ConstantiusSoranus
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Last Activity: Today 9:21am
Games
- Plays in Dark Heresy
- Plays in How I Learned to Stop Worrying and Love the Trap
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About Me
- About ConstantiusSoranus
- Occupation
- http://www.myth-weavers.com/sheetview.php?sheetid=255099
- Biography
- Gained XP: 1550
Spent XP: 24,700
WS: 50 (39)
BS: 34 (29)
S: 51 (36)
T: 70 (40)
Ag: 50 (34)
Int: 43 (23)
Per: 41 (36)
WP: 60 (35)
Fel: 42 (27)
Wounds: 25 (13)
Fate Points: 2/5, 1 burned
Insanity Points: 11
Corruption Points: 0
Thrones: 538
Monthly Income: 340
Blessed Ignorance [-5 to all Forbidden Lore tests]
Hagiography [Common Lore (Imperial Creed, Imperium, War) are Basic Skills]
Liturgical Familiarity [Literacy and Speak Language (High Gothic) are Basic Skills]
Superior Origins [Willpower +3]
Favoured of the Emperor [Creatures with the Daemonic trait must pass a Challenging (+0) Willpower Test each round to make melee attacks against the Hierophant. Once per session, the Hierophant can ignore a single increase to his Corruption Points.]
Wrath of the Emperor [Melee attacks made by the Hierophant (and those with 4 metres of him) count as holy and blessed attacks when applying damage]
Common Lore (Imperial Creed) +20 (Int)
Common Lore (Imperium) (Int)
Common Lore (War) (Int)
Literacy (Int)
Speak Language (High Gothic) (Int)
Awareness +20 (Per)
Deceive (Fel)
Speak Language (Low Gothic) (Int)
Performer (Singer) (Fel)
Trade (Cook) (Int)
Common Lore (Ecclesiarchy) (Int)
Forbidden Lore (Heresy) +20 (Int)
Forbidden Lore (Psykers) +20 (Int)
Forbidden Lore (Mutants) +10 (Int)
Forbidden Lore (Xenos) (Int)
Forbidden Lore (Inquisition) (Int)
Forbidden Lore (Daemonology) (Int)
Forbidden Lore (Warp) (Int)
Dodge +10 (Ag)
Interrogation +10 (WP)
Inquiry (Fel)
Command +10 (Fel)
Scrutiny (Per)
Medicae (Int)
Tech Use (Int)
Basic Weapon Training (Primitive)
Basic Weapon Training (Flame)
Heavy Weapon Training (Flame)
Pistol Training (SP)
Melee Weapons Training (Primitive)
Melee Weapon Training (Chain)
Combat Master [Opponents in melee gain no bonuses for outnumbering you]
Blademaster [Re-roll one missed attack per round]
Crushing Blow [+2 Damage with melee weapons]
Swift Attack [As a Full Action, take two melee attacks]
Lightning Attack [As a Full Action, take three melee attacks]
Bulging Biceps [Can fire Heavy Weapons without bracing]
Cleanse and Purify [Targets exposed to flamer attacks take a -20 penalty to avoid being hit]
Quick Draw [May Ready as a Free Action]
Air of Authority [Affect 1d10+WP bonus with Command tests]
Iron Discipline [Minions can re-roll failed Pinning and Fear tests]
Master Orator [Fellowship Tests and Fellowship-based Skill Tests can affect 10 times the normal number of people.]
Orthoproxy [+20 to WP tests to resist mind control or interrogation]
True Grit [Whenever suffering Critical Damage, halve the result (round up)]
Die Hard [Re-roll death chance due to blood loss]
Sprint [When taking the Full Move action, you may move an extra number of metres equal to the Agility Bonus. When taking the Run action, you may move double your Movement for one round. If you use this Talent two turns in a row, gain 1 level of Fatigue]
Heightened Senses (Sight) [+10 to Tests involving this sense]
Heightened Senses (Hearing) [+10 to Tests involving this sense]
Talented (Medicae)
Soul of Stone [The character is immune to the effects of fear, pinning, and intimidation. Never gain Insanity Points from sighs of blood, death, violence or any 'mundane horror.' Whenever the character would gain Corruption Points, reduce the amount he would earn by 5. In addition the character may test WP as a Free Action to ignore the effects of his accumulated Corruption for 1 minute.
Mental Aegis [The character has a +10 bonus to all tests he makes the resist the effects of all psychic or warp-based effects (including daemonic abilities and sorcery). The character may re-roll failed WP tests to resist any psychic powers that affect his mind. When the character is the target of any psychic attack, the character may force the attacking psyker to make a WP test. On a failure, the attacking psyker suffers 1d10+Character's WP bonus damage (IHP0) that may be reduced by the attacking psyker's WP bonus but bypasses armour and Toughness.]
Transcendent Hate [May declare any enemy a Hated Foe and receive +10 WS attacks against it. As a Full Action, the character may make an Easy (+20) Charm Test to extend the effects of the Hatred talent for the duration of the encounter to 2 allies per Fellowship Bonus. Grants a +20 bonus to Interactions inspiring hatred or anger, and allows the character to affect double the normal number when doing so. Stacks with Master Orator.]
Pure Faith [Completely immune to Daemonic Presence. May spend a Fate Point to ignore a Fear Test or avoid gaining Insanity or Corruption for an encounter. May burn a Fate Point to ignore a single daemonic psychic attack (must be burned upon manifestation, before any rolls to resist or the power's effects are applied).]
Wrath of the Righteous [May spend a Fate Point so that the character and a number of his allies up to his Fellowship Bonus which can both see him and hear his voice increase all melee damage by 1d5 and have a chance of Righteous Fury on a 9 or a 10 (the RF bonus applies only to the initial roll, not subsequent damage rolls). May burn a Fate Point to increase damage to 2d10. Stacks with Master Orator.]
Flames of Faith [May spend a Fate Point and Full Action to bless a burning fire up to twice Fellowship Bonus metres in diameter, a clip of incendiary ammunition, or weapon that produces flame. Blessed fire burns hotter and inflicts an additional 1d10 damage, as well as imposing a -10 penalty to Agility Tests to avoid bursting into flame. It inflicts an additional 1d10 Holy damage against daemons. May burn a Fate Point to inflict 2d10 extra damage (instead of 1d10) and counts as explosive damage instead of energy.]
The Unforgiving Blade [May spend a Fate Point to bless a single melee weapon that is capable of inflicting Rending damage. The blessed weapon inflicts an extra 1d10 and gains 2 Penetration against daemons, psykers, and creatures with 20+ Corruption Points. Additionally, damage counts as Holy and any daemons, psykers, or creatures with 20+ Corruption Points take 1d5 unavoidable energy damage every round they hold the weapon. May burn a Fate Point to bless a number of weapons up to twice Fellowship Bonus, providing he spends a Half Action per weapon to lay hands upon it.]
Holy Radiance [May spend a Fate Point so that all allies that can both see and hear the player gain immunity to Daemonic Presence (as if they had Pure Faith) and gain +10 on all Fear tests. May burn a Fate Point to free allies from Fear effects and any ongoing psychic powers cast by daemons. In addition, they become immune to Fear for the remainder of the counter.]
Holy Light [May spend a Fate Point causing the faithful burns with a bright white inner light, illuminating the area around him clearly for 10m (20m in twilight). Melee and point blank ranged attacks are at -20 to hit. Ranged attacks from Long or Extreme range are at +10 to hit. Anyone with 5m that is touched by the warp, a daemon, a psyker, or has 20+ Corruption Points will suffer 1d10E damage each round to their least armoured location. Additionally, they must pass an Easy(+20) Willpower test or catch on fire. May burn a Fate Point to cause the Talent to last an entire game session.]
Divine Endurance [May spend a Fate Point to grant this ability to the faithful and allies up to his Fellowship Bonus (stacks with Master Orator). While it lasts, faithful and allies will ignore any Fatigue they suffer, regardless of source. Additionally, extant Fatigue levels are ignored for the duration of the ability. (May extend to the course of a journey if it is for a suitably holy purpose.) May burn a Fate Point to give faithful and allies Unnatural Toughness for the duration of the encounter.]
Respite [Spend a Fate Point and choose a single ally who can hear and see the faithful. As long as the faithful spends a Full Action each round praying, the ally with gain respite from his injuires and may ignore effects of Fatigue and critical injuiries. It does not heal the subject, and missing limbs, bleeding, and deadly effects still occur. May burn a Fate Point to affect a number of allies up to twice his Fellowship bonus.]
No Rest for the Faithful [May spend a fate point to grant the faithful and a number of allies up to his Fellowship Bonus the ability to ignore effects of critical injuries for the duration of the encounter, with the exception of those resulting in limb loss or death. However, should the critical damage result in death, they may choose to 'burn' a Fate Point without losing the slot. In addition, they suffer a lesser critical effect of the same damage and body location which is not mitigated by the ability. Finally, once the encounter ends, anyone who benefitted from No Rest from the Wicked must take 1d5 Fatigue. May burn a Fate Point to ignore the effects of limb loss for the duration of the encounter (but after the encounter ends, the crippling damage takes effect).]
Amulet [+10 on tests to resist psychic powers]
Melee Weapons:
*First of Drusus, Melee, Unwieldy (cannot parry), Sanctified (ignores Daemonic trait), 2x Strength, Best Craftsmanship (+10 on WS Tests to attack), 10kg
When making extra attacks with this weapon, you take -10 to Dodge for each attack beyond the first until your next turn. Requires two hands to wield.
Can be powered on or off with a Ready action.
Powered: 2d10+5 E P8 Power Field, Shocking (damaged targets must test Toughness +10 for each point of armor on the hit location or be stunned for Damage/2 rounds)
Unpowered: 2d10+1 I P2
Overhead Smash: The hammer may be swung in a powerful overhead arc and slammed down in coordination with an explosive discharge of stored energy. This is a Full Action, and deactivates the Power Field on the weapon for 1d5 rounds. With a successful WS Test, the hammer does full Powered damage to a single target. All other targets within 3m (including the primary target if the WS Test was failed) take 1d10+5E Shocking damage. This Damage counts as a Blast for the purpose of being - Interests
- Ranged Weapons:
*Heavy Flamer, 30m, S/-/-, 2d10+4E, AP4, Clip 10/10, Rld 2Full, Flame, 45kg
*Autopistol, 30m, S/-/6, 1d10+2 I, AP0, Clip 12/18, Rld 1Full, 2.5kg
*2 Frag Grenade(s), Thrown, SBx3, 2d10X, AP 0, Blast (4), .5kg
Melee
*Chain Knife, 1d5+3R, AP4, Tearing, Mono-toothed, 2.5kg
Ranged
*Armageddon, 100m, S/2/6, 1d10+5 I, AP0, Clip 15/15, Rld 1, Full Reliable, 8.5 kg
*Meltagun, 20m, S/-/-, 2d10+4E, AP12, Clip 1/5, Rld 2Full, 8kg
*Exterminator Attachment with Fuel Extension, 15m, S, 1d10+4 E, AP2, Line/Blast 2, Clip 2/5, 8kg
--Four full canisters; one canister at 2/5
Class Items: Purity Seals
Hymn of Righteous Zeal [RF chance on a 9 as well as a 10]
Ode to Saint Ezekiel the Brave – [Constantius provides a +15 Bonus to Tests made to resist Fear or Psychic Powers to all allies who can either hear his voice or draw Line of Sight to him.]
Tale of Saint Elliot the Moderate - [Reduce outgoing melee damage by 10, but gain a +20 on WS Tests]
Armor:
Type: Stormtrooper Carapace 17kg
Head (1-10): 6
Body (31-70): 6
Right Arm (11-20): 6
Left Arm (21-30): 6
Right Leg (71-85): 6
Left Leg (86-00): 6
Total Weight Carried: 77.5kg/90kg
Advances:
Characteristics (10,050)
Agility - 250
Agility - 500
Agility - 750
Ballistic Skill - 100
Fellowship - 100
Fellowship - 250
Fellowship - 500
Intelligence - 250
Intelligence - 500
Intelligence - 750
Perception - 250
Strength - 250
Strength - 500
Strength - 750
Toughness - 250
Toughness - 500
Toughness - 750
Toughness - 1000
Toughness - 1000
Weapon Skill - 250
Weapon Skill - 500
Willpower - 100
Willpower - 250
Willpower - 500
Willpower - 750
Willpower - 1000
Novice (600)
Awareness - 100
Inquiry - 100
Sound Constitution - 100
Sound Constitution - 100
Sound Constitution - 100
Common Lore (Ecclesiarchy) - 100
Initiate (600)
Sound Constitution - 100
Sound Constitution - 100
Deceive - 100
Heightened Senses (Hearing) - 200
Die Hard - 100
Priest (1600)
Dodge - 100
Awareness +10 - 100
Hatred (Criminals) - 100
Sound Constitution - 100
Forbidden Lore (Heresy) - 100
Quick Draw - 200
Common Lore (Imperial Creed) +10 - 100
Scrutiny - 100
Sprint - 200
Heightened Senses (Sight) - 200
Disarm - 100
Tech Use - 200
Preacher (900)
Sound Constitution - 100
Sound Constitution - 100
Blademaster - 100
Melee Weapon Training (Chain) - 100
Unshakeable Faith - 100
Basic Weapon Training (Flame) - 100
Command - 100
Common Lore (Imperial Creed) +20 - 100
Master Orator - 100
Cleric (2300)
Crushing Blow - 200
Swift Attack - 300
Sound Constitution - 200
Hatred (Psykers) - 100
Forbidden Lore (Heresy) +10 - 100
Forbidden Lore (Psykers) - 100
Interrogation - 100
Command +10 - 100
Air of Authority - 100
Iron Discipline - 100
True Grit - 100
Nerves of Steel - 100
Heavy Weapon Training (Flame) - 200
Medicae - 300
Talented (Medicae) - 200
Exorcist (1300)
Dodge +10 - 100
Cleanse and Purify - 100
Sound Constitution - 200
Interrogation +10 - 100
Resistance (Psychic Powers) - 100
Hatred (Daemons) - 100
Orthoproxy - 100
Forbidden Lore (Psykers) +10 - 100
Forbidden Lore (Mutants) - 200
Forbidden Lore (Daemonology) - 200
Zealot (1400)
Fearless - 100
Sound Constitution - 200
Strong Minded - 100
Lightning Attack - 300
Bulging Biceps - 300
Forbidden Lore (Warp) - 200
Forbidden Lore (Mutants) +10 - 200
Redemptionist (1200)
Sound Constitution - 300
Litany of Hate - 100
Awareness +20 - 100
Forbidden Lore (Psykers) +20 - 100
Forbidden Lore (Heresy) +20 - 100
Forbidden Lore (Xenos) - 300
Forbidden Lore (Inquisition) - 100
Combat Master - 100
Hierophant (Rank 9) (500)
Soul of Stone - 500
Hierophant (Rank 10) (500)
Mental Aegis - 500
Hierophant (Rank 11) (500)
Transcendent Hate - 500
Faith Talents (2250)
Pure Faith - 250
Wrath of the Righteous - 250
Flames of Faith - 250
The Unforgiving Blade - 250
Holy Radiance - 250
Holy Light - 250
Divine Endurance - 250
Respite - 250
No Rest for the Faithful - 250 - Gender
- Male
- Class
- Cleric
-
Signature
- Thought begets heresy. Heresy begets retribution.



