| Full Name |
Mez Masterson |
| Race |
Human |
| Classes/Levels |
Inquisitor 3 HP: 25/25 AC: 23, Touch:13, Flatfooted:20 Saves: F: +5, R: +4, W: +6 CMD: 18 Init: +4 Perception +8 Spells Remaining: 4/4 |
| Gender |
Male |
| Size |
Medium |
| Age |
24 |
| Alignment |
Chaotic Good |
| Deity |
Cayden Cailean |
| Location |
Pathfinder Society |
| Languages |
Common |
| Occupation |
Adventurer |
| Strength |
17 |
| Dexterity |
14 |
| Constitution |
13 |
| Intelligence |
10 |
| Wisdom |
14 |
| Charisma |
10 |
About Mez Masterson
PFS# 86028-1
Completed #4-01 Rise of the Goblin Guild for 2 PP/Fame and 520 gold
Completed First step Part 2 for 2 PP/Fame and 419 gold
Completed #0-05 Mists of Mwangi for 2 PP/Fame and 509 gold
Completed #5-01 The Glass River Rescue for 2 PP/Fame and 514 gold
Completed #2-13 Murder on the Throaty Mermaid for 2 PP/Fame and 523 gold
Spent 320 gold on MW Rapier
Spent 5 gold on spring loaded wrist sheath for wand
Spent 2 PP on Wand of Cure Light Wounds
Spent 350 gold on MW Breastplate
Spent 1,000 gold on Cloak of Resistance +1
Spent 1,170 gold on Lg Metal Shield +1
Remaining finances: 808 gold and 8 PP
Name: Mez Masterson
Race: Human
Player: Ryan
Classes: Inquisitor 3
Hit Points: 18
Experience: 6 / 9
Alignment: Chaotic Good
Vision: Normal
Speed: Walk 40 ft base, 30 ft armored
Languages: Common
Short history: He was born in Cheliax, but his parents were slain by a devil after a summons went awry. His life as an orphan on the street was rough, but he made some friends and life got a little better. Only problem is, street urchins have no rights, and some of his friends were captured and sold into slavery. Shortly there after, some Andoran's freed his friends from their captivity and told their story when they returned to the patch. This shocked him into realizing he has been wasting his life only caring about himself and surviving. He travelled to Andor and joined their cause, serving as a squire/page until Cayden called him to his service.
Stat Score Mod
STR 17 (+3)
DEX 14 (+2)
CON 13 (+1)
INT 10 (+0)
WIS 14 (+2)
CHA 10 (+0)
Base Attack Bonus: 2
Initiative: +2 for Dex mod
Fort: +5= Base 3 +1 for Con mod +1 for Cloak
Refl: +4= Base 1 +2 for Dex mod +1 for Cloak
Will: +6= Base 3 +2 for Wis mod +1 for Cloak
-------------------------- Skills --------------------------
Skill Total Rnk Stat Msc
Acrobatics 2 0.0 2
Appraise 0 0.0 0
Bluff 0 0.0 0
Climb 3 0.0 3
Craft (Untrained) 0 0.0 0
Diplomacy 6 3.0 0 3
Disable Device 8 3.0 2 +3
Disguise 0 0.0 0
Escape Artist 2 0.0 2
Fly 2 0.0 2
Heal 6 1.0 2 3
Intimidate 7 3.0 0 4
Knowledge Arcana 4 1.0 0 3
Knowledge Dungeoneering 4 1.0 0 3
Knowledge Nature 4 1.0 0 3
Knowledge Religion 4 1.0 0 3
Perception 8 3.0 2 3
Perform (Untrained) 0 0.0 0 0
Ride 2 0.0 2
Sense Motive 7 1.0 2 4
Spellcraft 4 1.0 0 3
Stealth 8 3.0 2 +3
Survival 6 1.0 2 3
Swim 2 0.0 3
-------------------------- Feats ---------------------------
Dodge
You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
Toughness
Armor Proficiency, Light
When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Armor Proficiency, Medium
When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Shield Proficiency
When you use a shield (except a tower shield), the shield's armor check penalty only applies to Strength- and Dexterity-based skills.
Simple Weapon Proficiency
Shield Focus: +1 AC
Teamwork feat: Precise Strike= 1d6 Sneak attack
------------------------ Traits -------------------------
Armor Expert: -1 ACP
Vagabond Child (urban): Disable Device is a class skill, and you gain +1 trait bonus
-------------------------- Combat --------------------------
Total / Touch / Flat Footed
AC: 23 / 13 / 20
Initiative: +4
BAB: +2
Melee tohit: +5
Ranged tohit: +4
Fortitude: +5
Reflex: +4
Will: +6
Masterwork Rapier:
to hit: +6
damage: 1d6+3
critical: 18-20/x2
Mace, Light:
to hit: +5
damage: 1d6+3
critical: 20/x2
Shortbow:
to hit: +5
damage: 1d6
critical: 20/x3
range: 60 ft.
--------------------- Special Abilities --------------------
1/day Judgment of Justice: +1 to hit for duration of fight
Exploration Domain: 3+ Wis modifier times per day you can focus for 1 minute on a door or wall 6+ Inquisitor level inches thick and gain the effect of clairvoyance in the adjacent room. This effect can last up to 10 minutes per use.
Exploration Domain: Your base speed increases by 10'
------------------------- Equipment ------------------------
Name
Masterwork Breastplate
+1 Shield (Heavy/Steel)
Arrows (20)
Mace (Light)
Shortbow (2 lbs.)
Wand of Cure Light Wounds 47/50 charges
Total weight carried:
Current load: Light
Encumbrance
Light: 86
Medium: 173
Heavy: 260
--------------------------- Magic --------------------------
Inquisitor Spells
Level 0
Detect Magic (Divination)
Saves: None DC: Casting: 1 standard action
Duration: Concentration, up to 1 minutes [D] Range: 60 ft. Components: V, S
SR: No Effect: You detect magical auras. Target: Cone-shaped emanation
DESC: You detect magical auras.
DESC 2: You detect magical auras.
Light (Evocation)
Saves: None DC: Casting: 1 standard action
Duration: 10 minutes Range: Touch Components: V, M/DF
SR: No Effect: This spell causes a touched object to glow like a torch. Target: Object touched
DESC: This spell causes a touched object to glow like a torch.
DESC 2: This spell causes a touched object to glow like a torch.
Guidance (Divination)
Saves: Will negates (harmless) DC: 12 Casting: 1 standard action
Duration: 1 minute or until discharged Range: Touch Components: V, S
SR: Yes Effect: This spell imbues the subject with a touch of divine guidance. Target: Creature touched
Sift (Divination)
Saves: None DC: Casting: 1 standard action
Duration: Instantaneous Range: 30 ft. Components: V, S
SR: No Effect: See area as though examining it. Target: one 10-ft. cube
DESC: See area as though examining it.
DESC 2: See area as though examining it.
Level 1
Cure Light Wounds (Conjuration)
Saves: Will half (harmless); see text DC: 13 Casting: 1 standard action
Duration: Instantaneous Range: Touch Components: V, S
SR: Yes (harmless); see text Effect: When laying your hand upon a living creature, you channel positive energy that cures 1d8+1 points of damage. Target: Creature touched
DESC: When laying your hand upon a living creature, you channel positive energy that cures 1d8+(min(5,CASTERLEVEL)) points of damage.
DESC 2: When laying your hand upon a living creature, you channel positive energy that cures 1d8+1 points of damage.
Shield of Faith (Abjuration)
Saves: Will negates (harmless) DC: 13 Casting: 1 standard action
Duration: 1 minutes Range: Touch Components: V, S, M
SR: Yes (harmless) Effect: This spell creates a shimmering, magical field around the target that averts and deflects attacks. Target: Creature touched
DESC: This spell creates a shimmering, magical field around the target that averts and deflects attacks.
DESC 2: This spell creates a shimmering, magical field around the target that averts and deflects attacks.
Burst Bonds