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Paul

Last modified by Adam Hattrell on 2013/10/12 10:44

Vespasian Smith

Background

Vespasian Smith (Vi) from Flare system. Wants to be a gangster in Las Vegas type planet (Topaz) but got involved in dog fight and changed mind. Street rat. Became a Game ranger – to stop animal hunting for dog fighting. On Lapis.

Tries to release deinotherium from cage. Thinks that Rachel’s character helped to release animal. Eye contact.  Animal then rampages round camp killing most of the inhabitants.

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Statistics

 Statistic  Score  Bonus
 Strength  14  +2
 Constitution  14  +2
 Dexterity  16  +3
 Intellegence  14  +2 
 Wisdom  21  +5
 Charisma  12  +1

Saves

 Save  Total  Class  Stat  Bonus
 Fortitude  7  +5  +2  0
 Reflexes  8  +5  +3  0
 Will  7  +2  +5  0

(Gains +2 to all environmental effects.  Gains +2 to all saves in Plains environment)

Combat

 Attribute  Maximum  Current 
 Defense  19 
 Initiative  +9  
 Vitality  66 
 Wounds  14 

Skills

 Skill  Total  Base  Stat  Bonus  Error  Threat
 Acrobatics   3 0   +3 (Dex)  1-3  20
 Analysis   5 0   +5 (Wis)   1-3  20
 Athletics   12  8  +2 (Str)  +2 (Survivalist)  1  19-20
 Blend   3  0  +3 (Dex)     1-3  20
 Bluff   1  0 +1 (Cha)    1-3   20
 Bureaucracy  1  0  +1 (Cha)    1-3 20
 Computers  2  0  +2 (Int)    1-3   20
 Cultures  4  2   +2 (Int)   1 20
 Drive  5  2  +3 (Dex)   1  20
 Electronics 5  0  +5 (Wis)    1-3   20
 Falsify  5  0  +5 (Wis)    1-3 20
 Impress  +1  0  +1 (Cha)    1-3 20
 Intimidate  5  0  +5 (Wis)    1-3 20
 Investigation  5  0  +5 (Wis)    1-3 20
 Manipulate  5  0  +5 (Wis)    1-3 20
 Mechanics  5  0  +5 (Wis)    1-3 20
 Medicine   14  9  +5 (Wis)   1 20
 Networking  5  0  +5 (Wis)    1-3   20
 Notice  17  9 +5 (Wis)  +3 (Pathfinder) 1 19-20
 Profession  0 0  +1 (Cha)    1-3   20
 Resolve  8  3 +5 (Wis)   1 20
 Science  2 0  +2 (Int)    1-3   20
 Search  7 5 +2 (Int)   1 20
 Security  2  0  +2 (Int)    1-3   20
 Sense Motive  5  0  +5 (Wis)    1-3 20
 Sleight of Hand  3 0  +3 (Dex)    1-3 20
 Sneak  12  9  +3 (Dex)    1 20
 Streetwise  5  0  +5 (Wis)    1-3   20
 Survival  16  9  +5 (Wis) +2 (Survivalist) 1 19-20
 Tactics  10  5 +5  0 (Wis / Cha)   1  20

(You gain an additional +5 to Blend and Survival checks made in the Plains).

Cultures

 Focus  Proficient  Forte
 Flare  x  
 Flare (Ring)   
 Flare (Pearl)   
 Flare   
 Pyrrhus   
 Auraelus   
 Hel   
 Hecla   
 Twighlight   

Profession

 

 Focus  Proficient  Forte
 Game Ranger  x  

Drive

 Focus  Proficient  Forte
 Personal Ground Vehicles    
 Standard Ground Vehicles  x  
 Heavy Ground Vehicles  x  
 Mounts  x  
 Personal Aircraft   
 Performance Aircraft   
 Service Aircraft   
 Rotary-Wing Aircraft   
 Personal Watercraft   
 Standard Watercraft   
 Ships   
 Submarines  
 Starships    

Feats

 Name  Type  Description  Effects
 Vigilant  Talent  You grew up in a war zone or other conditions that required your full attention to survive.  The experience has taught you to keep a sharp lookout for trouble.  You gain a +1 bonus with skill checks made to determine suprise.  Your threat range with Notice checks increases by 1.
 Outdoorsman  Speciality  You'll hike for hours, and have spent many nights out under the stars.  Gain Survivalist.  Gain Drive Mounts Focus.  Gain Hurled Weapon Proficiency.  Gain +1 Possessions.
 Trailblazer  Scout  Your primary responsibility is ensuring those members of your team survives in hostile environments.  At the start of each session you may choose up to 3 Terrain Feats and grant them as temporary feats to your team.
 Stalker  Scout  You have a near perfect sense of your environment at all times.  Each time you fail a Survival or Tactics check and don't suffer an Error, you still succeed as long as the check DC is equal to or less than 23.
 Rough Living  Scout  Your time in the Wilderness has toughened you.  You gain a +2 bonus to defence.  You gain a +2 bonus to save against all environmental effects.
 Sneak Attack  Scout  You know how to get the drop on people  You may inflict 1d6 sneak attack damage when opponent is vulnerable 
 Huntsman - Woodcraft  Scout  Your options in the wild are numerous  The bonus received for any terrain feats is increased by 1 (included).
 Survivalist  Skill  You're right at home in the great outdoors.  You gain a +2 bonus to Athletics and Survival.  Your threat range with these skills increases to 19-20.
 Pathfinder Basics(Plains)  Terrain  You exploit the environment to great advantage.  You may always act during suprise rounds whilst in the Plains.  You gain a +3 bonus to Notice checks.
 Pathfinder Mastery  Terrain  You're one with your chosen environment.  Whilst you're in a chosen terrain you gain a +5 bonus with Blend and Survival Checks and +3 bonus to saves.
 Bandage  Basic Combat  You spent some time learning first aid.  You can make first aid checks without a first aid kit.  Where you possess a kit you may add 3 to the number of points recovered.  Finally your error range only increases by 1 when making checks during combat.
 Combat Expertise  Basic Combat  You handle fights with consummate grace and skill.  You may accept a penalty up to 4 with all attack and skill checks and gain an equal bonus to defence.  
 Two Weapon Basics  Basic Combat  You fight effectively with a weapon in each hand.  You only suffer a -2 penalty when you should be using 2 hands.  When armed with 2 weapons you may make an additional attack at a penalty of -2 to all attacks this for that round.

Combat

 Focus  Proficient  Forte
 Unarmed  x  
 Blunt  x  x (Clubs)
 Exotic (Blunt)    
 Edged    
 Exotic (Edged)   
 Explosives   
 Guided   
 Handgun  x  x (Pistols)
 Hurled  x  
 Exotic (Hurled)   
 Indirect Fire   
 Rifle  x 
 Shotgun    
 Sub Machine Gun   
 Tactical  
 Vehicle Weapon   

One additional proficiency.

 = Base Attack  = Ranged  = Melee 
 +4  +7  +6
 Weapon  Attack  Recoil  Damage  E/T  Range  Size / Hand  Qualities
 10mm ACP Glock 20  +8  19  2d6  1/19-20  25ft  D / 1h  CMP, TKD
 Smith & Wesson Model 500  +8  25 (-1)  4d4+2  1 / 19-20  45 ft  D / 1H  TKD 
 Baseball bat  +7  -  1d8+1 (+1 if 2h)  1/20  -  T / 1H   
 Machete  +6  -  1d8+1 (+1 if 2h)  1 / 19-20  -  T / 1H   AP(3) 
 Fist  +6  -  1d4 (+1)  1 / 20  -  -  -
        

If dual wielding may either make 2 attacks at +8 or 3 attacks at +6.
If opponent is vulnerable add +1d6 to each damage roll.

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Created by Adam Hattrell on 2012/12/29 11:44

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