Banon

Trevor MacAlistair's page

22 posts. Alias of feytharn.


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Male TrueBrit

" I say we seek a secure spot for our gear - or better at least two caches for our various firearms - the go civil. If Freemans goons are already looking for us, a stolen car might just be the 'ping' on his radar that leads him in our direction."


Male TrueBrit

Stamina + Athletics5d10 ⇒ (10, 7, 4, 8, 2) = 31+1d10 ⇒ 10+1d10 ⇒ 10+1d10 ⇒ 3=4 successes
Dexterity + Stealth7d10 ⇒ (3, 2, 8, 7, 8, 10, 9) = 47+1d10 ⇒ 2=4 successes


Male TrueBrit

"Bloody Bo*****"
Trevor tries to speed back to camp, not completely giving up stealth but sacrificing some of it for faster movement. Getting there, he gets to Frazier, (if he is there and not the other scout) or to Murphy.

"There is a bloody camera up there! That bloody beach is under surveilance!


Male TrueBrit

wits + composure 4d10 ⇒ (6, 8, 8, 8) = 30
Three successes.


Male TrueBrit

Trevor will be one of the scouts.


Male TrueBrit

I guess so. Is the site we discovered close enough that it is viable to bring our equipment there and then clean up the beach or would that cost to much time, essentialy meaning we would forfeit the cover of night doing so?


Male TrueBrit

I thought we would clean up after finding a suitable spot to leave our equipment - ensuring lighter steps and possibly (if close enough) having a hiding place for the deflated raft

urgh...I still can't help but to substract any 1s from my successes...


Male TrueBrit

"Alright, Sir!

Trevor heads for a part of the Jungle that is close enough to the road to keep an eye on it, looking for a good place to set up camp.

Survival & Wits(should you prefer stealth, the number of dice are the same): 5d10 ⇒ (9, 2, 1, 4, 4) = 20

hoping for the CO to order him to a specific point since he can't see a good hiding place through all these trees

My mistake, I mistook Lamner for our informant


Male TrueBrit

"We probably should seek shelter to change. If our fake ids are still good, we should be able to get close enough to Lammers home for surveillance.

Are there any other contacts on the island we could check or is Lammert the only one?


Male TrueBrit

How does the POA look - as far as anything that can be seen under the cover of night AND through my nightvision binoculars.

In case needed:
wits & composure / survival 3d10 ⇒ (2, 8, 9) = 19 & 1d10 ⇒ 1 1 success /2d10 ⇒ (10, 8) = 18 reroll 1d10 ⇒ 8 5 successes


Male TrueBrit

"Fair enough, sir, although, with your permission to speak frealy, I still think those facilities could easily be possible if they are just the current form of factories started sixty years ago. At least with the intel we have now, that would be as probable as some sophisticated ruse."


Male TrueBrit

"Yet, considering the identity of one of our targets, we would have to consider the possibility that he is networked there, in a way we werent't aware of before. Also, he, or his brazil fellows might have started with constructing those facilities in time to explain the strange dates in our intel"


Male TrueBrit

Trevor turns to Squadron Leader Frazier.
"Sir, do you see these dates? Here is where they would have had the earliest opportunity to start building, here is the date of our intelligence about it working. Here again and here...again. The time window is much to short.
Either they ise facilities that were aöready in place aand only modified, or some of this is complete and bloody bogus."


Male TrueBrit

Wits 3 Investigation 1
4d10 ⇒ (8, 10, 5, 7) = 30
1d10 ⇒ 7
Two successes


Male TrueBrit

Trevor wants to check firearms and equipment if already possible, otherwise he uses the rest of the afternoon to do some light running, outside, regardless of weather, knowing the effect a few days on a submarine can have..


Male TrueBrit

"Sir, I am pretty fresh in the Service. I was bloodied with the regulars, though, infanterie, not air force and my instructors told me to forget abou that, Sir. Main deployments have been peacekeeping in the Kosovo under KFOR mandate and OP Herrick in Afghanistann under commission of the Royal Navy.

During Selection I was commended for assault weapons and close combat.
The instructor during jungle training attested me a special knack for orientation and I specialized in CRW, Sir."


Male TrueBrit

"Sounds good enough for me. Squadron Leader Frazier, should we use the time before boarding to get aquainted with each others capabilities?


Male TrueBrit

When are we expected to leave and when is Dr Lamner expecting us?


Male TrueBrit

"A kind of resort? What kind of resort? Do we have to go undercover into one of the cities to meet Dr Lamner or will he come to meet us once we set up base camp?


Male TrueBrit

Trevor is a young, large man, broad shoulders with a well cut frame. His hair is cut pretty short, so its red-blonde colour is only barely perceptible. His skin is fair, moreso then one would expect, his bright green eyes and bright face give him a certain attractiveness, yet if one looks close enough it can be seen that his nose must have been broken at least once. He wears a slightly shabby looking camourflage suit and seems to be nervously playing with his knuckles.

Trevor grins, showing his pearly white teeth
"We did not get the intelligence about those factories from the yanks, sir, did we?"
After clearing his throat:
"Do we have topographic information beyond the sat-map? Do we know about possible locations of our soft targets?"


I've nearly completed my profile, equipment is yet missing rules data, but I have some problems with my PC today and will add them later, if necessary during play.


Rough draft, no equipment, yet
I will add the full draft under Trevors Profile, if the character is ok with you.

Spoiler:

Trevor MacAllistair, Player: feytharn
Age 24
Soldier

Virtue: Charity
Vice: Wrath

Intelligence 2
Wits 3
Resolve 3

Strength 5
Dexterity 3
Stamina 4

Presence 3
Manipulation 2
Composure 1

Merits
- Status:Military 2
- Fighting Style: Boxing 5
- Danger Sense (2)
- Language: Spanish 2
- Striking Looks (2)
- Direction Sense (1)

Mental(-3)
- Computers 1
- Investigation 1
- Medicine 2

Physical (-1)
- Athletics 1
- Brawl 4 (Boxing)
- Drive 1
- Firearms 5 (Autofire)
- Larceny 1
- Stealth 2 (Camourflage)
- Survival 2
- Weaponry 3

Social (-1)
- Expression 2
- Intimidation 3
- Persuation 1
- Streetwise 1

Size 5
Speed 13
Initiative Mod. 4
Defense 3
Armor (0)
Health 9
Willpower 4

- grew up in Hampshire, Mother died at young age, Father began to drink
- clever and talented, but clashed with school authorities over and over, mostly for beating up bullies while trying to help others
- in the end started but couldn't finish college for amassed suspensions and breaking a teachers nose
- got on the wron tracks, became petty criminal, depressed because he felt he was going nowhere
- finally pulled himself together and joined the armed forces, eventually successfully aspiring to become a member of te SAS

Full Name

Helios Sunscream

Race

Human

Spoiler:
AC 22/T12FF21 HP 17/58 F+8 R+4 W+5 Init +5 Perception +10

Classes/Levels

Fighter 6

Gender

male

Size

medium

Age

18

Special Abilities

Bravery +1, Armor Training 1, Weapon Training (Flails) +1

Alignment

LN

Deity

Saranrae

Languages

Common, Skald, Anzient Azlanti

Homepage URL

Character Sheet

Strength 23
Dexterity 12
Constitution 14
Intelligence 10
Wisdom 10
Charisma 7

About Helios Sunscream

Data:

Name: Helios Sunscream
Race: Human
Job: Fighter 6
Age: 18
Alignment: LN
Personality:
Likes:
Dislikes:
Favorite foods:
Hobbies:
Physical Description:
Deity:
Languages: Common

Stat point distribution:

STR: 18/21 -17 (+2 Human Racial) +1 level 4
DEX: 12 / 12 -2
CON: 14/14 -5
INT: 10 / 10
WIS: 10 / 10
CHA: 07 /07 +4


Stats:

Hit Points: 58 / 58
Init: +5
Slitherbane +13 (1d10+19/19-20x2/B Magic)
Knochenknacker +13 (1d10+18/19-20x2/B Silver)
Entweider +10 (1d4+10/18-20x2/S Cold Iron)

Attack:
Melee: 12 = 6(base) + 6(STR);
Range: 7 = 6(base) + 1(DEX);
CMB: 12 = 6(base) + 6(STR); (+13 Sunder)
CMD: 23 = 10 + 6(base) + 6(STR) + 1(DEX);

AC:
AC: 22 = 10+ 10(Armour) + 0(Shield) +1(Dex)+1Defl;
Touch: 12 = 10 +1(Dex)+1Defl;
Flat: 21 = 10 + 6(Armour) + 0(Shield)+1Defl
Saves:
Fort: 8 = 5(base) + 2(CON) +1 RES
Ref: 4 = 2(base) + 1(DEX) +1 RES
Will: 5 = 2(base) + 0(WIS) +2 Feat +1 RES


Class Features, Racial Traits:

Class Features:
Prof:
Armour:
Simple & Martial weapons, light, medium & heavy armor & all shields (Incl Tower)
Bravery +1 to Will saves against fear
Armor Training (Ex):A Fighter reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. In addition, a fighter can also move at his normal speed while wearing medium armor.
--------------------------------------------------------------------------
Racial Traits:
+2 to any one trait
+1 Feat at level 1
+1 Skill point per level

Feats, Traits,Skills:

Feats:
(1)Power Attack
(H)Improved Sunder
(F1)Improved Iniative
(F2)Weapon Focus (Heavy Flail)
(3) Iron Will
(F4)Weapon Spez. (Heavy Flail)
(5) Step Up
Traits:
Observer
+1 Trait to perc + Perc = Class skill
Armor Expert
-1 Armor Check penalty for all medium and Heavy armors

FI 2 +INT +1 H = 3 * 2 = 6
ACP = 0 //Armour Check Penalty
Acrobatics: 0 = 0 + DEX Mod + 0 - ACP;
*Appraise: 0 = 0 + INT Mod + 0;
*Bluff: -2 = 0 + CHA Mod + 0;
Climb: 4 = 1 + STR Mod + 3 -ACP;
*Craft WS 0 = 0 + INT Mod + 0;
*Diplomacy: -2 = 0 + CHA Mod +0+2racial;
Disable Device: NA = 0 + DEX Mod + 0 -ACP;
Disguise: -2 = 0 + CHA Mod + 0;
Escape Artist: 0 = 0 + DEX Mod + 0 - ACP;
Handle Animal: 0 = 0 + CHA Mod + 0;
Heal: 0 = 0 + WIS Mod + 0;
Intimidate: -2 = 0 + CHA Mod + 0;
Know(Arcane): 0 = 0 + INT Mod + 0;
Know(Dung): 4 = 1 + INT Mod + 3;
Know(Engin): 4 = 1 + INT Mod + 3;
Know(Geo): 0 = 0 + INT Mod + 0;
Know(Hist): 0 = 0 + INT Mod + 0;
Know(Local): 0 = 0 + INT Mod + 0;
Know(Nature): 0 = 0 + INT Mod + 0;
Know(Noble): 0 = 0 + INT Mod + 0;
Know(Planes): 0 = 0 + INT Mod + 0;
*Know(Religion): 0 = 0 + INT Mod + 0;
Linguistics: 1 = 1 + INT Mod + 0;
Perception: 10 = 6 + WIS Mod + 3+1 trait;
Prof Soldier 8 = 3 + WIS Mod + 3+2 circ
Prof Scribe 6 = 1 + WIS Mod + 3+2 circ
Ride: 0 = 0 + DEX Mod + 0 - ACP;
Sense Motive: 0 = 0 + WIS Mod + 0;
Sleight of Hand: NA = 0 + DEX Mod + 0 -ACP;
Spell Craft: NA = 0 + INT Mod + 0;
Stealth: 0 = 0 + DEX Mod + 0 - ACP;
Survival: 6 = 3 + WIS Mod + 3;
Swim: 5 = 2 + STR Mod + 3 -ACP;
Use Magical Device: 0 = 0 + CHA Mod + 0;

Equipment:

Weapons: (537gp)
Slitherbane:
telephatic+1 Heavy flail awakened
Intelligence 12, Wisdom 14, Charisma 12
Darkvision 60 feet
Language Ancient Azlanti
Liberating Command 1/day
Alc Silver Heavy Flail
cold iron Kukri
sling
bullets 10
--Weight: 6
Armour: (255gp)
Full Plate +1
Ring of Protection
--Weight: 0
Misc:
potion clw x2
potion enlarge person x2
wand of clw
flasks of alchemist fire x3
--Weight: 18
Light: 133, Med: 266, Heavy: 400
--Weight:
Cash:
0 Platinum


Appearance:

Height: 6' 6"
Weight: 230 lbs
Hair: Honey Coloured
Eyes: Cornflower Blue
Skin: lightly tanned with freckles
Physical Description
The body of Ralf Moeller with more freckles and a very high pitched voice bordering on the painful to the ear

Backstory:


PFS:

Gallows of Madness lV1 3XP 4PP 1441gp
Orders of the Gate LV 5 1XP 2PP 4038gp
Valley of the VF LV 5 1XP 2PP 4015gp
BAR LV 6 1XP 2PP 3213gp

Grand Lodge FactionS8:

EXPLORER (2+ goals): Once per adventure before attempting an Acrobatics, Climb, Survival, or Swim check, you gain a
circumstance bonus equal to 1 plus half of the number of goals you have completed (rounded down) when attempting the
check. You also halve your armor check penalty for the purpose of this skill check.
GUIDING COMPASS (4+ goals): Your wayfinder guides you to safety in all circumstances. If you fail a saving throw against an
effect that allows additional saving throws to mitigate the effect (e.g. glitterdust or dominate person), you gain a bonus on
subsequent saves against such effects equal to 1 for every three goals you have completed.
EXPEDITION COORDINATOR (7+ goals): You can forgo your Downtime to organize an expedition to a site you recently
visited and discover things you missed before. Check one of the boxes to retroactively succeed at the scenario’s secondary success
condition that you would have failed. If you do so, all other PCs at the table also succeed at the secondary success condition.
[X][X][X][X][X][][][]Adventure in a nation other than Absalom. You may only receive credit for visiting a particular nation once.
Checking one of this goal’s boxes does not prevent you from checking one box for a different goal.
[X][]Forgo your Downtime to finalize a report to the Pathfinder Society. Doing so requires a successful DC 15 Intelligence,
Wisdom, or Profession (scribe) check.
[X]Complete at least three consecutive scenarios in which you completed both the primary and secondary success conditions.
Sanctioned adventures that do not include secondary success conditions neither interrupt not contribute to this goal.
[]Complete six consecutive scenarios in which you completed both the primary and secondary success conditions. Sanctioned
adventures that do not include secondary success conditions neither interrupt not contribute to this goal.
[][]Participate in an adventure that includes at least two encounters that do not take place on the Material Plane.
[][]Resolve an encounter with an organization led by genies, elemental forces, or those who revere them.
[]Participate in an adventure that directly assists an NPC Pathfinder agent or agent of an allied organization, such as by
mounting a rescue, recovering an important object, or defending that group’s resources and reputation.
[X][X][]/[][]Serve as the GM for an adventure that grants 1 or more XP, and apply the Chronicle sheet to this character.