Apothecary

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Apothecary

Post by 40KaNE on Thu Feb 04, 2016 9:20 pm

Apothecary

Hit Die: 1d10

Skill Points: 4+Int

BAB: Medium

Class skills: Concentration (Con), Craft [any two] (Int), Decipher Script (Int), Diplomacy (Cha), Forgery (Int), Gather Info (Cha), Investigate (Int), Knowledge [any three] (Int), Research (Int), Search (Int), Sense Motive (Wis), Survival (Wis), Treat Injury (Wis)

Good Saves: Fortitude & Willpower

Camaraderie - successful Aid Another checks made by, or for him, grant a +5 bonus.

Medkit: this grants a +5 bonus to Heal checks, as well as providing one dose of each of the following:
-Morphia: immunity to [Pain], non-lethal damage and [Fear] for 1 hour
-Narthecium: 200 points of HP, to be distributed as wished
-Antivenin: Neutralize Poison
-Apocalyptic Antibiotics: Cure Disease
-Stimm: Immunity to Fatigue for 1 hour, Haste for 1 minute
-Slaught: Rage and Bull's Strength for 1 minute, then Fatigue

Level Abilities:


Augment Stats: At the start of each mission, the Apothecary gains a number of combat drugs equal to 1d4+WIS mod. Each administration grants the receiver a +4 bonus to any one ability score. It lasts for 1day, or until the subject is knocked out. At the end of the effect, the target is Fatigued and takes a -4 penalty on all saving throws. A DC25 Treat Injury check ends this backlash effect. Using two, or more, doses at one time is possible, and the effects stack, but the subject must succeed a DC30 Fortitude Save or become sickened for 1d6 hours and the effects of the drugs are nullified.

Emperor’s Grace:  the accuracy with which the Apothecary treats injuries lets him reroll 1’s dice used on Cures.

Defensive Litany: at levels 2 and 4, the Apothecary learns how to utilize a defensive litany, in the form of an aura. It takes a standard action to begin using the litany (later a swift), which extends out to 30ft and affects all allies in the area. Only one can be used at a time.
-Litany of Willpower: add a d6 to saving throws
-Litany of Protection: add a d6 to AC
-Litany of Perfection: gain an extra 1d6 to all cure checks (stacks with Blessed Healer)
Note: lasts 1d4+ Apothecary’s WIS mod/round

Rally: the Apothecary gains Mass Cure Moderate Wounds (uses: WIS mod/Day) as a Supernatural Ability. It can affect one ally/HD, no two of which can be more than 30 ft. apart

Emperor’s Light: the Apothecary adds his WIS mod to all cure abilities and heal checks.

Feel No Pain: the Apothecary no longer register pain. As such, they are immune to nonlethal damage and [Pain] effects. The Apothecary adds his WIS mod to AC, as deflection bonus. Also, all allies in 30ft, get a 10% chance to shrug off damage. This aura is Permanent.

Crippling Attack: as a standard action, the Apothecary can choose to make one attack (either in ranged or in melee) resolved as a touch attack but not ignoring DR. The target must make a Fortitude  saving throw vs the damage dealt, or paralyzed for 1d2 rounds.

Fortify: all allies in 30ft of the Apothecary gain Light Fortification. This aura is Permanent

Improved Feel No Pain: at level 3, the percentage on the Apothecary’s FNP aura is increased to 15%.

Look Out Sir!:  the Apothecary and one adjacent ally gain +4AC against range attacks as an immediate action if a Spot check of DC15 is passed by any one of them. This ability can be used in either players turn. The player that rolls the higher check ends up performing the action and losses his next swift action.

Improved Rally
: Apothecary gains Mass Cure Serious Wounds (uses: WIS mod/Day) as a Supernatural Ability. It can affect one ally/HD, no two of which can be more than 30 ft. apart. This replaces the Rally ability.

Emperor’s Mercy: the Apothecary is a master at dispatching helpless enemies. He can Coup de Grace a stunned/paralyzed opponent as a standard action.

Blessed Healer: The Emperor’s Healing Light channels through the Apothecary. Starting with 5th level, all d8’s for cure abilities become d10’s.

Greater Feel No Pain: at level 5, the percentage on the Apothecary’s FNP aura is increased to 15%.

Equipment: Power Armor, Bolt Pistol, Chainsword, Auspex, Frag Grenades (3), Medkit.
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