Aram Zey

Phillip Masterson's page

54 posts. Alias of aeryk.


Full Name

Phillip Masterson

Race

Sylph

Classes/Levels

Commoner 1/Wizard (Diviner) 1

Gender

Male

Size

Medium

Age

20

Special Abilities

Darkvision (60ft), electricity resistance 5, feather fall (1/day), Forewarned, Diviner's Fortune (+1, 7/day)

Alignment

Lawful Good

Deity

Atheist

Languages

Common, Auran, Spanish, Latin, Russian, ?

Occupation

Part-time at a pawn shop, Home microbrew

Strength 11
Dexterity 17
Constitution 10
Intelligence 18
Wisdom 14
Charisma 10

About Phillip Masterson

Init: +4; Perception +7
Spd: 30ft
HP: 12
AC: 13 (10, +3 Dex)/13 touch/10 flat footed
Languages: Common, Auran, Spanish, Latin, Russian, ?
Vision: Darkvision (60ft)

Background:

Phillip was born to a "science" family. His father a research post-doctorate in Botany, his mother working in the field of biotech. So he was encouraged to explore science as a kid and found his own fascination with the world of physics.

Problem was he wasn't good at the school part. Making grades and keeping up with the work. Needless to say he wasn't headed for a four-year university. After squeaking by graduation from high school he decided to "take a break" from school and pursue his own "research." He parents encouraged him to explore his options, but after two years with nothing to show for it his parents "encouraged" him to go away for college and live with his older cousin, Michael. It would be good for him to shake things up.

So he found himself working a part-time job at a pawn shop (giving him some skill in appraisal) to pay the rent and discovered a new passion from his cousin and room mate: beer. His cousin Michael dreamed of starting his own microbrew. So Phillip dove into the world of beer making with a strange new zeal and soon Michael was asking for his advice.

Phillip loves getting lost in a good book on almost any topic, fiction or nonfiction, or listening to someone talk about something they have a passion for. He's always looking for new ideas, new ways of doing things, concocting inventions in his mind. When an idea strikes him, any time day or night, even in the middle of class or possibly mid-conversation, he'll find something to write on (usually in the margins of whatever book he's in the middle of reading) and follow the thought until he's satisfied he's reached a complete idea.

When he's not working or taste testing new beers, most of his time is spent distracting himself from schoolwork with puzzles of all kinds, digital and physical.

Combat:
+3 Slingshot (1d4/x2, 50ft, Blunt) or +3 ranged
+0 Quarterstaff (1d6/x2, Blunt) or +0 melee

AC: 13 (10, +3 Dex)
CMB: +3 (+0 BAB, +3 Dex)
CMD: 13 (10, +0 BAB, +0 Str, +3 Dex)

Saves:
Fort +0
Ref +3
Will +4 [+6*] (+2 trait bonus to save vs. charm and compulsion)

Skills:

Acrobatics +3
Appraise +8
Craft (beer) +6
Escape Artist +3
Heal +2
Knowledge (physics) +8
Knowledge (puzzles) +8
Perception +7
Perform (wind instrument) +2
Profession (brewer) +6
Ride +3
Sense Motive +3
Spellcraft +9
Stealth +3
Survival +2
Swim +4

Traits:

Birthmark (Celtic spiral): +2 trait bonus to save vs. charm and compulsion
Focused Mind: +2 trait bonus on concentration checks

Feats:

Combat Casting: +4 on concentration checks

Racial abilities:

Darkvision (60ft)
Air Affinity: N/A
electricity resistance 5
feather fall (1/day, caster level 2)

Arcane School (Divination):

Specialized school: Divination
Opposition schools: Enchantment and Necromancy (A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell.)

Forewarned (Su): You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to 1/2 your wizard level (minimum +1). At 20th level, anytime you roll initiative, assume the roll resulted in a natural 20.

Diviner's Fortune (Sp): When you activate this school power, you can touch any creature as a standard action to give it an insight bonus on all of its attack rolls, skill checks, ability checks, and saving throws equal to 1/2 your wizard level (minimum +1) for 1 round. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Spellbook: Physics for Scientists and Engineers A Strategic Approach:

0 level: acid splash, arcane mark, dancing lights, detect magic, detect poison, flare, ghost sound, haunted fey aspect, light, mage hand, mending, message, open/close, prestidigitation, ray of frost, read magic, resistance, spark

1st level: air bubble, alter winds, floating disk, hold portal, jump, mage armor, magic missile

Spells memorized (3/2)
0 (DC 14): (nothing yet) (cast defensive: DC 15)
1st (DC 15): (nothing yet) (cast defensive: DC 17)
Concentration: +11 (+1 caster level, +4 Int, +2 trait, +4 Combat Casting)

Gear
Slingshot and stones
Jansport "galaxy" backpack
The Universe in a Nutshell, by Steven Hawking (worn, flagged and signed on the inside cover)
[spell book] Physics for Scientists and Engineers A Strategic Approach (paperback, heavily marked up)
[arcane bond] Rubik's cube
2 pocket notepads (both partially used)
2 Bic pens (1 blue, 1 black)
2 No. 2 pencils (1 partially chewed)
2 sodas
12 bags of trail mix
2 bags of Cheetos
1 package of Funyuns
1 Snickers bar
8 packages of gum
3 bottles of water
Quarterstaff
Faery stone (teleport)