Harrowed Summoning

Frank Teton's page

69 posts. Alias of Cutlass.


Full Name

F8T10 - Frank Teton

Race

Male Synth

Classes/Levels

Rogue - 3/Ranger - 3 Gestalt

Gender

AC 14, T 14, F 10 | HP 33/33 | F +4, R +7, W +1 | Init +6 | Perception +8

Size

Medium

Age

25

Languages

English, Russian, Chinese

Strength 15
Dexterity 18
Constitution 12
Intelligence 14
Wisdom 10
Charisma 8

About Frank Teton

Combat Stats:

AC = 10 + 4(DEX) + (armor) = , touch = 14, flat footed =
CMB = 3(BAB) + 2(STR) = 5
CMD = 10 + 3(BAB) + 2(STR) + 4(DEX) = 19
Initiative = +6, +8 in deserts
Fort +4, Reflex +7*, Will +1
*Trap Sense grants an additional +1 bonus to reflex saves versus traps & +1 AC
Base Speed: 30 ft

Hit Points: 33

Weapon Stats:

Melee

Gladius +5 (1d6+2, 19-20/×2) P or S
Club +5 (1d6+2, ×2) B
Unarmed strike +5 (1d3+2, ×2) B, nonlethal

Ranged (Point blank shot feat not factored in +1 to hit and damage at ranges of 30 ft or less)

Glock 9mm +7 (2d6+2, x4) 30 ft, P 17 box
Club +7 (1d6+2, x2) 10 ft, B

Trained skills:

Trained skills: 8(Class) + 2(INT MOD) + 1(FCB) = 11

_____________________________Class___MOD____Rank_____MISC____Total
1. Acrobatics (DEX*)___________+3______+4______+3______________+10
2. Bluff (CHA)_________________+3______-1______+3_____E_________+5
3. Climb (STR*)________________+3______+2______+3_______________+8
4. Disable Device (DEX*)_______+3______+4______+3_______F______+10
5. Knowledge [Technology] (INT)+3______+2______+1______+1TR*____+7
6. Electronics (INT)___________+3______+2______+2________R*_____+7
7. Perception (WIS)____________+3_______0______+3______+2RFEG___+8
8. Sense Motive (WIS)__________+3_______0______+3_______E_______+6
9. Sleight of Hand (DEX*)______+3______+4______+3______________+10
10. Stealth (DEX*)______________+3______+4______+3________G_____+10
11. Survival (WIS)______________+3_______0______+3______+2REG____+8
12. Swim (STR*)_________________+3______+2______+3_______________+8

R = Racial Bonus
T = Trait
F = Trapfinding bonus – gets an additional +1 versus traps.
E = Ranger favored enemy bonus, +2 vs Humanoids
G = Favored Terrain bonus, +2 in deserts.
R* = +4 bonus when dealing with Artificial Intelligence

Character Traits:

Trait: Magic - Mathematical Prodigy: Mathematics has always come easily for you, and you have always been able to “see the math” in the physical and magical world. You gain a +1 bonus on Knowledge (Technology) and Knowledge (engineering) checks, and one of these skills (your choice) is always a class skill for you. Frank's choice is Knowledge (Technology)

Trait: Combat – Reactionary. Gain a +2 trait bonus on initiative checks.

Synth Racial Traits:

Physical Description: Synths appear in all ways to be
human, and in many ways they are. Synths begin as artificial
skeletal frames with robotic brains upon which human tissues are
grown. They have human muscles, organs, and skin.

Society: Synths have no society of their own. They are not
only rare, but they also blend in perfectly well with humans, and
are able to integrate themselves completely into human societies.

Relations: Since synths appear to be human, nearly everybody treats them as such. However should their true nature be revealed, many people react with fear, though given all the other terrors on Broken Earth others are relatively unfazed.

Adventurers: In addition to the standard motives, synths
have additional reasons to explore. Those who awaken without
memories are often on a quest for their origin, while those who
were programmed to undertake a specific mission do what they can
to complete the mission.

Names: When synths were first created, they were given
specific identifications which are sequence of three to five letters and numbers, such as K2X9. Synths rarely use these numbers in public, but those who remember them often adopt names that sound similar, so K2X9 might call himself Kato Exin. Other synths simply adopt any human sounding name.

Synth Racial Traits

Humanoid: Despite having some mechanical parts, synths are
mostly biological, and are considered humanoids, not constructs.

+2 Constitution, +2 Intelligence, -2 Charisma: Synths’
robotic bones and brains make them tough and intelligent, but
their personalities are programed and may seem a little “off.”

Medium: Synths are Medium creatures and have no bonuses
or penalties due to their size.

Normal Speed: Synths have a base speed of 30 feet.

Accelerated Healing: Synths heal 2 hit points per character
level when they undergo natural healing, instead of the normal 1
per level.

Fortified Skeleton: Because of their artificial skeleton,
whenever a synth suffers a critical hit, there’s a 25% chance that they take only regular damage from the attack. Additionally,
synths take damage from falls as though they fell 10ft less.

Original Programming: Choose two skills. Synths gain a
+2 racial bonus to each skill, and always treat these skills as class skills. [Perception, Survival]

Computer Sympathy: Because of their artificial intelligence
synths gain a +4 bonus on any skill checks involving artificial
intelligence.

Languages: Synths begin play knowing one language based
on the area they came from (those beginning in the former USA
typically speak English). Those with high Intelligence scores may
learn any other languages. [English, Russian, Chinese]

Character Level Feats:

1. Exotic Weapons Proficiency: Firearms
2. Point Blank Shot (RCS)
3. Precise Shot, Endurance (RBF)

RCS = Ranger Combat Style Feat
RBF = Ranger Bonus Feat

Rogue Talents:

2. Surprise Attack

Rogue class Features:

Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow and short sword. They are proficient with light armor but not with shields.

Sneak attack: A rogue's attack deals extra damage anytime his target would be denied a Dexterity bonus to AC. Ranged attacks can count as sneak attacks only if the target is within 30 feet. Sneak attack damage is 2d6

Trap finding: A rogue adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device Checks made to disarm traps (minimum +1). A rogue can use disable device to disarm magic traps.

Evasion: If the rogue makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage.

Trap Sense: +1 bonus on Reflex saves made to avoid traps and +1 dodge bonus to AC against attacks made by traps.


Ranger class features:

Ranger Class Features:

Weapon and armor proficiency: A ranger is proficient with all simple and martial weapons and with light armor, medium armor and shields (except tower shields)

Favored Enemy: A ranger gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive and Survival checks against creatures of his selected type. Likewise he gains a +2 bonus on weapon attack and damage rolls against them.

Frank's favored enemy is Humanoids (Human if he needs to specify a sub type.)

Track: A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.

Wild Empathy: A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level plus his Charisma bonus to determine the wild empathy check result. Ranger and animal must be within 30 feet of one another under normal visibility conditions. Usually takes 1 minute but can take longer. It can be used on a magical beast with an intelligence score of 1 or 2, but at a -4 penalty on the check.

Combat Style: At 2nd level a ranger must select a combat style. He can choose feats from his combat style even if he does not meet the prerequisites. The benefits of the ranger's chosen style feats feats apply only when he wears light, medium or no armor. Frank's combat style is firearms (like archery except substitute Two weapon fighting for Manyshot).

A ranger gains endurance as a bonus feat at third level.

Favored Terrain: At 3rd level a ranger may select a type of terrain from the Favored Terrains Table. The ranger gains a +2 bonus on Initiative checks and Knowledge (Geography), Perception, Stealth and Survival skill checks when he is in his favored terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he chooses to). At 8th level and every 5 levels thereafter a ranger may select another favored terrain.

Frank’s favored terrain is Desert.


Physical Description:

Frank is a Caucasian male. He stands 6 feet 2 inches tall and weighs in at 190 pounds. He has brown hair and brown eyes. He is clean shaven. He is wearing military BDU's in a desert digital camo pattern.

Gear:

Encumbrance:

Light Load: < 67 lbs, Medium load: < 134 lbs, Heavy Load < 201 lbs

Explorer's Outfit (military BDU'S), 8 lbs
Gladius, 3 lbs
Club, 3 lbs
Glock 9mm Autoloader, 2 lbs
30 x 9mm bullets
Backpack
Canteen, 4 lbs
fire starter/tinderbox of some kind
mess kit
1 week's supply of Gecko meat jerky, 14 lbs

Backstory:

Unit F8T10, using the name "Frank Teton" when he was dealing with people who had neither the requisite security clearance nor the need to know that there was anything "special" about him, woke up to relative darkness and considerable confusion. The lighting in the area when he emerged from his stasis chamber was pretty much burned out and only provided a small amount of light to see by. But the much more disconcerting and confusing aspect was that it was obvious that his stasis chamber had been moved while he was in stasis. He had no idea where he was. Some sort of warehouse apparently. But he didn't know if he was in Florida, Washington state, or even anywhere in CONUS.

The other thing that seriously bothered Frank was that he had been part of a team of a dozen synth special warfare operators. But the other 11 members of his team and their stasis chambers were nowhere to be seen. Even worse, when Frank went to the storage portion of the stasis chamber where his personal gear was kept, almost all of it was gone! He still had his military BDU’s in a digital desert camo pattern, but that was it. No weapons, no sleeping bag, no mess kit, no canteens, no water purification gear, no rations. In short, all he had was squat. Frank reflected that he ought to be grateful that whoever had ripped off his gear had at least left him the clothes.

Frank then queried the onboard computer that maintained his stasis unit. Surely there would be some sort of orders and briefing material to let him know what was going on. The information that Frank did find only increased his confusion and by now borderline paranoia. The computer had released Frank from stasis because the power level that was available was insufficient to support Frank in that condition. If the computer hadn't released him, Frank would have died. No orders or briefing materials were available. No indication where the other members of his team might be, or what they would be expected to be doing, or even where Frank was.

Even more bizarre, the computer was indicating that 104 years had passed since Frank had gone into stasis. That couldn’t possibly be right! Maybe whoever had stolen his gear had mucked with the computer?

So Frank started exploring and determined that the warehouse he was in was filled with a bunch of miscellaneous junk. This left Frank with the distinct impression that he was here because somebody had fouled up and shipped him to the wrong location. However, it was also some sort of relatively secure facility that was underground. After some time, Frank eventually found out how to get to the surface.

He looked around. Frank still wasn't sure where he was but it was obvious that he was in an urban area with a lot of badly damaged/decayed buildings and weird wildlife, some of which Frank decided he was much better off avoiding. Over the course of the next few days Frank was able to determine that he was somewhere in San Francisco, something awful had obviously happened, and that the computer probably wasn’t wrong when it said he had been in stasis for over a century. Looking carefully around through the ruins Frank was eventually able to scrounge a large bowie knife (use gladius stats) and a truck driver’s tire thumper (use club stats).

That night a thunderstorm struck. Frank forced his way into an old boarded up Starbucks to get some shelter. He ran into an apparently normal looking woman who had some interesting abilities and a talking gorilla that had obvious genetically engineered/cyborg style enhancements. Frank wasn’t sure whether or not he was hallucinating, but he decided his best bet was just to take things as they came and try to figure out just what the heck was going on.