Mei is not very tall, standing only 5’ 4” and about 140 lbs. she isn’t muscular, but she seems to possess an inner strength. She does not appear to wear heavy armor instead her simple chain shirt is covered by a long red tunic, white simple cloth pants and soft shoes made for comfort while walking long distances. She has long black hair that usually done in a ponytail style. Her facial features have a distinct foreign look (like Japanese-American).
Mei obviously wields a spear the point is usually wrapped in cloth to act as a sheath. The other end has a custom grip and appears to be weighted so it can be used as a blunt weapon.
personality:
Mei does not talk much, but will open up to those that she can trust. She does all in her power to not take another’s life. This at times cause problems as these new lands have a different sense of honor than she is used to. In her home when bested in battle the loser need not be killed and shows respect for the victor. He (or she) would strive to better themselves and then challenge again to test if that training had paid off. When dealing with creatures such as demons and undead, even uncivilized species killing is usually unavoidable. But efforts should be made when feasible and rational. (evil outsiders and undead would be considered no mercy) .
One of her quirks is being a bodyguard. When an innocent is potentially the target of something, Mei would occasionally offer her services without payment to ensure their safety.
Mei
Female human fighter (weapon master) 5 (Pathfinder RPG Advanced Player's Guide 109)
NG Medium humanoid (human)
Init +2; Senses Perception +5
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Defense
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AC 19, touch 13, flat-footed 16 (+5 armor, +2 Dex, +1 dodge, +1 shield)
HP 53 (5d10+10 {con}+5{FCB}) HP rolls: 10,6,6,6) Fort +7 (+4 base, +2 con, +1 resist) Ref +4 (+1 base, +2 dex, +1 resist) Will +2 (+1 base, +0 wis, +1 resist) special: +1 bonus vs. effects targeting a Weighted spear held by you
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Offense
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Speed 30 ft.
Melee
. . +1 cold iron weighted spear +12 (1d8+10/×3)
(to hit: +5 BAB, +4 str, +1 enhancement, +1 WF, +1 Weapon training) – damage (+6 str, +2 WS, +1 enhancement, +1 weapon training)
. . +1 cold iron weighted spear +10 (1d8+8/×3), +1 cold iron weighted spear +10 (1d8+6/×3)
(to hit: +5 BAB, +4 str, +1 enhancement, +1 WF, +1 Weapon training, -2 TWF) – damage (+4 (+2 offhand) str, +2 WS, +1 enhancement, +1 weapon training) Special Attacks reliable strike, weapon training
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Statistics
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Str 18 ({15} 7 points, +2 human, +1 level 4) Dex 15 ({15} 7 points) Con 14 ({14} 5 points) Int 12 ({12} 2 points) Wis 10
Cha 9 ({9} -1 point)
Base Atk +5; CMB +9; CMD 22 (23 vs. disarm, 23 vs. sunder)
Feats Advanced Weapon Training, Combat Reflexes, Dodge, Two-weapon Defense, Two-weapon Fighting, Weapon Focus (weighted spear), Weapon Specialization (weighted spear), Alertness, Sure Grasp, Ambush Awareness, Deny the Reaper (story)
Traits mercenary, reckless, reclaiming your roots
Skills (skill points per level 2 base + 1 int, +1 human = 4)
Acrobatics +10 (+5 ranks, +2 dex, +1 trait, +3 class, -1 ACP)
Climb +7 (+1 ranks, +4 str, +3 class, -1 ACP)
Craft (weapons) +7 (+1 ranks, +4 bonus ranks, +1 int, +3 class, -2 no tools)
Diplomacy -1 (+1 when negotiating payment for a quest or a service that you provide)
Heal +5 (+1 ranks, +2 healer kit, +2 deny the reaper)
Intimidate -1 (+1 when negotiating payment for a quest or a service that you provide)
Knowledge (geography) +6 (+1 ranks, +4 bonus ranks, +1 int)
Knowledge (local) +2 (+1 ranks, +1 int)
Knowledge (nature) +3 (+2 ranks, +1 int)
Linguistics +2 (+1 ranks, +1 int)
Perception +5 (+3 ranks, +2 Alertness)
Sense Motive +2 (+2 when negotiating payment for a quest or a service that you provide) (+2 Alertness)
Survival +7 (+4 ranks, +3 class skill)
Languages Common, Elven, Gnoll
SQ Overprotective, weapon guard, Mountaineer
Gear potion of cure light wounds (2), acid (2), artoku's fire, healer's kit, holy water (2), +1 chain shirt, +1 cold iron weighted spear, cloak of resistance +1, bedroll, belt pouch, celestial lamp[ARG], flint and steel, hemp rope (50 ft.), masterwork backpack[APG], mess kit[UE], soap, trail rations (5), waterskin, locket from her mother (worth 350 gp) 953 gp, 9 sp
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Special Abilities
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Advanced Weapon Training You are specially trained to use your weapon skills in new ways. Select one advanced weapon training option, applying it to one fighter weapon group you have already selected with the weapon training class feature.
Focused Weapon (Weighted spear) (Ex) Select one weapon for which he has Weapon Focus and that belongs to the associated fighter weapon group. The fighter can deal damage with this weapon based on the damage of the warpriest’s sacred weapon class feature, treating his fighter level as his warpriest level. The fighter must have Weapon Focus with the selected weapon in order to choose this option. (level 1-4 1d6, level 5-9 1d8, level 10-14 1d10, level 15-19 2d6, level 20+ 2d8)
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Reliable Strike: Weighted spear (1/day) (Ex) a weapon master may reroll an attack roll, critical hit confirmation roll, miss chance check, or damage roll as an immediate action. He must accept the second roll even if it is worse. He can use this ability once per day at 5th level, plus one additional time per day for every five levels beyond 5th. This ability replaces weapon training 1.
Two-Weapon Defense +1 to AC while wielding 2 weapons. +2 when doing so defensively.
Weapon Guard +1: Weighted spear (Ex) +1 CMD vs. Disarm and Sunder or other effects targeting your chosen weapon.
Weapon Training +1: Weighted spear (Ex) +1 to hit and damage with your chosen weapon.
Artokus's fire This congealed incendiary functions like alchemist’s fire, but its white-hot flames deal 2d6 points of fire damage on a direct hit and 1d6 points of splash damage to adjacent creatures.
Celestial lamp: this polished lantern contains a continual flame and sheds light as a common lamp. If its font of consecrated crystal and metalwork is filled with holy water, the lamp's light is sanctified for 24 hours, adding a +1 bonus to the save DC of channeled positive energy or energy channeled to harm evil outsiders within a 30-foot radius.
Mountaineer: Mei is immune to altitude sickness and does not lose her Dexterity bonus to AC when making Climb checks or Acrobatics checks to cross narrow or slippery surfaces
Alertness: get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Ambush Awareness: If you are unable to act in the surprise round because you failed a Perception check, you can still act on your initiative count in the surprise round, but only to take the total defense action.
Sure Grasp: Roll twice while climbing or when making a Reflex save to avoid falling, and take the higher result.
Deny the Reaper (Story): You gain a +2 bonus on Heal checks. If you have 10 or more ranks in Heal, this bonus increases to +4. You can apply first aid as a move action and don’t take a penalty when treating deadly wounds without a healing kit.
Goal: Save 9 additional lives.
Completion Benefit: You and each ally within 10 feet of you gain a +2 bonus on saves against death effects. In addition, once per day you can spontaneously convert any 5th-level or higher conjuration (healing) spell into breath of life.