Maybe that's a good idea, Cthulhu. Oh snap, I'm agreeing with what Dread Cthulhu tells me. I must be going mad.
Anyway, I'm thinking that as a class feature, Space Marines and Orks and the like will get big ability score bonuses.
And as for weapons, yeah, they'll have the ability to know what they're doing, and to reliably have access to them, as well as maybe getting random bonuses and stuff. Heck, to the untrained, these weapons don't even need to be that good.
Now, onto the first full 20-level class. Here goes...
Inquisitor:Although you might only start as an apprentice, even this provides you with enough to be a fearsome individual indeed.
Hit Die: d8
Weapon Proficiencies: All Simple and (Imperial) Martial, plus one Exotic
Armour Proficiencies: All Light and Medium, and Power Armour
Skill Points per Level: 6+Int
Base Attack Bonus: Average
Saving Throws: Poor Fortitude and Reflex, Good Will (oh, the irony!)
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[br]Level: Benefit:[br]01 Aura of Fear (Shaken), Requisition, Uncanny Dodge (never flat-footed)[br]02 Bonus Feat: Any [Combat], Fear is My Ally[br]03 Nightmare (Ps), Darkvision[br]04 Talent, Command (Ps)[br]05 Improved Uncanny Dodge (can't be flanked), Access the Forbidden[br]06 Order, Bonus Feat: Leadership, Aura of Fear (Frightened)[br]07 Phantasmal Killer (Ps)[br]08 Talent, See Invisible (Su)[br]09 Telepathy (Su), Swift Command (Ps)[br]10 Bonus Feat: Any [Leadership][br]11 Aura of Fear (Panicked)[br]12 Talent, Scarier Than Death (Su)[br]13 Detect Thoughts (Ps)[br]14 Immediate Command (Ps)[br]15 Bonus Feat: Any [Leadership][br]16 Aura of Fear (Cowering), Talent[br]17 Exterminatus [br]18 Emperor's Wrath[br]19 True Seeing (Su)[br]20 Bonus Feat: Any [Leadership], Immunity, Aura of Fear (Comatose)[br]
Aura of Fear: Anyone who is not an ally, knows what you are, and is within 30 feet of you must pass a Will save (DC equals 10 plus half your level plus your Charisma modifier). Failure causes the individual to suffer the effect for one minute, at which point they must save again if still within 30 feet of you, or be affected for 24 hours. Other Inquisitors are immune to this effect.
Requisition: In the line of duty, you may make a DC 15 Persuade or Intimidate check to seize any civillian or Imperial-held weapon, vehicle or other piece of equipment with a value equal to or less than your level multiplied by 1,000 credits. Aside from ammunition, you must arrange for it to be returned within a suitable length of time (24 hours in most cases), otherwise you must pay for the item.
Fear is My Ally: You have the Edge against any foe who is suffering from the effects of a Fear effect you generated.
Nightmare: once per minute, you may cast Nightmare as a Psy-like ability on any target suffering from the effects of a Fear effect you generated. The save DC is the same as the Aura of Fear, and the Nightmare takes effect the next time they attempt to sleep.
Darkvision: Your suspicion and paranoia allow you to see even in total darkness, up to your usual visual range.
Talent: at the levels listed, you gain a special ability, chosen from the list below. All benefits are retroactive and also keep progressing naturally as you level.
-Sneak Attack: You gain Sneak Attack dice equal to your level divided by 3, rounded up.
-Psykic: You gain Basic access to one Psykic discipline
-Combat Training: Your Base Attack Bonus improves to Good, and you gain one [Combat] feat.
-Resistant to Chaos: You gain a Sacred bonus on saving throws against Chaos equal to your level divided by 4, rounded up. Additionally, you emit an aura with a 60' radius that prevents Warp gates from opening or Outsiders being summoned.
-Rage: You gain Rage dice equal to your level divided by 4, rounded up.
-Smite: Once per minute you may, as a Swift action, declare one opponent Anathema. All allies gain a bonus to strike and damage this foe for one round, equal to half your level. You gain the bonus to hit, but deal bonus damage equal to 1d6 per point of Charisma modifier you possess.
-Fast Healing: You gain Fast Healing equal to your level divided by 3, rounded up.
-Purity Seals: Your purity seals protect you, giving you all good saves and a Sacred bonus to Armour Class equal to your level divided by 4, rounded down.
Command: You can cast Command once per minute as a Psy-like ability. The save DC is equal to 10 plus alf your level plus your Charisma modifier. At level 9 this becomes a Swift action. At level 14, this can be used as an Immediate action.
Access the Forbidden: You may now gain access to usually forbidden knowledge, gaining a +4 competence bonus on all Knowledge checks. Additionally, you are allowed equipment usually deemed illegal or merely hard to acquire, according to your level.
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[br]Level: Items:[br]05 [Eldar] Martial Weapons, Power Weapons, Enhanced Equipment +1[br]08 Enhanced Equipment +2, [Dark Eldar] Martial Weapons, Power Armour[br]10 [Space Marine] Martial Weapons, [Chaos] Martial Weapons, Combat Drugs[br]12 Enhanced Equipment +3, Demon-bound Weapons, Power Fists, Non-space/Warp Vehicles[br]15 Enhanced Equipment +4, Exotic Weapons, Poisonous Gas, Warp Vessels[br]18 Enhanced Equipment +5, Viral Weapons, Bound Lesser Daemons[br]20 Enhanced Equipment +6, Nuclear Weapons, Space Hulks[br]
Order: You may join one of the Inquisitorial Orders, providing you with access to their libraries and storerooms. You are now a fully fledged Inquisitor, and may call Exterminatus on a planet, resulting in its absolute destruction. Obviously, some planets are immune to this, like Terra. I wish I didn't have to spell it out like this. Within 24 hours, the entire planet will be completely destroyed. You may do this once per week, though particularly enthusiastic Inquisitors will be called to account for their decisions and may have this ability revoked for one year.
Phantasmal Killer: You can cast Phantasmal Killer once per minute as a Psy-like ability. The save DC is equal to 10 plus alf your level plus your Charisma modifier. Other Inquisitors are immune to this effect.
See Invisible: Your constant suspicion and paranoia allow you to see even the invisible.
Telepathy: You gain Telepathy as a Spernatural special quality, usable at will.
Scarier Than Death: As an Immediate action, you may shout an order to an ally within 30' who is killed or rendered helpless. If they are dead, they are restored to life, though at only a quarter of their maximum hit points, and after a number of rounds equal to your Charisma modifier, they will become Exhausted and begin bleeding without medical treatment. If rendered helpless, they are no longer helpless, not suffering the effect that caused it, although they are Fatigued and Shaken for one minute. You may not use this ability on yourself.
Detect Thoughts: You may cast Detect Thoughts as a Psy-like ability at will. The save DC is equal to 10 plus alf your level plus your Charisma modifier.
Exterminatus: This ability has two uses - aside from, the planet-wide form that is gained at level 6.
Firstly, you may order in an air strike on an outdoor location within one mile per level. An area of up to one ten foot cube per level is affected, being hit by an orbital plasma wave. All in the area suffer 3d6 points of damage per level, with a successful Reflex save (DC 10 plus half your level plus your Charisma modifier) for half. However, the very ground of the area is melted down, removing all cover, and causing the area to count as Difficult Terrain. Additionally, it is super-heated, dealing 4d6 fire damage per round to those within it. A Fortitude save (same DC) halves this damage. Breathing is made impossible due to the clouds of steam, and the entire area grants concealment. These terrain effects last for ten minutes. There is a delay between order and execution of 1d6+1 rounds. You may do this once per day.
Secondly, you may request assistance from a unit of Space marines. Three Grey Knight Terminator marines will teleport in to assist you, arriving in 1d4 rounds within 50 feet of you. Each has a level no higher than your own level minus 2. They will assist you for one hour, or until their work is finished. You may do this once per day.
Emperor's Wrath: Whenever successfully damaged in combat, you may, as a Free action, invoke the righteous fury of the Emperor. For a number of rounds equal to your Charisma modifier, you gain a +6 enhancement bonus to your Strength score, and deal an additional amount of Sacred damage on all of your ranged and melee attacks equal to double your level. All foes who strike you during this time take Sacred damage equal to your level. Additionally, as part of the free action to activate, you can target the foe who damaged you with a Stunning effect. If they fail a Fortitude save (DC 10 + half your level + your Charisma modifier), they are Stunned for 4 rounds. When this effect wears off, it cannot be activated for another hour.
True Seeing: Due to your suspicion and paranoia, you can see all things how they really are. You benefit from a constant True Seeing effect.
Immunity: You never have to account for your actions. The Ends ALWAYS justify the Means. You are effectively above the law itself. This does not stop other Inqisitors from trying to kill you if they deem it necessary, however.
What do you guys think? I had a bit of difficulty deciding what they should be, so they're a bit over the place.