General Actions:
Works round rules. Left home- Aurealius at 14. Went to Hecla but involved in periphery of criminal world. Gambler – gravitates towards Topaz.
On Topaz, Frank is warned that he is a marked man. Came about because he worked with a dodgy lawyer. The lawyer is Eli Lamb.
Statistic | Score | Bonus |
Strength | 12 | +1 |
Constitution | 10 | 0 |
Dexterity | 12 | +1 |
Intellegence | 12 | +1 |
Wisdom | 16 | +3 |
Charisma | 16 | +3 |
Save | Total | Class | Stat | Bonus |
---|---|---|---|---|
Fortitude | 1 | +1 | 0 | 0 |
Reflexes | 3 | +2 | +1 | 0 |
Will | 6 | +3 | +3 | 0 |
Attribute | Maximum | Current |
---|---|---|
Defense | 13 | |
Initiative | +3 | |
Vitality | 18 | |
Wounds | 10 |
Skill | Total | Base | Stat | Bonus | Error | Threat |
---|---|---|---|---|---|---|
Acrobatics | 2 / 3 | 0 | +1 / +2 (Str / Dex) | 1-3 | 20 | |
Analysis | 1 / 4 | 0 | +1 / +4 (Int / Wis) | 1-3 | 20 | |
Athletics | 9 | 6 | +1 (Str / Con) | +2 (Survivalist) | 1 | 19-20 |
Blend | 2 / 0 | 0 | +2 / 0 (Dex / Cha) | 1-3 | 20 | |
Bluff | 0 | 0 | 0 (Cha) | 1-3 | 20 | |
Bureaucracy | 0 | 0 | 0 (Cha) | 1-3 | 20 | |
Computers | 1 | 0 | +1 (Int) | 1-3 | 20 | |
Cultures | 2 | 1 | +1 (Int) | 1 | 20 | |
Drive | 3 | 1 | +2 (Dex) | 1 | 20 | |
Electronics | 1 / 4 | 0 | +1 / +4 (Int / Wis) | 1-3 | 20 | |
Falsify | 1 / 4 | 0 | +1 / +4 (Int / Wis) | 1-3 | 20 | |
Impress | 0 | 0 | 0 (Cha) | 1-3 | 20 | |
Intimidate | 1 / 4 | 0 | +1 / +4 (Str / Wis) | 1-3 | 20 | |
Investigation | 4 / 0 | 0 | +4 / 0 (Wis / Cha) | 1-3 | 20 | |
Manipulate | 4 / 0 | 0 | +4 / 0 (Wis / Cha) | 1-3 | 20 | |
Mechanics | 1 / 4 | 0 | +1 / +4 (Int / Wis) | 1-3 | 20 | |
Medicine | 7 / 10 | 6 | +1 / +4 (Int / Wis) | 1 | 20 | |
Networking | 4 / 0 | 0 | +4 / 0 (Wis / Cha) | 1-3 | 20 | |
Notice | 12 | 6 | +4 (Wis) | +2 (Pathfinder) | 1 | 19-20 |
Profession | 0 | 0 | 0 (Cha) | 1-3 | 20 | |
Resolve | 3 / 4 | 2 | +1 / +4 (Con / Wis) | 1 | 20 | |
Science | 1 | 0 | +1 (Int) | 1-3 | 20 | |
Search | 5 | 4 | +1 (Int) | 1 | 20 | |
Security | 1 | 0 | +1 (Int) | 1-3 | 20 | |
Sense Motive | 4 / 0 | 0 | +4 / 0 (Wis / Cha) | 1-3 | 20 | |
Sleight of Hand | 2 | 0 | +2 (Dex) | 1-3 | 20 | |
Sneak | 8 / 6 | 6 | +2 / 0 (Dex / Cha) | 1 | 20 | |
Streetwise | 4 / 0 | 0 | +4 / 0 (Wis / Cha) | 1-3 | 20 | |
Survival | 12 / 8 | 6 | +4 / 0 (Wis / Cha) | +2 (Survivalist) | 1 | 19-20 |
Tactics | 4 / 0 | 4 | +4 0 (Wis / Cha) | 1 | 20 |
Focus | Proficient | Forte |
---|---|---|
Flare | x | |
Flare (Ring) | ||
Flare (Pearl) | ||
Flare | ||
Pyrrhus | ||
Auraelus | ||
Hel | ||
Hecla | ||
Twighlight |
Focus | Proficient | Forte |
---|---|---|
Game Ranger | x |
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 |
Name | Type | Description | Effects |
---|---|---|---|
Vigilant | Origin | 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 | Talent | 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 | Class | 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 | Class | 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 | Class | 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. |
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 +2 bonus to Notice checks. |
Pathfinder Mastery | Terrain | You're one with your chosen environment. | Whilst you're in a chosen terrain you gain a +4 bonus with Blend and Survival Checks and +2 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. |
Focus | Proficient | Forte | |
---|---|---|---|
Unarmed | x | ||
Blunt | |||
Exotic (Blunt) | |||
Edged | |||
Exotic (Edged) | |||
Explosives | |||
Guided | |||
Handgun | x | ||
Hurled | x | ||
Exotic (Hurled) | |||
Indirect Fire | |||
Rifle | x | ||
Shotgun | x | ||
Sub Machine Gun | |||
Tactical | |||
Vehicle Weapon |
(Two additional checks available).