Dungeon Crusade: Xenos Crusade

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Koumei
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Dungeon Crusade: Xenos Crusade

Post by Koumei »

So there is interest in various Xenos races, therefore they will get their info here.

Eldar:

In theory, Eldar and Dark Eldar can exist in the same group. In a Dark Eldar group, a regular one is likely a recent convert or a slave. In an Eldar group, a Dark one is likely kept on as a sort of advisor. Or they could all be mixed as Eldar Pirates.

Use the information for Elves, except replace their weapon proficiencies with "all Splinter/Shuriken weapons" and they all gain Favoured Enemy: Slaanesh (any Daemon of Slaanesh and anyone with a Mark or Icon of Slaanesh).

Craftworld Eldar:

Guardian

HD: d8
BAB: Good
Good Saves: Ref and Will
Skill Points: 6+Int
Proficiencies: Pistols, Rapid Fire, Heavy, Simple, Martial weapons, Light armour
Level:Abilities:
1Fleet, Past Life
2Crack-Shot, Pilot Skills, Past Life
3Expert at Stealth, Past Life
4Combat Tactics, Exarch, Past Life

Fleet (Ex): the Guardian's move speed increases by 10 feet, and he may make 10' steps instead of 5' steps.

Past Life (Ex): at every level, the Guardian gains knowledge from a former life. He may gain any one of the following:
[*]A [Skill] feat
[*]A [Psyker] feat (only once)
[*]A Hated Enemy (Humans, Orks, Daemons or Tyranids)
[*]A [Combat] feat (only once)

Crack Shot (Ex): starting at second level, the Guardian ignores Cover and Concealment less than Full when firing ranged weapons.

Pilot Skills (Ex): starting at second level, the Guardian may always take 10 on Pilot tests, even when distracted, and whenever piloting a vehicle at maximum speed, the vehicle gains a Blur effect.

Expert at Stealth (Ex): starting at third level, the Guardian is very stealthy. He may add his class level to all Hide, Move Silently and Stealth checks, and when benefiting from at least 1/2 Concealment or Cover, gains the benefits of a Blur effect.

Combat Tactics (Ex): starting at level four, the Guardian may make an additional ten foot step each turn, and may make a Move Action at the start of any combat, when Initiative is first rolled.

Exarch (Su): at level four, the Guardian becomes an Exarch, gaining leadership skills. With an Immediate action, he may allow any Fire Dragon, Howling Banshee, Shining Spear, Dark Reaper, Striking Scorpion, Swooping Hawk or Warp Spider within 30' to re-roll a failed roll. Likewise, he radiates a 30' aura that grants all allies a bonus to Will saves equal to his Charisma modifier.
Prestige Classes: Warlock (Farseer, Jetbike Warlock), Shining Spear (Vyper, Jetbike Warlock), Wraithguard (Wraithlord)

Equipment: Mesh, Wraithbone Charm (+1 Luck to Saves), Basic Medikit, Guardian Helmet, Shuriken Catapult, one Heavy Weapon: Distortion Cannon, Shadow Weaver, Shuriken Cannon

Requisition: Distortion Cannon, Shuriken Catapult and Power Weapon, Wave Serpent, Bright Lance, Star Cannon, Guardian Jetbike

Dire Avenger

HD: d10
BAB: Good
Good Saves: Fort and Ref
Skill Points: 4+Int
Proficiencies: Pistols, Assault, Simple, Martial weapons, Light armour
Level:Abilities:
1Fleet, Past Life
2Exarch Defence, Past Life
3Close Combat, Past Life
4Exarch, Bladestorm, Past Life

Fleet (Ex): the Dire Avenger's move speed increases by 10 feet, and he may make 10' steps instead of 5' steps.

Past Life (Ex): at every level, the Dire Avenger gains knowledge from a former life. He may gain any one of the following:
[*]A [Skill] feat
[*]A [Psyker] feat (only once)
[*]A Hated Enemy (Humans, Orks, Daemons or Tyranids)
[*]A [Combat] feat (only once)

Exarch Defence (Ex): at second level, the Dire Avenger learns how to fight defensively and protect his allies. Any time an enemy attacks him or an ally that is adjacent to him, he may make an Attack of Opportunity (assuming he has any left). If the AoO is equal to or higher than the initial attack roll, he successfully negates the attack.

Close Combat (Ex): starting at level three, the Dire Avenger can fight effectively in hand-to-hand combat even when holding ranged weapons. He does not provoke an Attack of Opportunity for firing a firearm, and suffers no penalties for doing so. Additionally, any time he successfully shoots an opponent in an adjacent square, he gains the Edge on them for the rest of his turn.

Exarch (Su): at level four, the Dire Avenger becomes an Exarch, gaining leadership skills. With an Immediate action, he may allow any Fire Dragon, Howling Banshee, Shining Spear, Dark Reaper, Striking Scorpion, Swooping Hawk or Warp Spider within 30' to re-roll a failed roll. Likewise, he radiates a 30' aura that grants all allies a bonus to Will saves equal to his Charisma modifier.

Bladestorm (Ex): at level four, the Dire Avenger learns the art of the Bladestorm. As a Full Round action, he may make two full attacks with a firearm. Furthermore, every ally within 30' may make a full attack with a firearm as an Immediate action. However, every attack must be made against the same target, and doing this requires such attention that the Dire Avenger (and any allies that elect to join the attack with their Immediate action) loses his Dex bonus to AC until his next turn begins.
Prestige Classes: Swooping Hawk (Autarch, Falcon Pilot), Howling Banshee (Autarch, Vampire Pilot), Striking Scorpion (Autarch, Scorpion Pilot), Dark Reaper (Autarch, Heavy Weapon Exarch), Fire Dragon (Autarch, Fire Prism Pilot), Warp Spider (Night Spinner Pilot, Autarch)

Equipment: Avenger Shuriken Catapult (as Shuriken Catapult, Assault), Carapace, Eldar Helm, 4-D Compass, Masterwork Bastard Sword ifyouknowwhatimean

Requisition: Dire Sword, Mirror Shield, Wave Serpent

Harlequin

HD: d6
BAB: Good
Good Saves: Fort, Ref and Will
Skill Points: 6+Int
Proficiencies: Pistols, Simple, Martial weapons, 1 Exotic weapon, Light armour
Level:Abilities:
1Fleet, Confounding Step
2Furious Assault, Great Performance
3Hit and Run, Martial Strike
4Grav Maga, Miss Me!

Fleet (Ex): the Harlequin's move speed increases by 10 feet, and he may make 10' steps instead of 5' steps.

Confounding Step (Ex): the Harlequin may turn corners and take indirect paths when charging. Additionally, when charging he always counts as Flanking and his movement never provokes Attacks of Opportunity.

Furious Assault (Ex): starting at second level, the Harlequin may make one additional attack (at his highest bonus, without a penalty) per weapon wielded when charging, and any foe struck on the charge must pass a Will save (DC 10 + half HD + Cha) or be Frightened for 1 round.

Great Performance (Su): at second level, the Harlequin learns how to really impress people. With a Full Round action and a Perform (Dance) check, he may force all non-Harlequins within 30' to make a Will save (DC 10 + half HD + Cha) vs a [Mind Affecting] effect or suffer one of the following (Harlequin's choice, must be the same for all viewers) for 5 rounds:
[*]Cowering
[*]Fascinated
[*]Charmed
[*]Moved to Tears (treats everyone as having a Blur effect, -2 Morale penalty on all Attack rolls, Skill checks and Will saves)

Hit and Run (Ex): starting at third level, the Harlequin gains the benefits of the Spring Attack feat.

Martial Strike (Ex): at third level the Harlequin knows how to punch people where it hurts (Utah). Any time the foe is denied their Dexterity bonus to AC, Flanked by the Harlequin or the Harlequin has the Edge on them, the Harlequin may perform a special melee attack. This attack, if successful, deals +2d6 damage and launches them 30' (+10' per size smaller than Medium, -10' per size larger than Medium) away in a direction of the Harlequin's choosing. The Harlequin may also attempt a Tumble check as a free action. If this exceeds the targets AC, the target lands Prone.

Grav Maga (Ex): at level four, the Harlequin learns a deadly low-gravity martial art. This allows him to treat Difficult terrain as completely clear, to move through squares occupied even by enemies (but not move through solid objects such as walls) without hindrance, and to ignore being entangled. Additionally, when attacking, he may make a DC 15 Tumble check. If successful, this gains +1 to hit, +1 for every 5 he exceeds the DC by, and deals bonus damage equal to the check result minus 15.

Miss Me! (Ex): at level four, the Harlequin may, as an Immediate action, decide an opponent's successful attack against him actually misses instead. This may affect anything with an attack roll, even spells and railgun shots.
Prestige Classes: Shadow Seer (Troupe Master, Farseer), Death Jester (Troupe Master)

Equipment: Flip-Belt, Holo-Field, Harlequin's Kiss, Shuriken Pistol, Harlequin's Mask, Costume Kit, Musical Instrument, Make-Up Kit

Requisition: Fusion Pistol, Power Weapon


Dark Eldar:

Wych

HD: d10
BAB: Good
Good Saves: Fort and Ref
Skill Points: 4+Int
Proficiencies: Pistols, Simple, Martial weapons, 1 Exotic weapon, Light armour
Level:Abilities:
1Fleet, Furious Charge
2Wych Defence, Blood Bath
3Wych Offence, Addict
4Shrieking Doom, Blood Sport

Fleet (Ex): the Wych's move speed increases by 10 feet, and he may make 10' steps instead of 5' steps.

Furious Charge (Ex): the Wych gains the Pounce ability, and additionally is treated as though having +4 Strength when charging.

Wych Defence (Ex): starting at second level, the Wych may make an attack roll as an Immediate action. If this exceeds the attack roll to hit her, or the Save DC of an effect targeted at her, she negates the attack or effect.

Blood Bath (Ex): starting at second level, an unarmoured Wych that is covered in blood (anyone's) gains an Armour bonus to AC equal to her Str and Con modifiers added together or her BAB, whichever is greater.

Wych Offence (Ex): starting at level three, the Wych learns some attacks focused on crippling enemies quickly. Any melee attack may be modified to perform one of the following:
[*]Hamstring: if it deals any damage after DR, the target's Move Speed is halved until he regains HP. The target also becomes Flat-Footed until his next turn.
[*]Lacerate: the attack gains +2d6 Sneak Attack damage
[*]Wind: if the attack deals any damage after DR, the target is Staggered and Fatigued for one round. If already Fatigued (such as through iterative attacks with this ability), the target is Exhausted for 2 rounds, each additional hit with this ability extending the Exhaustion by 1 round.

Addict (Ex): at third level, the Wych becomes addicted to combat drugs. The drugs affect her for twice as long, and any numerical benefits they grant are multiplied by 1.5

Shrieking Doom (Ex): at fourth level, the Wych learns to howl and shriek when charging, scaring and startling foes. When she charges, she may force the target to make a Will save (DC 10 + half HD + Cha) or drop all weapons and Cower for 2 rounds (starting before she hits). Upon hitting, she may make a Demoralise attempt as a Swift action, with a bonus equal to any bonus damage from the Power Attack option.

Blood Sport (Ex): at fourth level, the Wych masters the art of spraying blood around from injuries. Any time she successfully deals Slashing or Piercing damage to a foe, they take an additional amount of damage equal to her BAB, and blood sprays about, treating the foe's occupied area, and all adjacent squares, as though affected by a Grease spell. Any time she kills a worthy foe (one that would at least grant her XP were anyone using the XP-by-murder rules as written), she gains a +4 Morale bonus on all d20 rolls for 1 minute.
Prestige Classes: Hellion (Archite, Shrouded Seer), Reaver (Ravager, Nightspinner Pilot), Succubus (Lilitu, Shrouded Seer)

Equipment: Splinter Pistol, 1 Exotic Weapon, Wych Plate, Wych Drugs, Bloodstained Talisman (+1 Luck to Saves)

Requisition: Poisons, Barbed Net, Impaler, Razor Snare, Great Falchion, Punisher, Agoniser
Last edited by Koumei on Sat Jun 12, 2010 12:04 am, edited 7 times in total.
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Koumei
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Post by Koumei »

Warrior

HD: d8
BAB: Good
Good Saves: Ref and Will
Skill Points: 6+Int
Proficiencies: Pistols, Rapid Fire, Simple, Martial weapons, Light armour
Level:Abilities:
1Fleet, Sniper Fire
2Hunter of Slaanesh or Hunter for Slaanesh
3Webway Sprint, Refuge in Darkness
4Splinter Storm, Sybarite

Fleet (Ex): the Warrior's move speed increases by 10 feet, and he may make 10' steps instead of 5' steps.

Sniper Fire (Ex): select one Rapid Fire or Assault weapon. The Warrior has a doubled range, deals additional damage equal to the Warrior's Base Attack Bonus, and causes targets hit to, once per round, make a Will Save (DC 10 + half HD + Int) or fall Prone.

Hunter of Slaanesh (Ex): at second level, a Dark Eldar Warrior who chooses Hunter of Slaanesh gains specific benefits against Slaaneshi forces:
[*]Anything with a Mark or Blessing or Gift of Slaanesh
[*]Any Daemon or Daemonette of Slaanesh
[*]Anyone with Slaanesh chosen as a drity
[*]Succubi, Lilitu and Mariliths

When making any roll against them or their abilities, they may treat a natural 1 as a natural 20, and a natural 2 as a natural 19. Additionally, they ignore all Damage Reduction against such targets when making melee attacks.

Hunter for Slaanesh (Ex): alternatively, a second-level Warrior may be a Hunter for Slaanesh. Against living targets, they may make any attack, even a ranged one, deal non-lethal damage at no penalty. Additionally, they never provoke Attacks of Opportunity for Grappling foes, and gain the Track bonus feat.

Webway Sprint (Su): starting at third level, the Dark Eldar Warrior gains immunity to the harmful effects of planes and can survive on them indefinitely. Additionally, once per day he may Dimension Door, stepping through the Warp.

Refuge in Darkness (Ex): starting at third level, the Warrior benefits from the shadows. When in enough darkness to provide any concealment, he benefits from a Mirror Image effect.

Splinter Storm (Ex): at level four, the Warrior learns the art of the Bladestorm. As a Full Round action, he may make two full attacks with a firearm. Furthermore, every ally within 30' may make a full attack with a firearm as an Immediate action. However, every attack must be made against the same target, and doing this requires such attention that the Warrior (and any allies that elect to join the attack with their Immediate action) loses his Dex bonus to AC until his next turn begins.

Sybarite (Ex): at level four, the Warrior becomes a Sybarite, a pirate leader for the group. He gains a +3 bonus to his Command rating, and the following Commands: Take Aim, Take Them Out, Move Out
Prestige Classes: Scourge (Archon, Homunculus, Raven Pilot), Mandrake (Homunculus, Incubus, Vampire Pilot), Corsair (Archon, Incubus, Void Commander)

Equipment: Mesh, Splinter Rifle w/ Bayonet, Splinter Pistol, Sickle, Eldar Helm, 4-D Compass

Requisitions: Plasma Grenades, Carapace, Poisons, Splinter Cannon, Blaster, Raider Transport

Grotesque

HD: d12
BAB: Good
Good Saves: Fort
Skill Points: 4+Int
Proficiencies: Pistols, Simple, Martial weapons, Light and Medium armour
Level:Abilities:
1Life is Pain, Weathered Flesh
2Blood Frenzy, Rend
3Feel No Pain, Fleet
4Endure Beyond Death, Hatred of All

Life is Pain (Ex): the Grotesque is immune to all [Fear] effects and gains Fast Healing equal to its class level.

Weathered Flesh (Ex): Grotesques are used to taking horrible injuries, and gain a +4 Natural Armour bonus, +1 per 2 levels, and an equal amount of Damage Reduction overcome by Magic weapons. With a Move-Equivalent action, it may focus, doubling both of these benefits until the end of its next turn.

Blood Frenzy (Ex): the Grotesque is trained to feast on blood. Starting at second level, whenever it deals damage to an enemy, the Grotesque enters a Rage for three rounds (or resets the duration of an existing Rage). For the duration, the Grotesque ignores Miss Chances and Regeneration against foes, and any roll of a natural 1 to hit counts instead as a natural 20.

Rend (Ex): starting at second level, any turn in which the Grotesque hits a foe, it also rends them for an additional 2d6+Str damage.

Feel No Pain (Ex): starting at third level, the Grotesque is immune to Pain effects (and anything described as working through pain) and Non-Lethal damage.

Fleet (Ex): starting at level three, the Grotesque's move speed increases by 10 feet, and he may make 10' steps instead of 5' steps.

Endure Beyond Death (Ex): at level four, the Grotesque becomes a violent killer. Any time it is reduced below zero hit points, even to the point of death, it continues to act and enters a Rage as per the Blood Frenzy. For the duration, the Fast Healing ends, so it will eventually die and become inanimate if enough rounds go past without it injuring anyone.

Hatred of All (Ex): at level four, the Grotesque benefits from Hated Enemy against everyone - effectively gaining a Ranger's Favoured Enemy benefits against everyone.
Prestige Classes: Hideous Monster (Talos, Homunculus), Peluda (Talos, Dire Peluda)

Equipment: Splinter Pistol, Scimitar, Scythe, Mesh, Mirror

Requisition: Poisons, Wych Drugs, Exotic Weapons

Various Mercenaries:

The Tau introduce a very boring race called the Tau. However they also introduce some actual interesting races: the Kroot and Vespids. These can generally be taken as mercenaries to side with others, or as a team of their own.

Kroot:
Medium Monstrous Humanoid
Hit Dice: 2 Monstrous Humanoid Hit Dice
Speed: 40'
Natural Armour: +2
Damage Reduction: 5/-
Ability Scores: +2 Str, +2 Wis
Natural Weapons: Bite (1d8+Str*1.5)
Feast (Ex): upon hitting a living foe with its Bite attack, a Kroot regains lost HP equal to the damage dealt.
60' Dark Vision
Low Light Vision
Skills: select any one of the following:
[*]Humans: +3 Racial bonus to Bluff
[*]Eldar: +3 Racial bonus to Jump and Tumble
[*]Orks: +3 Racial bonus to Heal
[*]Genestealers: WHY YOU DO THIS?
[*]Tyranids: +3 Racial bonus to Climb and Balance
[*]Daemons: +3 Racial bonus to any two Knowledge skills
[*]Tau: +3 Racial bonus to Diplomacy and Hide
[*]Space Marines: +3 Racial bonus to Intimidate
Feats: Track
Classes: Kroot Carnivore

Vespid:
Medium Monstrous Humanoid
Hit Dice: 2 Monstrous Humanoid Hit Dice
Speed: 30' Fly 30' (Average)
Natural Armour: +4
Damage Reduction: 5/Adamantine
Ability Scores: +2 Dex, +2 Con
Low Light Vision
Dark Vision 60'
Classes: Vespid Stingwing


Kroot Carnivore

HD: d12
BAB: Good
Good Saves: Fort
Skill Points: 4+Int
Proficiencies: Pistols, Rapid Fire, Simple, Martial weapons
Level:Abilities:
1Blood Trail, DNA (Ability Boost)
2Warrior's Pride, DNA (Survival)
3Combat Tactics, DNA (Cream of the Crop)

Blood Trail (Ex): Kroot Carnivores are good when it comes to blood - following it and spilling it. Their Bite attack deals 2 Con damage each time it hits. Additionally, their Track ability, as long as the prey has been within 30' of them, will basically work for ever, across multiple planes even. If it exists, they can sniff it out.

DNA (Ex): as the Carnivore gains levels, it gains genetic augmentations from what it ate.
-Ability Boost: at first level, select any ability score. It improves by +4
-Survival: at second level, the Kroot can gain either Fast Healing equal to half its level, Damage Reduction/- equal to half its level, Energy Resistance (one type) equal to its level or a bonus to Natural Armour equal to half its level.
-Cream of the Crop: at level three, the Carnivore may select a second ability score (not the same as the first) to increase by +4, and also gains a natural weapon of its choice, of its own size category, or the Trio or Improved Grab or Rake or Rend special ability (Rake and Rend dealing damage as a Claw attack).

Warrior's Pride (Ex): at second level, the Kroot Carnivore becomes immune to [Fear] effects, and instead must pass a save (same type and DC as the [Fear] effect) or be focused on attacking the originator of the effect for 3 rounds.

Combat Tactics (Ex): at third level, the Carnivore gains Subtle Cut as a bonus feat. If he already has that, he gains Combat School "Knife and Fork", applying to the Great Axe, Great Spear and Bite attack. If he has that as well, he can just pick any other [Combat] feat.
Prestige Classes: Kroot Shaper (Kroot Warlord, Kroot Advisor, Protectorate), Hound Master (Krootox Rider, Kroot Warlord)

Equipment: Kroot Longrifle, Frag Grenades, Great Spear or Great Axe, Rangefinders, Survival Kit

Requisition: Pulse Pistol, Krak Grenades, Carapace, Chainsword

Vespid Stingwing

HD: d10
BAB: Good
Good Saves: Fort and Ref
Skill Points: 4+Int
Proficiencies: Pistols, Assault, Simple, Martial weapons
Level:Abilities:
1Fleet of Wing, Buzz
2Shot on the Wing, Air Combat
3Vespid Shot First, Tinker

Fleet of Wing (Ex): the Vespid Stingwing may make a 5' step when flying, even in addition to any other movement.

Buzz (Ex): once per round as a Free action, the Stingwing may replicate a Shout effect.

Shot on the Wing (Ex): starting at second level, the Stingwing may spend a Standard action to fire a firearm during a Move action that is spent flying.

Air Combat (Ex): at second level, the Vespid Stingwing gains Combat School "Air Combat", applying to all weapons when flying, and no weapons when not flying. If it has this feat already, it can pick another [Combat] feat, but it only works when flying.

Vespid Shot First (Ex): starting at third level, Vespids are stupidly fast. When Initiative is first rolled for combat, the Stingwing may make a single ranged attack with a firearm as a Free action.

Tinker (Ex): at third level, the Stingwing gains Tinker as a bonus feat. If it already has this feat, it may select any other feat that isn't a [Combat] feat and that it qualifies for.
Prestige Classes: Strain Leader (Fleet Coordinator), Vespid Technologist (Fleet Advisor)

Equipment: Vespid Battle Suit, Neutron Gun, Tool Kit, Long Sword

Requisition: Frost Blaster, Haywire Grenades
Last edited by Koumei on Fri Sep 17, 2010 10:21 pm, edited 10 times in total.
Koumei
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Post by Koumei »

Warlock

HD: d8
BAB: Medium
Good Saves: Fort, Ref and Will
Skill Points: 6+Int
Level:Abilities:
1Psyker, Psykic Path
2Divination, Psykic Combat
3Psykic Path
4Steady Soul, Seer

Psyker (Su): the Warlock is a Psyker, and counts as one for all intents and purposes.

Psykic Path (Su): at levels one and three, the Warlock gains a Psykic path of his choosing.

Divination (Sp): at second level, the Warlock gains the ability to cast Augury as a spell-like ability. Each time he does this he takes a point of Intelligence damage from gazing into the Warp.

Psykic Combat (Su): at level two, the Warlock can glare at a foe within Short range as a Standard action, and start a mind war. They make opposed Will saves, with +2 for each Psykic path they have access to. If the Warlock wins, the target is Dominated for 5 rounds. If the target wins, the Warlock is Stunned for 1 round.

Steady Soul (Ex): at level four, the Warlock becomes immune to ability damage or drain to Int, Wis and Cha (including from Divination, above), and never suffers from Perils of the Warp or any drawbacks of Psykic powers. Additionally, any form of level drain always has a 50% chance of failing against the fourth level Warlock.

Seer (Su): at level four, the Warlock can cast True Seeing and Contact Other Plane at will.
Prestige Classes: Farseer, Jetbike Warlock

Equipment: Rune Armour, Witchblade

Requisition: Spirit Stone, Singing Spear


Shining Spear

HD: d6
BAB: Good
Good Saves: Ref and Will
Skill Points: 8+Int
Proficient: all vehicle weapons
Level:Abilities:
1Turbo Boost, Ace Combat
2Combat Piloting, Deep Strike
3Skilled Rider, Withdraw
4Impossible Piloting, Take to the Skies

Turbo Boost (Ex): 1 (go even faster and more blurred)
Ace Combat (Ex): 1 (shooting on the jet)
Combat Piloting (Ex): 2 (weaving and jet charges)
Deep Strike (Ex): 2 (rapid charges and taking off)
Skilled Rider (Ex): 3 (improved flight type)
Withdraw (Ex): 3 (suddenly pull away)
Impossible Piloting (Su): 4 (move in magical ways)
Take to the Skies (Ex): 4 (fly it like an aircraft)
Prestige Classes: Vyper Pilot, Jetbike Warlock

Equipment: Jetbike, Laser Lance

Requisition: Star Lance, Shuriken Cannon


Wraithguard

HD: d10
BAB: Good
Good Saves: Fort and Will
Skill Points: 4+Int
Proficient: Wraith Cannon
Level:Abilities:
1Wraithbone Body, Wraithsight
2Strength of Spirits, Fearless
3Unbreakable, Hunter of the Webways
4Warp Essence, Immortal

Wraithstone Body (Ex): 1 (get a new body)
Wraithsight (Su): 1 (special vision types)
Strength of Spirits (Su): 2 (more strength, esp. around Warlocks)
Fearless (Ex): 2 (fearless)
Unbreakable (Ex): 3 (even tougher)
Hunter of the Webways (Su): 3 (DDoor)
Warp Essence (Su): 4 (harder to affect with magic)
Immortal (Su): 4 (comes back from death itself)
Prestige Classes: Wraithlord

Equipment: Wraithcannon

Requisition: Wave Serpent Transport, Witch Blade, Warpstone


Fire Dragon

HD: d8
BAB: Good
Good Saves: Fort, Ref and Will
Skill Points: 4+Int
Proficient: Assault
Level:Abilities:
1Focus Fire, Fire Resistant
2Spreading Fire, Hot Vapours
3Crack-Shot, Surprise Explosion
4Meltdown, Fireproof

Focus Fire (Ex): 1 (help direct all fire onto one foe)
Fire Resistant (Ex): 1 (fire and heat resistance)
Spreading Fire (Su): 2 (control flames)
Hot Vapours (Ex): 2 (area heats up when you shoot)
Crack-Shot (Ex): 3 (ignore cover and stuff)
Surprise Explosion (Su): 3 (create explosions inside vehicles)
Meltdown (Ex): 4 (melt through armour like nothing)
Fireproof (Su): 4 (immune to fire)
Prestige Classes: Fire Prism Pilot, Autarch

Equipment: Carapace, Melta Bombs, Fusion Gun

Requisition: Dragon's Breath Flamer, Fire Pike, Wave Serpent Transport


Swooping Hawk

HD: d8
BAB: Good
Good Saves: Fort, Ref and Will
Skill Points: 4+Int
Proficient: Assault
Level:Abilities:
1Fleet of Wing, Explosive Arrival
2Skyleap, Furious Talons
3Intercept, Fight to the Finish
4Planet Strike

Fleet of Wing (Ex): 1 (fly faster)
Explosive Arrival (Ex): 1 (time grenade-throwing for best effect)
Skyleap (Su): 2 (fly even better)
Furious Talons (Ex): 2 (slice slice rend)
Intercept (Ex): 3 (leap up quick to attack flyers)
Fight to the Finish (Ex): 3 (fight to the point of death)
Planet Strike (Ex): 4 (swoop in and make lots of attacking)
Prestige Classes: Falcon Pilot, Autarch

Equipment: Swooping Hawk Jump Pack, Las Blaster, Plasma Grenades, Haywire Grenades, Swooping Hawk Grenade Packs

Requisition: Power Weapon, Hawk's Talon, Sun Rifle


Howling Banshee

HD: d10
BAB: Good
Good Saves: Fort and Ref
Skill Points: 4+Int
Proficient: Triskele
Level:Abilities:
1Howling Storm, Two Weapon Fighting
2Furious Charge, War Shout
3Acrobatic Attack, Acrobatic Defence
4Dance of Death, Banshee Strike

Howling Storm (Su): 1 (create large area of noise)
Two Weapon Fighting (Ex): 1 (bonus feat)
Furious Charge (Ex): 2 (the usual deal)
War Shout (Ex): 2 (even better shout+charge)
Acrobatic Attack (Ex): 3 (dance about and attack)
Acrobatic Defence (Ex): 3 (dance about and dodge)
Dance of Death (Ex): 4 (dance around hitting everyone)
Banshee Strike (Su): 4 (deathblow)
Prestige Classes: Autarch, Vampire Pilot

Equipment: Carapace, Power Weapon, Banshee Mask, Splinter Pistol

Requisition: another Power Weapon, Triskele, Executioner, Mirrorswords, Wave Serpent Transport


Striking Scorpion

HD: d8
BAB: Good
Good Saves: Fort and Will
Skill Points: 6+Int
Level:Abilities:
1Stalker, Hated Foe
2Relentless Fury, Furious Charge
3Shadowstrike, Point-Blank
4Rending Blades, Reviled Foe

Stalker (Ex): 1 (stealth and movement)
Hated Foe (Ex): 1 (hatred)
Relentless Fury (Ex): 2 (keep fighting and locked in combat)
Furious Charge (Ex): 2 (usual deal)
Shadowstrike (Su): 3 (strike past armour)
Point-Blank (Ex): 3 (bonus for shooting at point blank)
Rending Blades (Ex): 4 (rending)
Reviled Foe (Ex): 4 (more hatred)
Prestige Classes: Autarch, Scorpion Pilot

Equipment: Scorpion Carapace, Shuriken Pistol, Scorpion Chainsword, Mandiblaster

Requisition: Chainsabre, Biting Blade, Scorpion's Claw


Warp Spider

HD: d8
BAB: Good
Good Saves: Ref and Will
Skill Points: 6+Int
Level:Abilities:
1Stalker, Phase-Leap
2Phasing Defence, Sneak Attack +1d6
3Mono-Flayer, Hit-and-Phase
4Rending Blades, Sneak Attack +2d6

Stalker (Ex): 1 (stealth and movement)
Phase Leap (Su): 1 (accurate teleportation)
Phasing Defence (Ex): 2 (teleport out of the way)
Sneak Attack (Ex): 2 and 4 (usual deal)
Mono-Flayer (Ex): 3 (better entanglement for ranged weapons)
Hit-and-Phase (Su): 3 (phase-hit-phase)
Rending Blades (Ex): 4 (rending)
Prestige Classes: Autarch, Nightspinner Pilot

Equipment: Carapace, Death Spinners, Warp Jump Pack

Requisition: Exarch Death Spinner, Spinneret Rifle, Power Weapons


Dark Reaper

HD: d6
BAB: Good
Good Saves: Fort and Ref
Skill Points: 8+Int
Level:Abilities:
1Take Aim, Tank Hunter
2Focus Fire, Crack-Shot
3Bulging Biceps
4Explosive Barrage

Take Aim (Ex): 1 (crab, weak point, massive damage etc.)
Tank Hunter (Su): 1 (good at popping tanks)
Focus Fire (Ex): 2 (call for all to shoot the one spot)
Crack-Shot (Ex): 2 (ignore cover etc.)
Bulging Biceps (Ex): 3 (no need to steady weapon)
Explosive Barrage (Ex): 4 (rain accurate indirect explosions)
Prestige Classes: Autarch, Heavy Weapons Exarch

Equipment: Carapace, Reaper Missile Launcher

Requisition: Tempest Missile Launcher, Power Shovel


Shadow Seer

HD: d8
BAB: Medium
Good Saves: Fort, Ref and Will
Skill Points: 6+Int
Level:Abilities:
1Psyker, Veil of Tears
2Tale of Sadness, Shrouds
3Sweeping Defence
4Emotion, Conjured Images

Psyker (Su): 1 (psyker etc.)

Veil of Tears (Sp): 1 (torrent of tears)

Tale of Sadness (Su): 2 (aura of sadness)

Shrouds (Su): 2 (mists)

Sweeping Defence (Su): 3 (incorporeality)

Emotion (Sp): 4 (as the old spell)

Conjured Images (Sp): 4 (illusions)
Prestige Classes: Troupe Master, Farseer

Equipment: Hallucinogen Grenades

Requisition: Spirit Stone


Death Jester

HD: d8
BAB: Good
Good Saves: Ref and Will
Skill Points: 6+Int
Proficient: Shrieker Cannon
Level:Abilities:
1Laugh it Off, Shatter
2Morbid Humour
3Cruel Humour, Eternal Wailing
4Death Metal, Emotion

Laugh it Off (Ex): 1 (add Cha to saves)
Shatter (Su): 1 (as the spell)
Morbid Humour (Ex): 2 (give benefits when enemies die)
Cruel Humour (Ex): 2 (as Cruel Comment)
Eternal Wailing (Su): 3 (constant loud noises harm foes)
Death Metal (Su): 4 (death)
Emotion (Sp): 4 (as the old spell)
Prestige Classes: Troupe Master

Equipment: Shrieker Cannon

Requisition: Doom Siren
Last edited by Koumei on Wed Oct 06, 2010 2:05 pm, edited 4 times in total.
Count Arioch the 28th wrote:There is NOTHING better than lesbians. Lesbians make everything better.
Koumei
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Posts: 13902
Joined: Fri Mar 07, 2008 7:54 pm
Location: South Ausfailia

Post by Koumei »

Hellion

HD: d8
BAB: Good
Good Saves: Ref and Will
Skill Points: 6+Int
Level:Abilities:
1Deep Strike, U-Turn
2Eviscerate, Stunning Dive
3Elevated Combat
4Decapitate, Planet Strike

Deep Strike (Ex): 1 (grab a Derp Strike ability)
U-Turn (Ex): 1 (great manoeuvrability)
Eviscerate (Ex): 2 (horrible wounds with ability damage)
Stunning Dive (Ex): 2 (stun foes on a charge from above)
Elevated Combat (Ex): 3 (better at fighting in the air)
Decapitate (Ex): 4 (deadly attacks)
Planetstrike (Ex): 4 (swoop in and make lots of attacking)
Prestige Classes: Archite, Shroud Seer

Equipment: Mesh, Hellion Skyboard, Hell Glaive

Requisition: Tormentor Helm, Punisher, Agoniser, Trophy Rack, Lobotomiser


Reaver

HD: d8
BAB: Good
Good Saves: Ref
Skill Points: 8+Int
Level:Abilities:
1Do a Barrel Roll, Deep Strike
2Screaming Jets
3Impaling Charge
4Impossible Manoeuvring

Do a Barrel Roll (Ex): 1 (evasive moves)
Deep Strike (Ex): 1 (Derp Strike abilities)
Screaming Jets (Su): 2 (make terrible noise)
Impaling Charge (Ex): 3 (highly damaging charge)
Impossible Manoeuvring (Su): 4 (perfect moves)
Prestige Classes: Ravager, Archite, Nightspinner Pilot

Equipment: Mesh, Plasma Grenades, Reaver Jetbike

Requisition: Shredder, Blaster, Tormentor Helm, Agoniser, Trophy Rack, Lobotomiser


Succubus

HD: d10
BAB: Good
Good Saves: Fort and Ref
Skill Points: 4+Int
Proficiencies: all Wych weapons
Level:Abilities:
1Murderous Charge, Sneak Attack +2d6
2Dance of Death
3Entrapment, Sneak Attack +3d6
4Rupture, Weapon Supremacy

Murderous Charge (Ex): 1 (deal injuries on the charge)
Sneak Attack (Ex): 1 and 3 (duh)
Dance of Death (Ex): 2 (move about attacking)
Entrapment (Ex): 3 (worse entangling)
Rupture (Ex): 4 (deep wounds with bloodshed)
Weapon Supremacy (Ex): 4 (awesome style with a weapon)
Prestige Classes: Lilitu, Shroud Seer

Equipment: Poisons, 2 Hydra Knives, Razor Snare or Barbed Net, Impaler or Great Falchion

Requisition: Tormentor Helm, Trophy Rack, Shredder, Blaster, Punisher, Agoniser, Poison Knives, Lobotomiser


Scourge

HD: d8
BAB: Good
Good Saves: Fort and Will
Skill Points: 6+Int
Proficiencies: Heavy
Level:Abilities:
1Wing Grafts, Relentless
2Deep Strike
3Drift, Rain of Terror
4Planet Strike, Weapon Mastery

Wing Grafts (Ex): 1 (gain wings for flight)
Relentless (Su): 1 (move and shoot!)
Deep Strike (Ex): 2 (gain a DS ability)
Drift (Ex): 3 (move when it isn't your turn)
Rain of Terror (Su): 3 (scary shooting)
Planet Strike (Ex): 4 (as above)
Weapon Mastery (Ex): 4 (awesome skills with gun)
Prestige Classes: Archon, Homunculus, Raven Pilot

Equipment: Carapace, Eldar Helm, Locking Device, Heavy Weapon: Splinter Cannon or Dark Lance

Requisition: Disintegrator, Tormentor Helm, Spinneret Rifle


Mandrake

HD: d6
BAB: Good
Good Saves: Ref and Will
Skill Points: 8+Int
Proficient: one Exotic weapon
Level:Abilities:
1Stealth, Blend Into Shadows
2Secret Movement, Sneak Attack +3d6
3Disengage, Silent Murder
4Punt, Sneak Attack +4d6

Stealth (Ex): 1 (stealthy)
Blend Into Shadows (Su): 1 (actual shadow-stuff)
Secret Movement (Ex): 2 (Schroedinger's Mandrake)
Sneak Attack (Ex): 2 and 4 (duh)
Disengage (Ex): 3 (step away as an Immediate)
Silent Murder (Su): 3 (Silence)
Punt (Ex): 4 (death attack on prone foes)
Prestige Classes: Homunculus, Incubus, Vampire Pilot

Equipment:Sin-Skin, Poisons, one one-handed Power Weapon, Splinter Pistol

Requisition: Soul-Seeking Ammunition, Shadow Cloak, Lobotomiser


Corsair

HD: d8
BAB: Medium
Good Saves: Ref and Will
Skill Points: 8+Int
Level:Abilities:
1Combat Piloting, Thrown Weapon Expertise
2Webway Jump, Pistolier
3Webway Road Rage
4Warp Jab

Combat Piloting (Ex): 1 (blah blah)
Thrown Weapon Expertise (Ex): 1 (throwing skills)
Webway Jump (Su): 2 (teleporting in vehicles and out)
Pistolier (Ex): 2 (good at pistol shootan)
Webway Road Rage (Ex): 3 (great vehicle combat)
Warp Jab (Su): 4 (punch the warp into people)
Prestige Classes: Void Commander, Incubus

Equipment: Tormentor Helm, Spark Sabre, Fusion Pistol, Plasma Grenades, Raider Transport, Warp Beacon

Requisition: Blaster, Shredder, Haywire Grenades, Ravager, Warp Portal, Power Scimitar


Hideous Monster

HD: d12
BAB: Good
Good Saves: Fort
Skill Points: 4+Int
Proficient: Impaler Cannon
Level:Abilities:
1Suffer No Injury, Monstrous Creature
2Shrug It Off, BEEEEEES
3Suffer No Wounds
4Swallow Whole, Maim

Suffer No Injury (Su): 1 (very damage resistant)
Monstrous Creature (Ex): 1 (big, stat boosts)
Shrug It Off (Ex): 2 (remove status effects)
BEEEEEES (Ex): 2 (release swarms)
Suffer No Wounds (Su): 3 (basically unkillable)
Swallow Whole (Ex): 4 (swallow whole)
Maim (Ex): 4 (deadly attacks)
Prestige Classes: Talos, Homunculus

Equipment: Impaler Cannon

Requisition: none


Peluda

HD: d10
BAB: Good
Good Saves: Fort and Ref
Skill Points: 4+Int
Proficient: Heavy Weapons
Level:Abilities:
1Monstrous Form, Flight
2Rending Talons
3Bulletproof, Deep Strike
4Murdering Stinger

Monstrous Form (Ex): 1 (new giant wasp body)
Flight (Ex): 1 (flight)
Rending Talons (Ex): 2 (lots of slashing)
Bulletproof (Su): 3 (shrug damage off)
Deep Strike (Ex): 3 (DS abilities)
Murdering Stinger (Ex): 4 (melee death attack)
Prestige Classes: Talos, Dire Peluda

Equipment: Impaler Cannon or Dark Lance or Destructor, Twin-Linked Stinger or Death Spinners

Requisition: Frost Cannon or Breacher or Disintegrator, Exarch Death Spinner


Kroot Shaper

HD: d10
BAB: Good
Good Saves: Fort and Will
Skill Points: 4+Int
Proficiencies: all Armour
Level:Abilities:
1Fast Healing, DNA (Ability Boost)
2Hunter's Prowess, DNA (Special Ability)
3DNA (Ability Boost, Special Attack)

Fast Healing (Ex): 1 (gain fast healing)
DNA (Ex): (various, gain abilities)
-Ability Boost: 1 and 3, stat boosters
-Special Ability: 2, special ability from short racial list
-Special Attack: 3, kinda like 2
Hunter's Prowess (Ex): 3 (tracking and melee skills)
Prestige Classes: Kroot Warlord, Kroot Advisor, Protectorate

Equipment: Breastplate, "Magic" Kroot Longrifle, "Magic" Wounding Spear or "Magic" Keen Sword or "Magic" Blood-drinking Axe

Requisition: Pulse Pistol, Procured Crisis Suit, Combat Drugs


Hound Master

HD: d8
BAB: Good
Good Saves: Fort and Will
Skill Points: 6+Int
Level:Abilities:
1Command Hounds
2DNA (Ability Boost), Hamstring
3Fast Healing, Command (For the Throat)

Command Hounds (Ex): 1 (control and give basic orders)
DNA (Ex):
-Ability Boost: 2, stat boost
Hamstring (Ex): 2 (injure to lower movement)
Fast Healing (Ex): 3 (fast healing)
Command (Ex):
-For the Throat: 3, make them attack
Prestige Classes: Krootox Rider, Kroot Warlord

Equipment: 3 Kroot Hounds

Requisition: 2 more Hounds, Breastplate, Pulse Pistol


Strain Leader

HD: d8
BAB: Good
Good Saves: Fort, Ref and Will
Skill Points: 4+Int
Level:Abilities:
1Sonic Screech, Command (Protect)
2Command (Attack), Wingover
3Combat Formations, Command (Hold!)

Sonic Screech (Su): 1 (make noise)
Command (Ex):
-Protect: 1, get defended
-Attack: 2, attack foe
-Hold!: 3, assist in bunkering down
Wingover (Ex): 2 (fly and shoot better)
Combat Formations (Ex): 3 (fancy formation)
Prestige Classes: Fleet Coordinator

Equipment: [Weapon]

Requisition: [Weapon], Procured Crisis Suit


Vespid Technologist

HD: d8
BAB: Medium
Good Saves: Ref and Will
Skill Points: 8+Int
Proficient: Heavy Weapons, all Armour
Level:Abilities:
1Enhance Weapon, Add Feature
2Great Devices, Smartest!
3The Big Gun, Sonic Screech

Prestige Classes: Fleet Advisor

Equipment: [Weapon], Procured Crisis Suit

Requisition: [Transport], [Weapon]
Last edited by Koumei on Thu Jun 17, 2010 8:36 am, edited 6 times in total.
Count Arioch the 28th wrote:There is NOTHING better than lesbians. Lesbians make everything better.
Koumei
Serious Badass
Posts: 13902
Joined: Fri Mar 07, 2008 7:54 pm
Location: South Ausfailia

Post by Koumei »

Farseer

HD: d10
BAB: Medium
Good Saves: Fort, Ref and Will
Skill Points: 6+Int
Level:Abilities:
1X
2X
3X
4X

Vyper

HD: d10
BAB: Good
Good Saves: Fort and Ref
Skill Points: 6+Int
Level:Abilities:
1X
2X
3X
4X

Wraithlord

HD: 2d6
BAB: Good
Good Saves: Fort and Will
Skill Points: 2+Int
Level:Abilities:
1X
2X
3X
4X

Warp Spider

HD: d10
BAB: Good
Good Saves: Fort, Ref and Will
Skill Points: 4+Int
Level:Abilities:
1X
2X
3X
4X

Autarch

HD: d12
BAB: Good
Good Saves: Ref and Will
Skill Points: 4+Int
Level:Abilities:
1X
2X
3X
4X

Troupe Master

HD: d8
BAB: Good
Good Saves: Fort, Ref and Will
Skill Points: 8+Int
Level:Abilities:
1X
2X
3X
4X

Archite

HD: d10
BAB: Good
Good Saves: Fort, Ref and Will
Skill Points: 4+Int
Proficiencies: all Wych weapons
Level:Abilities:
1X
2X
3X
4X

Shrouded Seer

HD: d8
BAB: Good
Good Saves: Fort, Ref and Will
Skill Points: 6+Int
Level:Abilities:
1X
2X
3X
4X

Ravager

HD: d10
BAB: Good
Good Saves: Fort and Will
Skill Points: 6+Int
Proficiencies: Heavy
Level:Abilities:
1X
2X
3X
4X

Lilitu

HD: d10
BAB: Good
Good Saves: Fort and Ref
Skill Points: 6+Int
Level:Abilities:
1X
2X
3X
4X

Last edited by Koumei on Fri Apr 23, 2010 2:02 pm, edited 1 time in total.
Count Arioch the 28th wrote:There is NOTHING better than lesbians. Lesbians make everything better.
Koumei
Serious Badass
Posts: 13902
Joined: Fri Mar 07, 2008 7:54 pm
Location: South Ausfailia

Post by Koumei »

Archon

HD: d8
BAB: Good
Good Saves: Fort, Ref and Will
Skill Points: 4+Int
Level:Abilities:
1X
2X
3X
4X

Homunculus

HD: d10
BAB: Good
Good Saves: Fort
Skill Points: 8+Int
Level:Abilities:
1X
2X
3X
4X

Incubus

HD: d10
BAB: Good
Good Saves: Fort, Ref and Will
Skill Points: 4+Int
Level:Abilities:
1X
2X
3X
4X

Talos

HD: 2d6
BAB: Good
Good Saves: Fort
Skill Points: 4+Int
Level:Abilities:
1X
2X
3X
4X

Kroot Warlord

HD: d12
BAB: Good
Good Saves: Fort and Will
Skill Points: 4+Int
Level:Abilities:
1X
2X
3X
4X

Kroot Advisor

HD: d12
BAB: Medium
Good Saves: Fort and Will
Skill Points: 6+Int
Level:Abilities:
1X
2X
3X
4X

Protectorate

HD: d12
BAB: Good
Good Saves: Fort and Will
Skill Points: 4+Int
Level:Abilities:
1X
2X
3X
4X

Krootox Rider

HD: d10
BAB: Good
Good Saves: Fort and Ref
Skill Points: 6+Int
Level:Abilities:
1X
2X
3X
4X

Fleet Coordinator

HD: d10
BAB: Good
Good Saves: Fort, Ref and Will
Skill Points: 4+Int
Level:Abilities:
1X
2X
3X
4X

Fleet Advisor

HD: d8
BAB: Medium
Good Saves: Fort, Ref and Will
Skill Points: 8+Int
Level:Abilities:
1X
2X
3X
4X

Last edited by Koumei on Fri Apr 23, 2010 2:02 pm, edited 1 time in total.
Count Arioch the 28th wrote:There is NOTHING better than lesbians. Lesbians make everything better.
Koumei
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Posts: 13902
Joined: Fri Mar 07, 2008 7:54 pm
Location: South Ausfailia

Post by Koumei »

Equipment:

Armour:
Wych Plate [Light]
Armour Bonus: +4
Max Dex: +7
Penalty: -1
Arcane Spell Failure: 10%
Damage Reduction: 5/Adamantine

Mesh [Light]
Armour Bonus: +4
Max Dex: +5
Penalty: -3
Arcane Spell Failure: 20%
Damage Reduction: 10/Adamantine
Fully Sealed, Visor
Fire, Light, Cold and Electricity Resistance +10

Light Mesh [Light]
Armour Bonus: +2
Max Dex: +10
Penalty: none
Arcane Spell Failure: 0%
Damage Reduction: 5/Adamantine
+2 Enhancement bonus to Dex
Fully Sealed, Visor
Fire, Light, Cold and Electricity Resistance +5

Incubus Armour [Medium]
Armour Bonus: +10
Max Dex: +3
Penalty: -4
Arcane Spell Failure: 50%
Damage Reduction: 25%/Adamantine
Lightly Fortified
Strength +2, +2 to Fortitude saves
Fully Sealed, Visor, Radio Comms 100'
Comes with a Tormentor Helm

Carapace Armour [Light]
Armour Bonus: +6
Max Dex: +4
Penalty: -2
Arcane Spell Failure: 20%
Damage Reduction: 10/magic
Fully Sealed, Visor

Scorpion Carapace [Medium]
Armour Bonus: +8
Max Dex: +5
Penalty: -4
Arcane Spell Failure: 25%
Damage Reduction: 25%/Adamantine
Barely Fortified (10% Critical Hit Immunity)
Strength: +2
Visor

Vespid Battle Suit [Light]
Armour Bonus: +4
Max Dex: +6
Penalty: -1
Arcane Spell Failure: 20%
Damage Reduction: 10/magic

Rune Armour [Medium]
Armour Bonus: +2
Max Dex: +4
Penalty: -2
Arcane Spell Failure: 0%
Damage Reduction: 10/cold iron
Adds Cha as Deflection bonus to AC
Fully Sealed, Visor
Pistols:
Shuriken Pistol: 50' range, 1d8 Slashing, clip-30, crit 19-20/x2
Critical hits and Sneak Attacks cause +1d6 damage through blood loss

Splinter Pistol: 50' range, 1d8 Piercing damage, clip-30, crit 20/x3
Critical hits and Sneak Attacks cause a -2 Morale penalty on Attack rolls until the barbs are removed with a DC 20 Heal check

Blaster: 50' range, 3d6 Negative energy damage, battery-30, crit 20/x2
Halves Armour, Shield and Natural Armour bonuses.

Pulse Pistol: 50' range, 4d6 Fire/Electricity damage, canister-15, crit 20/x2
Treat Armour Bonus to AC as 4 points lower (minimum +0)

Stinger: 50' range, 3d4 Piercing damage, clip-10, crit 20/x4
Adds 3d6 Acid damage if any damage gets through, Poison DC 15* vs 2d6 Con damage (Primary-only), flesh bursting out to deal 3d6+Con Acid damage.
*Or 10 + half HD + Con of the person crafting the ammunition, if doing it themselves

Fusion Pistol: 30' range, 4d8 Fire damage, canister-10, crit 20/x3
touch attacks, no regeneration
*within 15' range: 8d6 Fire damage, Fire Resistance/Immunity can only beat up to half of it
Rapid Fire:
Pulse Rifle: 100' range, 4d6 Fire/Electricity damage, canister-30, crit 20/x2
Treats Armour Bonus as 4 less (minimum +0)

Shuriken Catapult: 100' range, 2d8 Slashing, clip-100, crit 19-20/x2
Critical hits and Sneak Attacks cause +1d8 damage through blood loss

Splinter Rifle: 100' range, 2d8 Piercing damage, clip-100, crit 20/x3
Critical hits and Sneak Attacks cause a -3 Morale penalty on Attack rolls until the barbs are removed with a DC 20 Heal check

Tau Plasma Gun: 100' range, 4d6 Fire/Electricity damage, canister-15, crit 20/x2
Touch attacks

Kroot Longrifle: 100' range, 4d6 Magic Piercing damage, clip-20, crit 20/x3
Can also be used as a Keen +1 Scythe.
Assault:
Las Blaster: 100' range, 2d6 Light damage, clip-30, crit 20/x2
Treats Armour bonus as 2 points lower (minimum 0)

Fusion Gun: 50' range, 5d8 Fire damage, canister-20, crit 20/x3, touch attacks, no regeneration
*within 25' range: 10d6 Fire damage, only half can be negated through Fire Resistance/Immunity

Fire Pike: 75' range, 5d8 Fire damage, canister-20, crit 20/x3, touch attacks, no regeneration
*within 35' range: 10d6 Fire damage, only half can be negated through Fire Resistance/Immunity

Dragon's Breath: 50' cone of fire, 10d6 Fire damage, Ref half (DC = Attack roll), fuel tank-20, ignores cover
Failed save: target burns (2d6 Fire per round)
Each extra attack merely adds +2d6 damage to the one attack.
Counts as Heavy without Exotic training

Frost Blaster: 50' cone of cold, 6d6 Cold damage, Fort half (DC = Attack roll), fuel tank-20, ignores cover
Failed save: become Slowed and Entangled for 3 rounds.
Each extra attack merely adds +1d6 damage and +1 round to the effect

Destructor: 50' cone of toxins, 6d6 Acid damage, Ref half (DC = Attack roll), fuel tank-20, ignores cover
Failed save: exposes target to Poison, Fort negates (same DC, 1d6 Str/2d6 Str)
Each extra attack merely adds +1d6 damage and +1 to the Poison's primary Damage

Pulse Carbine: 70' range, 4d6 Fire/Electricity damage, canister-40, crit 20/x2
Treats Armour Bonus as 4 less (minimum +0)

Sting Ray: 30' cone of heat, 4d6 non-lethal Fire damage, Fort half (DC = Attack roll), battery-50, ignores cover
Failed save: target becomes Fatigued from heat and pain (if already Fatigued they become Exhausted, if already exhausted they become Nauseated for 1 round.)
Each extra attack merely adds +1d6 damage to the one attack

Flare Shotgun: 20' cone, 3d6 Fire damage, Ref half (DC = Attack roll), clip-24
Failed save: Blindness for 1 minute

Shredder: 50' range, 10' radius burst, 6d6 Slashing damage, Ref half (DC = Attack roll), clip-10
Failed save: Entangled as per a net, taking 2d6 Slashing damage every round they attempt to perform any action.
Each extra attack merely adds +2d6 damage to the one attack

Avenger Shuriken Catapult: 70' range, 2d8 Slashing, clip-100, crit 19-20/x2
Critical hits and Sneak Attacks cause +1d8 damage through blood loss

Neutron Blaster: 50' range, 2d6 Negative energy damage and 1 temporary Negative level, crystal-10, crit 20/x2
Ignores all non-sealed/environmental armour

Spinneret Rifle: 70' range, 5d6 Slashing damage, spindle-30, crit 17-20/x2
Touch Attacks, target must pass Ref save (DC = Attack Roll) or be Entangled (as per net), taking 1d6 Slashing damage every round they try moving

Death Spinner: 50' range, 5d6 Slashing damage, spindle-40, crit 17-20/x2

Exarch Death Spinner: 50' range, 5d6 Slashing damage, spindle-40, crit 17-20/x2
By spending a Full Round action making a Full Attack (even if a class feature or feat lets you make Full Attacks in less time), you may make twice as many attacks

Hawk's Talon: 100' range, 4d6 Slashing damage, clip-50, crit 19-20/x3
Critical hits and Sneak Attacks also deal 2 Con damage

Triskele: thrown to 50', 2d6 Magic Slashing damage, crit 17-20/x2
Power Weapon, can throw up to three with one attack like shuriken
May be wielded as a Light melee weapon

Laser Lance: 25' range, 5d6 Light damage, battery-30, crit 20/x4
Halves Armour, Shield and Natural Armour bonuses

Shrieker Cannon: 100' range, 5d6 Sonic damage, battery-20, crit 20/x2
Target must make a Will save (DC = Attack roll) or Cower for 1 round

Star Lance: 25' range, 6d8 Light damage, battery-20, crit 20/x4
Halves Armour, Shield and Natural Armour bonuses

Sun Rifle: 100' range, 2d6 Light damage, clip-40, crit 20/x2
Treats Armour bonus as 2 points lower (minimum 0)
By spending a Full Round action making a Full Attack (even if a class feature or feat lets you make Full Attacks in less time), you may make twice as many attacks
Last edited by Koumei on Tue May 11, 2010 2:55 am, edited 4 times in total.
Count Arioch the 28th wrote:There is NOTHING better than lesbians. Lesbians make everything better.
Koumei
Serious Badass
Posts: 13902
Joined: Fri Mar 07, 2008 7:54 pm
Location: South Ausfailia

Post by Koumei »

Heavy:
Frost Megablaster: 100' cone of cold, 6d6 Cold damage, Fort half (DC = Attack roll), fuel tank-20, ignores cover
Failed save: become Slowed and Entangled for 3 rounds.
Each extra attack merely adds +2d6 damage and +1 round to the effect

Grav-Cannon: 200' range, 15' radius burst, adds twice the target's weight (including equipment) to their encumbrance for 1 minute (does not stack) and knocks them prone (Fort negates prone condition, DC = Attack Roll).

Rad Cleanser: 150' range, 10' radius burst, 6d6 Negative energy damage and 2 temporary Negative levels, reactor-15, Fort halves damage and negative levels (DC = Attack Roll)
Ignores all non-sealed/environmental armour

Breach Cannon: 200' range, 4d6 Adamantine Piercing damage, clip-20, crit 20/x4
Deals double damage against objects and vehicles

Kroot Gun: 200' range, 6d6 Magic Bludgeoning damage, drum-100, crit 20/x3
Target must make DC 20 (+2 per additional hit) Str+size check at end of turn or fall prone.

Ion Cannon: 250' range, 6d6 Electricity damage, battery-50, crit 20/x2
Ignores up to 8 points (total) of Armour/Natural Armour bonus.

Markerlight: 150' range, deals no damage, battery-1,000
Illuminates target as Faerie Fire and allows Seeker Missiles to lock on.

Railgun: 300' range, 10d6 Piercing/Bludgeoning damage, canister-50, crit 20/x4
Knocks target prone, only one shot per round, Touch Attacks

Rail Rifle: 150' range, 5d6 Piercing/Bludgeoning damage, canister-50, crit 20/x3
Target must make DC 20 (+2 per additional hit) Str+size check at end of turn or fall prone.

Seeker Missile: 150,000' range, 8d8 Fire/Sonic damage, one-shot, crit 20/x2
If locked on (with a Marker Light), roll twice and pick the highest Attack roll and ignores cover.
If not locked on, suffers a 25% Miss Chance.

Smart Missile System: 100' range, 4d5 Fire/Sonic damage, pod-20, crit 20/x2
Ignores all Cover and Concealment.
If locked on (with a Marker Light), gains a +3 bonus to hit.

Splinter Cannon: 100' range, 5d6 Piercing damage, clip-100, crit 20/x3
Critical hits and Sneak Attacks cause a -5 Morale penalty on Attack rolls until the barbs are removed with a DC 25 Heal check

Dark Lance: 150' range, 6d8 Negative energy damage, battery-30, crit 19-20/x2
Touch Attacks, ignores Regeneration

Disintegrator: 100' range, battery-50, two energy settings:
-Maximal: 15' radius blast, 5d8 Negative energy damage, Ref half (DC = Attack roll), ignores all Regeneration, 2 charges per attack
-Rapid: make twice as many attacks when using a Full Round action to make a Full Attack, 5d6 Negative energy damage, crit 20/x2, Touch Attacks

Shuriken Cannon: 100' range, 5d6 Slashing damage, clip-100, crit 20/x3
Critical hits and Sneak Attacks cause +2d8 damage through blood loss

Starcannon: 150' range, 5d6 Light damage, battery-50, crit 20/x2
Touch Attacks

Wraith Cannon: 50' range, Disintegration effect (CL = HD, DC = 10 + 1/2 HD + Wis), limitless ammunition

Bright Lance: 150' range, 6d8 Light damage, battery-30, crit 19-20/x2
Touch Attacks, ignores Regeneration

Prism Cannon: 250' range, battery-100, two settings:
-Focused: 10' radius spread, 10d6 Fire damage, Fort half (DC = Attack Roll)
-Dispersed: 25' radius spread, 5d6 Fire damage, Fort half (DC = Attack Roll)
Additional Prism Cannons within 250' of the one firing may divert their energy to it with a successful Aid Other attempt, each adding +2 to the save DC and +2d6 (Focused) or +1d6 (Dispersed) Fire damage.

Shadow Weaver: 200' range, 20' radius burst, 6d6 Slashing damage, Ref half (DC = Attack roll), spindle-30
Failed Ref save causes target to be Entangled (as per a net), taking 2d6 Slashing damage per round they move.

Vibro Cannon: 150' long 5' wide line, 6d4 Sonic damage, Fort half (DC = Attack roll), battery-50
Multiple Vibro Cannons can be synched up and fired together, with one line, each additional Vibro Cannon adding +2d4 damage.

Distortion Cannon: 100' range, 10' radius blast, Disintegration effect (CL = HD, DC = 10 + 1/2 HD + Dex), crystal-20

Reaper Launcher: 200' range, 4d6 Fire/Sonic damage, belt-100, crit 20/x3
Ignores up to 8 points (total) of Armour, Natural Armour and Shield bonus

Tempest Launcher: 150' range, 15' radius burst, 4d6 Fire/Sonic damage, Ref half (DC = Attack Roll), belt-100
Ignores Cover and Concealment

Pulse Laser: 200' range, 8d6 Light damage, battery-50, crit 20/x2
Touch Attacks
Melee:
Punisher: a Power Katana that grants a +4 Enhancement bonus to Strength when wielded.

Poisoned Blade: a Dagger that with a built-in device that self-coats with a poison. The standard poison contained has a DC of 16 and 2d4 Con primary, 10d6 Acid secondary.

Hell Glaive: a Power Glaive with a built-in Splinter Rifle. When charging, it grants a +4 Enhancement bonus to Strength until the beginning of your next turn.

Impaler: +1 Keen Trident of Speed

Agoniser: Power Scourge or Power Whip, at the end of your turn, all who you successfully hit must pass a Fort save (DC 10 + half HD + Dex) or be Stunned for 1 round.

Lobotomiser: mechanical light Martial weapon that does not add Strength bonus to damage. It reaches out to 10' and deals 3d6 Piercing damage. It threatens a critical hit on a 20, and a successful hit causes instant death via brain removal (providing it can bypass Damage Reduction with 6d6).

Great Falchion: +1 Vicious Wounding Falchion

Razor Snare: +1 Vicious Keen Whip that deals Slashing damage, not non-lethal, threatens normally, doesn't provoke and is not negated by armour/natural armour. Anyone injured by it takes an additional 1d6 damage through blood loss at the end of your turn.

Spark Sabre: +1 Shocking Burst Scimitar. If wielded 2-handed, at the end of your turn, all who you successfully hit must pass a Fort save (DC 10 + half HD + Str) or be Stunned for 1 round.

Harlequin's kiss: +1 Spiked Gauntlet that deals Slashing damage and has a 17-20/x4 critical. If you hit (no matter how many times), at the end of your turn each target hit takes another 1d6 damage from blood loss.

Mirror Sword: a magic Long Sword that allows one extra attack to be made per Mirror Sword per round, even when just making one attack and not a Full Attack. It is super effective against Ghosts.

Executioner: a Power Glaive that deals +1d6 per point of Enhancement bonus to the weapon and treats the user's Strength as 4 points higher for the purpose of Attack and Damage rolls.

Scorpion's Claw: a Power Fist with a built-in Shuriken Catapult.

Mandiblaster: grants a primary Bite attack that deals 1d8+Str damage and is a magic weapon.

Biting Blade: a Great Sword variant of the Chainsword, each hit with it against the same target in a round deals more damage: +1d6 for the second hit, +2d6 for the third and so on.

Dire Sword: a Power Long Sword that forces all targets hit to attempt a Will save at the end of the attacker's turn (one per target per round, DC 10 + half HD + Cha). On a failed save, the target is slain.

Chainsabre: a Short Sword variant of the Chainsword that allows the user to re-roll one failed attack roll per round, and can always substitute the average damage for any damage roll (after making the roll) with the weapon.

Singing Spear: a Witch Blade Spear or occasionally Great Spear, with the Returning property. It also reduces all incoming Sonic damage by half, countering the sound with its song.

Witch Blade: a magic (as per Tome rules) melee weapon, usually a Long Sword, that deals extra damage equal to the user's Charisma modifier and, in the hands of a Psyker, Daemon or Warp Entity, treats the user's Strength as 10 points higher for the purpose of Attack and Damage rolls.

Wraith Blade: a Power Witch Blade
Misc:
Holo-field: grants a Mirror Image effect at all times. Every time the last image is destroyed, it shuts down for one round and then restarts, generating new images.

Shimmer Shield: a Light Shield with an Enhancement bonus equal to one third the wielder's level, rounded up. Additionally, the entire Shield bonus applies against Touch Attacks. Finally, with an Immediate action or my spending an Attack of Opportunity, the wielder may make a melee attack roll when targeted by a source of Light damage. If the attack roll meets or exceeds the attack roll or save DC of the effect, the effect is negated for the wielder (but not any other targets).

Flip-Belt: grants the benefits of Spider Climb, Featherfall and Expeditious Retreat to the user, and allows them to, once per hour, gain the benefits of Freedom of Movement for 3 rounds as a Swift action.

Warp Jump Pack: this backpack allows the wearer to cast Dimension Door as a Supernatural ability at will, and Teleport once per hour.

Wraithstone Amulet: this amulet protects the wearer from the warp. The wearer gains a bonus against Spells, Psionics and Spell-like abilities equal to +1 per 4 levels (round up).

Swooping Hawk Grenades: thrown to 75', 50' radius explosion, 5d6 Fire/Bludgeoning, Ref Half (DC 20).

Hallucinogen Grenades: thrown to 50', 15' radius spread, those affected must pass a Fort save against a [Mind Affecting] [Poison] effect, DC 25, or be Confused until one minute after they leave the area of effect. The gas cloud lingers for 1d4+1 rounds.

Banshee Mask: a sealed helmet with Dark Vision 120', Low Light Vision, and See Invisible. Additionally, with a Swift action it can shriek loudly, creating a 15' cone of noise. All in the area must pass a Fort save (DC 10 + half level + Cha) or be Stunned for 1 round, and a Will save (same DC) or Cower for 1 round.

Combat Drugs: a booster system that can apply any of the following (even multiple drugs at once) with a Swift action:
[*]Bull's Strength
[*]Cat's Grace
[*]Barkskin
[*]Haste
[*]Greater Heroism
[*]Rage
One dose of each is contained, and the duration is always 1 minute.

Barbed Net: much like a Net, except made of Adamantium and, when entangling it deals 1d6 Slashing damage. Additionally, anyone entangled takes 2d6 Slashing damage every round that they move.

Tormentor Helm: a sealed helmet with Dark Vision 120', Low Light Vision, and See Invisible. Additionally it has a built-in Splinter Pistol it can fire as a Swift action.

Hellion Skyboard: this board is strapped to the feet, and allows the wearer to Fly (Average) at a speed of 200'. It may be used as a weapon for making Charge attacks, dealing 2d6 Slashing/Bludgeoning damage, +1 per 10' moved, with a critical value of 20/x4.

Warp Portal: a bulky device that must be set down and activated as a Full Round action. It then creates a Gate (travel version) into the Warp.

Disruptor: a Dark Lance that deals no damage. Instead, it instantly dispels Illusions, spells that grant Armour, Shield or Deflection bonuses to Armour Class (including spell-like and supernatural abilities) and Force Fields/Void Shields.

Haywire Grenades: bulky grenades that must be attached to a vehicle or piece of machinery as a Full Round action. After 1-3 rounds (selected when used), it burns itself out creating a powerful electrical surge and EMP. Regular, unattended electrical gear is immediately rendered useless, though attended gear gains a Fortitude save to negate (DC 20). Vehicles are rendered immobile, all systems deactivated, if they fail the save.
Vehicles and Creatures:
Jetbike:
Fly Speed: 100-150' (Good) or 160-300' (Clumsy) if Turbo Boosters are on
Armour: +3
Size: Large (Long)
Carry Capacity: Driver only
HP: 50
Fort +4 Ref +3 Will +4
*Underslung Splinter Rifle, Shuriken Catapult or Shuriken Cannon

Vyper
Fire Prism
Falcon Grav Tank
Nightspinner

Raider
Ravager
Raven
Vampire
Warp Beast

Corsair Voidship
Procured Crisis Suit

Kroot Hound
Krootox
Vespid Carrier Vessel
Last edited by Koumei on Sun Jun 06, 2010 11:36 am, edited 7 times in total.
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