Warhammer Quest Kingmakers
Hospitaller of Shallya
Shallya is the Goddess of Healing, Mercy and Childbirth. In the classical pantheon she is the daughter of Verena and Morr. She is normally portrayed as a young beautiful maiden whose eyes are perpetually welling with tears, but she can also take the form of a white dove. She is an exceptionally important goddess throughout the Old World. People pray to Shallya all the time: when they are suffering from an illness, when they are hoping to have children, or when they are looking for forgiveness for their sins. Of all the gods, she is the only one who most people agree really listens.
Shallya is the most beneficent of all the gods, and her temples provide places of comfort for the sick, the dying, and those without homes. Her clerics are almost always women, and they are trained in the arts of healing and midwifery. Many of the people of the Empire were born in a temple of Shallya; most of them return when they are ill or dying. In the end, it is to the temple of Shallya’s father they go. Followers of Shallya lead a life according to strictures of pacifism and forgiveness, although they have a special enmity for Nurgle, the god of pestilence and sickness.
As an adventuring Warrior, this character belongs to militant wing of the Shallyan priesthood, the Hospitaller Order, who strive to fight the forces of Chaos and evil, and are sworn to protect the injured and healers on the battlefield.
Play this class if you:
- Want to be a fighter, healer, and defender all in one
- Excellent equipment options
- Enjoy being loved by most people
- Oppose the god of pestilence and decay
Sword & Shield
Weapons: As Barbarian.
Armor: As Barbarian.
Other: As Barbarian.
Vow of Protection: A Hospitaller may acquire several Vow Skills that can be used to protect injured allies. On your turn, declare which adjacent injured Warrior you are protecting and which skill(s) you are using. A single skill may only be used once per turn.
|Title||Vow Skills / Turn|
- Heroic Interpolation (Vow): If an adjacent injured Warrior is hit, but before damage is rolled, the Hospitaller may attempt to escape pin. If successful, the Hospitaller trades places with that Warrior and takes the damage in their stead. The Hospitaller gains 5 Gold per Wound suffered.
Combat Medic: The Hospitaller may move before attempting to bandage an ally. The Hospitaller also heals an extra +1 Wounds for every two Battle-Levels when using bandages.
Healing Gold: Whenever the Hospitaller heals a Warrior other than himself using any means, he gains 5 Gold per Wound healed.
When the Hospitaller levels up and gains a new skill, roll 2D6 on the following chart. If the Hospitaller already has the skill, you have the choice of taking the Superior version of the skill (if available), or rolling again until you get a skill the Warrior doesn’t already have.
2 – Shield Wall: This skill allows your Warrior to catch the impact of a single blow on his shield, deflecting all the damage that may have been caused. Useable once per adventure.
3 – Ignore Wounds: Although the pain from your Wounds is screaming along every nerve you somehow manage to stay conscious and fight on.
This skill allows your Warrior to stay upright and active even when he reaches 0 Wounds. As soon as a blow takes him to 0 Wounds or less, roll 1D6. 1-4, your Warrior is knocked unconscious as normal. 5-6, your Warrior is placed on 1 Wound.
4 – Inspire Heroics (Vow): One Warrior on the board section (or within 8"), other than the target of the vow, gains +1 to hit Monsters adjacent to the target of the vow. Superior: Once per adventure, all Warriors, other than the target of the vow, on the board section (or within 8") gain +1 to hit Monsters adjacent to the target of the vow.
5 – Heroic Interpolation (Vow): If an adjacent injured Warrior is hit, but before damage is rolled, the Hospitaller may attempt to break pin. If successful, the Hospitaller trades places with that Warrior and takes the damage in their stead. The Hospitaller gains 5 Gold per Wound suffered. Superior: Once per adventure, you may automatically break pin and you only take half damage.
6 – Covering Maneuver (Vow): Grant an adjacent injured ally a +1 to Escape Pin. If the ally vacates that square later this turn, you may move into that space. Superior: Once per adventure, your Covering Maneuver allows the target to automatically Escape Pin.
7 – Shielding (Vow): You may forgo the benefit of your shield, and instead grant the target of your vow gains the effects of your shield against any Monsters adjacent to you. Superior: Once per adventure, your Shielding can negate all the damage of a single blow.
8 – Fight Protectively (Vow): You may forgo the benefit of fighting defensively, and instead grant the target of your vow the effects of your fighting defensively against any Monsters adjacent to you. Superior: Once per adventure, your Fight Protectively can negate all the damage of a single blow.
9 – Retaliatory Attack (Vow): You gain one single bonus attack this turn that can be used when the target of your vow is hit by an adjacent Monster to attack that Monster. Superior: Once per adventure, your Retaliatory Strike automatically hits and deals an extra 1D6 damage.
10 – Herblore: Once per turn, you may attempt treat yourself or an adjacent Warrior. Roll a die:
.1 – Target suffers 1D6 Wounds
.2-3 – No effect
.4-5 – Target regains 1D6 Wounds
.6 – Target regains 2D6 Wounds
11 – Endure: Once per adventure, you may negate all the damage of a single attack that would otherwise kill you.
12 – Reaction Strike: This skill allows your Warrior to make one immediate attack on a single Monster as soon as it is placed on the board next to him (choose one if multiple Monsters are placed). This is a bonus attack that cannot make a death-blow.
Options: Alchemist, Alehouse (-2), Animal Trader, Apothecary, Armourer, Gambling House, General Store, Shallyan Convent, Temple.
Apothecary: Sells Bandages (6+, 50 gold), Trance Stone (6+, 300 gold), Minor Healing Potions (7+, 1D6 @ 150 gold each), Major Healing Potions (8+, 400 gold).
Shallyan Convent: The Hospitaller may donate any amount of gold to the Convent, which counts towards his experience for leveling up.
Once per settlement visit, the Hospitaller may offer a donation of 2D6x50 gold to the needy, and pray to the Goddess. Roll 2D6:
2 – Nothing
3-4 – The Hospitaller’s weapon is considered magical for the next adventure. In addition, once in the next adventure, the Hospitaller may add an extra 1D6 damage to any one single hit inflicted on a Monster adjacent to an injured ally.
5 – The Hospitaller’s weapon is considered magical for the next adventure. In addition, once in the next adventure, the Hospitaller may declare on any one single hit, before rolling damage, that any Wounds dealt will provide him with that much healing (up to the Monster’s Wounds). This can only be done on a Monster adjacent to an injured ally.
6-8 – Randomly select a Vow Skill. The Hospitaller gets a single extra use of the Superior version of that Vow Skill once in the next adventure.
9-10 – The Hospitaller gains +1 Wound permanently.
11 – The Hospitaller’s weapon is permanently magical. In addition, for the next adventure the Hospitaller has +1 Toughness.
12 – The power of Shallya courses through the Hospitaller’s veins. Choose to gain +1 Weapons Skill, Strength, Toughness, or Willpower for the next adventure.
While in a settlement, the Hospitaller may forgo visiting any locations to Protect the Caregivers. The primary purpose of the Hospitaller Order is to keep the priestess and their wards safe. When a skilled Hospitaller visits a Convent, it is often reason for the church to attempt riskier forms of aid. On these days, he pays no living expenses, and does not roll for Random Events, instead rolling on this table (1D6):
|1||You escort a priestess of Shallya into the worst of the worst neighborhoods in the hopes of providing aid to those who need it the most. Your attempts to provide succor lead to you being robbed of 1D6x10 gold.|
|2|| The Convent begins to dispense a large amount of bread for the hungry, but order begins to break down and a mob surges towards the food. Roll 1D6:
1 – Your efforts to plead, cajole, and threaten the mob are for naught, and a food riot breaks out. Your superiors are not pleased with your performance, and you are expected to donate 1D6x50 gold to the needy before you will be allowed back into the Convent.
2-5 – As things spiral out of control, you guard the Shallyan Priestesses and escort them out of danger.
6 – You wade into the crowd and begin cracking skulls to restore order. Most of the agitators belong to a local crime boss who wanted to steal the bread and sell it for a profit. The local guard reward you with 1D6x50 gold for knocking out and capturing several wanted thugs.
|3||While guarding a soup kitchen, you are pushed to your limits by an old, crazy, belligerent, tramp. Make a Willpower Test vs 7. If successful, you keep your vow of humility and manage to de-escalate the situation while treating the man with empathy and dignity. In snatches of lucidity, the tramp reveals that he’s an old adventurer who took one too many blows on the head, but tells of his experiences and teaches you a trick or two: Gain 1D3 Luck for the next adventure. If you fail, you lose your temper and cannot Protect the Caregivers for the remainder of this visit.|
|4|| Sometimes large sums of coins are handled by the Convent – donations from wealthy patrons, alms for distribution, purchases of large-scale supplies, etc. – and these must be escorted across town by Hospitallers. Roll 1D6:
1 – You are ambushed by thieves and knocked unconscious, and the money taken. Shaken by your failure of duty, you randomly lose access to one of your Vow Skills for the next adventure.
2-5 – The well-armed escort deters any would be thieves, and the money arrives as planned.
6 – You are ambushed by thieves but you not only valiantly fight them off, you then heal and save the lives of those you felled. One of the thieves is transformed by this deed, he foreswears his old life and dedicates himself to you and Shallya. Each time you return to a Shallyan Convent, roll a die: on a ‘1’ the redeemed thief has lapsed or passed away, otherwise he has donated 1D6x25 gold on your behalf to the Convent, which counts towards your experience.
|5|| You escort some Shallyan Priestesses into a recurrently plague-stricken district in search of the cause. Roll a D6:
1 – You sense evil in this area – it is saturated with Nurgle’s pestilential energies! A brief skirmish with a cultist ensues but the man escapes, and contact with this sorcerous plague saps your energy, reducing your Wounds by 1 for the next adventure.
2-5 – Your investigations find nothing.
6 – You find the source of the plague is no ordinary disease vector, but the result of a small group of dedicated cultists of Nurgle! You righteously slay as many of the cultists as you can and destroy their foul shrine. You are rewarded by the authorities for your heroic actions with a donation of 1D6x50 gold to the Convent, which counts towards your experience.
|6||While the Church of Shallya generally does not play favorites, sometimes an exceptional donor has an exceptional need. One such person is a local noble whose son is in need of an exorcism. You and your fellow Shallyans spend a grueling night driving away an evil spirit from the boy. Impressed with your work, and discretion, the noble makes a donation of 1D6x50 gold directly to you. Hardened by the horrific things you witnessed, you also receive +1 to Fear tests for the next adventure.|
The Hospitaller must train at a Shallyan Convent. His training involves prayer and meditation as well as the study of anatomy and herblore, and specialized combat training. Training takes one week and requires one roll on the Protect the Caregivers table.