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Meikle641
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Post by Meikle641 »

If a new pdf is made, can it please have tables? :/
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Maxus
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Post by Maxus »

I've got the PDF. To my knowledge, so does Koumei. If anyone wants it, PM me with an e-mail address and I'll send it along.

Edit: I kept meaning to offer it up for inclusion. I've never bothered with my own hosting stuff, so this seems a good time.
Last edited by Maxus on Mon Apr 12, 2010 1:12 am, edited 1 time in total.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
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Post by Koumei »

Incidentally, at *some* point I intend to create content for xenophiles: Spess Elfs and Emo Spess Elfs (British Colonialist Mind-Controlling Vagina-Headed Weeaboo Space Communists, Undead in Spaaaace and Spess Orks can fuck off and die, seriously). They will work on a slightly more annoying tier scale that means they can't exactly be used in the same game as humans: class (1-4) > next class (5-8) > final class (9-12) - and I suppose maybe the option for any to then become an Avatar of Khaine or a Phoenix Lord or something.

Eldar:
Guardian
-Warlock
--Farseer
-Shining Spear
--Vyper
-Wraithguard
--Wraithlord

Dire Avenger
-Swooping Hawk
--Warp Spider
-Howling Banshee
--Autarch
-Striking Scorpion
--Autarc

Harlequin
-Shadowseer
--Troupe Master
-Death Jester
--Troupe Master

Dark Eldar:
Wych
-Hellion
--Archite
--Shadow Weaver
-Reaver
--Ravager
--Archite
-Succubus
--Lilitu
--Shadow Weaver

Warrior
-Scourge
--Archon
--Homunculus
-Mandrake
--Homunculus
--Incubus
-Corsair
--Archon 9-12
--Incubus
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Meikle641
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Post by Meikle641 »

Awww, but the Kroot are pretty cool, even if the Tau aren't. Hell, aren't they usable as mercs for other armies?
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Post by Rejakor »

Harlequin!

Squee!~

Harlequin are pretty much the only reason I ever wanted to field an eldar force of any size. They are just so cool. Whoever thought them up deserves not only a manly pat on the back, but a free beer.

-Rejakor
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Post by Koumei »

Okay, Kroot and Vespids will get covered, but not the Tau. Just to throw more mud in their faces.

And the finishing touches for Daemons.

Herald of Khorne

HD: d12
BAB: Good
Saves: Fort and Ref
Skill Points: 6+Int
Level:Abilities:
1Rage
2Rending Blade
3Cloak of Blood and Skulls
4Bloodcrusher Mount
5Killing Blow
6Dogs of War
7Insurmountable Might
8Bloodcrusher Chariot
9Furious Rending

Rage (Ex): the Herald of Khorne gains the Rage ability of a Barbarian of equal class level.

Rending Blade (Ex): starting at second level, any bladed weapon the Herald wields becomes extra sharp. Its critical threat range is doubled, and it ignores all Damage Reduction and Regeneration.

Cloak of Blood and Skulls (Su): starting at third level, the Herald is awarded a Cloak of Blood and Skulls. This provides Immunity to [Mind Affecting] spells, as well as adding another point of Con damage to all attacks the Herald makes.

Bloodcrusher Mount (Su): starting at level four, the Herald can summon a Bloodcrusher of Khorne once per day with a Standard action. It lasts for one hour per class level or until slain, and is loyal to the Herald. Its hit dice are always equal to those of the Herald.

Killing Blow (Ex): starting at level five, any turn in which the Herald of Khorne successfully hits a foe with a melee attack, they must pass a Fort save (DC 10 + half HD + Str) at the end of the turn or be instantly slain.

Dogs of War (Su): starting at level six, the Herald may once per day summon 1d3 Hounds of Khorne as a Standard action. They are loyal to it, and last for one minute per class level or until killed. Their Hit Dice are always equal to those of the Herald.

Insurmountable Might (Ex): starting at level seven, the Herald of Khorne becomes especially strong. Its Strength increases by four points, and any time it attempts to Trip, Overrun or Bullrush a foe it receives a +10 bonus to do so. Once per hour it may use its Strength modifier in place of any other ability modifier, such as to replace Dex for AC or Initiative.

Bloodcrusher Chariot (Su): starting at level eight, the Herald may use a Full Round action to summon a pair of Bloodcrushers of Khorne. Aside from differences noted here, they function the same as Bloodcrusher Mount. A chariot is summoned as well, harnessed to them. Should they Overrun or Trample a foe, the chariot is dragged along behind, driving over the victim for an additional 6d6 Piercing/Crushing damage and allowing the rider to make an Attack of Opportunity against the target.

Furious Rending (Ex): at level nine, the Herald of Khorne slices foes open all the time. Any time it hits a foe with a melee attack, they take another 1d6 Slashing damage per hit on the following round (ignoring DR and Regeneration). Additionally, any damage die it rolls that comes up as the maximum (for d4 or higher) is rolled again and added - so a Greatsword that rolls 6 and 2 for damage would roll 1 die again, and if it got a 1 the total damage would be 9 plus assorted bonuses. The damage die can "explode" repeatedly until a not-maximum has been rolled.
Herald of Nurgle

HD: d12
BAB: Good
Saves: Fort and Will
Skill Points: 6+Int
Level:Abilities:
1Infection
2Tetanus
3Plague
4Nurgling Palanquin
5Sorrow and Despair
6Beasts of Filth
7Spawning Cysts
8Beast Chariot
9Zombies!!!

Infection (Ex): whenever anyone gets within 30 feet of the Herald of Nurgle, they immediately become exposed to Filth Fever (DC 10 + half HD + Con). If they contract the disease, they instantly take the damage. Anyone who passes the save is immune to the effects until the next sunrise.

Tetanus (Ex): starting at second level, any turn in which the Herald successfully hits a foe with a melee attack, the foe must pass a Fortitude save at the end of the turn (DC 10 + half HD + Con). If they fail, they take 1d6 Dexterity damage.

Plague (Su): starting at third level, the Herald may spread disease with a Standard action. All creatures within 50 feet must pass a Fort save (DC 10 + half HD + Con) or contract Lupus or Botulism or something, with the following effect: 1d6 Str and 1d6 Con damage instantly, Fatigue.

One minute later, they must save again or take 1d6 Int damage and become Confused for ten minutes. Then, every hour for three days they must save again or take 1d4 Str, 1d4 Con and 1d4 Int. If they survive to the end, they are cured. Nobody can be afflicted by the Plague multiple times at once.

Nurgling Palanquin (Su): starting at level four, the Herald can summon a Nurgling Swarm with throne once per day with a Standard action. It lasts for one hour per class level or until slain, and is loyal to the Herald. Its hit dice are always equal to those of the Herald.

Sorrow and Despair (Su): starting at fifth level, the Herald of Nurgle radiates a 30' radius aura of misery. All must pass a Will save (DC 10 + half HD + Wis) or be afflicted by Crushing Despair until they leave the area.

Beasts of Filth (Su): starting at level six, the Herald may once per day summon 1d3 Beasts of Nurgle as a Standard action. They are loyal to it, and last for one minute per class level or until killed. Their Hit Dice are always equal to those of the Herald.

Spawning Cysts (Su): starting at level seven, every time the Herald of Nurgle is struck with a weapon, a cyst bursts open, summoning 1d4 Nurglings. Each one has HD equal to four less than the Herald, and lasts for one hour or until killed.

Beast Chariot (Su): starting at level eight, the Herald may use a Full Round action to summon a pair of Beasts of Nurgle. Aside from differences noted here, they function the same as Nurgling Palanquin. A chariot is summoned as well, harnessed to them. Should they Overrun or Trample a foe, the chariot is dragged along behind, driving over the victim for an additional 2d6 Piercing/Crushing damage and exposing the victim to Slimy Doom (DC 10 + half HD + Con).

Zombies!!! (Sp): at ninth level, the Herald of Nurgle may use a Full Round action to spread Zombie Plague. 4d6 Plague Zombies are summoned, and all living creatures within 100' of the Herald must pass a Fort save or contract Zombie Plague.
Herald of Slaanesh

HD: d8
BAB: Good
Saves: Fort, Ref and Will
Skill Points: 8+Int
Level:Abilities:
1Hypnotic Sway
2Rending Claws
3Energy Drain
4Seeker Mount
5Dance Magic
6Beast Frenzy
7Decapitation
8Seeker Chariot
9The Eternal Pavane

Hypnotic Sway (Su): once per round as a Free action, the Herald of Slaanesh may force all creatures within 30 feet to make a Will save (DC 10 + half HD + Cha) or be Fascinated for one round.

Rending Claws (Ex): starting at second level, the natural weapons of the Herald are extra sharp. Their critical threat ranges are doubled, and they ignore all Damage Reduction and Regeneration. If it successfully hits with all natural weapons against one target in one round, it deals an additional 2d6+Dex Slashing damage.

Energy Drain (Su): starting at third level, the Herald can make a melee touch attack as a Standard action to reach out and horrify a target. This bestows two negative levels upon the target, that last for 6 hours.

Seeker Mount (Su): starting at level four, the Herald can summon a Seeker of Slaanesh once per day with a Standard action. It lasts for one hour per class level or until slain, and is loyal to the Herald. Its hit dice are always equal to those of the Herald.

Dance Magic (Sp): starting at level five, the Herald of Slaanesh can use a Full Round action to dance, affecting one target of choice within 50 feet with Otto's Irresistible Dance.

Beast Frenzy (Su): starting at level six, the Herald may once per day summon 1d3 Fiends of Slaanesh as a Standard action. They are loyal to it, and last for one minute per class level or until killed. Their Hit Dice are always equal to those of the Herald.

Decapitation (Ex): starting at level seven, any time the Herald of Slaanesh scores a critical hit with a natural weapon, it beheads the opponent, which is often lethal.

Seeker Chariot (Su): starting at level eight, the Herald may use a Full Round action to summon a pair of Seekers of Slaanesh. Aside from differences noted here, they function the same as Seeker Mount. A chariot is summoned as well, harnessed to them. Should they Overrun or Trample a foe, the chariot is dragged along behind, driving over the victim for an additional 4d10 Slashing damage and allowing the rider to make an Attack of Opportunity against the target.

The Eternal Pavane (Sp): at ninth level, the Herald of Slaanesh can dance for a full round, and on its next turn, all foes within 70 feet are afflicted by Otto's Irresistible Dance with a duration of one year.
Herald of Tzeench

HD: d10
BAB: Medium
Saves: Fort, Ref and Will
Skill Points: 8+Int
Level:Abilities:
1Fire Blast
2Myriad of Magic
3Fire Surge
4Silver Disc
5We Are Legion
6Flamer Time
7Sorcery+
8Flying Chariot
9Supreme Psyker

Fire Blast (Su): the Herald of Tzeench counts as always being armed with a Flamer with unlimited ammunition. It is considered proficient with this weapon.

Myriad of Magic (Sp): starting at second level, the Herald has access to a Domain of choice (not Law, Good or other inappropriate ones. Don't be excessively retarded about it). Treat the Domain as a Sphere to determine which spells may be used (as spell-like abilities), and assume it has Advanced access to the Domain.

Fire Surge (Su): starting at third level, the Herald can create blasts of scorching flame. With a Standard action, it may designate a 10' radius, 50' tall column within 100 feet, and everything in the area takes 1d6 Fire/Chaotic damage per hit die as well as becoming Exhausted from the heat for 2 rounds. A Fortitude save (DC 10 + half HD + Int) negates the Exhaustion, and a Ref save (same DC) halves the damage. Only one save may be attempted per target, however.

Silver Disc (Su): starting at level four, the Herald can summon a Floating Disc of Tzeench once per day with a Standard action. It lasts for one hour per class level or until slain, and is loyal to the Herald. Its hit dice are always equal to those of the Herald.

We Are Legion (Su): starting at fifth level, the Herald of Tzeench may cast any Spell-like Abilities it knows as a Swift action.

Flamer Time (Su): starting at level six, the Herald may once per day summon 1d3 Flamers of Tzeench as a Standard action. They are loyal to it, and last for one minute per class level or until killed. Their Hit Dice are always equal to those of the Herald.

Sorcery+ (Sp): at seventh level, the Herald of Tzeench gains access (or improves its existing level of access) to a Fiendish Sphere.

Flying Chariot (Su): starting at level eight, the Herald may use a Full Round action to summon a pair of Screamers of Tzeench. Aside from differences noted here, they function the same as Silver Disc. A flying chariot is summoned as well, harnessed to them.

Supreme Psyker (Su): at level nine, the Herald of Tzeench gains access to one Untamed Psychic discipline of its choice.
---

Beast of Nurgle:
Large Outsider [Chaotic, Evil, Extraplanar] CR 10
HD: 12d8+132 (186 HP)
Speed 20' Init +1
Str 20, Dex 12, Con 30, Int 8, Wis 12, Cha 2
Fort +21 Ref +9 Will +12
AC: 27 (-1 size, +1 Dex, +16 natural)
-touch 10
-flat-footed 26
BAB/Grapple: +12/+21
1 Slam +17 (3d6+7 plus Disease)
Disease (Ex): Slimy Doom (DC 26)
Regeneration 1 (overcome by Fire)
Sludge Trail (Ex): every square it moves through is treated as having a Caustic Mire effect for one full round.
Feats: Weapon Focus (Slam), Improved Natural Weapon (Slam), Great Fortitude, Iron Will, Improved Toughness

Fiend of Slaanesh:
Flamer of Tzeench:

Hound of Khorne:
Large Outsider [Chaotic, Evil, Extraplanar] CR 10
HD: 12d8+72 (126 HP)
Speed 40' Init +6
Str 30, Dex 14, Con 20, Int 4, Wis 12, Cha 6
Fort +13 Ref +10 Will +12
AC: 26 (-1 size, +2 Dex, +9 natural, +6 +2 chain shirt barding)
-touch 11
-flat-footed 24
BAB/Grapple: +12/+26
2 Bites +22/+22 (2d6+10 plus 1d8 Fire plus 1 Con)
Fiery Bite (Su)
Wounding Bite
Rage (Ex): as per the spell, self-only, at will
Feats: Weapon Focus (Bite), Improved Initiative, Improved Natural Armour, Iron Will, Improved Toughness
Last edited by Koumei on Fri Apr 23, 2010 12:30 pm, edited 4 times in total.
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Post by Koumei »

ZOT! NECROMANCY!

Okay, I fixed up a few abilities (for instance, all cases of Rending are identical, likewise Bulging Biceps, Furious Charge etc.) and fixed up some of the equipment (more standardised rules with little [tags]) as well as moving equipment from "In the class section for ____" to the main thing.

With the exception of the Eversor Executive stuff (special, left there) and some other stuff because the main post there is getting too big.

Yeah, I intend on just fixing this up here and there and maybe adding pictures until it's of "Completed PDF quality".

Armour:
Greatcoat: +2 Armour Bonus, Light, +5 Max Dex, -1 Skill Penalty, provides 20% Reinforcement, +3 on Hide checks against desert terrain.
Melee Weapons:
Doom Spear: a spear with a single-use explosive tip: a successful hit deals 6d8 Fire and Bludgeoning damage, and it has a 20/x4 critical rating. After this, it is useless as anything other than a quarterstaff.

Thunder Hammer: counts as a Power Thundering Warhammer that ignores Shield bonuses.. At the end of the user's turn, every foe that was hit by it must make a Fortitude save (DC 20) or be Stunned for 1 round.

Storm Shield: counts as a +5 Ghost Touch Tower Shield.

Crozius Arcanum: this is a Power Staff that deals an additional 3d6 Axiomatic damage to all [Chaotic] Outsiders and [Evil] Outsiders. To [Chaotic, Evil] Outsiders it deals 3d10 damage.

Force Staff: This Power Staff deals an additional 5d5+5 Force damage to Extraplanar Outsiders and Ethereal/Incorporeal beings. Anyone slain by it can never be brought back, save by a Wish or Miracle, and charges the staff to deal additional damage on the next hit equal to double their hit dice. A Psyker wielding it may use their Charisma bonus on attack and damage rolls instead of their Strength bonus, if they so wish.

Rune Axe: a Blood Drinking Demonbane Power Great Axe, with double the benefits of Bane. A Psyker wielding it may use their Charisma bonus on attack and damage rolls instead of their Strength bonus, if they so wish.

Nemesis Force Weapon: this is almost always a Halberd, but may also be found as other weird polearms or as a long sword or greatsword. In the hands of most, it is a Magic Weapon. In the hands of a Psyker, it is a Power Weapon that also adds a +4 Enhancement bonus to Strength. In the hands of a Psyker with at least 15 hit dice, it is a Blood Drinking Demonbane Power Weapon that adds a +6 Enhancement bonus to Strength, and the benefits of Bane are doubled.

Nemesis Doom Fist: this Dreadnought weapon is a Power Fist that deals an additional 5d5+5 Force damage to Extraplanar Outsiders and Ethereal/Incorporeal beings. Anyone slain by it can never be brought back, save by a Wish or Miracle, and charges the staff to deal additional damage on the next hit equal to double their hit dice.

Shark Claw: this giant beast of a gauntlet can be used, any time it hits, as a Lightning Claw or a Chainfist. If worn as a pair and they both hit, the target takes an additional 2d10 Electricity damage and an additional 2 Con damage.

Burning Brazier: a Magic Weapon Flame Flail, this brazier constantly emits holy incense - all Daemons within 5' of the bearer must pass a Fortitude save at the beginning of every turn (Cha-based) or be Nauseated for 1 turn.

Sororitas Assault Glaive: a Power Glaive (or Halberd in some cases)with a built-in Bolt Pistol. It may be fired as a Bolt Pistol at any time, and once per round may be fired as a Free action against a target the Glaive just hit. In this instance, the Bolt Pistol automatically hits.

Blazing Maul: a two-handed Power Warhammer that deals additional Fire damage equal to the wielder's BAB and, once per hour, can be used as a Flamer.
Assault Firearms:
Sting Ray: Assault Firearm, works identical to a flamer, except does not create actual flames or set targets on fire. A Fortitude save halves the damage instead of a Reflex save, and those who fail the save become Fatigued. Battery-20. This weapon is completely silent.
Heavy Weapons:
Conversion Beamer: Heavy Firearm, Range 1000', crit 20/x2, battery-20, touch attacks, single shot only. Within 100' it deals 2d6 Light Damage. Within 105-250', 5d6 Light Damage. Out to 500' it deals 6d6 Light Damage and creates a 10' burst (Ref half, Int-based, but if the target is hit they get no save), and out to 1000' it deals 10d6 Light Damage, again with the 10' burst.

Thunderfire Cannon: Massive Firearm, clip-4, drives along at 30', 3 fire modes:
-Airburst: 500' range, 30' radius explosion, 3d6 Fire/Sonic Damage (no save).
-Surface Blast: 500' range, 15' radius explosion, 6d6 Fire/Sonic Damage (Ref half, Dex-based)
-Subterranean Explosion: 300' range, 15' radius explosion, 4d6 Fire/Sonic Damage (Ref half, Int-based), failed saves knock targets Prone.
Explosives:
Vortex Grenade: this grenade can be hurled up to 50 feet away. It "explodes" in a 30' radius, and all in the area must first make a Fortitude save (DC 30). If they fail, their bodies are completely annihilated, and the dustlike remains automatically fail the next save. If they pass, they must then make a Will save (DC 30) or be Plane Shifted straight into the Warp where they are likely to be destroyed. The area remains as a sphere of nothingness, and touching it causes the same effects as being hit by the initial blast. Every round, roll 1d6:
1-2: the void disappears
3-4: the void remains where it is
5: the void charges 50' in a random direction
6: the void extends its radius by 10 feet.

Toxin Grenade: thrown like Frag Grenades, 30' radius spread of gas, lingers for 1d4 rounds. Gas provides 20% Concealment, and is toxic: DC 17, 1d6 Con and the inhaler suffers 1d6 HP damage per round for 6 rounds.

Improved Toxin Grenade: as Gas Grenade, lingers for 2d4 rounds, DC 22, 2d6 Con and inhaler suffers 2d4 HP damage per round for 10 rounds.
Misc
Auxiliary Grenade Launcher: this Grenade Launcher has clip-3 and can be fired as a Swift Action.

Iron Halo: once per round, a single successful hit against the wearer may be negated on a roll of 11+ on 1d20.

Servo Arm: at the end of your turn, the Servo Arm may make a single attack for you, counting as a Power Fist. It may instead elect to Grapple the foe.

Servo Harness: the Servo-Harness adds a second Servo Arm (both may be used in the same turn, or one may be reserved to make an Attack of Opportunity), as well as two more arms with weapons: one Flamer, and one Plasma Cutter (twin-linked Plasma Pistol that never Gets Hot). These firearms may both be fired in the same action, but this does preclude you using the same action (Standard/Full Round) to do other things like use your other weapons.

Holo-Field: the wearer has a constant Mirror Image effect up. 5 images are created, and if destroyed (by being hit), they regenerate at the rate of one minute each. This takes up the Belt Slot.

Grav-Pack: the wearer gets to ignore silly things like "Gravity" and "Physics". They can Levitate, Hover and Slow-Fall at will, and can walk along any surface. They gain a +10 bonus to Climb, Jump, Tumble, Balance and Swim. The wearer also never takes falling damage. This takes up the Shoulders Slot.
Siege Weaponry:
Quad Gun: this heavy device can be wheeled about, but still weighs 300 pounds. It is fired as a quadruple Mortar, firing all at once, however then requires a Full Round action to be manually reloaded (Rapid Reload reduces this to a Standard action). All caught in the area are subject to a [Fear] effect, needing to make a DC 20 Will save (+1 to the DC for every explosion covering their space after the first) or be Frightened for 4 rounds. If all four cover the occupied space and they fail the save, the target instead Panics for 4 rounds.

Siege Mortar: this heavy device can be wheeled about, but still weighs 300 pounds. This is fired as an "Empowered" Mortar, and takes a Full Round action to manually reload (Rapid Reload reduces this to a Standard action). It comes with one type of special ammunition in addition to regular shells:
[*]Breacher: damage is doubled against Immobile Structures, and ignores their Hardness.
[*]Inferno: deals Fire damage, all targets who fail the Reflex save catch fire, burning for 2d6 Fire damage per round.
[*]Flare: deals 4d6 Fire damage to the square it lands in, but otherwise creates a Light effect for 4 rounds.
[*]Smoke: creates a thick smoke (Full Concealment) in a 30' radius.
Feat:

Weaponwed

You have been married to the machine spirit of your favourite weapon, though not in a kinky way involving embarrassing trips to the medic.

Benefit: when using the selected weapon, you may re-roll one failed "to hit" per round, and if wielding the weapon, once per round it may automatically fire as an Immediate action, even accurately targeting enemies that are Invisible. You may take this feat multiple times, each time applying it to another weapon, though you may not fire them all with the one Immediate action.
Last edited by Koumei on Thu Feb 17, 2011 11:20 am, edited 3 times in total.
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Post by Koumei »

Some other stuff to help pad it out~

Siege Engineer
Assault-Tier Base Class

"Shit, they're firing the big ones. HIT THE DECK!"

Usually seen on the blasted plains of Vraks, such as the Death Corps of Krieg, Siege Engineers tend to be morbid and grumpy - they have little to look forward to, knowing that by the time their job is over, they'll probably be dead. Because if a stray shot or shell doesn't catch them, age itself will.

Hit Dice: d10
Base Attack Bonus: Medium
Good Saving Throws: Reflex
Skill Points: 8+Int
Level:Special:
1Evasion, Trench Scramble, Bonus Feat
2Rapid Repairs, Grenadier, +1d6 Sneak Attack
3Heaven Piercing, Improved Evasion, Chem Warfare

Proficiencies: Simple and Martial Weapons, Light and Medium Armour, Pistols and Assault Firearms
Evasion, Improved Evasion, Sneak Attack: see the Rogue

Trench Scramble (Ex): the Siege Engineer always gets to add his Dex bonus to Armour Class, even if asleep, and is unhindered in Difficult Terrain.

Bonus Feat (Ex): the Siege Engineer can select any [Skill] feat as a bonus feat.

Rapid Repairs (Ex): at second level, the Siege Engineer can perform any repairs in half the normal time, at no penalty.

Grenadier (Ex): at second level, the Siege Engineer can throw a grenade (or similar) as a Swift action.

Heaven Piercing (Ex): at third level, the Siege Engineer just flat-out gets a Hades Breaching Drill.

Chem Warfare (Su): at third level, it almost seems magical how the Siege Engineer works with chemical weapons. He enjoys a +3 on Fortitude Saves against Poisons, adds +3 to the Save DCs of any Poisons used (including Toxin Grenades) and Toxin Grenades have their durations doubled.
Equipment: Armoured Greatcoat, Gas Mask (with goggles and rebreather), Good Boots (+2 on saves vs Nonlethal damage from walking), Shotgun (with Solid Slugs and Scattershot), a Short Sword, Frag Grenades, Krak Grenades, Autopistol or Stub Pistol, Toxin Grenades

Requisition: Bolt Pistol, Carapace Armour, Camo Netting, Chainsword, Flamer, Special Shotgun Ammunition, Improved Toxin Grenades, Gas Grenades, Quad Gun, Siege Mortar

Prestige Classes: Commissar, Death Rider, Quartermaster

Death Rider

"To our deaths and theirs! Chaaaarge!"

Hit Dice: d10
Base Attack Bonus: Good
Good Saving Throws: Fortitude and Reflex
Skill Points: 4+Int
Level:Special:
1Mounted Combat, Bonds of Battle
2Whirlwind Attack, Valiant Charge
3Trample, Invincible Charge

Mounted Combat: the Death Rider gets Mounted Combat as a bonus feat.

Bonds of Battle (Ex): the mount of the Death Rider grows stronger and more hardy under his care. It gains additional Hit Dice equal to his class level, and a Natural Armour bonus and a bonus to Constitution equal to his class level.

Valiant Charge (Ex): when making a mounted charge attack, a second-level Death Rider deals an additional 3d6 damage and automatically knocks the targets prone if they are smaller than his mount.

Whirlwind Attack: at second level, the Death Rider gets Whirlwind Attack as a bonus feat.

Trample (Ex): at third level, the Death Rider's mount can move normally, and make a Trample attack against everyone in the path. The Trample damage is 2d8+Str.

Invincible Charge (Su): at third level, the Death Rider's skill is almost magical. When making a mounted charge, neither he nor his mount provoke any Attacks of Opportunity, nor do they trigger readied actions.
Equipment: Warhorse with Light Barding & Saddle, Doom Spear

Requisition: Heavy Barding, Dire Horse, additional Doom Spears, Power Weapon

In the D&D-verse, if the Imperium have settled in for some time, it is likely that Nightmares will be available as mounts (Requisition). They can use their Bluff to convince everyone they believe in THE EMPRAH.

Quartermaster

"Can we salvage them? No? Well, at least we can take their boots."

Hit Dice: d8
Base Attack Bonus: Good
Good Saving Throws: Fortitude and Reflex
Skill Points: 6+Int
Level:Special:
1Scavenger, Trapfinding
2Bonus Feat, Weapon Familiarity
3Combat Looting, Command (standard action)

Scavenger (Ex): when searching corpses, the Quartermaster will always find something of use. Typically, he just happens to find extra ammo for his weapons. Any weapon found unattended will somehow be one stage better quality (broken -> poor -> normal -> masterwork -> Magic) than it would otherwise be.

Trapfinding (Ex): as per the Rogue

Bonus Feat: at second level, the Quartermaster can take any [Combat] or [Skill] feat as a Bonus Feat.

Weapon Familiarity (Ex): a second-level Quartermaster is proficient with all weapons ever, no matter how bizarre. This is to the scary extent where he may spend a Full Round action making a "practice" attack roll, and until his next turn, all allies within 10' may use his roll if their own fails.

Combat Looting: at third level, the Quartermaster gets Combat Looting as a bonus feat.

Command (Ex): as the Reformed Officer
Equipment: Adamantine Breastplate, Masterwork Bolt Pistol or Masterwork Hell Pistol, Power Weapon, Masterwork Lock Picks, Medi-skull Servitor with Narthecium and Morphia, 1 Combat or Looting Servitor.

Requisition: Carapace Armour, Gorgon Transport, more Servitors, other drugs, Chimera, Plasma Pistol

Later:
Sanctioned Psyker -> Rogue Psyker/Primaris Psyker/Inquisitor Acolyte
Death Company
Furioso Librarian

And then it probably really will be ready for the Imperial side of stuff to be pdfed (I can do that).
Last edited by Koumei on Mon Feb 07, 2011 9:56 am, 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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Post by Koumei »

Sanctioned Psyker

"Your mind is weak, I know because I've been there."

Despite being rare, there are millions of psykers, simply because there are trillions of humans. And the Imperium scoops up as many as it can. And some of these don't get fed to the Emperor, and instead undergo sanctioning to become weapons of war. This is you. Try not to explode.

Hit Dice: d6
Base Attack Bonus: poor
Skill Points: 6+Int
Good Saves: All
Level:Special:
1Psyker, Psychic Path, Sanctioning
2Bonus Feat
3Mighty Power, Mental Bastion

Proficiencies: Pistols, Simple Melee Weapons, Light Armour
Psyker (Ex): the Sanctioned Psyker is a Psyker, which is sometimes relevant such as when wielding a Force weapon. Additionally, any time he attempts to use a Spell-like or Supernatural power on someone and they pass their saving throw (if any is allowed), he takes backlash damage - 1d6 + his Charisma modifier. This cannot be reduced or negated in any way.

Psychic Path (Su): the Sanctioned Psyker gets access to one Psychic Path. He gains one of the following feats: Telepathy, Telekinesis, Biomancy, Pyromancy. He gains an additional Supernatural ability usable at will, linked with the school, however: Telepathy grants Unluck, Telekinesis grants Persistent Blade, Pyromancy grants Wall of Smoke and Biomancy grants Babau Slime.

Sanctioning (Ex): the process of sanctioning is never pleasant, and marks the psyker in terrible ways. However, they somehow survive and come out stronger. Select one of the following:
[*]Head Trauma: the character is permanently bald, but immune to Stunning and Dazing
[*]Reconstructed Jaw: the character's lower face was replaced by a mechanical one, granting a Bite attack (1d8 + Str*1.5, Rending)
[*]Neural Scarring: the character's body is a network of scars. He gains the Feel No Pain ability.
[*]Scorched Eyes: the character has lost his eyes, and the lids are burned out, but whether through seeing the Emperor's light, daemon possession or cybernetics, he gains Blindsight to 60 feet.
[*]Tattoos: the character's body is covered in tattoos. Even the teeth. These holy words grant a permanent Magic Circle Against Chaos effect.
[*]Mental Scarring: the trauma the character faced was terrible, but he broke through the other side of insanity and can never return. He is immune to Confusion, Rage and Wisdom damage/drain.
[*]Seared Flesh: the character was practically burned at the stake, but walks away with immunity to nonlethal damage from Heat and Cold, and Fire and Cold Resistance 10 + Con mod.
[*]Irradiated: sure, the character is infertile and has no body (or regular) hair, and sometimes gets nosebleeds for no reason, but on the other hand, he's completely immune to Disease - the radiation is still there, killing everything off. Additionally, he is so acclimatised to having his life force suppressed that he is immune to Negative Levels.

Bonus Feat: at second level, the Sanctioned Psyker gains any [Psyker] feat as a bonus feat.

Mighty Power (Su): at third level, the Sanctioned Psyker may select one of the following special powers, usable once per minute:
[*]Demoralise: all foes in a 15' radius burst in Close range must make a Will save, with a penalty equal to his Charisma modifier, or Panic for one round, then be Frightened for one minute thereafter.
[*]Ion Storm: a 30' radius burst in Medium range is hit for 1d10 Electricity damage per level. Targets may attempt a Reflex save for half damage, but if they attempt this save and fail, they are Dazed for 1 round.

Mental Bastion (Ex): by third level, Sanctioned Psykers are good at resisting things. Upon failing a saving throw, he may spend an Attack of Opportunity to attempt the save again. Multiple attempts may be made using this.
Equipment: dagger or staff, las pistol or autopistol or stub gun, flak armour

Requisition: familiar (servo-skull), mesh armour, bolt pistol, chainsword, frag grenades, krak grenades

Prestige Classes: Inquisitorial Acolyte, Rogue Psyker, Primaris Psyker
Rogue Psyker

"Yeah, I could become Emperor-food. Or you know, I could make it big on my own."

Sometimes, the Psyker just goes off the edge a bit. It's not even a decision on their part all the time. Often they can still be quite pleasant (or at least as pleasant as psykers get), it's just that they no longer have Permission to be Alive if anyone notices it.

Hit Dice: d8
Base Attack Bonus: poor
Skill Points: 6+Int
Good Saves: Fort and Ref
Level:Special:
1Wanted, Forbidden Lore
2Empowered Psychic Activity
3Claimed, Summon Beast

Wanted (Ex): the Rogue Psyker is a wanted man, should anyone find out. If any suspicion arises, then occasional inquisition agents may be sent to investigate/kill him. Also, the forces of Chaos might take an interest in him and send things. Really it just means there's an excuse for fights to happen.

Forbidden Lore (Su): the Rogue Psyker knows things he really shouldn't, and gains Basic access to a single Fiendish Sphere.

Empowered Psychic Activity (Su): at second level, the Rogue Psyker gets better at being a psyker. Depending on his Path chosen as a Sanctioned Psyker, he gains another power usable at will:
[*]Telepathy: Cone of Darkness
[*]Telekinesis: Vortex of Teeth
[*]Biomancy: Amorphous Form
[*]Pyromancy: Firebrand

Claimed (Su): at third level, the Rogue Psyker is officially claimed by some force or other. The player may choose, though the character gets no choice.
[*]Tzeench: you may constantly Alter Self at will, and can cast Orb of Fire as a Spell-like Ability once per minute
[*]Slaanesh: SOMETHING
[*]Nurgle: you are immune to disease, but still a carrier. Additionally, you can cast Contagion as a Spell-like Ability once per minute.
[*]The Star Child: SOMETHING
[*]The Warp: you can cast Dimension Door as a Spell-like Ability once per minute, and have a constant entropic aura granting a Protection From Arrows effect.
[*]The Tyranid Hive Mind: you gain Telepathy with Tyranids and are not automatically treated as an enemy/food source to them. You also gain one [Malignant] feat and may take future [Malignant] feats if you gain more levels somehow.

Summon Beast (Sp): a third level Rogue Psyker can cast Summon Monster 4 once per day, with a casting time of one Standard action.
Equipment: Chainsword or Chainaxe
Requisition/Dark Gifts: Mind-affecting drugs, Witch Blade, Familiar (Imp, Nurgling, Ripper or Quasit)

Primaris Psyker

"Okay, his mind is off, let's go."

Sanctioned Psykers don't all have fates worse than most Imperial citizens. The best of the bunch, who manage to hold onto their brains, can become Primaris Psykers, their incredible mental powers working overtime to influence the world. They even get good rank.

Hit Dice: d6
Base Attack Bonus: medium
Skill Points: 6+Int
Good Saves: Fort and Ref
Level:Special:
1Advanced Path
2Overcharge
3Psykic Mastery, Bonus Feat

Advanced Path (Su): the Primaris Psyker gets better at their shtick, gaining Basic Access to a Sphere. The sphere depends on their original Path:
[*]Telepathy: Seduction or Terror or Courage
[*]Telekinesis: Stone or Aegis or Air
[*]Biomancy: Bone or Venom or Healing
[*]Pyromancy: Fire or Pire or Smoke

Overcharge (Su): a second level Primaris Psyker gains the ability to power his abilities up at the cost of his own endurance. By taking 2d6 damage that bypasses DR and Regeneration, he may Extend or Empower any Spell-like or Supernatural ability.

Psykic Mastery (Ex): at third level, the Primaris Psyker has more power over his chosen path than most believe. He never suffers effects from enemies passing saving throws against his powers, and furthermore increases his Sphere access to Advanced.

Bonus Feat: a third level Primaris Psyker is actually a leader in some way, and can command little men about. He may take any [Leadership] feat as a Bonus Feat.
Equipment: Mesh Armour, Power Weapon, Bolt Pistol
Requisition: Carapace Armour, Melta Bombs, Force Weapon
Last edited by Koumei on Tue Feb 08, 2011 3:50 am, edited 1 time in total.
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Koumei
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Post by Koumei »

Death Company Marine
"ARGLEBARGLE NAAAARF!"

Blood Angels all suffer from the Red Thirst, a terrible condition. However worst of all is when they are finally - and inevitably - consumed by the Black Rage. When this happens, they are lost, never able to go back.

Although they can, off the field, act vaguely normal, they are still changed, and when on the field of battle, only hatred exists within their minds. The Death Company exists for those who succumb to it, and who are ready to die.

Requirements:
Chapter: Blood Angels
BAB: +10

Hit Die: d12
BAB: Good
Good Saves: Will
Skill Points: 2+Int
LevelRageSpecial
1+1d6Unhindered Stride
2+2d6Fast Healing 5
3+3d6Immense Rage
4+4d6Fast Movement +15'
5+5d6Deathless Body

Rage (Ex): the Death Company Marine continues to gain Rage dice every level, as per a Tome Barbarian.

Unhindered Stride (Ex): the Death Company Marine constantly moves as though under a Freedom of Movement effect, though can still be grappled normally.

Fast Healing (Ex): at second level, the Death Company Marine gains Fast Healing 10. This applies even when in a Rage.

Immense Rage (Su): whenever entering a Rage, a third level Death Company Marine actually grows one size larger. When leaving the Rage he shrinks back down again. In both cases, this includes any equipment.

Fast Movement (Ex): at level four, the Death Company Marine's land speed improves by 15'.

Deathless Body (Ex): at level five, the Death Company Marine becomes immune to anything an Undead would normally be immune to, and is healed by both Positive and Negative energy. If ever actually slain, as long as his brain survives, he may become a Death Company Dreadnought (treat as a Furioso Dreadnought).
Additional Equipment: Frag and Krak Grenades, Chainsword and Hand Flamer or Power Sword and Bolt Pistol
Requisition: Rhino or Immolator, Power Fist, Inferno Pistol, Jet Pack, Thunder Hammer, Lightning Claws

Furioso Librarian
"Let me share my rage with you."

Librarians are a weird bunch to begin with. Now inflict the Red Thirst upon them. They seethe with fury - and thirst for the blood of their enemies - at all times, and draw power from their very blood.

Requirements:
Chapter: Blood Angels
BAB: ability to select "Librarian" Prestige Class

Hit Die: d10
BAB: Good
Good Saves: Fort & Will
Skill Points: 2+Int
LevelSpecial
1Psyker, Blood Power
2Bonus Feat
3Blood Power
4Bonus Feat
5Blood Power, Dreadful Fury

Psyker (Ex): the Furioso Librarian is a Psyker.

Blood Power (Su): at every odd level, the Furioso Librarian gains access to a Blood Power from the following list:
[*]Blood Boil: with a Standard action, the Librarian may target a foe in Close range. They must pass a Fortitude save or become Sickened and take 2d6 Fire damage. The next round they must save again or become Nauseated and take 4d6 Fire damage. The round after they must make another save or become Helpless and Prone and take 6d6 Fire damage. The effects continue for one round per character level, with the target taking damage again every round. This only affects living creatures. [Fire]
[*]Fear of the Darkness: with a Standard action, the Librarian may designate a 30' radius Spread in Medium range. All enemies within the area must pass a Will save or be rendered Blind and Panicked for one minute. Even if they succeed they are still Shaken for one minute, and all foes gain Concealment against them. This lasts even if they leave the area. [Fear] [Mind Affecting]
[*]Might of Heroes: with a Standard action, the Librarian may grow one size category larger and gain a +6 Enhancement bonus to Strength. This lasts for one minute or until dismissed.
[*]Shackle Soul: with a Standard action, the Librarian can target a foe within Medium range, and force them to make a Will save. If they fail, they are Paralysed for one round per character level. [Mind Affecting] [Compulsion]
[*]Shield of Sanguinus: with a Move-Equivalent action, the Librarian can begin to shed a 30' radius aura for one round per character level. All allies in the area (himself included) gain a +6 Shield bonus to Armour Class, and the benefits of 1/2 Cover.
[*]Smite: with a Standard action, the Librarian may make a Ranged Touch Attack against a single enemy in Close range. For every point the attack roll exceeds the Touch Armour Class by, the foe takes one hit that deals 1d6+1 Holy damage.
[*]The Blood Lance: with a Standard action, the Librarian may launch a 5' wide Line out to Medium range. Everything in the area must pass a Reflex save or be hit, taking 10d6 Magical Piercing damage. Vehicles that take HP damage must roll their Fortitude save with either their normal bonus or +4, whichever is lower.
[*]The Sanguine Sword: with a Move-Equivalent action, the Librarian summons up a blade seemingly made of blood and lightning. If he is wielding a melee weapon, such as a Force Weapon, it transforms into the sword. This remains in effect for one minute, and the sword is treated as a Wounding Power Greatsword that may make one additional attack per round as a Free action. If the Force Weapon melds into this weapon, it is still treated as a Force weapon.
[*]Unleash Rage: with a Swift action, the Librarian enters a special rage for one round per character level. He is Hasted and may re-roll failed rolls to hit for the duration. Additionally, at the time of casting, he may specify an enemy he can see. Against that enemy, he may add his Class Level to attack rolls and Character Level to damage rolls, and enjoys a doubled Critical Threat Range.
[*]Wings of Sanguinus: with a Swift action, the Librarian grows ghostly wings that provide a Fly speed of 60' [Perfect] for one minute. If riding an Astartes bike, even the bike is affected, and the Fly speed increases to the maximum speed the bike can travel at.

Bonus Feat: at every even level, the Furioso Librarian gains a [Psyker] feat as a Bonus Feat.

Dreadful Fury (Ex): a fifth level Furioso Librarian is so angry that he wouldn't die even if you killed him. If slain, as long as his brain can be recovered he returns as a Furioso Dreadnought, with a built-in Psychic Hood. One arm/dreadnought weapon is automatically replaced with a Force Weapon.
Additional Equipment: Psychic Hood, Frag and Krak Grenades, Force Weapon, Bolt Pistol
Requisition: Terminator Armour, Jet Pack, Astartes Bike

Sanguinary Priest
"Drink from this cup... this is my blood."

Although the Blood Angels do indeed have Chaplains and Reclusiarchs in great number (generally to try to keep the Black Rage in check), there are also the Sanguinary Priests, those who use their mystical blood to power the Red Thirst in their allies. It is a dangerous position to take, but the benefits can be extraordinary.

Requirements:
Chapter: Blood Angels
BAB: ability to select "Chaplain" Prestige Class

Hit Die: d8
BAB: Medium
Good Saves: All
Skill Points: 4+Int
LevelSpecial
1Feel No Pain, Litany of Blood
2Rage +1d6, Aura of Blood 1
3Fast Healing 10, Alchemical Blood
4Rage +2d6, Aura of Blood 5
5Litany of Sanguine Rage

Feel No Pain (Ex): the Sanguinary Priest is immune to [Pain] effects and Non-lethal damage.

Litany of Blood (Su): the Sanguinary Priest often speaks out with verses of dedication and anger. With a Move-Equivalent action, he may allow all allies within 50' to Charge a foe as an Immediate action. If they do this, they gain the Furious Charge ability (Pounce, and +4 to their Strength for the duration of the charge).

Rage (Ex): at every even level, the Sanguinary Priest gains a Rage die as a Tome Barbarian.

Aura of Blood (Su): at level two, the Sanguinary Priest starts to emit a 30' radius aura. Allies in the area gain Fast Healing 1, and enemies in the area who are at less than full HP lose 1 HP per round and take an extra point of damage from all damaging attacks (only HP damage). At level 4 all of these improve to 5.

Fast Healing (Su): at level three, the Sanguinary Priest gains Fast Healing 10.

Alchemical Blood (Ex): at third level, the Sanguinary Priest's blood truly is magical. With an hour and two pints of blood, dealing negligible damage to him, he may brew any potion (to the usual level restrictions) as though he had access to the entire Cleric spell list. This costs no GP, material components or XP.

Litany of Sanguine Rage (Su): at fifth level, the Sanguinary Priest's words spark even greater flames in his allies. With a Standard action he may grant all allies the following for one round: Feel No Pain, Rending (all close combat weapons ignore Hardness, DR and Regeneration. If a foe lacks all of these defences, it simply deals +2d6 damage) and a +4 Enhancement bonus to Strength.
Additional Equipment: Narthecium, Stimm, Gold Chalice, Chainsword and Inferno Pistol or Hand Flamer and Power Sword
Requisition: Lightning Claws, Jump Pack, Power Fist, Plasma Pistol
Last edited by Koumei on Sat Feb 12, 2011 3:00 am, 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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Post by Koumei »

Some more stuff for Sisters...

Celestian

"The difference between valiant guerilla warfare against impossible odds and cowardly cheating terrorist acts... is the aquila adorning our armour."

The Sisters of Battle, just like anyone else, have their elites. They needn't specialise in heavy weapons, or anti-tank tactics, or jump packs. No, sometimes they can just be better at shooting and fighting. And good at guarding their superiors. These are the Celestians.

Hit Dice: d10
Base Attack Bonus: Good
Good Saving Throws: Will
Skill Points: 4+Int
Level:Special:
1Holy Hatred, Celestian Skills
2Guerilla Warfare
3Hated Foe, Celestian Skills
4Faith (Battle Fury)

Proficiencies: Light, Medium and Heavy Armour, Simple and Martial Weapons, Pistols and Rapid Fire Firearms
Holy Hatred (Su): each turn, the Celestian may declare a single successful hit to benefit from Holy Hatred. In this instance, it deals an additional 1d6 damage per 3 HD (round up). Furthermore, any roll of 6 on these dice awards a bonus d6 - if that rolls a further six then keep rolling and adding until you do not get a six.

Celestian Skills (Ex): at levels one and four, the Celestian gains special skills related to her battlefield experience - two skills, in fact. One is selected from the Veteran Skills list, the other is from the following:
[*]Combat Interruption: the Celestian may spend an Immediate action making a Touch Attack against an adjacent foe. If it hits, the foe's action is cancelled.
[*]Discern Weakness: the Celestian gains +3d6 Sneak Attack. This ability may be selected a second time if she has at least 11 HD, and stacks.
[*]Helpful Push: by spending an Attack of Opportunity, the Celestian may shove a willing adjacent ally 5-10' in any direction and grant them a +4 Dodge bonus to AC and Ref saves until their next turn.
[*]Magic Fingers: the Celestian gains the Quick-Draw ability, may re-roll any failed Disable Device check, and can swap ammunition types as a Free action. Also, for reasons unknown, she gains a +2 bonus to all Charisma-related skill checks when dealing with Battle Sisters.
[*]Redirection: if an adjacent foe misses when making an attack (against anyone), the Celestian may elect to swap places with the foe, at the cost of an Attack of Opportunity, and make a free Trip attempt against them.
[*]Always Prepared: the Celestian may Ready an action as a Move-Equivalent action.
[*]Improved Cover: the Celestian treats any cover she is in as one step better, and enemy cover as one step worse.
[*]Smackdown: whenever the Celestian deals, after DR, at least 10 damage on a melee attack, she may elect to make a free Trip attempt against the damaged foe.

Guerilla Warfare (Ex): at second level, the Celestian becomes a master of rugged terrain and hindering enemies. She is unhindered by Difficult Terrain, and may make an additional 5' step every turn that she is in Difficult Terrain. Additionally, any foe she successfully hits with any weapon is unable to make 5' steps on their next turn.

Hated Foe (Ex): at level three, the Celestian gains the Hated Foe rule just like a Veteran Sister Superior.

Faith (Battle Fury) (Su): once per day, the level four Celestian may activate a Divine Power effect for one minute. Additionally, once per minute she may activate a special aura for four rounds: she becomes immune to Fire damage, and is in fact Healed by an amount equal to the damage that would otherwise be dealt (before DR/ER). At the start of this activation, a Swift action, she unleashes a 10' radius Burst that deals 1d6 Fire damage per 3 levels (round up), with a Ref save (Charisma-based) for half. She is of course healed by this effect.
Equipment: Power Armour, Boltgun with Sarissa, Bolt Pistol, Frag and Krak Grenades
Requisition: Chainsword, another Bolt Pistol, special ammunition, Flamer, Melta

Prestige Classes: Celestian Blade, Celestian Arrow, Celestian Superior

Celestian Blade

"What's that? Bolter Bitches can't into melee? Neg four Strength? Let me show you somethi- oh, he fell over."

All Celestians fight especially well, but eventually, the best at close combat are selected to become bodyguards to Palatines. Their role is to take the fight to enemies and cut them down, or to protect the Heroine with punishing blows. Also they flat-out murder fools in hand to hand.

Hit Dice: d10
Base Attack Bonus: Good
Good Saving Throws: Fort and Will
Skill Points: 4+Int
Level:Special:
1Assault Tactics, Bonus Feat
2Gun Fighter
3Protector, Diving Shot
4Point-Blank Killer, Celestian Skills
5Faith (Fireball Princess)

Assault Tactics (Ex): Celestian Blades are awesome at smacking people about the place. Any time the Celestian Blade successfully Trips, Disarms, Grabs or Grapples an opponent, they must make a Fort save (Str-based) or be Dazed for 1 round.

Bonus Feat: the Celestian Blade gets any [Combat] feat as a Bonus Feat.

Gun Fighter (Ex): at second level the Celestian Blade gains the following benefits: when dual-wielding Pistols, she may treat them both as Twin-Linked. Additionally, she may fire them at adjacent targets as though they were melee weapons (not provoking, no penalties, and using them for Attacks of Opportunity).

Protector (Ex): when a third-level Celestian Blade is adjacent to an ally, the ally benefits from Full Cover, and gains a bonus to her DR equal to the Celestian Blade's BAB.

Diving Shot (Ex): at level three, whenever a Celestian Blade attempts a Reflex save, she may fire a pistol weapon (or two, if dual-wielding) as part of the saving throw non-action. She may only do this a number of times per round up to her Dex modifier (minimum 1).

Point-Blank Killer (Ex): just like a Commissar.

Celestian Skills (Ex): just like a Celestian.

Faith (Fireball Princess) (Su): whenever she activates the Divine Power aspect of Battle Fury, the Celestian Blade also benefits from Righteous Might. Additionally, once per hour she may, when successfully charging an enemy, create a Fireball effect, centred on the target. The target gets no saving throw if the attack hits.
Additional Equipment: 2 Master-Crafted Bolt Pistols, Chainsword, Melta Bombs, Brazier of Flame
Requisition: a pair of Inferno Pistols, Hand Flamers or Plasma Pistols, Rhino, Blazing Maul, Power Weapon, Sororitas Assault Glaive


Celestian Arrow

"Now the question is, did I fire twenty three shots from my Boltgun or twenty four? At times like this you have to ask yourself, do I feel lucky? Well, do you, PUNK?"

Just as the Celestian Blades focus on melee combat and short-range pistols, the Celestian Arrows focus on firing from a distance. They still protect Heroines (generally a Canoness), however they do it a different way - by shooting enemies who try to approach, and pinning them down at every chance. An enemy is lucky to survive so far as to get into close combat with a Celestian Arrow, but even then she may have unpleasant surprises for them.

Hit Dice: d8
Base Attack Bonus: Good
Good Saving Throws: Ref and Will
Skill Points: 6+Int
Level:Special:
1Trigger Discipline, Bonus Feat
2Pinning Fire
3Overwatch, Celestian Skills
4Protector, Drive-by
5Faith (Heavenly Burst)

Trigger Discipline (Ex): as an Immediate action, even when denied her Dexterity bonus to AC, a Celestian Arrow may fire a single weapon once at a foe who Charges, even if they do not charge her specifically.

Bonus Feat: the Celestian Arrow gains a bonus [Combat] feat.

Pinning Fire (Ex): whenever the second level Celestian Arrow shoots someone, they must make a Will save (Cha-based) or Cower for 1 round. If she shoots someone multiple times in her turn, they only need to attempt one save.

Overwatch (Ex): each turn, the level three Celestian Arrow may designate a 10x10' square within range of a firearm she is wielding. Doing so is a free action. Until the beginning of her next turn, entering that area provokes Attacks of Opportunity from her, which may be made with a firearm.

Celestian Skills (Ex): just like the Celestian.

Protector (Ex): just like the Celestian Blade.

Drive-By (Ex): at level four, the Celestian Arrow can make a Full Attack with a Rapid Fire or Assault Firearm and also make a Move Action in the same round. The Full Attack may occur at any point during the movement, and she may continue and finish the movement after.

Faith (Heavenly Burst) (Su): whenever the fifth level Celestian Arrow activates the Divine Power aspect of Battle Fury, all of her shooting attacks are resolved as touch attacks for the duration, and ignore all Damage Reduction and Regeneration. Additionally, once per hour, as a Free action she may create a Flamestrike effect, centred on the target of her shooting attack. If the shooting hits, the primary target gets no saving throw.
Additional Equipment: Master-Crafted Boltgun with Sarissa, Concussion Mine, Stake Launcher, Tempest Ammunition
Requisition: Other Special Ammunition, Storm Bolter, Heavy Flamer, Melta Gun, Flamer, Iron Halo, Melta Bombs, Las-Cutter
Count Arioch the 28th wrote:There is NOTHING better than lesbians. Lesbians make everything better.
Koumei
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Post by Koumei »

A little note: I have started work on the new pdf, with art. Yes, it will take a while, but it's getting there.

Some things are being fixes up as I go through, so don't expect the finished product to be identical to what you see here. Indeed, it will overrule everything here where there are changes.
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Post by Koumei »

Aaaand the Assault-Tier base classes are already done (with art). Likewise the intro to Assault Tier and the basic intro stuff (covering new descriptors, skills and Psychic crap).
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Post by Koumei »

Many of the Assault Tier prestige classes done. There will be a break, as Gimp decided to crash halfway through a bloody piece, so it can go fuck itself for a bit.
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Post by Blasted »

Thanks, Koumei.
I'm considering running a quick campaign of this, but set in the 40K universe.
I'll assign costs, weights to equipment as players request and I may post the results. We'll see how it goes.

My current thinking is that I'll still be using D&D Monsters for all sorts of weird and wonderful aliens, shying away from NPC combat for a level or so. Possibly until their first prestige class.

I am missing exactly which advancement tracks are which for BAB, saving throws, etc.While I can make reasonable guesses, I'd like it from the horse's mouth. So to speak.
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Post by Koumei »

For BAB it's:
Good: +1 per level (Fighter)
Medium: +3/4 per level (+0 +1 +2 +3 +3 +4 +5 +6) (Cleric)
Poor: +1/2 per level (+0 +1 +1 +2 +2 +3) (Wizard)

Saves:
Good: +1/2 level, with +2 at level one (+2 +3 +3 +4 +4 +5) (Rogue Reflex)
Not Good: +1/3 level (+0 +0 +1 +1 +1 +2) (Rogue Fortitude)

Also, close to finishing the Siege Tier base classes. However, in the name of finishing it before 3040, I elected to do single-layer black and white (and grey) sketch style art. No, not as good as the 40K stuff.

For the 41 frigging prestige classes, will people be able to live with only a few (likely "my favourite") getting any kind of art at all?
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Post by ...You Lost Me »

Not a problem with that.

Comment: the Celestian is only 4 levels long, instead of what I assumed would be 5. Is that purposeful?
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Post by Koumei »

Celestian is a base class, so has four levels like the others. Celestian Superior, Celestian-Blade and Celestian-Arrow are Prestige Classes, thus get 5 levels each.
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Post by Koumei »

A dozen prestige classes to go. Current status: 181 pages; 51,332 words

And that's before we get into Feats, Equipment and Appendices.
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Post by Koumei »

Sections added:
Playing in Siege Tier
Feats (complete)

Next up: Equipment

Oh god, why
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Post by Koumei »

Completed:
Armour
Tables for Firearms
Special rules for Pistols

Yes, gradually getting there.
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Post by Koumei »

Firearm write-ups complete.

Next: Special Ammunition, then Explosives, then Melee Weapons
Then Cybernetics, then Drugs, then Misc
Then Vehicles
Then Vehicle Upgrades

Then Vehicle Weapons

SO MUCH HATE
Last edited by Koumei on Thu Jul 14, 2011 8:58 pm, edited 7 times in total.
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Post by Koumei »

Misc complete, now 36 vehicles to go. Slowly getting there.
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Post by Koumei »

Vehicles done, next it's 24 Upgrades, 30 Vehicle Weapons (and 3 types of alternate ammunition) and 7 Vehicle-Template things (Dreadnoughts and such).

Then you'll get an update before I finish it all off.

Just shy of 80K words at the moment.
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