Aldern Foxglove

Mesdoram's page

936 posts. Alias of Elmdorprime.


Full Name

Mesdoram Blackfeather

Race

M Human (Azlanti) Investigator | Level 8

Classes/Levels

Vitals:
HP 60/60 | AC 18 (27), T 13 (20), FF 15 (21) | F 4 R 9 (13) W 10 | CMB +7(11) CMD 20(28)| Init +5(9) | Perc +20(19)

Gender

Skills:
Acro 14, Bluff 14, Craft (alch) 25, Dipl 14, Dis Dev 20, Disg 3, Esc Art 8, Int 8, Know (arc/local/nature/planes) 10/10/8/8, Ling 9, Perc 20, Pro (cook/sailor) 10/12, Sen Mot 12, Sle Hand 9, Spell 10, Stea 19, Surv 9, UMD 11

Size

M

Age

24

Alignment

Chaotic Neutral

Deity

Besmara

Location

Belkzen

Strength 12
Dexterity 17
Constitution 15
Intelligence 18
Wisdom 16
Charisma 10

About Mesdoram

Mesdoram of Oppara
Male human (Azlanti) investigator 8 (Pathfinder RPG Advanced Class Guide 30)
CN Medium humanoid (human)
Init +5; Senses Perception +20
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Defense
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AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex)
hp 60 (8d8+16)
Fort +4, Ref +9, Will +10; +2 trait bonus vs. divinaton effects, +6 bonus vs. poison
Defensive Abilities trap sense +2; Resist poison resistance
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Offense
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Speed 30 ft.
Melee +1 inspired rapier +11/+6 (1d6+4/18-20) or
. . club +7/+2 (1d6+1) or
. . dagger +9/+4 (1d4+1/19-20) or
. . dagger +9/+4 (1d4+1/19-20) or
. . dagger +9/+4 (1d4+1/19-20) or
. . dagger +9/+4 (1d4+1/19-20) or
. . mwk dagger +10/+5 (1d4+1/19-20) or
. . rapier +10/+5 (1d6+1/18-20)
Ranged light crossbow +9 (1d8/19-20) or
. . mwk repeating light crossbow +6/+1 (1d8/19-20)
Special Attacks studied combat (+4, 4 rounds), studied strike +3d6
Investigator Extracts Prepared (CL 8th; concentration +12)
. . 3rd—cure serious wounds, displacement, heroism
. . 2nd—cat's grace, cure moderate wounds, fire breath[APG] (DC 16), resist energy, lesser restoration
. . 1st—cure light wounds, endure elements, identify, long arm[ACG], shield
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Statistics
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Str 12, Dex 17, Con 15, Int 18, Wis 16, Cha 10
Base Atk +6; CMB +7; CMD 20
Feats Extra Inspiration[ACG], Extra Investigator Talent[ACG], Fencing Grace, Weapon Finesse, Weapon Focus (rapier)
Traits besmara's blessing, carefully hidden, poverty-stricken, reactionary
Skills Acrobatics +14, Bluff +14, Craft (alchemy) +17 (+25 to create alchemical items), Diplomacy +14, Disable Device +20, Disguise +3, Escape Artist +8, Heal +8, Intimidate +8, Knowledge (arcana) +10, Knowledge (local) +10, Knowledge (nature) +8, Knowledge (planes) +8, Linguistics +9, Perception +20, Profession (cook) +10, Profession (sailor) +12, Sense Motive +12, Sleight of Hand +9, Spellcraft +10, Stealth +19, Survival +9 (+11 to avoid becoming lost when using this), Use Magic Device +11
Languages Azlanti, Common, Kelish, Osiriani, Polyglot, Tengu, Vudrani
SQ alchemy (alchemy crafting +8), inspiration (1d8, 11/day), investigator talents (amazing inspiration[ACG], expanded inspiration[ACG], mutagen[UM], quick study[ACG]), keen recollection, mutagen (+4/-2, +2 natural armor, 80 minutes), poison lore, swift alchemy, trapfinding +4
Combat Gear boro bead (2nd level)[UE], mutagen[APG], potion of cure moderate wounds (2), potion of invisibility; Other Gear +1 shadow mithral chain shirt, leather armor, +1 inspired rapier, club, crossbow bolts (20), dagger, dagger, dagger, dagger, light crossbow, mwk dagger, mwk repeating light crossbow, rapier, circlet of persuasion, eyes of the eagle, handy haversack, muleback cords[APG], traveler's any-tool[UE], adventurer's sash, alchemy crafting kit[APG], backpack, bedroll, belt pouch, compass[APG], flint and steel, ink, inkpen, masterwork thieves' tools, mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin, wrist sheath, spring loaded, 3,579 gp, 5 sp, 3 cp
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Special Abilities
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Alchemy +8 (Su) +8 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Expanded Inspiration (Ex) Free Inspiration on Diplomacy, Heal, Perception, Profession, Sense Motive (if trained).
Fencing Grace Add Dex instead of Str to rapier damage. +2 CMD vs. disarm if you have at least 1 panache point.
Inspiration (+1d8, 11/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Keen Recollection At 3rd level, an investigator can attempt all Knowledge skill checks untrained.
Mutagen This discovery gives the alchemist the mutagen class ability, as described in the Advanced Player's Guide. (This discovery exists so alchemist archetypes who have variant mutagens, such as the mindchemist, can learn how to make standard mutage
Mutagen (DC 18) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 80 minutes.
Poison Lore (Ex) After 1 min can use Know to ID poisons, 1 min more to neutralize with Craft (alchemy).
Poison Resistance +2 (Ex) +6 to save vs. Poison.
Quick Study (Ex) Use studied combat as a swift action.
Studied Combat (+4, 4 rounds) (Ex) As a swift action, study foe to gain bonus to att & dam for duration or until use studied strike.
Studied Strike +3d6 (Ex) As a free action on a melee hit, end studied combat vs. foe to add precision dam.
Swift Alchemy (Ex) You can construct alchemical items in half the normal time.
Trap Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Trapfinding +4 Gain a bonus to find or disable traps, including magical ones.
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Description
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Mesdoram stands a bit over six feet tall, with a plain face, brown hair, a hook nose and the typical Azlanti violet eyes that make him stand out from a crowd more than he'd otherwise like. His skin is the deepwater tan of a long time sailor, and he's got a number of scars from long years at sea, the most prominent being one running just under his left eye.

He's fortunate enough to have kept all his teeth over the years, but they're much more likely to show in a grimace or a sneer than a smile as his primary mode of expressions is sarcastic or bitter.
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Background
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Mesdoram was born to a good trading family in Almas and was supposed to spend his childhood in comfort and privilege, tutored in the skills and manners of the moneyed gentry. He was never a great student however and excelled at evading his family’s grasp, spending most of his time with Blackfeather, an old tengu retainer of his grandfather’s sailing days employed by the family as a groundsman.

Blackfeather spent a good number of years teaching Mesdoram to fence, climb all over his house and sneak around the grounds. Unfortunately the carefree times were not to last as his family’s fortunes fell quite spectacularly around his tenth birthday. Accused of being Chelish spies plotting the takeover of Andoran, their business dried up and they were selling off their possessions piecemeal to pay off debts and try to expand their business.

Forced into progressively meaner surroundings, Mesdoram spent more time with Blackfeather and avoiding his short-tempered parents and the gangs of children who knew who he and his family were. He learned early on that the best way to take care of the daily fights was to avoid being noticed and then ambush one or two of his tormentors when he could catch them alone. This had the result of making him withdrawn and sullen, making him far quicker with a scowl and a sarcastic putdown than with a welcoming smile, which only increased his problem on the streets.

After four years of dodging street gangs and his increasingly irate parents, he joined an understaffed merchant ship where Blackfeather’s nephew was a cook as his apprentice. He learned quickly and well, or as much as anyone who spends a great deal of their time peeling vegetables and throwing salted meat in a boiling kettle can, although he continued to make few friends along the way. His only constant companion was Yutaka, a sailor from Minkai who similarly had issues making friends or comrades; most of the rest of the crew joked that they spent time together only because Yutaka couldn’t or wouldn’t speak Common, and only someone who couldn’t understand him would spend time with Mesdoram.

After three years he signed onto another ship sailing out of Oppara as the cook, going with Yutaka and a few other sailors at the promise of higher shares. They weren’t aware at the time that the ship’s higher shares were due to the fact that it spent a good amount of time smuggling goods around the Inner Sea, primarily into and out of Cheliax. When he found out what the ship’s company was up to he wasn’t all that upset about the matter, having no love of Cheliax for how his family was treated or for most of the Inner Sea nations.

The smuggling business was going quite well for some time until they were discovered by a Chelish customs officer and the navy felt that the correct penalty for circumventing the law was the confiscation of their ship and hinted that enslavement to pay off their debt to Cheliax wasn’t out of the questopm. Most of the sailors were resigned to pay exorbitant bribes to find passage out of Chelish territory but a small group, including Yutaka, took affront to the confiscation of their ship and tried to fight their way into the relative safety of Westcrown.

Mesdoram managed to drag Yutaka from the fray, but not before he had sustained several deadly injuries. Collecting his dead friend’s possessions, including Yutaka’s prized paired swords that he’d said were in his family for generations, Mesdoram took advantage of the chaos to slip away from the brawl and spent a small fortune to get him away from Westcrown without rousing the ire of the guard on his way out.

Mesdoram’s made his way to Port Peril, intent on joining a Free Captain’s crew in order to ply his trade against the Chelish navy and their merchants as a way to honor his friend’s memory.

In Combat:

Init +9; Senses Perception +19
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Defense
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AC 27, touch 20, flat-footed 21 (+5 armor, +4 deflection, +6 Dex, +2 natural)
hp 60 (8d8+16)
Fort +4, Ref +13, Will +9; +2 trait bonus vs. divinaton effects, +6 bonus vs. poison
Defensive Abilities trap sense +2; Resist poison resistance
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Offense
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Speed 30 ft.
Melee +1 inspired rapier +19/+14 (1d6+12/18-20) or
. . club +11/+6 (1d6+5) or
. . dagger +17/+12 (1d4+5/19-20) or
. . dagger +17/+12 (1d4+5/19-20) or
. . dagger +17/+12 (1d4+5/19-20) or
. . dagger +17/+12 (1d4+5/19-20) or
. . mwk dagger +18/+13 (1d4+5/19-20) or
. . rapier +18/+13 (1d6+5/18-20)
Ranged light crossbow +17 (1d8+4/19-20) or
. . mwk repeating light crossbow +14/+9 (1d8+4/19-20)
Special Attacks studied combat (+4, 4 rounds), studied strike +3d6
Investigator Extracts Prepared (CL 8th; concentration +12)
. . 3rd—cure serious wounds, displacement, heroism
. . 2nd—cat's grace, cure moderate wounds, fire breath[APG] (DC 16), resist energy, lesser restoration
. . 1st—cure light wounds, endure elements, identify, long arm[ACG], shield
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Statistics
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Str 12, Dex 25, Con 15, Int 18, Wis 14, Cha 10
Base Atk +6; CMB +11; CMD 28
Feats Extra Inspiration[ACG], Extra Investigator Talent[ACG], Fencing Grace, Weapon Finesse, Weapon Focus (rapier)
Traits besmara's blessing, carefully hidden, poverty-stricken, reactionary
Skills Acrobatics +18, Bluff +14, Craft (alchemy) +17 (+25 to create alchemical items), Diplomacy +14, Disable Device +24, Disguise +3, Escape Artist +12, Heal +7, Intimidate +8, Knowledge (arcana) +10, Knowledge (local) +10, Knowledge (nature) +8, Knowledge (planes) +8, Linguistics +9, Perception +19, Profession (cook) +9, Profession (sailor) +11, Sense Motive +11, Sleight of Hand +13, Spellcraft +10, Stealth +23, Survival +8 (+10 to avoid becoming lost when using this), Use Magic Device +11