn can Track at full Speed while following a known suspect, provided he has a clue or witness description.
Oath of the Open Record. Dregn refuses to destroy evidence or knowingly condemn an innocent person. This is a personal tenet, not a mechanical restriction imposed by a class.

Actions

Riding Baton. Melee Strike, +22, reach 5 feet; damage bludgeoning plus spirit. Dregn uses a steel-headed riding baton. The spirit damage is a custom holy-edged effect, applied only against creatures he has identified as active threats.
Frontier Revolver. Ranged Strike, +21, range 60 feet; damage piercing. Dregn fires his custom six-shot frontier revolver. Reload 1. Treat this weapon as a custom firearm using the campaign's preferred firearm rules.
Call the Guilty to Account. Two actions. Dregn makes a melee Strike. On a hit, the target takes an additional spirit damage if it has harmed a bystander or obstructed his investigation during this encounter. Custom ability.
Put It on the Record. One action. Dregn Interacts to present a badge, evidence, or a witness statement, then attempts to Demoralize one creature within 30 feet. His Intimidation modifier is +20. This is a custom action; use the normal Demoralize rules.
Hard Ride. Two actions. Dregn strides up to his Speed and makes a baton Strike. If the Strike hits, the target must attempt a Fortitude save or be knocked prone. Custom action.

Reactions

Stand Between. Trigger: An adjacent ally is hit by a melee Strike. Dregn interposes his baton and grants the ally a +2 circumstance bonus to AC against the triggering Strike, potentially causing it to miss. Custom reaction inspired by the champion's protective role.
Hold for Questions. Trigger: A creature within 30 feet attempts to flee while Dregn can see it. Dregn calls out the creature's name or description and attempts a ranged or melee Strike, as appropriate, with a -2 circumstance penalty. If the Strike hits, the target's Speed is reduced by 10 feet until the end of its turn. Custom reaction.

Services they sell

Investigates disappearances, fraud, and violent crimes.
Examines physical evidence and interviews witnesses.
Offers protection to witnesses traveling through dangerous country.

Rewards they can give

A verified copy of his case notes or a lead supported by physical evidence.
A modest bounty paid promptly to witnesses or informants who helped resolve a case.
An introduction to a reliable telegraph operator, marshal, or local source, when the party has earned his confidence.

Equipment

  • Frontier Revolver (weapon)Custom frontier firearm, six-shot cylinder, kept clean and carried for dangerous encounters; use the campaign's firearm rules.
  • Riding Baton (weapon)Steel-headed riding baton with a worn leather grip, used to disarm, trip, and control rather than kill when possible.
  • Reinforced Riding Coat (armor)A well-maintained suit of medium armor concealed beneath his riding coat; use the armor statistics appropriate to the campaign's PF2e equipment selection.
  • Investigator's Kit (gear)Badge from his former office, notebooks, charcoal sticks, evidence envelopes, field glasses, and the cracked watch that holds the pressed flower.

Possessions

Frontier revolver
Steel-headed riding baton
Reinforced riding coat
Badge from his former marshal's office
Field notebooks and evidence envelopes
Brass watch with a pressed flower beneath the glass

Background

Dregn Salki grew up above his family's small assay office, where he learned to read a scale, spot a shaved coin, and recognize when an adult had decided a poor person's word was worth less than a rich one's. He joined a frontier marshal's office as a young investigator, convinced that courage and careful notes could mend any crooked system. That certainty broke during the Sump Road inquiry: he followed an apparently clean chain of testimony and helped secure the arrest of a rail-yard foreman, only to discover that a paid witness had planted the decisive evidence. The foreman died in custody before Dregn could set the record straight. Since then, Dregn checks every source twice and treats a tidy answer as a warning. He left the marshal's service, took up a paladin's oath of protection and truth, and now works as an independent investigator across Esterra's unsettled districts. His closest ally is Sella Vesk, a telegraph operator who feeds him scraps of news while insisting she is not his secretary. His former commander, Hesh Orvik, still considers him a gifted investigator who has mistaken stubbornness for justice. Dregn is currently tracing a pattern of disappearances around a new rail spur, where land claims, falsified survey marks, and frightened witnesses all point toward someone with influence.

Role in the story

A driven ally, investigator, or principled complication who can uncover buried facts and push the party to consider who bears the cost of their choices.

“He joined a frontier marshal's office as a young investigator, convinced that courage and careful notes could mend any crooked system.”
From their background
Faction
Independent investigator; formerly served in a frontier marshal's office

Known connections

Sella Vesk, a telegraph operator who supplies leads and quietly keeps an eye on his sleep-starved habits.
Hesh Orvik, his former commander, who wants him back in the marshal's office and doubts his independent methods.
The family of the wrongly accused foreman from the Sump Road case, whose forgiveness Dregn has never presumed to request.
Major secret · GM only
Minor secrets · GM only

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