Frank ?
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 |
|
Skills
| Skill | Total | Base | Stat | Bonus | Error | Threat |
|---|
| Acrobatics | 1 | 0 | +1 (Str / Dex) | | 1-3 | 20 |
| Analysis | 2 / 4 | 1 | +1 / +3 (Int / Wis) | | 1 | 20 |
| Athletics | 1 | 0 | +1 / 0 (Str / Con) | | 1-3 | 20 |
| Blend | 6 / 8 | 5 | +1 / +3 (Dex / Cha) | | 1 | 20 |
| Bluff | 10 | 6 | +3 (Cha) | +1 (Criminal) | 1 | 20 |
| Bureaucracy | 4 | 1 | +3 (Cha) | | 1 | 20 |
| Computers | 4 | 3 | +1 (Int) | | 1 | 20 |
| Cultures | 4 | 3 | +1 (Int) | | 1 | 20 |
| Drive | 1 | 0 | +1 (Dex) | | 1-3 | 20 |
| Electronics | 4 / 6 | 3 | +1 / +3 (Int / Wis) | | 1 | 20 |
| Falsify | 1 / 3 | 0 | +1 / +3 (Int / Wis) | | 1-3 | 20 |
| Impress | 3 | 0 | +3 (Cha) | | 1-3 | 20 |
| Intimidate | 1 / 3 | 0 | +1 / +3 (Str / Wis) | | 1-3 | 20 |
| Investigation | 9 | 6 | +3 (Wis / Cha) | | 1 | 20 |
| Manipulate | 4 | 1 | +3 (Wis / Cha) | | 1 | 20 |
| Mechanics | 1 / 3 | 0 | +1 / +3 (Int / Wis) | | 1-3 | 20 |
| Medicine | 1 / 3 | 0 | +1 / +3 (Int / Wis) | | 1-3 | 20 |
| Networking | 7 | 4 | +3 (Wis / Cha) | | 1 | 20 |
| Notice | 6 | 3 | +3 (Wis) | | 1 | 20 |
| Profession | 3 | 0 | +3 (Cha) | | 1-3 | 20 |
| Resolve | 0 / 3 | 0 | 0 / +3 (Con / Wis) | | 1-3 | 20 |
| Science | 2 | 1 | +1 (Int) | | 1 | 20 |
| Search | 6 | 5 | +1 (Int) | | 1 | 20 |
| Security | 1 | 0 | +1 (Int) | | 1-3 | 20 |
| Sense Motive | 9 | 6 | +3 (Wis / Cha) | | 1 | 19-20 |
| Sleight of Hand | 9 | 6 | +1 (Dex) | +2 (Fence) | 1 | 19-20 |
| Sneak | 2 / 4 | 0 | +1 / +3 (Dex / Cha) | +1 (Criminal) | 1-3 | 20 |
| Streetwise | 11 | 6 | +3 (Wis / Cha) | +2 (Fence) | 1 | 19-20 |
| Survival | 3 | 0 | +3 (Wis / Cha) | | 1-3 | 20 |
| Tactics | 3 | 0 | +3 (Wis / Cha) | | 1-3 | 20 |
Feats
| 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. |
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).