DW Apothecary

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DW Apothecary

Mesaj Scris de fourtyKANE la data de Vin Aug 18, 2017 4:29 am

Apothecary

Deathwatch Apothecaries take on a number of additional duties over those performed in their parent Chapter. For starters, they must master the genetic inheritance not only of their own gene-seed, but of a myriad of other Chapters too, so that they might monitor and maintain the Astartes organ implants of all their fellow Space Marines, each of which may be drawn from a different Chapter with a different genetic inheritance. In this matter, Deathwatch Apothecaries occupy a uniquely trusted position. Aside from monitoring the state of the Space Marines' implants and altered transhuman metabolisms, the Apothecaries must also be ever alert to the risk of alien contamination, as Deathwatch Kill-teams often come into contact with numerous xenos species and the bacterial life they contain. The greatest duty that a Deathwatch Apothecary must perform is to recover the gene-seed of a fallen Battle-Brother, so that it may be returned to his parent Chapter, and he may live on through the creation of future generations of Space Marines.

Class Features
Hit Points
Hit Dice: 1d10 per Apothecary level
Hit Points at level 1: 20 + your Constitution Modifier
Hit Points at higher levels: 1d10 (or 6) + your Constitution Modifier per Apothecary level after 1st

Proficiencies
Armor: Power, Artificer and Terminator Armor, Combat and Storm Shields
Weapons: All Imperium Weapons
Tools: Narthecium, Special Bolter Ammunition
Saves: Constitution and Wisdom
Skills: choose three skills from Investigation (INT), Science (INT), Insight (WIS), Medicine (WIS), Perception (WIS), Survival (WIS), Performance (CHA)

Equipment
Power Armor, Chainsword, Specialized Bolt Pistol, Narthcium, Combat Knife, Frag & Krak Grenades (2/2)


1st   | +2 | Litany of Healing
2nd  | +2 | Expertise
3rd   | +2 | Specialization Ability
4th   | +3 | Feat/Ability Score
5th   | +3 | Emperor’s Grace
6th   | +3 | Specialization Ability
7th   | +4 | Feat/Ability Score
8th   | +4 | Reliable Talent
9th   | +4 | Specialization Ability
10th | +5 | Feel No Pain


Special Bolter Ammunition:  
-Kraken Penetrator Rounds: -2 to attack rolls, crits on 19-20
-Frag Rounds: Wounding, deals 1d6 of Piercing damage to all creatures within 5ft of target
-Hellfire Rounds: Acid damage, Poison - DC12 CON save vs 1d2 Con  
-Inferno Rounds: Fire damage, catch fire (1d6 Fire per round)  
-Tempest Bolts: Electricity damage, DC12 CON or be Stunned 1 round

Litany of Healing – Starting at 1st level, whenever you use your Narthecium to heal or stabilize a living target, you can also remove one negative condition from the target. You can use this ability a number of times equal to your Apothecary level plus WIS modifier.

Expertise - At 2nd level, choose two of your skill proficiencies or tools you are proficient in the use of. Your proficiency bonus is doubled for any ability check you make that uses any of the chosen proficiencies.    

Apothecary Specialization - At 3rd level, choose a specialist field.   This field of specialization grants features at 3rd, 6th, and 9th level.

Feat or Ability Score Improvement - When you reach 4th level, and again at 7th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1 up to your default maximum of 20.  Additionally, you may choose one feat to gain or increase an ability score by 1, and increase its maximum by one instead.    

Emperor’s Grace - Starting at 5th level, the Apothecary can spend an action to help an ally in 5ft regain an ability that has already been used (that is recovered by resting). He can use this ability a number of times equal to his WIS modifier. It is recovered after a long rest.

Reliable Talent - Starting at 8th level, whenever you make an ability check using your proficiency bonus, treat all rolls of 9 or less as if you rolled a 10.  

Feel No Pain – Starting at 10th level, the Apothecary gains a 20ft protective aura around himself. Any ally (including himself) present in the aura that is hit by an attack has a 10% chance to shrug off the damage.


Field Medic

Field Medics are trained medical professionals well versed in diagnosing and treating a variety of ailments and injuries.  They keep their comrades in fighting condition through the worst the galaxy has to offer.


Blessed Healing - Starting at 3rd level, whenever you use your Narthecium to heal or stabilize a living target, and the creature spend dice to heal itself, he can reroll rolls of 1 and 2s indefinitely.

Look Out Sir!: Starting at 6th level, the Apothecary can use his reaction to impose disadvantage on one attack directed at an adjacent ally; the attack must be from a source that he can see.

Emperor’s Mercy! - Starting at 9th level, whenever an ally dies, if you can reach him within one round and heal him, he is brought back to life.  


Warden

Wardens use their combat drugs and knowledge of enemies to boost his allies combat capabilities beyond their limit.

Combat Drugs – Starting at 3rd level, the Apothecary gains the use of various combat drugs to administer to his allies as he sees fit. He gains a number equal to his WIS modifier plus his proficiency bonus. The drugs last for a number of rounds equal to the Apothecary level plus his WIS modifier; while under their influence, you roll and extra d4 on all attack rolls and skill checks and saving throws.  

Fortify - From 6th level onward, whenever an ally is hit by a critical hit, you use a reaction to turn it into a normal hit instead. The ally also gains DR equal to your WIS modifier.  
In addition, his Combat Drugs now grant a d6 bonus instead of a d4.

Crippling Attack - From 9th level onward, whenever the Apothecary hits an enemy with an attack, it must succeed a CON saving throw DC equal to 10 plus WIS modifier plus Proficiency Bonus or suffer a d4 penalty on all attack rolls and skill checks and saving throws. Consecutive attacks and failed saves increase the die to a d6.
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