Poltur

ArchibaldBenedictThunderblossom's page

456 posts. Alias of Choon.


Full Name

Rogue Trader Archibald Benedict Thunderblossom

Race

WS 33, BS 38, S 30, T 31, Ag 36, Int 30, Per 32, WP 47, Fel 64; Wounds 5/5, FP 1/4 | +15 command on a ship | Currently:

About ArchibaldBenedictThunderblossom

Exceptional Leader: As a free action once per round, the Rogue Trader may grant an ally that he can see and who can hear him +10% to any one test.
The Rogue Trader’s Exceptional Leader ability may be used once per Strategic Turn in Space Combat, provided that they can both see and hear the Rogue Trader. Typically, this means they must be in the same location aboard the ship (such as the bridge).
The Rogue Trader may not give himself the bonus from Exceptional Leader.

stats:

31 Toughness
38 ballistics skill
36 agility
64 Fellowship
30 Intilegence
33 weapon skill
30 Str
32 perception
47 willpower

5 wounds 4 FP (3 rolled) insanity 9 Profit factor +1

Life Path: cost:
Home world.....Battlefleet 0 *+5 Will; +3 Fel; –5 Per
Birthright.....Child of the Creed 0 *+3 Fel, -3 WS, unshakable faith
Lure...........Zealot 200 *+5 Fel, +5 will, -5 tough,
Trials.........Lost Dynasty 400 *+1 Profit, +1 FP
Motivation.....Prestige 0 Talented (command)
Career.........Rogue Trader 0
Lineage....Uncertain Inheritance 300 Paranoid talent, Deceive skill

Skills
basic (-20):

Trained +0: Command (Fel), Commerce (Fel), Charm (Fel), Common Lore (Imperium) (Int), Deceive (Fel) Evaluate (Int), Literacy (Int)
Pilot(spacecraft)(Ag), Scholastic Lore (Astromancy) (Int), Speak Language (High Gothic, Low Gothic, Battlefleet War Cant, Trader's Cant) (Int)

Talents
Pistol Weapon Training (Universal), Melee Weapon Training (Universal)
Peer (Ecclisiarchy) *+10 interactions with said groups
Unbreakable Faith Reroll any Fear test
Talented (Command) *+10 command
Air of Authority Fellowship effects 1d10+fellowship
Paranoid *+2 innitiative and get a secret roll to notice hidden threats
Void Accustomed Immune to space sickness, Low or 0g not difficult terrain

Qualities from Lifepath
Officer on Deck *+5 command on any ship
Void-Born Ancestry gain Pilot(spacecraft) and Void Accustomed
Ship-Bound Fighter –2 penalty to Initiative Tests in open spaces and double the Ballistic Skill penalty for firing weapons at Long Range or greater. These penalties don’t apply to the character if they are inside a tunnel or other confined space.
Blessed Scars *+10 to Intimidate Tests and –10 to Charm Tests, gain a standard Implant
Unnerving clarity *+5 willpower, 6 insanity
Favored of the Faithful *+5 fellowship, -5 toughness, Peer (ecclisearchy)

gear:

Gear
Memorance Implant *+10 bonus to Trade (Remembrancer) Tests, or other Tests in social situations where the recorded information provides leverage or value., 3 insanity, total Recall Talent"
common-Craftp plasma pistol Pistol 30m S/2/– 1d10+6 E pen6 10shots 3Full reload Overheat 4kg
common-Craft power sword 1d10+5 E pen5 Power Field, Balanced 3kg
Micro-bead, void suit, set of fine clothing, xeno-pelt cloak
best-Craftsmanship enforcer light carapace all locations, armor6, 7.5kg
Advanced Preysense Targeting Monocle Thermal Vision, Darkvision, +20 to perception tests in the dark, can link to weapon
Calculance Array *+10 Commerce Tests

Storytime!:

Archibald grew up as the second son of twelve siblings fathered by the Captain on a ship of his Majesty's Navy that was tasked with patrolling the local volume of a middling shrine world. His father had manned the post his entire life, as had his father, and his, back several thousand years. But what the posting lacked in prestige, it made up for in the devotion of her crew. Archibald grew up not only chasing pirates and the occasional traitor bandit, but also surrounded and infused with the glory of the God-Emperor. This translated into a soul undefiled and a flame of zeal that cold not be quenched. This did not translate to a life of ease. For he had siblings, and they were hungry for the bump in inheritence that the #2 spot would bring. Archibald never aimed for this elder Sister's post. He was to busy fending off Sibling 3-12. As youths they competed for their father's limited attention, and, as the eldest two, his sister and he always got the upper hand. It wasn't until their late teens that the games turned real when Sibling 6, Marina, pushed Sibling 12, Ticonay, into an open vat of engine coolant. Nothing was ever found of the boy, of course, but everything about her proclaimed her victory. Father's hands were tied, to a degree. He could not punish without proof, and her story of a silly game and a slip on the catwalk was plausible enough. To the other children, however, it was a declaration of war.
All through his 20's Archiblad fought his increasingly bloodthirsty siblings with the tacit support of his Father and elder Sister. He foiled a plot by Sibling 7, Grace, to poison Sibling 3, Gerald. She was shipped to a Sisters convent for that. He lead a detachment of the ship's security when Sibling 4, Martony, lead an attempted coup. He ran Martony through personally for this slight against the God-Emperor and the hilt of his power sword still bears the blood in the guard's filigree creases.
Fight after fight, success after success. His name was great aboard ship, but his soul was dark. Family should not be this way.

With the collapse of the Carsis sector and the Catalan Dynasty, certain documents were leaked that were not meant to ever been seen again. Documents that suggested the the Catalan had long ago done away with a certain rival clan and secured their Writ on a dark, dangerous, and secluded world. The Thunderblossoms had been ROBBED!
Armed with this knowledge, Archibald badgered his father and Elder sister, Olivia Thunderblossom into giving him a tiny, underpowered ship and leave to reclaim their family's name as Rogue Traders. Eventually his Father relented.
Archibald departed. He was gone for ten years, and came back changed. He now bore terrible scars across his face and wisdom behind his eyes along with ports along his neck and temples that spoke of augmentation. He had entered a boy blooded, chasing a dream and running from what his future would be as Second son. He emerged a man, and a Rogue Trader. For in his hand he held the ancient vellum of the Thunderblossom Warrant of Trade. He immediately claimed it as his own and announced his intent to propel his family to heights hitherto unimagined. None dared gainsay him.
But few were overly eager to join and leave the safety of the Family. Thus Archibald begins his quest with a single ship torn from the side of a Hulk and a crew he has yet to test with a few trusted friends at his side. A humble beginning, to be sure.


----------------------------------------------

Artillery Version:

Characteristics for Mr. Fancy Pants

28 - WS
56 - Fellowship (38, +3reg +5 Sarge +10xp)
36 - Int (39 -3 reg)
31 - BS
40 - Per (35 +5xp)
35 - Str (29 +6reg)
31 - Tough
34 - Will
31 - Ag

wounds = 16
1 fate point

Former Sargent Aptitudes: Defense, Fellowship, Leadership, Perception, Strength, Toughness, Weapon Skill, Willpower
Current MoO Aptitudes: Agility, Fellowship, Offense, Leadership, Intelligence, Perception, Willpower

Skills
Known +0: Athletics, Awareness, Navigate (surface), Schol. Lore [Tactica Imperialis, Beasts], Common Lore (IG, War), Low Gothic
Trained +10: Operate (Surface), Logic
Experienced +20: Command
Veteran +30:

Talents:
Indirect Fire Support(Trained): Supervises the use of weaponry with the indirect property, making sure no shot is wasted and every round is placed just right. The Master of Ordnance may use a Command test in place of the gunners BS test when resolving the attack. The Master must have means of communication with the gunner and must be able to see the target or be able to compute a target solution (using the Logic - or in case of large area bombardment: Navigate [Surface] skill)
Calculated Barrage: Whenever this character or his Comrade fires a weapon with the Indirect Quality, if at least one hit lands within a
number of metres equal to his Intelligence Bonus (3) of an enemy, that target must make a Routine (+20) Pinning Test
Air of Authority: Command effects more people, currently 500
Peer (IG): Good relations with the Guard
Indirect Fire Support (Trained): Supervises the use of weaponry with the indirect property, making sure no shot is wasted and every round is placed just right. The Master of Ordnance may use a Command test in place of the gunners BS test when resolving the attack. The Master must have means of communication with the gunner and must be able to see the target or be able to compute a target solution (using the Logic - or in case of large area bombardment: Navigate [Surface] skill)
Vox-Operator (Passive): Operators are used to operate different kinds of communication gear, knowing the respective rites to keep these vital equipment working and the protocols used to effectively communicate with distant partners. Any test required to operate, repair or use any kind of (imperial) vox-tech and to call in support via vox (e.g. an air strike or artillery barrage) the operator makes receives a +10 bonus.
Rangefinder Round (Active): Requests a single fire support round to be fired to aid in the calculation of target solutions. Once the round hits (wherever) the Master of Ordnance makes a Logic+20 check. If he passes, he gains +20 to compute firing solutions (for the respective fire support source) and to call in fire support (e.g. via the Indirect Fire Support skill) for the remainder of the scene.
Rapid Reload (Reg): reduce reload time by half
One with the land: +10 Knowledge/Trade/Survival to interactions/identify potentially domesticated beasts to harvest, cultivate, identify crops
Naive: -10 on opposed Scrutiny tests vs deceive, first time gain insanity, double the number.
Weapon Training: (Chain, Low tech, Solid)

spoiler=Gear
Hand-held Targeter: spend half action to grant someone firing indirectly a +20 to BS
Deadspace Earpiece: Toughness test against sonic effects or the auditory effects of concussive weapons at +20
Good Crftsmanship M36 Lasgun + 4 charge packs

Best Quality Stub-Pistol (1d10+1 pen0 short barrel, balanced) x2 clips
Rolls to manifest psychic powers gain +5 for anyone close to this weapon (~10m). +1 dmg to criminals, +3 DMG if the enemy is fleeing +5 Intimidation
-10 to tests interacting with criminals or questionably-legal organizations and their members.
This weapon is possessed by a low level daemon
Dmg +3, Pen+3, Clip +50% (boni are inverted to penalties if used within consecrated area, e.g. imperial temples, cathedrals or in the immediate vicinity of an ordained cleric – or similar holy persons)
On a malfunction roll of 3 or lower, the character gains one point of Corruption instead of the normal malfunction result
Whenever the wielder gains Corruption, he gains another one any checks to resist gaining Corruption are two steps harder
The weapon resists common maintenance and repair attempts and instead repairs itself within one day
Should the daemon ever be exorcised, the weapon gains the Comatose quirk instead

Best Quality Mono Combat Blade (5m 1d5+3Str+1 pen2 +10 WS)
Good Mortar 9 frag
Lugga: 9 Frags + 6 krak + 1 smoke + 2 Flame +1 flare
Flak Armor: 4 Armor Points on each location
1 Uniform + poor-weather gear
Basic tool set
Mess kit + water canteen
Blanket + sleeping bag
Rechargeable lamp pack
Grooming kit
ID tags
Training handbook
2 weeks’ ration packs
Rucksack
Micro-bead (8)
Preysense Goggles (15)
Data slate
Magnoculars
Chrono (2) /spoiler

xp (3300/3,750)
(200+400) Fellowship to Intermediate
(200+400) Logic to Trained
(200+300) Command to Experienced
(200) Awareness to Trained
(300) Perception to Simple
(300) Indirect Fire Support
(300) Indirect Fire Support (Lobba)
(200) Vox Operator
(300) Rangefinder Round

Munitorum Personal Registration Formular #0002-A-5B

Full Name:

-Archibald Benedict Thunderblossom

Rank & Assignment:

(Your current Rank, Unit and Regiment)

- Leutenant, Primary Fire Support Units, Armored Fist, Serenus 1st Command Echelon

Age:

- 33

Height:

-5'11 (just shy of 2m)

Weight:

-170 lbs. (77kg)

Eye Color:

-Ice Blue

Hair Color:

-Black

Pre-Enlistment Life:

(Family, Work, etc. – Enlisters: Keep yourself short)

- Archibald is the Twelfth son of a moderately notable Noble family that specializes in the manufacture and deployment of large scale farm equipment.

Reason for Enlistment:

("To serve the Emperor!" - in case of doubt)

-As the Trelfth son, he was destined to inherit... nothing at all. He is talented in mathematics and communication, making him a clear successor for the business end of the family enterprise. However, he has about 3 older brothers who are just as talented. The Guard was the only option left with any kind of path for advancement.

Completed Specialist Training:

(Write "None" if you did not receive special training)

-Master of Ordinance and Vox caster training completed during the Orc Hive battle

Additional Remarks:

(Note down if any of the following applies to you: Member of a Sub-Species, Cybernetics&Implants, Honors&Sentences, Handicaps)

-

Possible talents/skills:
BS to 40
Independent Targeting T2 - fire at targets >10m apart
The bigger they are T2 - modify hit location on larger foes
Tank Hunter T2 - Bonus pen vs tanks
Bombadier T3 - Bonus to scatter/attack for launched weapons

---------------------------------------------

former Halfling:

14 16 17 12 7 14
Role: Trader. I even have the Prof: Merchant for it!
[spoiler=Stats]
Male Halfling Investigator (Empyricist) 1
CG Small humaniod
Init +4 (+4 dex); Senses: Perception +8, 9 vs traps

DEFENSE
AC 18, Touch 15, Flat-Footed 14 (+4 dex, +3 armor, +1 size)
HP 10 (level/roll) 1/8 | Fav class: Investigator: skills
Fort +2, Ref +7, Will +4 +2 vs fear

OFFENSE
Speed 30 ft.
Melee: +5 Sword Cane (1d4 x2)
Ranged: +5 Sling (1d3 x2) Bullets x20

STATS
Str 10, Dex 18, Con 14, Int 17, Wis 12, Cha 9
B.A.B. +0, CMB-1, CMD 13
[/spoiler

[spoiler=Feats/Traits]
Weapon Finesse

Traits
Helpful: Aid Another grants +4 bonus
Student of Philosophy: use Int for Diplomacy and Bluff for lies
Friend of the Family: Koya

[/spoiler

[spoiler=Trained Skills]
(Skill bonus=rank+ability+class+misc)

Bluff +7 = 1+3+3
Craft (Alchemy) +8 =1+3+3+1
Diplomacy +7 = 1+3+3
Disable Device +8 = 1+4+3
Linguistics* +7 = 1+3+3
Perception +8 = 1+1+3+2+1 (+1 vs traps)
Profession (merchant) +5 = 1+1+3
Spellcraft* +7 = 1+3+3
Stealth +12 = 1+4+3+4
Use Magic Device +3 = 1-1_3

Untrained w/misc. bonus

ACP: -1
Total 10 (+6 class, +3 Int, +1 favored)
[/spoiler

Languages
Common, Halfling, Dwarven, Elven, Gnome, Goblin

[spoiler=Formula Book ]

lvl 1 (5 known, 2/day); Concentration +4- Shield, True Strike, Crafter's Fortune, Cure Light Wounds, Comprehend Languages

DC's: 0-13, 1-14
[/spoiler

[spoiler=Consumables (wands, scrolls, etc.)]
Scrolls

Wands

Other

[/spoiler

[spoiler=Special qualities]
Racial
Standard Racial Traits:
Ability Score Racial Traits: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races. They gain +2 Dexterity, +2 Charisma, and –2 Strength.
Size: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin. See the Linguistics skill page for more information about these languages.
Defense Racial Traits

Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Adaptable Luck Some halflings have greater control over their innate luck. This ability gives them more options for how they can apply their good fortune from day to day, but also narrows its scope. Three times per day, a halfling can gain a +2 luck bonus on an ability check, attack roll, saving throw, or skill check. If halflings choose to use the ability before they make the roll or check, they gain the full +2 bonus; if they choose to do so afterward, they only gain a +1 bonus. Using adaptive luck in this way is not an action. This racial trait replaces halfling luck.

Feat and Skill Racial Traits:
Fleet of Foot Some halflings are quicker than their kin but less cautious. Halflings with this racial trait move at normal speed and have a base speed of 30 feet. This racial trait replaces slow speed and sure-footed.

Offense Racial Traits
Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.

Senses Racial Traits
Keen Senses: Halflings receive a +2 racial bonus on Perception checks.

Class-based
Alchemy (Su)
Investigators are highly trained in the creation of mundane alchemical substances and magical potion-like extracts.

When using Craft (alchemy) to create an alchemical item, an investigator gains a competence bonus equal to his class level on the skill check. In addition, an investigator can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to attempt such a check.

Like an alchemist, an investigator prepares his spells by mixing ingredients and a tiny fraction of his own magical power into a number of extracts, and then effectively casts the spell by drinking the extract. These extracts have powerful effects, but they are also bound to their creator. Extracts behave like spells in potion form, and as such their effects can be dispelled by dispel magic and similar effects, using the investigator's level as the caster level.

An investigator can create only a certain number of extracts of each level per day. His base daily allotment of extracts per day is given on Table: Investigator. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day.

When an investigator mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately become inert if it leaves the investigator's possession, reactivating as soon as it returns to his keeping—an investigator cannot normally pass out his extracts for allies to use. An extract, once created, remains potent for 1 day before losing its magic, so an investigator must reprepare his extracts every day. Mixing an extract takes 1 minute of work.

Creating extracts consumes raw material, but the cost of those materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements; extracts that duplicate divine spells never have a divine focus requirement.

An investigator uses the alchemist formula list to determine the extracts he can know. An investigator can prepare an extract of any formula he knows. To learn or use an extract, an investigator must have at least an Intelligence score equal to 10 + the extract's level. The saving throw DC for an investigator's extract is equal to 10 + the extract's level + the investigator's Intelligence modifier.

An investigator may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract. At 1st level, an investigator starts with two 1st-level formulae of his choice, plus a number of additional formulae equal to his Intelligence modifier. At each new investigator level, he gains one new formula for any level that he can create. An investigator can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. A formula book costs as much as a spellbook. An investigator can study a wizard's spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An investigator can also learn formulae from another investigator's or an alchemist's formula book (and vice versa). An investigator does not need to decipher arcane writing before copying that formulae.

Inspiration (Ex)
An investigator is beyond knowledgeable and skilled—he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these flashes of inspiration in other situations.

An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator's inspiration pool refreshes each day, typically after he gets a restful night's sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he's trained in the skill.

Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator's pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.

Trapfinding
An investigator adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device checks (minimum 1). An investigator can use Disable Device to disarm magical traps.
[/spoiler

[spoiler=Gear ]
Carrying Capacity = 33/66/100
Currently carrying 31 lbs.
Sword, Cane (45gp, 2 lbs)
Parade Armor (25gp, 10 lbs)
Sling (free, -- )
Sling bullets x20 (2 sp, 5 lbs)

--Backpack-- (2gp; 2 lbs)
Bedrool (1sp; 2.5 lbs)
Blanket (5sp; 1.5 lbs)
Formula Book (free, 1 lbs)
Kit, Alchemy Crafting (25 gp; 5 lbs)
An alchemist with an alchemy crafting kit is assumed to have all the material components needed for his extracts, mutagens, and bombs, except for those components that have a specific cost. An alchemy crafting kit provides no bonuses on Craft (alchemy) checks.

--Sack-- (1sp; .5 lbs)
Rope 50' hemp (1gp; 10 lbs)

-Cash-
105g / 98g 7s spent

Special: Sword Cane
Benefit: You can draw the blade from the cane as a swift action (or a free action if you have the Quick Draw feat). An observer must make a DC 20 Perception check to realize an undrawn sword cane is a weapon rather than a walking stick; the DC decreases to 10 if the observer is able to handle the weapon. You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a sword cane sized for you, even though it isn't a light weapon. You can't wield a sword cane in two hands in order to apply 1-1/2 times your Strength modifier to damage.

[/spoiler

[spoiler=Backstory] Sir Archibald Benedict Thinderblossom grew up in a small part of the world. The trees weren't small, of course, nor were the high hills that surrounded his little valley. No, what made it small was the comers and utter lack of Tall Folk.
His hometown of Middlebrook sat squarely in the middle if the valley. It was mainly peopled by halflings. Another Halfling settlement to the north, Northbrook, and a Gnome town to the south that all the Halflings called Southbrook but all the Gnomes called The Agust and Glorious Empire of Sparklesprocket, The AGES for short, which annoyed everyone but the Gnomes to no end.
Young Archibald was always getting into things and "solving problems" and generally getting into everyone's hair. It was assumed that he would grow out of this "Gnomeishness", and he did. Kindof. Really, it just changed form. He went from finding Farmer Hatterly's not-lost pumpkins to finding his his wife in Mr. Gale's bedroom and from "brewing" a drink of boiled water and pine cones to brewing actual drinks.
His tendency to discover community disrupting secrets, however, made him a constant headache for the mayors of Middlebrook and Northbrook (the Gnomes just thought his disruptions were hilarious). After a particularly lucky string of scandalous revelations, their tolerance broke. They Knighted him, gave him the title Sir, loaded him up, and sent him over the hills into the lands of the tall folk on a mission of discovery with a fancy sword cane in one hand and flashy Parade armor gleaming.

Thus, Sir Archibald Benedict Thunderblossom came to Sandpont on a quest to see all that there is to see and learn all there is to learn.[/spoiler

[spoiler=RP]
Sir Archibald Benedict Thunderblossom strode into the Rusty Dragon in with his cane leading the way. His polished armor rattled slightly as he took his place. It was a good table in the center of the room, and his chair was precisely placed so that he could hear each conversation at every table if he willed. Mostly, however, he wanted to observe a certain Elf at the bar. Shalelu was everything he was not. Tall (gods! Everything was tall here!), deadly, female. He couldn't get enough of her, but he had to be careful. People like her typically didn't like unreserved adoration. She should be used to it. Associating with the Heroes of Sandpoint was just the start. She had defended this town for years. She deserved a few fans!