That's more constructive criticism if you ask me. I'll look into that, swap the abilities around a bit... and I'll do a little research as to the Inquisitors.
For now... Rogue Traders!
Rogue Trader:Rogue Traders are those who are in it for the money. Space pirates, smugglers, people who defy the laws in their greedy quests. That being said, they are often hired by the Imperium to get jobs done.
Hit Die: d8
Weapon Proficiencies: All Simple, Martial for one race, and 1 Exotic weapon
Armour Proficiencies: All Light and Medium
Skill Points per Level: 6+Int
Base Attack Bonus: Medium
Saving Throws: Poor Fortitude, Good Reflex and Will
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[br]Level: Benefit:[br]01 Swindle Exotic Weapon, Wealth, Tricks of the Trade (Skills)[br]02 Talent, Swift Charm (Ex)[br]03 Swift Sanctuary (Ex), Dodge Bonus +1[br]04 Bonus Feat: any feat you qualify for[br]05 Talent, Income I[br]06 Assistance, Dodge Bonus +2[br]07 Swindled Armour[br]08 Talent, Tricks of the Trade (Feats)[br]09 Bonus Feat: any feat you qualify for, Dodge Bonus +3[br]10 Weapon Tricks[br]11 Talent, Income II[br]12 Tricks of the Trade (Equipment), Dodge Bonus +4[br]13 Swindled Vehicle[br]14 Talent[br]15 Bonus Feat: any feat you qualify for, Dodge Bonus +5[br]16 Income III[br]17 Talent, Masterful Escape[br]18 Dodge Bonus +6[br]19 Swindled Space Hulk[br]20 Talent, Lethal Roulette[br]
Swindle Exotic Weapon: You gain a stolen Exotic Weapon of any variet without an enhancement bonus. As you continue to gain levels, you figure out more of its power, and gain additional abilities with it. Note: The benefits only apply to the weapon.
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[br]Level: Ability:[br]04 Enhancement +1, Quickdraw[br]08 Enhancement +2, +4 Initiative when wielded[br]12 Enhancement +3, take 1 attack of opportunity per day for any or no reason[br]16 Enhancement +4, all attacks of opportunity are critical threats[br]20 Enhancement +5, all critical hits deal an extra 10d6 points of damage[br]
Wealth: Just by dint of being wealthy, you are better at getting things. Once per day you may perform one of the following:
-Impress: By flaunting your wealth and using wealthy garb, you can gain a +2 Circumstance bonus to Persuade or Gather Information during one social encounter or event. At levels 10 and 20 this increases by +2
-Bully: You can threaten people, and because you're rich, it has weight. You can gain a +2 Circumstance bonus to one non-combat Intimidate check. At levels 10 and 20 this increases by +2
-Bribe: With a small bribe, you can get out of trouble for one misdemeanor, or get yourself access to a low-security area. At level 10 you can get out of a series of misdemeanors, or reduce one felony to a misdemeanor, or get access to a medium-security area. At level 20 you can get out of a felony or gain access to a high-security area. Maximum security area like the Golden Throne, and charges of Heresy by Inquisitors are still out.
-Procure: You can get your hands on items worth a number of credits equal to your level multiplied by 10, however they must be used by the end of the day.
You needn't choose the same option each day.
Tricks of the Trade: You are too clever by half, and can pretend to know things you really don't. At the end of the day, sometimes you even fool reality.
-Skills: Once per day you can make a skill check as though you possessed maximum ranks in it, even if you possess no ranks in the skill.
-Feats: Once per hour, for one round you can gain the benefits of any one [COmbat] feat that you do not possess. Activating this is a Free action that can be taken on anyone's turn.
-Equipment: Once per minute, as a Swift action, you may treat a single piece of equipment as though it had an enhancement bonus equal to your level divided by 4, rounded down. This lasts for one full round. If it has any special abilities locked within it, you can unlock them for this duration.
Talent: As you gain levels, you gain a series of talents that define your fighting style.
-Aura: you gain a single Psykic Aura. Your caster level is equal to your character level At level 10 you gain another Aura.
-Tricky: Your movement increases by 10 feet. At level 5, you gain a 30' Climb speed. At level 10, you can turn corners when charging. At level 15, your movement does not provoke attacks of opportunity. At level 20, you may take two 5' steps per round and your speed increases by another 10 feet.
-Hardy: You gain hit points equal to your level. At level 5, you gain Damage Reduction 5/-. At level 10, you gain Fast Healing 3. At level 15, you gain Regeneration 1/Psykic or Warp. At level 20 you become immune to Ability Damage and Drain.
-Angry: You gain Rage dice equal to one quarter (round up) of your level. At level 10, you may Smite one foe per minute, dealing an extra amount of damage equal to double your level. At level 20, once per day you may automatically deal maximum damage.
-Lucky: You gain a Luck bonus on saving throws equal to your level divided by three, rounded up. At level 10, once per minute as a Swift action you may add your level as a bonus on one saving throw or your Armour Class for one attack. At level 20, once per day you may instantly negate any one attack as an Immediate action.
-Sneaky: You gain Sneak Attack dice equal to half your level (round down).
-Charming: The DC of your Swift Charm and Swift Sanctuary increases by +2. At fifth level, you can cast Dominate as a Swift action, lasting for 1 full round (same DC). At tenth level, you may cast mass charm as a Swift action, lasting for three rounds (same DC). At level 15, you may cast Greater Command as a Swift Action, lasting for three rounds (same DC). These can each be used once per hour. At level 20, you can cast Mind Rape as a Full Round Action, lasting for one day (same DC). This can be cast once per day. These are all Extraordinary abilities, using your gift at psychology.
-Natural Leader (6th level or higher): You gain Leadership and Command. At levels 10, 15 and 20 you gain another Leadership Feat, or the Landlord feat.
-Combat Training: Your BAB changes to Good. At levels 10 and 20, you gain a bonus [Combat] feat.
-Psykic: You gain Basic access to one Psykic Discipline. At levels 7 and 15, you gain access to another (or may upgrade your existing Discipline access). At level 10 you gain Class Access: Psyker.
-Legacy: Select one Exotic Weapon you possess. It becomes a Legacy weapon, with all rituals performed. You must simply gain levels to unlock the abilities at no cost.
-Unarmed Fighter: Your unarmed attacks gain an enhancement bonus equal to your level divided by 3 (round up), and deal lethal damage at your option. At level 5, the damage increases by one size category. At level 10, any target struck must make a Fortitude save (DC 10 + half your level + your Strength modifier) or be Stunned for one round. At level 15, your Unarmed strikes deal one point of Dexterity damage each time they strike. You may also perform an unarmed charge attack that deals double damage. At level 20, you can spend a Standard action to make a single attack roll against every target you threaten. Those struck must all make a Reflex save (same DC as the stun) or fall prone and be knocked back 10 feet.
Swift Charm: Once per minute, you may spend a Swift action to Charm a target as though casting Charm Person. The save DC is 10 + half your level + your Charisma modifier. If successful, they are Charmed for one round, long enough for you to fast-talk them.
Swift Sanctuary: Once per hour, you may spend a Swift action to activate a Sanctuary effect on yourself for three rounds. The save DC is the same as Swift Charm.
Dodge Bonus: This bonus is applied to your Armour Class.
Income: At 5th level, you gain an additional 5,000 credits thanks to interest and blackmarket sales performed through contacts in the background. At level 11, you gain another 30,000 credits, and at level 16, another 100,000 credits.
Assistance: Starting at 6th level, you can always get the assistance of somebody. At any downtime you can send people away and hire new ones, or replace the dead. Your helper is an NPC with a level no higher than two less than your own. At character level 14, you may get a second helper of the same level as the first.
Swindled Armour: At seventh level, you can gain any one special piece of armour that you are proficient with, excluding Terminator Armour. It carries an enhancement bonus equal to your level divided by 4, rounded down.
Weapon Tricks: Any melee weapon you wield has its reach extended by 5 feet, without affecting squares you can normally reach. Any ranged weapon you wield has an additional 30 feet added to each range increment. You can wield two-handed weapons one-handed, weapons too large (by one size) two-handed, and light weapons two-handed (with the usual benefits for wielding a weapon 2-handed) if you so wish.
Swindled Vehicle: At level 13, you gain one vehicle of any kind other than space/warp vessels. This is yours, and you even get a pilot for free (equivalent of a level 5 Human Imperial Guard).
Masterful Escape: Once per minute, you may perform a Dimension Door to within 50 feet as a Supernatural Ability. You may choose to add a Fog Cloud or Acid Fog to this, represented by throwing a smoke bomb or acid grenade to the ground as you vanish. For the following three rounds, your movement speed increases by 50 feet and you gain the benefits of Freedom of Movement.
Swindled Space Hulk: At level 19, you manage to get your hands on a Space Hulk, along with the minimum crew needed to pilot it. At this point, the Multiverse is yours to explore.
Edit: If your DM seriously doesn't want you getting a Space Hulk because it isn't appropriate for the game, you instead have a bunch of allies who have access to a number of high-power space vessels. You could even choose to have this option if you don't want the Space Hulk. Heck, if you're not IN the Space Hulk and it isn't doing anything useful for you, you could have it do this option for you to make it relevant. Once per day, you can order a full blitz, where a 50' radius area of a target point within 1 mile per level gets bombarded. Everything without Full Cover from above takes 3d6 damage per level (Reflex Half, DC 10 + half your level + your Intelligence modifier) and must make a Fortitude Save (same DC) or be Dazed for 2d6 rounds. Everyone with Full Cover takes half of this damage (Reflex none), and must make an additional Reflex save or be trapped beneath rubble, held prone and helpless until the situation changes. Flammables are ignited.
Lethal Roulette: As a Standard action, once per five rounds you may make a special attack. You take a -5 penalty on the attack roll,however if you hit you immediately deal a critical hit (for every point away from 20 the threat range extends, add 1 to the multiplier) and the target must make a Fortitude save (DC = 10 plus half your level plus your Intelligence modifier) or die instantly. Anyone who survives your Roulette is immune for 24 hours.