Blackjack

Geoffrey Whittaker's page

236 posts. Alias of Luke_Parry.


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Male Human Dedicated Hero 2 (HP 12/12) (AC 14/14/10) (Fort +3, Ref +2, Will +5) (Init +2)

Working on the assumption that RL has taken its toll on our GM, I am un-following this thread.


Male Human Dedicated Hero 2 (HP 12/12) (AC 14/14/10) (Fort +3, Ref +2, Will +5) (Init +2)

*waves*


Male Human Dedicated Hero 2 (HP 12/12) (AC 14/14/10) (Fort +3, Ref +2, Will +5) (Init +2)

Geoffrey legs it.

Run.


Male Human Dedicated Hero 2 (HP 12/12) (AC 14/14/10) (Fort +3, Ref +2, Will +5) (Init +2)

Round 2:

Geoffrey keeps legging it (this time running) in the general direction of the community centre, hoping to either find safety inside, or a convenient rooftop that the shamblers can't access.


Male Human Dedicated Hero 2 (HP 12/12) (AC 14/14/10) (Fort +3, Ref +2, Will +5) (Init +2)

Double move. Run just seems like a recipe for a zombie to duck out of somewhere, and poleaxe me.

Geoffrey keeps hustling.


Male Human Dedicated Hero 2 (HP 12/12) (AC 14/14/10) (Fort +3, Ref +2, Will +5) (Init +2)

Geoffrey continues to stagger away, looking for shelter from the mob.


Male Human Dedicated Hero 2 (HP 12/12) (AC 14/14/10) (Fort +3, Ref +2, Will +5) (Init +2)

Initiative: 1d20 + 2 ⇒ (6) + 2 = 8.


Male Human Dedicated Hero 2 (HP 12/12) (AC 14/14/10) (Fort +3, Ref +2, Will +5) (Init +2)

Sorry, I have been trying to post for days, but it will only let me 'preview' posts in the discussion thread...

Yes, I am still around, and up for it.


Male Human Dedicated Hero 2 (HP 12/12) (AC 14/14/10) (Fort +3, Ref +2, Will +5) (Init +2)

Fort: 1d20 + 3 + 6 ⇒ (6) + 3 + 6 = 15.

Geoffrey looks decidedly green.

This is worse than the time I had to help out after a fully-laden semi-trailer ploughed into a diner off the inter-state...


Male Human Dedicated Hero 2 (HP 12/12) (AC 14/14/10) (Fort +3, Ref +2, Will +5) (Init +2)

Geoffrey nods to Greg.

"That sounds like a good idea to me. Out here, we are essentially flying blind; hopefully, if we can resupply, and get some more intel about what, exactly, is going on, we will have a better chance of getting through this."


Male Human Dedicated Hero 2 (HP 12/12) (AC 14/14/10) (Fort +3, Ref +2, Will +5) (Init +2)

"Hang on guys... before we go anywhere, let me take a look at your wounds..."

Treat Injury - Brian: 1d20 + 11 ⇒ (20) + 11 = 31, for 1d4 ⇒ 3 healing.

Treat Injury - Schmitty: 1d20 + 11 ⇒ (5) + 11 = 16, for 1d4 ⇒ 3 healing.


Male Human Dedicated Hero 2 (HP 12/12) (AC 14/14/10) (Fort +3, Ref +2, Will +5) (Init +2)

Geoffrey calmly moves forward for a better angle, and shoots at one of the sickos.

HKPSG1: 1d20 + 4 ⇒ (20) + 4 = 24, for 2d10 ⇒ (10, 4) = 14 damage.


Male Human Dedicated Hero 2 (HP 12/12) (AC 14/14/10) (Fort +3, Ref +2, Will +5) (Init +2)

That's fine. It's fairly iconic in zombie lore to go for the head, so I thought I should check ;-)


Male Human Dedicated Hero 2 (HP 12/12) (AC 14/14/10) (Fort +3, Ref +2, Will +5) (Init +2)

Something that I was trying to ascertain with my attack: Do successful head shots on zombies equal instant kills? I want to know whether to bother in the future :-)


Male Human Dedicated Hero 2 (HP 12/12) (AC 14/14/10) (Fort +3, Ref +2, Will +5) (Init +2)

Round 1:

Geoffrey steps to the side, and calmly attempts to make a called shot at sicko #4's head.

HKPSG1(including the 'called shot' penalty): 1d20 + 4 - 4 ⇒ (13) + 4 - 4 = 13, for 2d10 ⇒ (3, 7) = 10 damage.
Miss Chance: 1d100 ⇒ 74.

Just testing a theory ;-)


Male Human Dedicated Hero 2 (HP 12/12) (AC 14/14/10) (Fort +3, Ref +2, Will +5) (Init +2)

Initiative: 1d20 + 2 ⇒ (1) + 2 = 3.


Male Human Dedicated Hero 2 (HP 12/12) (AC 14/14/10) (Fort +3, Ref +2, Will +5) (Init +2)

Geoffrey pinches the bridge of his nose, and sighs.

"It's a free country. If they want to calve off by themselves, that is their prerogative. I will admit, though, that I think there is safety in numbers..."

He then shrugs.

"That said, I find it odd that they chose to leave in the middle of the night, dumping our canoes, and potentially leaving us to be savaged by something horrible, since they abandoned us whilst they were supposed to be on watch."

Geoffrey sighs again.

"Fortunately, nothing bad happened. As long as they have not actively stolen anything from us, I say, let them go."


Male Human Dedicated Hero 2 (HP 12/12) (AC 14/14/10) (Fort +3, Ref +2, Will +5) (Init +2)

With a shrug, Geoffrey turns his attention to the task of retrieving the remaining canoes.

"Don't try to swim - jump into the canoes we have retrieved, and then we can paddle off to grab the remaining ones. The things we have encountered don't die when shot in the heart, so I reckon it is a safe bet that they don't breathe, either - I'd rather none of you were grabbed around the ankles, and pulled down to drown by something lurking at the bottom of the lake."


Male Human Dedicated Hero 2 (HP 12/12) (AC 14/14/10) (Fort +3, Ref +2, Will +5) (Init +2)

Shaking his head at the couple's stupidity, Geoffrey quickly rushes to the shore, and grabs one of the canoes before it has a chance to float away.

What the Hell got into them?! Don't they realise we are more likely to survive whatever is going on, as a group?!


Male Human Dedicated Hero 2 (HP 12/12) (AC 14/14/10) (Fort +3, Ref +2, Will +5) (Init +2)

Blearily, Geoffrey wriggles his way out of his sleeping bag, still clutching his rifle.

When his brain finally focuses on what Edwin is saying, a feeling like ice spreads like lightning down his back.

Ah, crap...

He then runs down to where the canoes are, and flicks the safety off on his rifle.

"Can anyone confirm that they have stolen from us?", he says, dispassionate menace clear in his voice.


Male Human Dedicated Hero 2 (HP 12/12) (AC 14/14/10) (Fort +3, Ref +2, Will +5) (Init +2)

Happy where I am - with a solid wall of bodies blocking any brain munchers ;-)


Male Human Dedicated Hero 2 (HP 12/12) (AC 14/14/10) (Fort +3, Ref +2, Will +5) (Init +2)

1d20 ⇒ 9


Male Human Dedicated Hero 2 (HP 12/12) (AC 14/14/10) (Fort +3, Ref +2, Will +5) (Init +2)

Geoffrey shakes his head vehemently.

"I strongly suggest that we don't split up; in every horror movie that I ever watched, doing so always ended badly... Why don't we do a quick drive-by to see what is happening with the resort, then head back to the island to rest for the night?"


Male Human Dedicated Hero 2 (HP 12/12) (AC 14/14/10) (Fort +3, Ref +2, Will +5) (Init +2)

Geoffrey, already up on the back of the truck, gives Greg an odd look.

"Sure, I am happy to stay up here."

He listens to Yael's suggestion.

"Agreed, we should probably stay away from population centres, at least tonight; in the morning, when visibility is better, we may have a better shot... I just don't want to be swarmed by an entire pack of those things when I can barely see."

Geoffrey then frowns.

"I am not sure whether the islands are a good idea, though - bodies can float; what happens if one of them washes up on our island in the middle of the night? It would make fleeing difficult. Honestly? I think our best bet would be to find one of the Park fire spotting stations, and hole up there until morning."


Male Human Dedicated Hero 2 (HP 12/12) (AC 14/14/10) (Fort +3, Ref +2, Will +5) (Init +2)

"Agreed, until we know more about what is going on, I suggest minimising physical contact with the afflicted - we don't know what is causing this, or how contagious it is."

When Marcus hops in the truck, Geoffrey nods, and jumps into the back, using the roll-bar to help position his rifle, so as to sight down the truck's path.


Male Human Dedicated Hero 2 (HP 12/12) (AC 14/14/10) (Fort +3, Ref +2, Will +5) (Init +2)

Well, these things clearly aren't human any more - shooting someone in the heart will kill a human.

However, it is equally clear that they were once human.

Casting aside the highly unlikely situation that they are a sudden evolutionary jump to 'post-human' state, It seems reasonable to assume that they are afflicted with some sort of contagion (probably man-made)... and I have no desire to see it spread.

Adopting quarantine protocols, the way to protect the main body of a population is to cleanse the infection... so annihilating the (irredeemable) carriers seems like the logical thing to do.


Male Human Dedicated Hero 2 (HP 12/12) (AC 14/14/10) (Fort +3, Ref +2, Will +5) (Init +2)

Yeah, I knew about the dangers of firing into grapples (which is why I wanted to eliminate the 'zombie' before that happened), but was unaware of the 'hitting cover' rule :-/


Male Human Dedicated Hero 2 (HP 12/12) (AC 14/14/10) (Fort +3, Ref +2, Will +5) (Init +2)

Coming to a decision, Geoffrey unlimbers his rifle, and takes a shot at the 'Sicko' in melee with Yael.

HKPSG1: 1d20 + 4 ⇒ (12) + 4 = 16, for 2d10 ⇒ (6, 5) = 11 damage.


Male Human Dedicated Hero 2 (HP 12/12) (AC 14/14/10) (Fort +3, Ref +2, Will +5) (Init +2)

"Don't kill them; we don't want to have to deal with murder/manslaughter charges..."

Geoffrey'd voice trails off, and he blanches when he sees that being shot through the heart doesn't drop one of these people.

No drug could prevent that for being a kill-shot! What the Hell is going on around here?!


Male Human Dedicated Hero 2 (HP 12/12) (AC 14/14/10) (Fort +3, Ref +2, Will +5) (Init +2)

Geoffrey looks a little shaken.

"What the Hell is wrong with them?! Come on - let's get out of here!"

I don't really want to 'murder' anyone, after all...


Male Human Dedicated Hero 2 (HP 12/12) (AC 14/14/10) (Fort +3, Ref +2, Will +5) (Init +2)

"Mate, are you okay?"


Male Human Dedicated Hero 2 (HP 12/12) (AC 14/14/10) (Fort +3, Ref +2, Will +5) (Init +2)

"I agree - let's not commit breaking and entering, and theft. Right now, the only crime we are definitively aware of is the murder of that poor man, and that was nothing to do with us. Let's try to contact the authorities, so they can sort it out."

He then moves to follow the others to the resort.


Male Human Dedicated Hero 2 (HP 12/12) (AC 14/14/10) (Fort +3, Ref +2, Will +5) (Init +2)

Geoffrey pinches the bridge of his nose, and sighs.

"Arlo, we are all tired. If 911 services are down, then something *really* serious has happened; something that is clearly *not* Greg's fault, and could not have been foreseen by the company. Don't take it out on him.

That said, I am not keen on walking the distance if I can avoid it. Why don't we try the resort? Hopefully, we can raise someone on the landline, but who knows? We might even be able to cadge a lift using the resort minibus."


Male Human Dedicated Hero 2 (HP 12/12) (AC 14/14/10) (Fort +3, Ref +2, Will +5) (Init +2)

Geoffrey frowns.

"Someone beat this poor sod's head in with an oar. It looks like he gave as good as he got, though - he managed to bite his attacker. The odd thing, however, is that this looks like it happened about two weeks ago - and not only have no scavengers taken a crack at the body, but I can't believe no-one has been here, and noticed the body, in the last fortnight..."

He then turns to Greg.

"We should call this in."


Male Human Dedicated Hero 2 (HP 12/12) (AC 14/14/10) (Fort +3, Ref +2, Will +5) (Init +2)

With a nod, Geoffrey moves up to assist Greg, and is momentarily taken aback.

No animal did this! What the Hell is happening around here!?

Grimly, he takes a look at the corpse, doing his best to hold his breath, and instead focusing on diagnostics.

Treat Injury: 1d20 + 11 ⇒ (10) + 11 = 21.

Heh. Apparently, I used 'Take 10' ;-)


Male Human Dedicated Hero 2 (HP 12/12) (AC 14/14/10) (Fort +3, Ref +2, Will +5) (Init +2)

Geoffrey frowns as he regards Marcus, but bites back a scathing comment.

Geez, what a nut-job. I wonder when the last time he had a psych-eval was?

"Let's not assume that it's the Apocalypse, just yet - there's probably a reasonable explanation for what's going on, that doesn't require the use of firearms..."


Male Human Dedicated Hero 2 (HP 12/12) (AC 14/14/10) (Fort +3, Ref +2, Will +5) (Init +2)

Geoffrey has enjoyed the last month - a chance to take a break from his hectic life, an opportunity to unplug; he has truly savored the fact that he hasn't had to be on-call, and has not had to consider anything beyond his immediate surroundings.

The fact that he has been away from the city, enjoy the great outdoors, has just been the icing on the cake.

Still, he can't not admit to himself that it will be nice to have a hot shower.

Not to mention that I dare say there will be several hundred e-mails waiting for me to sift through when I get home...

When the landing zone comes into sight, he begins to paddle more vigorously, eager to get back.

"Come on Richard, we can do this!"

Listen: 1d20 + 3 ⇒ (16) + 3 = 19.

Geoffrey frowns when he overhears Greg's comment.

That's a bit odd... what's happened? Has there been some sort of accident? A terrorist attack out here seems unlikely...

Spot: 1d20 + 8 ⇒ (5) + 8 = 13.

"Huh. Someone rummaged through the kit bags on the canoes, and took the oars. What the devil did someone want with just the oars?"

Drive: 1d20 + 2 ⇒ (14) + 2 = 16.

Relying on his skill, honed over the last month, Geoffrey effortlessly guides his canoe into shore.

He helps Richard drag it up onto land, then shoulders his pack, pulling out his torch, and follows Greg.


Male Human Dedicated Hero 2 (HP 12/12) (AC 14/14/10) (Fort +3, Ref +2, Will +5) (Init +2)

Dotting for fun and profit :-)


Male Human Dedicated Hero 2 (HP 12/12) (AC 14/14/10) (Fort +3, Ref +2, Will +5) (Init +2)

Still here :-)


Male Human Dedicated Hero 2 (HP 12/12) (AC 14/14/10) (Fort +3, Ref +2, Will +5) (Init +2)

Whilst I agree that GMs rolling initiative checks helps to make the game run more smoothly (and use that mechanic in the games that I run), I am leery about the GM rolling saving throws - I like having the illusion of responsibility for the fate of my PC :-)


Male Human Dedicated Hero 2 (HP 12/12) (AC 14/14/10) (Fort +3, Ref +2, Will +5) (Init +2)

..


Heh. Well, I *could* have gone with a Barrett Light Fifty - technically, RAW, that is not restricted access, either, but I felt that a 35 lb gun was probably hard to justify ;-)


Stats updated to reflect the point-buy score listed above.

If we can 'Take 20' on wealth checks, I would have a few different things noted down:

On trip:
HKPSG1 instead of Remington

At base camp:
Yamaha YZ250F (-2 Wealth)

At home:
Desktop Computer (-2 Wealth)

I really can't justify to myself having automatic weaponry on a non-military person ;-)


Having more than one doctor is never a bad thing - it means that there is always someone who can perform surgery ;-)

As to the Apothecary, it is an occupation, that can be overlaid on any class:

HERE


Okay, here is my application!

(More details are listed on the profile.)

Background:
The son of two veterinarians, from an early age, Geoffrey was interested in biology, but rather than following in his parents' footsteps, he decided to carve out his own niche, by moving into the field of human medicine.

Following graduation, he did his residency at St Luke's Hospital in Duluth, where he developed an interest in trauma medicine.

His high-stress life and the long hours have not left much time for friends or a family, but he has an African Grey Parrot that he is fairly devoted to, and likes to blow off steam at the end of a long week with some target shooting on a local rifle range.

After several years of hard work, Geoffrey has finally decided to take some time off (leaving his parrot in the care of a neighbor, Miss Kotow), arranging to take a month-long Boundary Waters Canoe Area Wilderness tour, hoping that, away from the frenetic pace of the city, he will have a chance to relax, and recharge (the fact that he managed to wrangle a discount by signing on as the trip's 'resident doctor' helped his peace of mind, as well).

What could possibly go wrong?

Starting Wealth (level 1): 2d4 + 5 ⇒ (1, 4) + 5 = 10.
Wealth check (level 2): 1d20 + 8 ⇒ (18) + 8 = 26 Vs. DC 10 = +4
So, Wealth is 15 (including the +1 for 6 ranks in Profession).

In the canoe:
Casual clothing (8)
Fatigue jacket (7)
Cell Phone (9)
Medical Kit (15) [-1 Wealth]
Backpack (10)
Binoculars (7)
Compass (5)
Flashlight (4)
Portable Stove (9)
Sleeping Bag (9)
Scope (11)
Speed loader (3)
Remington 700 - 1d20 + 14 ⇒ (14) + 14 = 28 Vs DC 17 [-2 Wealth]
100 rounds of 7.62mm ammo

At Home:
Small Condo (rental):
Desktop Computer - 1d20 + 12 ⇒ (3) + 12 = 15 Vs 22 No...
Clothing (various, <10)


Just checking, but have I been left off the list? I was the first person to post a full profile, as far as I can tell :-)


Alright, here are the bare bones of my PC - Geoffrey is the second son of a fairly well-to-do local Surgeon, who, whilst not expected to take over his father's practice, was nevertheless well looked after throughout his youth, and sponsored for a university education.

Classically educated, he was the captain of a moderately successful debating team at college, and his hobbies include hunting and reading (which helps fuel his passion for ancient cultures and far away places), although a little of his father's medical knowledge has also rubbed off on him over the years, enough that he candle relatively minor injuries that don't require a trip to the operating room.

Of course, he is still relatively malleable - if we end-up not having an engineer or wilderness expert, I can change him completely.


Male Human Dedicated Hero 2 (HP 12/12) (AC 14/14/10) (Fort +3, Ref +2, Will +5) (Init +2)

Day Job - Profession(Gem-cutter): 1d20 + 4 ⇒ (20) + 4 = 24.

Remaining details sent as a PM.

I had fun - I think we illustrated that low-level kineticists are primarily good at damage, and not a lot of other things (without some creative thinking, at least).


Male Human Dedicated Hero 2 (HP 12/12) (AC 14/14/10) (Fort +3, Ref +2, Will +5) (Init +2)

Geoffrey winces as he considers the damage done to Kain, Gustav, and Embel.

"I don't know... I think we were just lucky; they actually seemed fairly competent..."

He then begins to rifle through their pockets to see what he can find (both in terms of loot, and an indication of whom they are, and why they targeted the party).


Male Human Dedicated Hero 2 (HP 12/12) (AC 14/14/10) (Fort +3, Ref +2, Will +5) (Init +2)

Encouraged, Geoffrey throws a blast of scree at Hallis!

Earth Blast: 1d20 + 3 + 1 ⇒ (20) + 3 + 1 = 24, for 1d6 + 6 + 1 ⇒ (6) + 6 + 1 = 13 damage.
Crit Confirmation: 1d20 + 3 + 1 ⇒ (1) + 3 + 1 = 5...nope.

Full Name

Daglar

Race

Dwarf

Classes/Levels

Fighter 2 (crossbow)

Gender

male

Size

M

Age

51

Special Abilities

hatred

Alignment

LG

About Daglar

DAGLAR CR 1
Male Dwarf Fighter (Crossbowman) 2
LG Medium Humanoid (dwarf)
Init +4; Senses Darkvision; Perception +0
DEFENSE
AC 18 , touch 13, flat-footed 15 (+5 armor, +3 Dex)
hp 19 (2d10+2)
Fort +4, Ref +4, Will +0 (+1 vs. fear); +1 morale vs. fear, +2 vs. poison, spells, and spell-like abilities
Defensive Abilities bravery +1, defensive training
OFFENSE
Speed 20 ft.
Melee Spiked Gauntlet +4 (1d6+1) or
Melee armor spikes +4 (1d6+1) or
Melee Dwarven waraxe +4 (1d10+1/x3)
Ranged Masterwork Heavy crossbow +9 (1d10+1/19-20)
Special Attacks hatred
STATISTICS
Str 12, Dex 18, Con 13, Int 13, Wis 10, Cha 7
Base Atk +2; CMB +4; CMD 16
Feats Point Blank Shot, Precise Shot, Rapid Reload (Heavy crossbow)
Traits A Sure Thing (1/day), Zest for Battle
Skills Acrobatics +1 (-3 jump), Appraise +1 (+3 to determine the price of nonmagic items with precious metals or gemstones), Climb +3, Escape Artist +1, Fly +1, Handle Animal +2, Knowledge (engineering) +5, Profession (gardener) +5, Ride +1, Stealth +1, Survival +4, Swim -2
Languages Common, Dwarven, Skald
SQ Greed, Hardy +2, Hatred +1, Rock Stepper, Slow and Steady, Stability +4
Combat Gear Potion of Feather Step, Potion of Touch of the Sea, Alchemist's fire (2), Liquid ice, Vermin repellent; Other Gear Masterwork Armor spikes Scale mail, Crossbow bolts (20), Dwarven waraxe, Masterwork Heavy crossbow, Silver Crossbow bolts (10), Adventurer's sash (5 @ 4 lbs), Backpack (17 @ 35 lbs), Bedroll, Belt pouch (1 @ 0 lbs), Crowbar, Flint and steel, Grappling hook, Iron spike (5), Signal whistle, Silk rope, Trail rations (7), Waterskin, 1795 gp, 4 sp, 6 cp
SPECIAL ABILITIES
A Sure Thing (1/day) 1/day, +2 to hit an evil creature.
Bravery +1 (Ex) +1 to Will save vs. Fear
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 Gain a racial bonus to saves vs. Poison, Spells and Spell-Like effects.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Reload (Heavy crossbow) You can reload fast with one type of Crossbow.
Rock Stepper Ignore rubble, broken ground, or steep stairs when taking 5 ft. step.
Slow and Steady Your base speed is never modified by encumbrance.
Stability +4 Gain bonus to CMD vs. bull rush/trip while standing on ground.
Zest for Battle Whenever you have a morale bonus to weapon attack rolls, you also receive a +1 trait bonus on weapon damage rolls.
DESCRIPTION
As a child Daglar never fit in with the other dwarves. He did all the things that dwarves did, trained with his peers, behaved properly, but the caverns and halls of the dwarves under the Five Kings Mountains were just not where he felt he fit in. So when he became of age, he took to the road, taking his mother's armor (refitted for him) and a heavy crossbow with him. He made his way south to the coast of the Inner Sea and from there to Absalom. Once there he still had no idea what to do, but his skills with plants and gardening found him a job at the Pathfinders Lodge. He was happy there until he found himself competing with the crossbow against a class of new Pathfinders.
Now he was on the radar of the Pathfinders and the Silver Crusade quickly drafted him. And that was how he became an adventurer. Still the days of gardening were not part of his past; the gardens of the Lodge are where he feels mostly at home.
He does find the excitement exhilarating though when the Pathfinders call on him.
Faction Silver Crusade