Hey everyone! I'm new to the paladin class as well. I am building a level 2 paladin. I am not sure what the best race or weapon would be for the archetype called the hospitaler. I only have 700 gold starting out. I would like to heal but still be able to do good damage. We can only use core, featured, standard and uncommon races. Right now, I am favoring human or aasimar. Any help would be much appreciated.
Hey everyone! I'm new to the paladin class as well. I am building a level 2 paladin. I am not sure what the best race or weapon would be for the archetype called the hospitaler. I only have 700 gold starting out. I would like to heal but still be able to do good damage. We can only use core, featured, standard and uncommon races. Right now, I am favoring human or aasimar. Any help would be much appreciated.
Hey everyone! I'm new to the paladin class as well. I am building a level 2 paladin. I am not sure what the best race or weapon would be for the archetype called the hospitaler. I only have 700 gold starting out. I would like to heal but still be able to do good damage. We can only use core, featured, standard and uncommon races. Right now, I am favoring human or aasimar. Any help would be much appreciated.
Hey everyone! I'm new to the paladin class as well. I am building a level 2 paladin. I am not sure what the best race or weapon would be for the archetype called the hospitaler. I only have 700 gold starting out. I would like to heal but still be able to do good damage. We can only use core, featured, standard and uncommon races. Right now, I am favoring human or aasimar. Any help would be much appreciated.
Hey everyone! I'm new to the paladin class as well. I am building a level 2 paladin. I am not sure what the best race or weapon would be for the archetype called the hospitaler. I only have 700 gold starting out. I would like to heal but still be able to do good damage. We can only use core, featured, standard and uncommon races. Right now, I am favoring human or aasimar. Any help would be much appreciated.
About LorgWs= 46+5=51
Background:
"Mad they called me. MAD!! For what? For daring to dream, to hope, to wonder, that we might live in a world, nay a universe blessed with the ability to have our cars drive themselves.
Well dream no more for I have DONE IT!!!!!!!! Look at all these tanks. Each one blessed with the ability to drive themselves. Yes, yes there are a few, minor kinks, like how they snarl at you, eat their occupants, require blood sacrifice to make so that you can attract the right kind of demon. But I Lorg of the Emperors Children have done it." Skills:
Athletics, Awareness, Common Lore (War, Adeptus Mechanicus, Tech), Dodge, Forbidden Lore (Adeptus Astartes, The Horus Heresy and the Long War, Adeptus Mechanicus, Daemonology, Warp), Linguistics (Low Gothic, Techna-Lingua), Navigate (Surface), Operate (Surface), Parry, Trade (Armourer), Deception, Medicae, Stealth Scholastic Lore(Occult), Tech-Use, Security Talents:
Ambidextrous, Bulging Biceps, Legion Weapon Training, Heightened Senses (Hearing, Sight), Nerves of Steel, Quick Draw, Resistance (Cold,Heat, Poisons, Fear), Unarmed Warrior Ancient Warrior, Sound Constitution, Enemy (Adeptus Mechanicus), Mechadendrite Use, Meditation, Combat Sense, Technical Knock, Unshakeable Will, Swift attack Traits:
Mechanicus Implants Amphibious, Unnatural Strength (+4), Unnatural Toughness (+4) Gear:
HELMET AUGMENTATIONS (good quality) preysense goggles, a rebreather, photo-visor, vox-caster, Mechadendrite (Medicae/Torture Mechadendrite), Mechatendril, Good Craftsmanship Cybernetics (INTERNAL RESERVOIR, Dendrite blade) Fallen Magos Power Axe, Dataslate, Legion Power Armour, Legion Bolter, Legion Combat Knife, four magazines for starting weapons. Legacy weapon:
Legacy weapon(Vigilant pattern, Crippling, Defender reroll parries, +2 damage and pen)Best quality Dendrite Blade 1d10+15 R; Pen 5; Flexible, Razor Sharp (counting str bonus) Whenever an enemy makes
Blessings:
MAGNIFICENT HORNS The character is blessed with an impressive set of horns, which serve as both weapons and status symbols amongst the ranks of the lost and the damned. The character gains +10 Loyalty with any Minions he may have. In addition, whenever he makes a Charge Action, his attack cannot be Parried. Khorne: Only Minions dedicated to the Blood God gain the Loyalty bonus. Slaanesh: Only Minions dedicated to the Dark Prince gain the Loyalty bonus. Nurgle: Only Minions dedicated to the Lord of Decay gain the Loyalty bonus. Tzeentch: Only Minions dedicated to the Architect of Fate gain the Loyalty bonus. Armour sub-systems:
Scavenged Reconstruction(Iron Hands): This suit of armour has been rebuilt from the armour of loyal Space Marines. It may have been repainted in the wearers chosen heraldry, but the icons and distinct markings are still visible, although probably defaced. When dealing with other Adeptus Astartes (both loyal and traitor) the character gains +10 to all Infamy, Intimidate or Command tests. Non-Traitor Legionnaires must re-roll this result. Osmotic Gill Life Sustainer:
Sustainable Power Source: Whether a miniature stacked
Enhanced Ceramite Plating: This armour has AP 10 on
Characteristic Bonus: Warpsmiths gain +5 Intelligence,
Special Abilities:
Binaric Curse: With a few muttered words of technoarcane power, a Warpsmith can place a malediction upon a weapon, making it recoil against its wielder. As a Half Action, a Warpsmith may spend an Infamy Point to curse one weapon or other contraption of roughly equal complexity within 10 metres. If it is a weapon, it gains the Overheats or Unbalanced Weapon Quality until the end of the encounter. If it is another piece of technology, it falters or fails in some way (as determined by the GM). Cybernetic Dominion: A Warpsmith rules over his cybernetic thralls with an iron fist, and their loyalty to him is stronger than the curse-wrought steel that girds them. A Warpsmith’s Minions that possess the Machine Trait gain +10 Loyalty. Master of Mechamorphosis: Warpsmiths are masters of the profane rites of forging unique and terrifying Daemon Engines to suit their own insane ends. Once an appropriate shell for a Daemon Engine is obtained, a Warpsmith can fashion the vehicle into a more suitable form to house a creature of the Warp, thereby granting a +10 Sympathy Modifier during the Ritual of Binding. The time required to forge this construct is subject to the Warpsmith’s designs and the resources available, and additional Skill Tests might be required as the GM sees fit. Further, a Warpsmith can spend an Infamy Point to commune with a captive Machine Spirit when attempting to channel the Daemon into its new form, granting an additional +20 Bonus to the Binding Ritual. Warpsmiths begin play Unaligned. Passions=Devotion(+5 will -5 str),Deceit(+2 Inf -4 per), Ascendancy(+5 Will, -2 Wounds) Minion now dead:
Screams the Servo Skull Weapon Skill (WS) : 2d10 + 10 ⇒ (9, 2) + 10 = 21 Ballistic Skill (BS): 2d10 + 10 ⇒ (1, 10) + 10 = 21 Strength (S): 2d10 + 10 ⇒ (2, 3) + 10 = 15 Toughness (T): 2d10 + 10 ⇒ (1, 5) + 10 = 16 Agility (Ag): 2d10 + 10 ⇒ (8, 7) + 10 = 25 Intelligence (Int): 2d10 + 10 ⇒ (2, 3) + 10 = 15 Perception (Per): 2d10 + 10 ⇒ (10, 10) + 10 = 30 Willpower (WP): 2d10 + 10 ⇒ (3, 8) + 10 = 21 Fellowship (Fel): 2d10 + 10 ⇒ (1, 1) + 10 = 12 Adding +5 to AG and Toughness and -5 to Fel and Strength WS=21 BS=21 S=10 T=21 AG=30 Int=15 Per=30 WP=21 Fel=7 Wounds=7 Traits
Skills
Gear
Exp +500(starting) Mechadendrite use (weapons) - 500 0 +100 +500 ==600 Lesser minion of chaos -250 ==350 +1000 ==1350 Swift attack -500 Interrogation -200 ==650 Stealth --200 Forbidden Lore (Warp) -200 ==250 WS+5 -250 ==0 |