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About ArchibaldBenedictThunderblossomExceptional 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.
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:
Skills
Trained +0: Command (Fel), Commerce (Fel), Charm (Fel), Common Lore (Imperium) (Int), Deceive (Fel) Evaluate (Int), Literacy (Int)
Talents
Qualities from Lifepath
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!
---------------------------------------------- Artillery Version:
Characteristics for Mr. Fancy Pants 28 - WS
wounds = 16
Former Sargent Aptitudes: Defense, Fellowship, Leadership, Perception, Strength, Toughness, Weapon Skill, Willpower
Skills
Talents:
spoiler=Gear
Best Quality Stub-Pistol (1d10+1 pen0 short barrel, balanced) x2 clips
Best Quality Mono Combat Blade (5m 1d5+3Str+1 pen2 +10 WS)
xp (3300/3,750)
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:
--------------------------------------------- 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
OFFENSE
STATS
[spoiler=Feats/Traits]
Traits
[/spoiler [spoiler=Trained Skills]
Bluff +7 = 1+3+3
Untrained w/misc. bonus ACP: -1
Languages
[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=Consumables (wands, scrolls, etc.)]
Wands Other [/spoiler [spoiler=Special qualities]
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Feat and Skill Racial Traits:
Offense Racial Traits
Senses Racial Traits
Class-based
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 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
[spoiler=Gear ]
--Backpack-- (2gp; 2 lbs)
--Sack-- (1sp; .5 lbs)
-Cash-
Special: Sword Cane
[/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.
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]
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