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Koumei
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Post by Koumei »

While I try to think things up for the Vindicare...

Combat Servitor:
Medium Humanoid [Human, Mindless]
Str 20 Dex 10 Con 15 Int - Wis 9 Cha -
Hit Dice: 6d10+12 (45 HP)
BAB/Grapple: +6/+11
AC: 15 (+2 natural, +3 Studded Leather Equivalent)
-flat 15, touch 10
Fort +7 Ref +2 Will +1 (usually immune)
Slam +11 (1d4+7)
Special:
*Feel No Pain: Servitors add their Con bonus as natural armour to AC
*Immune to non-lethal damage, fatigue and mind-affecting effects*
*Electricity damage Hastes them (but still does damage)
*Damage Reduction 5/-

May be equipped with one of:
-Plasma Cannon (gains proficiency and Bulging Biceps)
-Heavy Bolter (gains proficiency and Bulging Biceps)
-Two Power Fists (gains Two Weapon Fighting)
-Arms Replaced With Tendrils (gains Multi Weapon Fighting, counts as having 3 Flails per limb)

*Mind-Affecting Effects require a DC 20 Caster Level check. If the check fails, the Servitor is immune. If it succeeds, the Servitor dies instantly as the nerve staple shorts out.
Last edited by Koumei on Tue Jun 23, 2009 11:41 am, edited 1 time in total.
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Post by Akula »

I would think that mind effecting spells would make a CL check to see if they short out the nerve staple and kill the servitor.
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Post by Koumei »

Good idea. Done.

Vindicare Assassin Prestige Classes:

Vindicare Death Master:

Hit Die: 1d8
Skill Points: 6+Int
Base Atack Bonus: Good
Good Saving Throws: Reflex and Will
Level:Abilities:
1Death Attack +1d6, Eagle Eye
2Death Attack +2d6, Double-Tap (shield-breaker)
3Death Attack +3d6, Deflection Sniping
4Death Attack +4d6, Double-Tap (armour-piercing)
5Death Attack +5d6, Spotter

Death Attack: this increases as normal

Eagle Eye: the Vindicare Death Master can fire Heavy Firearms out to double their range. Remember that doubling a doubling is a tripling, if that should be relevant.

Double-Tap: when using iterative attacks to repeatedly shoot the same target, the Vindicare Death Master gains benefits for every shot after the first.
-Shield-breaker: DR and Regeneration are completely ignored.
-Armour-piercing: Armour bonuses are also ignored.

Deflection Sniping: as an Attack of Opportunity, the Death Master may shoot ranged attacks, taking bullets, crossbow bolts etc. out of the air. They must make a an attack roll that beats the original attack roll used.

Spotter: once per day, the Vindicare Death Master can call for a Defence Laser to come online as a Swift Action. Within the next minute, they must shoot a target. After they hit, they may (as a non-action) designate that target as marked. The next round, the target is shot by a Defence Laser: 20d6 Light damage Destroyer hit, Ref half DC 30.

Additional Equipment:Twin-linked Exitus Sniper Rifle, Camouflaged Scout Transport, Concussion Mines.

Vindicare Executor:

Hit Die: 1d10
Skill Points: 4+Int
Base Atack Bonus: Good
Good Saving Throws: Fortitude and Reflex
Level:Abilities:
1Hair Trigger, Followers (Sniper & Death Cultist)
2Eagle Eye, Death Attack +1d6
3Ballet of Bullets, Followers (2 Snipers & Vindicare)
4Deflection Sniping, Death Attack +2d6
5Call Titan Killer, Followers (2 Snipers & 2 Vindicares)

Hair Trigger: the Vindicare Executor may draw, fire and sheath a Pistol all as a Swift action.

Followers: the Vindicare Executor gains a pair of followers - a Veteran 3/Sniper 3 and a level 6 Death Cultist. At level 3, they gain another Sniper and the Death Cultist gains 4 levels in Vindicare Assassin. At level 5, they gain another Death Cultist 6/Vindicare Assassin 4.

Eagle Eye: as above.

Death Attack: oh, come on.

Ballet of Bullets: with a Full Round Action, the Vindicare Executor may make a full attack with a Firearm against a foe. The foe is not shot, but still takes 1d6 damage per shot from deflections and scattering pebbles. Additionally, they must make a Move action, moving at the direction of the Executor.

Deflection Sniping: as above.

Call Titan Killer: once per day, the Vindicare may spend a Move Equivalent Action calling the orbital systems and giving the co-ordinates of any target they can see, of at least Huge size. The following round, the target becomes the centre of a 15' radius infinitely tall Column. This column deals 20d6 Light damage, Destroyer, Reflex Half (DC 25).

Additional Equipment: Digi-Weapon Marker (provides +5 to hit on next shot), 3 Portable Hunter-Killers with joystick-controllers (2 mile range).
Last edited by Koumei on Fri Jul 03, 2009 4:10 pm, edited 1 time in total.
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Post by Cynic »

I just noticed this strangled (yes, I am going to leave it like that. accidental but erroneous misspellings are fun!) tidbit about the Reformed Occifer.


Old Tricks: any attack of opportunity the Reformed Officer makes gains the Sneak Attack damage.

Did you mean to have that phrased in such a way that the RO's SA works on swarms, Constructs, and other creatures immune to sneak attacks?
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Post by Koumei »

Um, no. Any AoO they make will apply Sneak Attack damage unless the target is immune to Sneak Attack damage. Similarly, if the target is immune to the type of damage being dealt, they are still immune.
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Post by Cynic »

Koumei wrote:Um, no. Any AoO they make will apply Sneak Attack damage unless the target is immune to Sneak Attack damage. Similarly, if the target is immune to the type of damage being dealt, they are still immune.
Didn't think so and I wasn't trying to slip anything past anyone. but it just seemed really strange in the dead of the night and I had a note written on my Notepad to write up a post in the morning about it. so i did. thanks for the clarification.
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Post by Koumei »

Fixed the Heroine (she used to gain "Seize the Objective!", which all Seraphim already have. Now she has "Storm the Objective!", granting "Seize the Objective!" to all allies within 100').

Now, PrCls for some of those followers (and could possibly be used in "Screw you, we're extending past Assault Tier!" play).

Commissar Lord:

Requirements: Commissar 3
Hit Die: 1d10
Skill Points: 4+Int
Base Attack Bonus: Good
Good Saves: Fortitude and Will
Level:Abilities:
1"Kill Them Now!", Hatred (Orks and Goblinoids), Point Blank +1d6
2"Leap to Action!", Hatred (Non-Human Humanoids), Fortress of Arrogance
3"Pray, You Dogs!", Hatred (Monstrous Humanoids), Point Blank +2d6
4"On Your Feet!", Hatred (Everyone), "Get Over Here!"

"Kill Them Now!" once per hour, the Commissar Lord may bellow this command as a Swift Action. All allies within 50' who successfully strike foes before his next turn automatically score critical hits.

Hatred: just like the Sister Superior.

Point Blank: this bonus damage applies to Firearms fired within 10'.

"Leap to Action!" once per encounter, the Commissar Lord may issue this battlecry as a Move Equivalent Action. All allies who can hear them gain a full round action (this may be split into two partial actions as normal) that must be taken immediately.

Fortress of Arrogance: the Commissar may add their Charisma Modifier as a Sacred bonus to their Armour Class against anything they Hate.

"Pray, You Dogs!" at will, the Commissar may bellow at all foes within 50' with a Move Equivalent Action. They must spend an Immediate Action passing a Knowledge: Religion check (DC = the Commissar's Intimidate check), also giving up all Attacks of Opportunity. If they fail the check or elect not to make the sacrifices, they take a -5 penalty on all die rolls they make during the next round.

"On Your Feet!" a number of times per day equal to their Charisma modifier (minimum 1), the Commissar Lord may spend a Swift Action shouting at allies so much that they stop dying. All allies within 100' Wake up (if asleep or comatose), get to their feet (if prone) and regain 5d8 HP plus the Commissar Lord's Charisma modifier.

"Get Over Here!" with a Move Equivalent Action, the Commissar may scare foes into approaching. They must attempt to demoralise an opponent. If this succeeds, the foe spends their next turn attempting to get close to the Commissar Lord, then spend the rest of the turn Cowering.

Additional Equipment: Carapace Armour, Refractor Field (+3 Deflection bonus to AC), Power Fist, Plasma Pistol.

Tech-Priest:

Requirements: level 6, non-Psyker, Tinker, Mechadendrites
Hit Die: 1d8
Skill Points: 8+Int
Base Attack Bonus: Medium
Good Saves: Fortitude and Will
Level:Abilities:
1Armour Expertise, Magnetism, Weapon-Wed
2Gun Prayer, Electrodes, Skill Mastery
3Armour Mastery,Maglev Grace, Second Honeymoon
4Litany of Accuracy, System Shock, Strontium Anniversary

Armour Expertise: when wearing Artificer Armour, the Tech-Priest gains a further +2 AC, +2 to Max Dex Bonus, and halves the Armour Penalty. They may also attempt skills such as Tumble when clad in Artificer Armour, though it may look exceptionally stupid.

Magnetism: the Tech-Priest can walk on any metal surface, such as metal walls and ceilings. Admit it, you always wanted to.

Weapon-Wed: they gain this as a bonus feat, applying it to any one weapon of choice.

Gun Prayer: as a Swift Action, the Tech Priest may offer a prayer to the machine spirits, counting their Firearm as Twin-Linked until the beginning of their next turn, and additionally being able to re-roll failed "to hit" rolls with it. This also ends at the start of their next turn.

Electrodes: with a Touch Attack, the Tech Priest can deliver 5d6 Electricity Damage to a target. There is no save involved.

Skill Mastery: the Tech Priest gains Skill Mastery with a number of skills equal to their Intelligence modifier.

Armour Mastery: the Tech Priest gains further benefits when wearing Artificer Armour. The total benefits become: +4 to AC, +4 to Max Dex, no penalties, +10% Damage Reduction.

Maglev Grace: at this stage the Tech Priest may levitate at will.

Second Honeymoon: the Tech Priest becomes closer to all weapons they are wed to. With a standard action, they may make a single attack with any such weapon, and they automatically hit their foe (as long as they are in range, not blocked by a complete physical barrier and so on). All miss chances are ignored.

Litany of Accuracy: with a Swift Action, the Tech Priest may recite the Litany of Accuracy. For the rest of their turn, all attacks they make ignore all miss chances. If a foe has no miss chance, then they receive a special 50% hit chance - if they miss the target, there is a 50% chance they will hit anyway.

System Shock: any foe hit by the Electrodes must make a Fortitude save (Con-based) or be Stunned for 1d4 rounds.

Strontium Anniversary: the Tech Priest is even closer to the weapons they are wed to. All such weapons are treated as Intelligent Weapons (Int 16, Wis 18, Cha 14), with three Lesser Powers and two Greater Powers (or one Greater and a Purpose + Dedicated Power). Anyone else who tries to touch such weapons instantly gets hit by them.

Additional Equipment: Artificer Armour, Servo Arm, Power Axe, Plasma Gun.
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Post by Cynic »

I never mentioned it in the last two posts but the Vindicaire Death Master is Genius and now Commisar Lord is awesome sauce. The tech priest is pretty damn good as well on second reading. It just didn't catch my interest. It's the ususal tech-priest. woo!
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Post by Koumei »

Dreadnought Template:
Type: Construct [Living, Human]

Ability Scores: Constitution counts as 10, +6 Strength, -4 Dexterity if higher than 13.

Hit Dice: modify to 10 HP per level, modified by feats and class features, but not by Constitution. Saves, Skill Points and BAB remain unchanged.

Temporary HP: 5 per level

Size: Huge (lose the Powerful Build trait)

Vision: normal, low-light, Darkvision 120'

Speed: 30' (already taking armour into account)

Armour Class: +18 Armour Bonus. Counts as wearing Heavy Armour.

Damage Reduction: 50, only 10 if Flanked.

Special Qualities: Construct Traits, not immune to Mind-Affecting, but does gain a +6 bonus on all saves against them.

Weapons:
Select two of the following:
-Dreadnought Arm: counts as a Power Fist, allows use of that arm. Also has either a Storm Bolter or Heavy Flamer attached.
-Twin-Linked Heavy Bolter
-Twin-Linked Auto Cannon
-Twin-Linked Las-Cannon
-Plasma Cannon
-Twin-Linked Multi-Melta
-Twin-Linked Plasma Gun
-Auto-Cannon
-Missile Launcher (Frag and Krak Missiles)
-3 Twin-Linked Boltguns

Other: Retain all other abilities.

Venerable Dreadnought Template:
Type: Construct [Living, Human]

Ability Scores: Constitution counts as 10, +6 Strength, -4 Dexterity if higher than 13.

Hit Dice: modify to 10 HP per level, modified by feats and class features, but not by Constitution. Saves, Skill Points and BAB remain unchanged.

Temporary HP: 5 per level

Size: Huge (lose the Powerful Build trait)

Vision: normal, low-light, Darkvision 120', Blindsense 15'

Speed: 30' (already taking armour into account)

Armour Class: +18 Armour Bonus. Counts as wearing Heavy Armour.

Damage Reduction: 50, only 10 if Flanked.

Special Qualities: Construct Traits, not immune to Mind-Affecting, but does gain a +6 bonus on all saves against them, constant Prayer effect (Su).

Weapons:
Select two of the following:
-Dreadnought Arm: counts as a Power Fist, allows use of that arm. Also has either a Storm Bolter or Heavy Flamer attached.
-Twin-Linked Heavy Bolter
-Twin-Linked Auto Cannon
-Twin-Linked Las-Cannon
-Plasma Cannon
-Twin-Linked Multi-Melta
-Twin-Linked Plasma Gun
-Auto-Cannon
-Missile Launcher (Frag and Krak Missiles)
-3 Twin-Linked Boltguns
-Breacher Drill: counts as Chainfist, with a Heavy Flamer attached. Whenever it strikes in hand to hand, the target gets hit by the Heavy Flamer as well.
-Inferno Cannon

Also gain 1 Hunter-Killer Missile.

Other: Retain all other abilities.

Ironclad Dreadnought Template:
Type: Construct [Living, Human]

Ability Scores: Constitution counts as 10, Strength +6, Dexterity -6 if higher than 11.

Hit Dice: modify to 10 HP per level, modified by feats and class features, but not by Constitution. Saves, Skill Points and BAB remain unchanged.

Temporary HP: 7 per level

Size: Huge (lose the Powerful Build trait)

Vision: normal, low-light, Darkvision 120'

Speed: 20' (already taking armour into account)

Armour Class: +20 Armour Bonus. Counts as wearing Heavy Armour.

Damage Reduction: 75, only 20 if Flanked.

Special Qualities: Construct Traits, not immune to Mind-Affecting, but does gain a +6 bonus on all saves against them.

Weapons:
Select one of the following:
-Dreadnought Arm: counts as a Power Fist, allows use of that arm. Also has either a Storm Bolter or Heavy Flamer attached.
-Hurricane Bolter
And one of the following:
-Siesmic Hammer
-Chainfist

Additionally, gain 2 Hunter-Killer Missiles.

Seismic Hammer: counts as Thunder Hammer that grants a +5 bonus on Disarm, Sunder and Knock-down/Trip attempts, with a Melta Gun attached.

Other: Retain all other abilities.

Furioso Dreadnought Template:
Type: Construct [Living, Human]

Ability Scores: Constitution counts as 10, Strength +6, Dexterity -6 if higher than 11.

Hit Dice: modify to 10 HP per level, modified by feats and class features, but not by Constitution. Saves, Skill Points and BAB remain unchanged.

Temporary HP: 7 per level

Size: Huge (lose the Powerful Build trait)

Vision: normal, low-light, Darkvision 120'

Speed: 20' (already taking armour into account)

Armour Class: +20 Armour Bonus. Counts as wearing Heavy Armour.

Damage Reduction: 75, only 20 if Flanked.

Special Qualities: Construct Traits, not immune to Mind-Affecting, but does gain a +6 bonus on all saves against them.

Weapons:
-Retains the Bite Attack (built into the machine itself)
-May have a Magna Grapple (Power Harpoon with +20 on Strength checks to pull back)
-Two Dreadnought Arms with Storm Bolters
-One may be swapped for a Fragstorm Cannon (Heavy Flamer that doesn't set targets on fire, deals Piercing damage instead of Fire, and is Wounding)
-Both weapons may be swapped for a pair of Blood Talons: Lightning Claws, if either one drops a foe, both claws may Cleave (even lacking any such feats).

Other: Retain all other abilities.

Penitent Engine:
Huge Construct (Living)
Speed: as "pilot" +10'
Armour Bonus: +8
Ability Scores: +8 Str, -2 Dex, +4 Con

Weaponry:
-2 weapons that are effectively Huge Power Fists with a 20/x5 critical.
-2 Heavy Flamers (one attached to each arm, treated as Pistols)

One Power Fist and Heavy Flamer may be swapped for:
-A Flamestorm Cannon
-An Eviscerator
-A Multi-Melta
-A Hurricane Bolter
Also, Dreadnoughts can't Swim. Just thought I'd mention that. There is a rumour that they can surf, however.

Now, a flavour thing: should I leave ability names as they are, or change the more humorous ones into more serious names?
Last edited by Koumei on Mon Feb 07, 2011 6:40 am, edited 2 times in total.
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Post by Koumei »

Warhound Titan:

This is an Epic creation, usually piloted (often by a full team). But in this instance it's "possessed" by a PC, so pretty much counts as a Template.
Type: changes to Construct, do not recalculate BAB, Saves or Skill Points.
Ability Scores: Strength 50 Dexterity 10 Constitution -
Size: Size changes to Colossal (Tall)
Speed: 60'
Hit Dice: Hit Points become 350 (nothing affects this base number).
Temporary HP: 150

Super Heavy: gains a +20 bonus on Fortitude Saves to avoid being affected by HP damage.

Feats: remain unchanged, though you may swap physical/combat feats out for [skill] ones.

Skills: remain unchanged, aside from size modifiers and ability scores. Also, you can't swim. No really, don't fucking try it.

Armour Class: +30 Armour, -8 Size

Damage Reduction: 50/Adamantine

Void Shields: the Warhound Titan has a number of Void Shields. These provide a +6 Deflection bonus to AC when active, though this does not apply to melee attacks. Ranged attacks that still penetrate deal damage to the Void Shields. These Shields have a combined HP of 100, with a Fast Healing rate of 3. When the Shields hit zero, the Deflection bonus is lost and damage is taken normally. The Shields remain down until they regenerate up to full HP.

Weapons: each arm has one of the following:
-Flame Blaster: 200' cone of flame, 20d6 Fire Damage (Ref Half, DC = Attack Roll). Those who fail the save continue to burn for 6d6 Fire damage per round. Can be fired as an Attack Action, once per round.

Fuel Lines: effectively infinite ammunition.

-Plasma Blastgun: two energy settings:
Low: 700' range, 50' radius blast, 10d6 Fire/Electricity damage, Ref Half (DC 30). Can be fired a number of times equal to the user's BAB.

Optimal: 1000' range, 100' radius blast, 25d6 Fire/Electricity damage, Ref Half (DC 35). Can be fired once as a Standard Action. Vapours caused from the blast cause an Obscuring Mist effect for 1d4 rounds, all in the area needing to make a Fortitude save (DC 30) or be blinded for 1 hour.

Generators: effectively infinite ammunition.

-Double Turbo Laser: 1000' range, 30' radius blast, 20d6 Light Damage, Ref Half (DC 30). Can be fired as an Attack Action. Destroyer.
Can either be fired Twin-Linked with +2 to the DC, or as a 50' blast.

Generators: effectively infinite ammunition.

-Vulcan Mega Bolter: 500' range, may either focus fire on one target or cover an area.
Focus: 15d6 Fire/Sonic Damage, critical 14-20/x3, ignore Regeneration and halve Damage Reduction, Twin-Linked.
Area: 20' burst, 15d6 Fire/Sonic Damage, Ref Half (DC = Attack Roll), ignore Regeneration.
May be fired as an Attack Action.

Ammunition Production: effectively infinite ammunition.

Fleet: whenever it elects not to shoot, the Warhound increases its speed by 30'.

Trample: DC 40, 10d8 Bludgeoning Damage.

Apocalyptic Explosion: when destroyed, the Warhound explodes, going nuclear. This creates a 500' radius, 1000' tall column, dealing 50d6 damage to anything in the area (Reflex Half, DC 40). Anything reduced to 0 or less HP is instantly annihilated.
Last edited by Koumei on Mon Feb 07, 2011 6:43 am, edited 2 times in total.
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Post by Judging__Eagle »

Dreadnoughts live to surffe.

Seriously, they say so all the time.

Live to Surffe: As long as the dreadnought can step onto water, not fall, or jump onto, they count as having a Water Walk effect that remains until the dreadnought is destroyed, chooses to end the effect, or catches a killer wave and is tumbled.

Also, your power weapons rules piss me off so much. They don't allow for a character to cut an offending bulkhead in half or rip and tear tanks apart.

JE's new rulze 4 Pwer wpnz:

Weapons of a terrible and unsure future:

Power weapons are hardcore.

Waits. I don't think that iI was clear. Power weapons are hard-motherfucking-core. They are swords and axes, and fiddly little pansy-ass rapiers that Alfar(for Norsefags, or OriginalContentfags like me) (or Eldar if you're a GWfag) use, and these things can.... cut a tank open. And, no, no, no, not a tank of gas, or a little plastic toy tank that you can crush under your boots, but the super-future equivalent of an M1 Abrahms. They cut tanks open the same way that a Firefighter's jaws of life can turn a whole car into shreds in under half a minute.

Yes, a Power Weapon can seriously mother-fucking cut tanks open.

When was the last time you heard of a US marine Lieutentant drawing his sword when he saw an enemy tank... or an offending wall? Huh? Imagine if that was normal? Squad Sergeants regularly cutting down a half-dozen enemies in hand to hand combat, or charging a tank and fucking up the crew in a few sword chops and a couple tossed grenades. Power weapons radically re-shape the way that battles are fought.

Ok, given all that, here's how I want Power Weapons to work

Power Weapons

Power Weapons ignore the hardness of the target they are striking, but not their damage reduction. Unless their damage reduction can be bypassed by Adamantine, in which case they automatically bypass it as well. Power Weapons ignore the non-magical armour bonus that natural, worn or sheild armour class that a target is wearing; this is like making a touch attack, except that the magical bonuses that the target has are still added to their AC.

Power Weapons may be made of any substance, such as iron (iron), steel (iron), wood (wood), plastic (wood), and silver (silver).

In addition they count as a if affected by a Greater Magic Weapon, caster level equal to the character; or just as a Magic weapon using Book of Gears rules (which is same thing, the +Plus is Char level /3 rounded up).

There is a downside however. All Power weapons commonly come in no larger than longsword size. There are some two-handed Power weapons, but usually only Imperial Monks (Spess, Spess, Spess Merhines! Hoooo!) can even hope to use can them, or even own them.

Power Fists: Powerfists are just like Power weapons, except they count as if you had double your current strength score, to a maximum of Str 50. Yes, maximum of 50.

Now go-go-go and get your melee brutes str to 25 ya lil' munchkins. It's actually not very easy in the Grim Future's Darkness.

Teethgauntlets/Teethfists: Imagine a sword, with a chainsaw made of giant metal teeth like a shark attached to it. Now.... make the chainsaw, the sword. Ok, now that you're still with me.... let's take this 'teethsaw-sword' or "Teethsword", and bolt it to a Powerfist. Now make it all count like a power weapon. Pretty cool trick, huh?

In a fit of supreme originality, these things were named "Teethfists" because it's like your punching someone with a nuclear-powered shark's mouth, strapped to an oversized armoured gauntlet made of mecha.

Also, they grant an enhancement bonus to Intimidate checks equal to character level.

Teethfists count just like powerfists. They however also deal +4 damage instead of +2 when you use the power-attack option with them against an object that isn't running away from you, make sure you'll always hit AC 10 though (Note: Objects are always AC 10), and that you're not striking any load-bearing posters.

Also, they grant an enhancement bonus to Intimidate checks equal to character level.
Last edited by Judging__Eagle on Thu Jun 25, 2009 8:45 pm, edited 1 time in total.
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Post by Koumei »

Okay, I made some changes to Power Fists and Power Weapons, as well as adding Chainfists. They're not precisely the same as you put them, but pretty close.

Also, if anyone notices that I missed something, let me know, seriously.

Super Heavy Tanks:

[Bane/Hell/Shadow/Storm/Doom][Sword/Hammer/Blade/Lord]

Pick one from each field, then find the guy who named these things and punch him in the dick.
HP: 250
Temporary HP: 100
Damage Reduction: 25-50/Adamantine
Maximum Speed: 100'
Armour Bonus: +12 or +13
Size: Colossal (Long) or Fucking Massive (Long)

Super Heavy: gains a +20 bonus on Fortitude Saves to avoid being affected by HP damage.

Weaponry:
It varies, but usually the front has a Twin-Linked Heavy Bolter and possibly a Demolisher.

There are usually 2 or 4 sponsons. Each sponson has either a Twin-Linked Heavy Bolter, a Twin-Linked Heavy Flamer or a Twin-Linked Heavy Stubber. Some, however, have a single Auto-cannon, Heavy Bolter, Heavy Flamer, Heavy Stubber or Lascannon. Sponsons usually also have turrets with a single Lascannon or Heavy Flamer each.

Next is the turret with the main gun. Select one:
-Mega Battle Cannon (with co-axial Auto-cannon - if this hits, you can re-roll a failed Miss with the main gun), Massive (1/round), 1000' range, 100' radius blast, 15d6 Fire/Sonic (Ref Half DC 35, fail: prone)

-Hell Hammer Cannon (with co-axial Auto-cannon), Massive (1/round), 500' range, 50' radius blast, 20d6 Hellfire (Ref Half DC 35, no cover benefits)

-Vulcan Mega Bolter (can double attacks if you don't move or fire any other weapon)

-Flame Blaster
-Volcano Cannon (as Defence Laser, Massive, 1/round)
-Magma Cannon (as Defence Laser, 1/2 range, non-Destroyer, standard attacks)

-Tremor Cannon (1/2 range Earth Shaker, the entire area counts as Difficult Terrain and Stone Spikes for 1d6 rounds)

-Plasma Blastgun
-Double Turbo Laser
-Apocalyptic Missile Launcher (Massive, fires 2 Frag Missiles or 1 Krak Missile per attack)

-Doom Hammer Siege Cannon (double range Hell Hammer, DC 30)
-Double Vanquisher Cannon (25' area, Twin-Linked, DC 40)
-Double Earthshaker Cannon (double the area, Twin-Linked, DC 40)

Carry Capacity: varies. Some have 0, others can carry 20-40, with half being able to lean out and shoot.

Optional: mine sweepers, Pintle-Mounted Heavy Stubber or Storm Bolter, a pair of side-mounted Heavy Stubbers (for those with transport capacity), Camo Netting, Smoke Launchers.)
Last edited by Koumei on Mon Feb 07, 2011 6:42 am, edited 1 time in total.
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Post by Koumei »

Now to break away and do something completely different, a handful of stuff for the forces of Chaos. Note that these are largely for enemy agents, but I suppose you *could* have a game of this.

Chaos Cultist:

"Ia ia Cthulhu fhtagn, ia ia, r'lyeh gnagh p'tang..."

Hit Die: 1d8
Skill Points: 6+Int
Base Attack Bonus: Medium
Good Saving Throws: select any two
Level:Abilities:
1Mark of Chaos, Minor Mutation, Chaos Blessing
2Gift of Chaos, Mutation, Dark Speech
3Otherworldly Transformation, Chaos Power, Summon Servant

Proficiencies: all Simple and three Martial Weapons, Light and Medium Armour, Pistol Firearms.

Mark of Chaos: the Cultist becomes dedicated to a Chaos God. Select one of the four Mark of _____ feats.

Minor Mutation: the Cultist gains a bonus feat. This feat may be any Abyssal Heritor or Aberrant feat, even if they don't qualify for it.

Chaos Blessing: if the Cultist selects Mark of Khorne, they may cast Blade of Blood at will (Ex). If they select Mark of Nurgle, they may cast Blackwater at will (Su). If they select Mark of Slaanesh, they may cast Suggestion once per hour (Sp). If they select Mark of Tzeench they may cast Scorching Ray once per minute (Sp).

Gift of Chaos: the Cultist gains an ability based on the Chaos God they are dedicated to:
-Khorne: Hatred of Sorcery: once per day, as an Immediate Action, declare a spell cast upon you to be worthless. The spell automatically fails, as though it had never been cast. The spell is still used up, however.
-Nurgle: Plage Zombie: you gain Undead Traits, and anyone you kill in Hand to Hand combat becomes a Disease-carrying Zombie under your command.
-Slaanesh: Revelry: you are permanently affected by Sadism and Masochism (Su).
-Tzeench: Warpfire: as an attack action you can throw a handful of flame, dealing 3d6 Hellfire Damage and setting the target on fire as per a flask of alchemist oil.

Mutation: the Cultist may select one of the following mutations to gain:
Powerful Build
Immunity to Nonlethal Damage and [Pain] and [Fatigue] effects.
30' Fly Speed (Clumsy)
Tentacles (+4 to Grapple, Climb and Swim, Constrict 1d8+2*Str)
1 Natural Weapon (Bite 1d8 or Gore 1d8 or 2 Claws 1d6 or Tail 1d8)

Dark Speech: the Cultist gains Dark Speech as a bonus feat.

Otherworldly Transformation: the Cultist becomes an Outsider [Native, Chaotic].

Chaos Power: based on the Chaos God chosen, the Cultist gains another ability.
-Khorne: Triumph of Power: once per hour, they may activate a Greater Heroism effect. Every time they slay a worthy foe, the duration resets and they gain the benefit of a Death Knell.
-Nurgle: Noxious Contagion: once per minute, they may vomit a 50' cone that deals 1d4 Acid Damage per hit die, Fort Half (Con-based). Those who fail the save also catch Slimy Doom.
-Slaanesh: Lash of Submission: once per minute, they may make a ranged touch attack out to 50 feet. If it hits, the target takes 1d4 nonlethal damage per level, and must make a Will save (Cha based). If they fail, they will spend their next turn approaching the Cultist however possible. If they reach them, they spend the rest of their turn Cowering. After their turn, they will Cower until the end of the Cultist's next turn.
-Tzeench: Word of Change: the Cultist may cast Baleful Polymorph once per hour (Sp).

Summon Servant: the Cultist gains a Warp Beast familiar, whether they want one or not. Even if killed, another one is granted the following day - there is in fact no way to be rid of it.

Advancement: Spherelock and Conduit of the Lower Planes are good choices (and are both available), however followers of Khorne may elect to take levels in Knight, Barbarian or Fiendish Brute, and followers of Tzeench may wish to become Fire Mages.

Equipment: cultist robes, any one type of Light Armour, various daggers, a Las Pistol, Auto Pistol or Stub Pistol.
Warp Beast:
Small Outsider [Extraplanar, Chaotic]
Hit Dice: 3d8+6 (19 HP)
Move: 40'
Armour Class: 16 (+1 size, +2 Dexterity, +3 natural)
Initiative: +2
Fort +5 Ref +5 Will +4
BAB/Grapple: +3/+1
Bite +6 (1d4+3 plus Poison), 2 Claws +4 (1d2+1)
No Skills or Feats
Poison: DC 13, Nothing/Paralysis 1 minute.
Advancement: 4-5 HD (Small), 6-9 HD (Medium), 10 HD (Large).
Upon reaching 6th level, regardless of what class they take, the Cultist is considered a Herald and gets some form of mount:
Khorne: a Construct Rhinoceros with the Rage ability of a PHB Barbarian.
Nurgle: a palanquin atop a swarm of Nurglings (counts as a Plague Ant Swarm with Stinking Cloud (Su) once per hour)
Slaanesh: a Seeker of Slaanesh (counts as a Nightmare, the smoke causes Confusion instead of the penalties)
Tzeench: Disc of Tzeench (counts as a Cloaker)
If the Cultist survives to 10th level, they are considered a Champion and are gifted with the Summon Daemon ability once per hour, lasting for one minute per level:
Khorne: 2 Hell Hounds (12 HD) or 1 Nessian War Hound. Double this number at levels 12, 14 and 16.
Nurgle: 4 Otyughs (10 HD) or 1 Aboleth (16 HD). Double this number at levels 12, 14 and 16.
Slaanesh: 2 Succubi or 1 Manticore (18 HD). Double this number at levels 12, 14 and 16.
Tzeench: 2 Bloodfire Oozes or 1 Half-Fiend Cloaker Lord. Double this number at levels 12, 14 and 16.
If the Cultist should somehow reach 15th level, they are considered Chaos Lords, likely forming cults of their own. They are gifted with Power Armour and a Daemon Weapon (one Martial or Exotic melee weapon they are proficient with, +5 Blood Drinking Power Weapon, Intelligent with 3 Lesser Powers, 2 Greater Powers and a Special Purpose and Ability. 16 Int, 14 Wis, 18 Cha.) They may also transform, once per day, into a Greater Daemon, lasting for 1 hour. If the Daemon is slain, however, their own life is taken as a sacrifice.
Khorne: Glabrezu or Bulezau of equal HD, level 20: Death Drinker
Nurgle: Alkilith or Sibriex of equal HD, level 20: Living Spell (Horrid Wilting + Creeping Doom)
Slaanesh: Lilitu or Living Spell (Black Tentacles) of equal HD, level 20: Marilith
Tzeench: Whisper Demon or Vrock of equal HD, level 20: Paragon Gibbering Mouther
Last edited by Koumei on Sun Jun 28, 2009 3:28 am, edited 1 time in total.
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Post by Koumei »

So, what would people like to see next? Any other classes you think could conceivably fit? More equipment or feats? Additional backgrounds? Different races to be made playable for their own adventures? Titan Tier?

I do want to add in some more feats, I just can't really think of any at the moment. Perhaps I should look through the books for names of universal special rules, character traits and so on, and see if the names inspire anything.
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Post by Meikle641 »

Different races, huh? Well, if so, I'd recommend Orks, fo' sho'. Most races could likely be pallet swapped D&D stuff, but Orks have that whole Waaugh thing going on, etc.

Other than that? The character trait idea has some potential.
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Post by Koumei »

Meh, I think orks are boring and dumb. So it's all well and good if someone else wants to play 40K orks in D&D, but someone who isn't me is going to have to do that.
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Post by Judging__Eagle »

Red Choppa Uruks are sometimes members of Imperial Auxillary forces, in my take on the setting (aka. Roman Empire, not Bullshit Racism for the luls).

As are other stuff; like Tallerian Dog-men; Hrud Infiltrators (a.k.a. ratties are ppls too); Tau Firewarriors, and other alien stuff.

You wanna play Uruk Guy again, don't you? :3

Edit: Also, you need to modifiy where you put the [ /table] in your Cultist writeup.
Last edited by Judging__Eagle on Sat Jun 27, 2009 4:34 pm, edited 1 time in total.
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Post by Meikle641 »

Hmm, yeah I was tempted to mention Tau, too. Been raping Dark Crusade as them last few days.

Edit: Actually, I think Kroot would be a cool idea. I seem to recall people on /tg/ talking about Kroot mercs with their IG armies or something.

The Kroot have that weird biotech thing going on, too.
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Post by Judging__Eagle »

Hmm.... Kroot count as any species that they have eaten? That's freaking creepy, but what they do.

Tau are sort of fubar in this addon that I got for DoW:DC; I have a ridiculously high cap (200 squad, 200 vehicle, so you can actually do combined forces attacks and use reserves in a strategic manner; plus it adds a lot of new units). You can't really build kroot for some reason in this addon.

Which sort of sucks, since Kroot are brutal HtH units once they've had their fill and have +1000 hp per kroot; a maxed size squad is able to take on many enemy squads in melee at the same time, or back to back.
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Post by Koumei »

Fixed it.

Now, as for other races, I like to pretend the rats don't exist (and so far, GW is agreeing with me), likewise the dorfs and the colonial British weeaboo spess communists.

Essentially the only non-human forces I like enough to have read the codices for (and thus, to write info for) are Tyranids (including Genestealer cults/mutants) and Dark Eldar.

Also, JE, just so you know, in your game, I'm playing my character as a 40K character. So for ease of memory I'll be using the regular terms (you can edit the posts to change them to your game terms if you feel it is necessary), and won't be friendly towards aliens.
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Post by Cynic »

abhumans - ugh

edit -- forgot the ugh.
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Post by Judging__Eagle »

No worries. The group probably needs a bitter racist character.

Also tyranids; specifically Genestealers, would be very interesting to me.
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Post by Koumei »

Okay, first let's have some more character backgrounds:

Necromunda: +2 to Bluff and Gather Information, City Fighting, Training
Mind-Wiped: +2 to Disguise and Sense Motive, +4 vs Enchantments, Flashback or Bloodstained Hands
Dead Worlder: +2 to Spot and hit Undead, +2 to Fortitude Saves, Scavenger
Hi-Grav Worlder: +2 to Spot and hit Giants, +4 to Balance, Sturdy
Terra-Born: +2 to Knowledge: Religion and Diplomacy, +2 to Will saves, Charmed
Pirate Offspring: +2 to Spot and hit [Human] foes, +2 to Use Rope and Escape Artist, Booty or Rogue Pilot
Planet Strike: +2 to Spot and hit one Type or Subtype of foe, +2 to Tumble and Climb, Like a Ninja

City Fighting: you are adept at fighting in confined spaces, and suffer no penalty to do so. Additionally, you double any bonuses for flanking a foe or fighting from higher ground.

Training: you were given special training with one of the many factions on Necromunda, and it shows.
-Necromunda Enforcers, Juggernaut, Suppression Shield
-Esher Gang (female only), Improved Trip, extra 5' adjustment per turn
-Cawdor Gang, Rage +1d6, proficiency with all flame weapons
-Goliath Gang, Powerful Build, optionally shove foes 5' with melee hits
-Delaque Gang, Marksman, +1 Autopistol or Laspistol
-Spyrers, Mechadendrites, Bolt Pistol
-Ratskin Renegades, Two Weapon Fighting, never gets lost
-Slavers, replace one arm with a giant weapon (Large Power Scythe or Falchion)

Flashback: occasionally you get flashbacks of insight into your past. You can make Knowledge checks untrained, and once per adventure or story arc, you can declare that you get a flashback when meeting a PC - this gives you general information about them, and on a DC 20 Know: Local check, one secret.

Bloodstained Hands: you possess a level 1 Manoeuvre from Weeaboo Fightan Magic. Every two levels, you may swap it out for another manoeuvre from the next level up, ignoring any requirements. You can't quite remember how you know how to kill people, but you know you used to be eerily good at murder.

Scavenger: you can always find something to eat, or something to wear, protection from the rain, a basic weapon and so on. With 1d6 rounds of scrounging you can get food for one or very basic cover or a dagger equivalent. Additionally, you gain the Trapfinding ability and can automatically search for traps or secret doors that are within 10'.

Sturdy: you suffer no movement penalties for wearing armour, though you reduce your base movement by 10'. Additionally, you have a +4 bonus to resist being tripped, grappled or bullrushed.

Charmed: you lead a blessed life. Once per story arc or adventure, when asked to make a save you may say "naaah" and just pass, ignoring all effects. Likewise, when attacked, you may say "actually you miss". This uses up that once per story arc or adventure use. Strong followers of the Emperor such as priests and Battle Sisters just innately like you, starting off as Friendly.

Booty: you may always gain a "Requisition" weapon - if you earn the right to requisition one, this is in addition to that (so you get two). In addition, you have 1,000 GP in actual gold bricks, and get all the special ammunition types available for your weapons.

Rogue Pilot: you gain the Combat Piloting ability. If you ever gain this ability from a class, you instead gain +2d6 Sneak Attack damage when ramming. Better still, you begin with your very own kitted out Scout Bike, Jetbike or Reaver, and it is fully sick, mate.

Like a Ninja: you may attempt to Hide instinctively whenever anyone approaches and has a chance of seeing you but has not yet spotted you. Essentially, you can run along at full speed and suddenly vanish into the shadows the moment someone might look at you.

Scout Bike: slightly smaller Astartes Bike

Jetbike: just like a Bike, but it flies at up to 150' (Good) or up to 300' (Clumsy) if activating the Turbo Boosters and only has 50 HP. A normal Jetbike has a Shuriken Rifle (120' range, 2d4 Piercing damage, clip-20, crit 18-20/x2) and a Reaver has a Shredder (80' range, 3d6 slashing to a 5' radius area, Ref negates, clip-10. A failed save Entangles the victims)

Genestealers coming up next!
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Post by Koumei »

GENESTEALER CULTS:

First, these make great enemies and NPCs - seriously, if you guys end up on a planet, the 'nids were probably there last week. But they can also make decent PCs if all in the same group. If someone actually plays one in Imperial groups, they gain an extra Requisition option: a bolter round to the head.

Half Genestealer Template:
Type: changes to Monstrous Humanoid
Feats: lose the bonus feat for first level
Ability Scores: +2 Str, +2 Dex, +2 Con
Natural Weapons: 2 Claws 1d4 and 1 Bite 1d6
Skill Points: the bonus points for being a human automatically go into any of: Balance, Climb, Jump, Swim and Tumble
Additional Classes: Genestealer Cultist
Special: you are half as good as a genestealer. As such, if you successfully hit a foe wearing denim shorts/cut-offs, you may steal them with a free action. Full jeans are out of your reach yet.

Feat:
Malignant [Monster]

Kekekekekeke

Benefit: All of your natural weapons become +1 Keen. Also, you gain the Scent ability.
At 3 HD, you gain +10' to your unarmoured/lightly armoured Speed, and your claws deal an additional 2d6+Str rending damage on any round that both claws hit. This damage ignores DR and Regeneration.

At 6 HD, you gain the Pounce ability, and gain a pair of Scythes as natural weapons.

At 12 HD, your bite attack gains the Wounding property, and if you spend one full round grappling a foe and hit with a bite attack, they must make a Fortitude save (Str-based) or die as their brain is extracted.

At 18 HD, you become immune to [Mind-Affecting] effects.
Genestealer Cultist:

"Come over here and let me rend you. I mean hug. Yes, hugging is what I meant."

Hit Die: 1d8
Skill Points: 6+Int
Base Attack Bonus: Good
Good Saving Throws: Fortitude
Level:Abilities:
1Malignant, Flesh Hooks, Natural Climber
2Enslave, Danger Within, Speedy Mutation
3Om Nom Nom, Acid Spit, Go Web Go!

Proficient: light armour, all natural weapons, simple and 1 martial weapon, pistol firearms

Malignant: you gain this as a bonus feat.

Flesh Hooks: you can hurl flesh hooks as an attack action. These natural weapons count as shuriken that, if they do damage, latch onto the enemy. With an opposed Grapple check you may drag the victim up to 30' towards you as a Swift Action, +2 to the check for every additional flesh hook attached. The foe must make an opposed Grapple Check to move away from you, and moving past the original distance rips them free (dealing damage again).

Natural Climber: you gain a 20' Climb Speed, +8 to Climb checks and the ability to take 10 on Climb checks. Also, you are not flat-footed when climbing.

Enslave: you secrete strange pheremones, and by having sex with someone for any reasonable amount of time over 2d4 days, you can enslave them. Resisting this [Charm] effect requires a successful Fortitude save (Con-based). Once Enslaved, the target is always Friendly or Helpful, and this can allow you to make all kinds of allies and become a further threat to the community.

Danger Within: you may cast Disguise Self as an [Ex] ability at will.

Speedy Mutation: you treat your Hit Dice as double for the purpose of the benefits of the Malignant feat.

Om Nom Nom: if you consume a foe's brain via Extract, or spend a full round action eating the flesh of a fallen foe, you regain HP equal to 3d8 plus their hit dice.

Acid Spit: you gain the acid spit ability of a Spess Mehrin.

Go Web Go: a number of times per day equal to your Con modifier, you may cast Web as an [Ex] ability.

Equipment: clothes, counts-as-leather armour, two daggers or clubs, one stub pistol, auto-pistol or las-pistol, frag grenades, one martial weapon.

Prestige Classes: Genestealer, Primarch, Lictor
Yes, as they develop, they mutate like pokemon (but far worse), or sometimes jump into the soup and get their bio-mass re-formed into new creatures, thus staying level-appropriate by advancing through the codex.
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Post by Judging__Eagle »

This is highly important to my interests. Go on.
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