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[Game] Dungeon Crusade
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Koumei
Invincible Overlord


Joined: 07 Mar 2008
Posts: 11115
Location: South Ausfailia

PostPosted: Wed Jun 03, 2009 12:46 pm    Post subject: [Game] Dungeon Crusade Reply with quote Add User to Ignore List

Right, so less than a week ago I saw "Dungeonhammer" or "Dragonhammer" or something. It's "SPESS MEHRINS IN 4E D&D!" Seriously. The .pdf looks decent quality, too, and hilariously the classes, powers and feats are more interesting than the regular 4E ones.

However, I'm a horrible person who loves to one-up people (exhibit A: 25 video game magic items you actually want), so I decided to do one better:

3.5+Tome edition, Imperial characters crash-land on D&D-world and need to do what they do best (kick the door down, shoot/stab people in the face, burn the remains and tell people they're being oppressed for their own good). This time with two tiers (humans and SPESS MEHRINS), tiers that do not meet in the middle.

So without further ado...




DUNGEON CRUSADE
An Imperial landing in the world of D&D


The premise:
In this game, the players are a group of Imperial agents who arrive on a strange, alien world. It seems incredibly backwards even compared to the Grim Dark future, and is indeed ruled by magic and monsters, every kingdom reaching only as far as knights can be sent in one day. Now, with the hammer of the Emperor, the squad will unleash their fury and strike down all forms of Chaos, convincing humanity to join their forces.

Character Creation:
There are two tiers of game play, and they will never meet up in the middle. The first is Assault Tier, dealing with human infantry. The second is Siege Tier, dealing with space marines, assassins and the like. In general, however, they work largely the same for character creation.

Ability Scores can be generated in one of two ways. The first is the fair way, using an ability score array of 8, 10, 12, 14, 15, 16 for Assault Tier and 9, 11, 14, 16, 17, 18 for Siege Tier. Arrange those points however you like.

The second is the expert way, where you roll 4d6 drop 1 for every ability score and arrange them however you like, re-rolling everything if you dislike the results. Note that you may also declare you are playing Texas Hardcore rules and roll 3d6 down the line, no rearranging, no re-rolls, FINAL DESTINATION. Such a character should often be getting special medals and starts with 1d3+3 (these have no effect).

By now you should have an idea of the kind of character you want to play. Firstly you should select a background – these are all worlds and campaigns, and selecting one means your character has previously fought on that world/campaign and has learned something useful from it.

Apocalypse: +2 to Spot and hit [Chaotic] Outsiders, +4 to Survival, Tactical Cover
Armageddon: +2 to Spot and hit Orks and Goblins, +2 to Stealth, Rapid Repair
Catachan: +2 to Spot and hit Humans and Elves, +2 to Search and Listen, Sneaky
Leviathan: +2 to Spot and hit Vermin and [Scaled], +2 to Fort Saves, Resist Poison
Mars: +2 to Spot and hit unliving, +2 to Disable Device & UMD, Bionic Eye
Valhalla: +2 to Spot and hit [Cold] creatures, +2 to Balance and Climb, Frosty
Vraks: +2 to Spot and hit Monstrous Humanoids, +2 to Ref Saves, Recovery

Tactical Cover: when gaining the benefits of cover, increase the benefits to the next level.
Rapid Repair: all repairs you perform take half as much time.
Sneaky: you gain +1d6 Sneak Attack.
Resist Poison: you take no secondary damage/effects from Poison
Bionic Eye: you gain immunity to Blindness effects, Darkvision 120’
Frosty: you have Resist Cold 10 and +4 to saving throws against [Cold] effects
Recovery: you regain one damaged/drained ability point per minute

*Assault Tier is now complete. I will allow replies.


Last edited by Koumei on Wed Jun 03, 2009 5:32 pm; edited 1 time in total
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Koumei
Invincible Overlord


Joined: 07 Mar 2008
Posts: 11115
Location: South Ausfailia

PostPosted: Wed Jun 03, 2009 12:52 pm    Post subject: Reply with quote Add User to Ignore List

Classes for Assault Tier Gameplay:

In this version, you are all Humans. As such, yes you do get the bonus skill points and bonus feat. Additionally, it is recommended the game start at level 2 or 3. At any rate, select your class. Note that the game goes up to level 6, and then you cannot advance further without the DM declaring that the magical world allows you to take levels in other classes (more on that later).

Arbiter:
“I AM the law!”

The Adeptus Arbites are tough individuals, patrolling space to ensure the Emperor’s laws are being upheld. Often they are called onto the battlefield, though usually they are stationed on satellites and hive worlds, making sure justice prevails through excessive force.

Hit Die: 1d10
Skill Points: 4+Int
Base Attack Bonus: Full
Good Saving Throws: Reflex and Will


LevelBenefits
1Uncanny Dodge, Sixth Sense, Quickdraw, Knockdown
2Dead ‘Ard (25%), Aura of Fear, Opportunist
3Terrifying Critical, Improved Uncanny Dodge, Immune to Fear, Chokehold


Uncanny Dodge: Arbiters are always being shot at. As such, they are never considered flat-footed and always retain their Dexterity bonus to AC, even in their sleep. At third level, they can never truly be flanked.

Sixth Sense: Used to walking around in pitch black, Arbiters gain Blindsense out to 10’.

Quickdraw: Arbiters gain the benefit of the Quickdraw feat.

Knockdown: Bringing the arm of the law onto people’s heads, Arbiters gain a special ability. Whenever they deal 10 or more damage with a melee weapon, they may make a free Trip attempt with a +4 bonus. If they succeed, they may instantly follow-up with another attack.

Dead ‘Ard: Arbiters have a 25% chance to ignore Critical Hits and similar damage.

Aura of Fear: this extends out to 15’, is an Extraordinary ability and is Charisma-based. On a failed save, the targets are Shaken.

Opportunist: Arbiters enjoy ganging up on foes when playing the sport “Police Brutality”. As such, once per round an Arbiter may make an attack of opportunity on an enemy who just got hit by an ally.

Terrifying Critical: when an Arbiter scores a critical hit, bones crack and blood sprays. All enemies within 50’ of the victim who can see this must immediately make a Will save (Charisma-based) or Panic for 1d4 rounds.

Immune to Fear: at third level, Arbiters are never afraid.

Chokehold: When an Arbiter successfully grapples a foe (to pin them or “Grapple to deal damage”), the foe must make a Fortitude save (Strength-based) or pass out for 1 minute.

Starting Equipment: Carapace Armour, Chainsword or Scimitar and Frag Grenades, Bolter or Shotgun, Stub Pistol. Requisition: Grenade Launcher with Frag, Krak and Gas Grenades.

Proficiencies: Light and Medium Armour, Simple and Martial Weapons, Rapid Fire, Assault and Pistol Firearms.

Prestige Classes: Judge, Arbites Assault Specialist, Inquisitorial Acolyte
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Koumei
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Joined: 07 Mar 2008
Posts: 11115
Location: South Ausfailia

PostPosted: Wed Jun 03, 2009 1:13 pm    Post subject: Reply with quote Add User to Ignore List

Penal Legionnaire:

“In for a penny, in for a pound… of flesh.”

Penal Legions are serious business. Many criminals sentenced to death – or to a life of mining – are given one last reprieve, though the chances of survival are so slim that many stick with the original sentence. They are given poor equipment and no training, then sent out onto the field to die, though if they do survive thanks to the skills gained in their criminal background, they emerge free men.

Hit Die: 1d8
Skill Points: 4+Int
Base Attack Bonus: Full
Good Saving Throws: Fortitude, Reflex and Will


LevelBenefits
1Uncanny Dodge, Sneak Attack +1d6, Augmented Critical, Melee Specialist
2Immune to Poison, Slippery Mind, Rending Cut
3Toxin Eater, Sneak Attack +2d6, Evasion, Assaulter


Uncanny Dodge: so used to getting shanked are penal legionnaires that they develop the ability to tell when someone is about to strike. They are never flat-footed and always retain their Dexterity bonus to AC.

Augmented Critical: select one category of melee weapon (Bludgeoning, Slashing or Piercing). That category doubles the critical threat range AND the critical multiplier.

Melee Specialist: all penal legionnaires become masters of close combat fighting very quickly. Select one ability:
-Fleet of Foot (+10’ to movement speed, may make 10’ steps instead of 5’ steps)
-Furious Charge (Pounce, +4 Strength when charging)

Slippery Mind: prisoners are used to being mentally assaulted all the time. As a result, whenever you fail a Will save against an effect, you may attempt to save again on the following round.

Rending Cut: all melee slashing weapons ignore Damage Reduction of any kind as well as Regeneration. If the target possesses neither, then they simply deal +2d6 damage.

Toxin Eater: chefs often try to poison the prisoners, so they get used to eating deadly meals. As a result, not only are penal legionnaires immune to poison, but at level 3, whenever they are subject to a poison attack, they instead regain 2d6 HP.

Assaulter: you may treat all rapid-fire weapons as assault weapons instead.

Starting Equipment: Leather Armour, Lasgun, 2 Scimitars, Autopistol

Proficiencies: Light Armour, Simple and Martial Weapons, Pistol, Rapid Fire and Assault Firearms

Prestige Classes: Reformed Officer, Roguish Scoundrel, Heartless Killer
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Koumei
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Joined: 07 Mar 2008
Posts: 11115
Location: South Ausfailia

PostPosted: Wed Jun 03, 2009 1:16 pm    Post subject: Reply with quote Add User to Ignore List

Storm Trooper:

“Good work, boys, they didn’t even have time to draw their weapons.”

Storm Troopers are some of the most elite crack agents in the Imperial Guard. Trained in special infiltration and assault techniques, often the battle is over before it starts.

Hit Die: 1d8
Skill Points: 6+Int
Base Attack Bonus: Full
Good Saving Throws: Fortitude and Reflex


LevelBenefits
1Combat School, Seize the Initiative, Deep Strike (Arrival)
2Grenadier, Scout, Firearm Specialist, Deep Strike (Surprise)
3Rapid Escape, Deep Strike (Pinning Fire), Sneak Attack +1d6


Combat School: at first level, Storm Troopers get Combat School as a bonus feat

Seize the Initiative: at the beginning of any combat, the Storm Trooper may declare that they are seizing the initiative. If they do this, then they may gain one of the following benefits (selected before Initiative is rolled):
-They act first, even in surprise rounds
-In the first round, they gain the benefits of Pounce and Leap Attack
-They may move at double speed in the first round, and do not provoke by moving

Deep Strike: Storm Troopers gain a number of Deep Strike abilities as they advance. These abilities are generally relevant at the start of combat only.
-Arrival: they are proficient in the use of Grav-chutes, and all allies in the same vehicle count as proficient until they hit the ground. The Storm Trooper may perfectly time the dropping of a frag grenade to detonate just before they land, just out of range so that everyone gains a surprise round.
-Surprise: as soon as combat starts, the Storm Trooper may make a move action for free, after Initiative is rolled. They may also move at full speed without taking a penalty to Hide or Move Silently checks.
-Pinning Fire: if a Storm Trooper spends a standard action shooting a target in the first round of combat or a Surprise Round, the target must make a Will save (DC is Intelligence-based) or Cower for one round.

Grenadier: Storm Troopers may throw grenades as a Swift action.

Scout: Storm Troopers may make one additional 5’ step of adjustment each turn.

Firearm Specialist: Storm Troopers must select one Firearm type. When using this, they always ignore cover and concealment, and may double the effective range.

Rapid Escape: If ever caught in an explosion, if moving 10’ would take them out of the area of effect the Storm Trooper may do so as an Immediate Action, avoiding the explosion entirely. Additionally, Escape Artist checks gain a +4 bonus and only ever take a maximum of 1 minute.

Starting Equipment: Carapace Armour, Grav Chute, Hell Pistol, Chainsword or Frag Grenades, Hellgun or Shotgun or Boltgun. Requisition: Krak Grenades, Medikit, Flamer or Plasma Gun or Melta.

Proficiencies: Light and Medium Armour, Simple and Martial Weapons, Pistol, Rapid Fire and Assault Firearms

Prestige Classes: Drop-Troop Infiltrator, Shock Pilot, Deep Strike Assaulter


Last edited by Koumei on Sat Jan 29, 2011 12:21 am; edited 1 time in total
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Koumei
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PostPosted: Wed Jun 03, 2009 1:19 pm    Post subject: Reply with quote Add User to Ignore List

Veteran:

“Do you know the face of an enraged ork? Of course not, you weren’t there.”

Veterans are those brave warriors who have fought many times. They somehow managed to survive out there despite all the odds stacked against them, and came away learning many useful battlefield skills.

Hit Die: 1d8
Skill Points: 4+Int
Base Attack Bonus: Full
Good Saving Throws: Fortitude, Reflex and Will


LevelBenefits
1Nerves of Steel, Damage Reduction, Evasion, Veteran Skills
2Mettle, Hated Enemy, Low-Light Vision, Veteran Skills
3Blindsense, Improved Evasion, Despised Enemy, Veteran Skills, Education


Nerves of Steel: as a free action on their turn, a Veteran may end one detrimental effect that is affecting them. This works even when fully paralysed, and even works against abilities that make them not want to end effects (such as Charm and Domination), but does not end area effects such as swamps, night etc.

Damage Reduction: veterans gain Damage Reduction equal to double their class level. It can be overcome only by adamantine.

Veteran Skills: veterans pick up a variety of abilities as they progress. Every level, select one of the following:
-Battlefield Surgeon (bonus feat)
-Ghost Step (bonus feat)
-Deft Fingers (bonus feat)
-Dreadful Demeanour (bonus feat)
-Slippery Contortionist (bonus feat)
-Stealthy (bonus feat)
-War Stories: all allies within 50’ gain the benefits of your Hated Enemy ability.
-Hidden Blades: any foe grappling with you takes 4d6 Slashing damage per round.

Hated Enemy: as per the Ranger’s Favoured Enemy (stacks with Background if the same)

Blindsense: Veterans quickly learn how to “see” in total darkness. This extends to 30’.

Despised Enemy: Double the critical threat range and multiplier of all attacks against the Hated Enemy of the Veteran.

Education: Having reached their third level, Veterans get to trade in some of their medals for a certificate stating they graduated from the Schola Progenum, even if they didn't. They have been declared worthy through practical field experience, and so may, for instance, become Commissars. They also gain a +4 bonus to every Knowledge skill they have ranks in, and 1 bonus rank in all that they don't.

Starting Equipment: Mesh Armour (counts as Mithril Chainmail), Bolt Pistol, Scimitar, Lasgun or Shotgun, two Masterwork Daggers. Requisition: Flamer or Sniper Rifle, Medikit.

Proficiencies: Light and Medium Armour, Simple and Martial Weapons, Pistol, Rapid Fire and Assault Firearms

Prestige Classes: Sniper, Commissar, Demolition Expert


Last edited by Koumei on Mon Jun 15, 2009 6:08 am; edited 2 times in total
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Koumei
Invincible Overlord


Joined: 07 Mar 2008
Posts: 11115
Location: South Ausfailia

PostPosted: Wed Jun 03, 2009 1:29 pm    Post subject: Reply with quote Add User to Ignore List

Prestige Classes

Upon completing their third level, a character automatically qualifies for three prestige classes from their class list. With the DM’s permission they may swap between prestige classes or may instead multiclass out, but the intent is that you go for three levels in one class, then three levels in a linked prestige class.

Arbiter Prestige Classes:

Arbites Assault Specialist

“Let’s move, move, move, sorted!”

Hit Die: 1d10
Skill Points: 6+Int
Base Attack Bonus: Good
Good Saving Throws: Reflex and Will


LevelBenefit
1Cyber-Mastiff, Bulging Biceps, Assaulter
2Vicious Brute, Put the Boot in, Mental Fortress or Police Brutality
3Double-Grenade, Combat Driving, Immune to Illusions


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Cyber-Mastiff: Medium Construct
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Inquisitorial Acolyte

“Four dead Tau Fire Warriors. It looks like someone… just put out their fires.”

YEEEEEEEEEEEEEEEEEEEEEEEEEAAAAAAAAAAH


Hit Die: 1d8
Skill Points: 8+Int
Base Attack Bonus: Medium
Good Saving Throws: Fortitude, Reflex and Will


LevelBenefit
1Telepathic Psyker, Investigator, Psykic Strike +1d8
2Advanced Telepathy, People Person
3Psykic Master, Psykic Strike +2d8+Cha, Orbital Bombardment


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Judge

“I hereby sentence you all… *bang!* …to death.”

Hit Die: 1d10
Skill Points: 6+Int
Base Attack Bonus: Medium
Good Saving Throws: Fortitude, Reflex and Will


LevelBenefit
1Death Sentence, Improved Mettle, Detective (bonus feat)
2Bonus Hit Points, Perfect Tracking, Seeker of the Truth
3Retaliation, Masterful Grapple, Immune to Enchantments


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Last edited by Koumei on Sat Jul 04, 2009 9:08 am; edited 2 times in total
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Koumei
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Posts: 11115
Location: South Ausfailia

PostPosted: Wed Jun 03, 2009 1:40 pm    Post subject: Reply with quote Add User to Ignore List

Penal Legionnaire Prestige Classes:

Heartless Killer

“Man, I killed her for nothing; imagine what I’ll do to you.”

Hit Die: 1d10
Skill Points: 6+Int
Base Attack Bonus: Good
Good Saving Throws: Reflex and Will


LevelBenefit
1Fearless, Aura of Fear, Sneak Attack +1d6
2Melee Extremist, Rapid Poison Use, Without a Trace
3He’s Behind You!, Sneak Attack +2d6, Bloodthirsty Killer


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Reformed Officer

“That’s all behind me now. I changed, I made things right. Now, let’s make them right. And by right I mean dead.”

Hit Die: 1d8
Skill Points: 8+Int
Base Attack Bonus: Medium
Good Saving Throws: Fortitude, Reflex and Will


LevelBenefit
1Aura 1, Command (standard action), Old Tricks, Camaraderie
2Rally, Sneak Attack +1d6, Lie Detector
3Command (move action), Aura 2, Dirtiest Player


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Roguish Scoundrel

“Damn straight I shot first, but if I hadn’t, he would have, and look who’s alive.”

Hit Die: 1d6
Skill Points: 8+Int
Base Attack Bonus: Good
Good Saving Throws: Fortitude, Reflex and Will


LevelBenefit
1Lovable Rogue, Nimble Feet, Rapid Reload
2Know-It-All, Master of Terrain, Things a Guy in a Pub Said
3Sneak Attack +1d6, Hamstring Attack, Rapid Hide


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Last edited by Koumei on Sat Jan 29, 2011 12:17 am; edited 2 times in total
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Koumei
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Joined: 07 Mar 2008
Posts: 11115
Location: South Ausfailia

PostPosted: Wed Jun 03, 2009 1:48 pm    Post subject: Reply with quote Add User to Ignore List

Storm Trooper Prestige Classes:

Deep Strike Assaulter

“SEIZE THE OBJECTIVE! FOR THE EMPEROR!”

Hit Die: 1d10
Skill Points: 6+Int
Base Attack Bonus: Good
Good Saving Throws: Reflex and Will


LevelBenefit
1Deep Strike (Glide, Charging Disembark), Bulging Biceps, Wounding Slice
2Furious Charge, Rending Slice, Deafening Gunfire
3Deep Strike (Seize the Objective), Crippling Shot, Air Strike


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Drop Troop Infiltrator

“Sentries down… send the tanks in.”

Hit Die: 1d8
Skill Points: 8+Int
Base Attack Bonus: Good
Good Saving Throws: Fortitude and Reflex


LevelBenefit
1Deep Strike (Glide), Master of Assault, Many Faced (bonus feat)
2Deep Strike (Stealthy Landing), Kip-up, Rescuer, Woodland Stride
3Deep Strike (Running Landing), Champion of Assault, Perfect Senses


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Shock Pilot

“On top of a land raider? My friend, I can land a Marauder on top of a land speeder!”

Hit Die: 1d8
Skill Points: 8+Int
Base Attack Bonus: Good
Good Saving Throws: Fortitude and Will


LevelBenefit
1Combat Driving, Turbo Boost, Mastery of Piloting
2Rapid Repairs, Combat School, Communications Expert, Swerve
3Flight of the Valkyries, Artillery Bombardment, Deep Strike (Heavy Strike)


Proficient: Heavy Weapons

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Last edited by Koumei on Sat Jul 04, 2009 9:12 am; edited 2 times in total
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Koumei
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Location: South Ausfailia

PostPosted: Wed Jun 03, 2009 1:56 pm    Post subject: Reply with quote Add User to Ignore List

Veteran Prestige Classes:

Commissar

“This is for your own good…”

Hit Die: 1d8
Skill Points: 6+Int
Base Attack Bonus: Good
Good Saving Throws: Fortitude, Reflex and Will


LevelBenefit
1Aura, Aura of Fearlessness, Feed Upon Pain
2Command, Pinning Gunshot, Point-Blank Killer
3Execution, Psykic Guardian, Emperor’s Mercy


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Demolition Expert

“If you see me running? Try to keep up.”

Hit Die: 1d10
Skill Points: 8+Int
Base Attack Bonus: Good
Good Saving Throws: Reflex


LevelBenefit
1Empowered Explosives, Rapid Demolitions, Trapper, Sympathy Limbs
2Maximised Explosives, Machine Breaker, Master of Ordinance
3Intensified Explosives, Destroyer, Call the Marauders


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Sniper

“Three bullets, three headshots, three kills… my work here is done.”

Hit Die: 1d6
Skill Points: 8+Int
Base Attack Bonus: Good
Good Saving Throws: Fortitude, Reflex and Will


LevelBenefit
1Marksman, Mark the Target, Blend Into the Shadows
2Double Tap, Snipe on the Move, Spotter
3Perfect Shot, Hair Trigger, Silent Killer, Sweet Spot


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Last edited by Koumei on Sat Jul 04, 2009 9:16 am; edited 1 time in total
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Koumei
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Location: South Ausfailia

PostPosted: Wed Jun 03, 2009 2:00 pm    Post subject: Reply with quote Add User to Ignore List

FEATS:

All feats from Races of War are allowed (along with the Skill feats made by the Denizens), as are basically all regular feats from D&D, with the exception of [Heritor] feats and such. Even the minor magic feats may be taken – these spell-like abilities manifest as Minor Psykic Powers.

Additional feats follow.

A note on [Psyker] feats: no individual may possess more than two [Psyker] feats aside from Minor Powers. Being an Inquisitorial Acolyte counts as possessing a single [Psyker] feat. Additionally, possessing a [Psyker] feat makes you a Psyker for all intents and purposes.

Telekinesis [Psyker]

You have some degree of telekinetic power.

Benefit: you may cast Greater Mage Hand and Shield as Supernatural abilities at will.

At 3rd level, you may cast Telekinetic Sphere and Wall of Force once each per hour as Spell-like abilities.

At 6th level, you may cast Wings of Cover and Telekinesis as Spell-like abilities at will. You may also cast Forcecage once per day as a Spell-like ability.

At 10th level, you may deal 20d4 Force Damage to a single target once per day, as a Supernatural ability. This is negated with a successful Fortitude save.

Telepathy [Psyker]

GREETINGS, MIND SLAVE

Benefit: you gain Telepathy out to 100' as a Supernatural ability, and can cast Distract Assailant as a Supernatural ability at will.

At 3rd level, you may cast Detect Thoughts and Chain of Eyes once each per hour as Spell-like abilities.

At 6th level, you may cast Vision of Entropy and Ray of Diziness as Spell-like abilities at will. You may also cast Charm Monster once per day as a Spell-like ability.

At 10th level, you may cast Probe Thoughts once per day as a Supernatural Ability, and Greater Rebuke once per hour as a Supernatural Ability.

Pyromancy [Psyker]

You can set things on fire by thinking about it really hard.

Benefit: you may cast Scorching Ray and Heat Stroke as Supernatural abilities at will.

At 3rd level, you may cast Fireball and Parboil once each per hour as Spell-like abilities.

At 6th level, you may cast Wall of Fire and Blackfire as Spell-like abilities at will.
You may also cast Quickened Flamestrike once per day as a Spell-like ability.

At 10th level, you become Immune to Fire, as a Supernatural ability.

Biomancy [Psyker]

Your control over your body, and those of others, is disturbing.

Benefit: you may cast Expeditious Retreat and Ray of Enfeeblement as Supernatural abilities at will.

At 3rd level, you may cast Cure Moderate Wounds and Bull’s Strength once each per hour as Spell-like abilities.

At 6th level, you may cast Blindness/Deafness as a Spell-like ability at will.
You may also cast Horrid Sickness once per day as a Spell-like ability.

At 10th level, you may cast Polymorph once per day, as a Supernatural ability.

Beastmaster [Psyker]

Animals like you. They also insist on hanging around you.

Benefit: you gain Wild Empathy and an Animal Companion as though you were a Druid of your own level.

Minor Powers [Psyker]

You possess a handful of lesser powers that make good party tricks. They’re minor enough that Inquisitors generally don’t even care, unless they’re in a bad mood or it’s Thursday.

Benefit: you may utilize a number of powers as spell-like abilities at will:
-Mage Hand
-Acid Splash
-Mage Armour
-Flare
-Cure Minor Wounds
-Resistance
-Light

Tinker

You like to toy with machinery, taking your equipment apart and making it better. Some consider this heresy, but some consider skipping breakfast heresy, so whatever.

Benefit: given 8 hours of downtime and the right materials, you may enhance your equipment – or that of your allies. You may increase the range of a weapon by 25% or the speed of a vehicle by 25%, or improve the Armour bonus of armour or a vehicle by +2. You may also make any equipment Masterwork in quality or add +1d6 damage to a weapon. You can also quite possibly create certain Wondrous Items or grant special abilities to equipment, entirely dependant on whether the DM feels like allowing it.

Mechadendrites

You now have bionic tentacles. Schoolgirls not included.

Benefit: a pair of robotic tendrils is added to your body. They provide a +4 bonus on Climb and Grapple checks, and can reach out to 15’ to perform actions such as Sleight of Hand, Repair, Heal and Disable Device. They may even be used to grapple foes at a distance, although you do not add your own Strength bonus in this case. They may also be used to make a flailing attack, dealing 1d6 Slashing damage, plus your Strength modifier. At level 6, your body can provide enough extra energy to add 1d6 Electrical damage plus your Constitution modifier.

Bionic Reconstruction

We can rebuild you… stronger, faster, more expensive!

Benefit: if you ever lose a limb or an eye, you simply get a bionic replacement, no questions asked. Additionally, upon taking this feat you may have metallic components surgically added to grant a 25% immunity to critical hits, as well as up to 3 of the following (any may be taken more than once):
-Secret Compartment (you have a hidden carry capacity of about half a square foot)
-Charger Port (you may recharge clips for laser weapons, 1 clip per hour)
-Drug Dispenser (once per day, gain the effects of Cure Light Wounds or Barkskin)
-Shock Inducer (once per day, you may deliver a Shocking Grasp attack)

Special: If you lack this feat and lose a limb, you must trade a feat out for it unless you are deemed worthy of receiving a replacement for free.


Last edited by Koumei on Mon Feb 07, 2011 10:15 am; edited 2 times in total
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Koumei
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PostPosted: Wed Jun 03, 2009 4:03 pm    Post subject: Reply with quote Add User to Ignore List

EQUIPMENT:

A note on proficiencies and firearms: firearms come in four basic varieties:

Pistols: whether you move or stand still, you can fire a pistol a number of times equal to your melee attacks (yes, a full attack as a standard action). They are single-handed weapons, and tend to have poor range relative to other guns.

Rapid Fire: two-handed weapons, these can all be used as clubs, and can be fired once as a standard action if you move, or fired on full auto as a full round action, making your full number of attacks.

Assault: these are two-handed weapons as well, and most of them allow your full number of attacks whether you move or stay still. Some have special rules, however. Also note that two Assault weapons are only Assault weapons if you take the Exotic Weapon Proficiency - otherwise they are Heavy.

Heavy: these require you to brace the weapon as a move action, so you cannot move and shoot. Some of these have a single, powerful shot, whereas others fire on full auto, granting your full compliment of attacks.

Some Heavy weapons are listed as [Massive]. These require, for anyone not wearing full Power Armour or better, a full round to set up on the ground before you can begin firing. People in full Power Armour, on the other hand, can totally carry them about and fire them like normal Heavy weapons.

A suggestion on ammo: unless they are on prolonged missions, assume they have "enough" ammo and can just keep reloading (note that they must still spend the action to reload), topping up every time they return to the base.




Armour:

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Damage Reduction: the DR from Imperial Armour applies against energy types just as much as against physical sources, however any effect that "Ignores Armour" or "Ignores the Armour Bonus to AC" or similar (including Touch Attacks but not including effects that have no attack roll, such as Magic Missile or Fireball) ignores the DR.

Fully Sealed Armour: Immunity to Gas and Drowning, +2 bonus on saves vs Enchantments

Visor: Immunity to being Dazzled or Blinded, Low-Light Vision

Radio Comms: this more or less functions as Telepathy with those set on the same frequency.




Pistols:

All pistols benefit from the Machine Spirit rule: add the wielder's BAB to the damage.

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Rapid Fire Firearms:

All Rapid Fire Firearms benefit from the Machine Spirit rule: add the wielder's BAB to the damage.

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Assault Firearms:

Assault Firearms benefit from the Machine Spirit rule: they add the wielder's BAB to the damage.

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Heavy Weapons:

Heavy Weapons benefit from the Machine Spirit rule: the wielder's BAB is added to the damage.

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Explosives:

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Melee Weapons:

All melee weapons with the [Power] rule have the Machine Spirit special rule: the wielder's BAB is added to damage.

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Misc:

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Special Descriptors:

[Hell] Hell weapons benefit from being fired in a continual beam. As such, each additional shot made against the same target in the same round with the same weapon receives a cumulative +1 bonus to hit, +1 bonus to damage, and the threat range is widened by 1. On your next turn, the benefits are all lost unless you keep targeting the same person with the same gun, in which case they keep building up as normal.

[Melta] Melta weapons deal double damage if used within half the first range increment. Additionally, firing them this close means no more than half the damage may be negated via resistances, DR or immunity, and any damage taken from a vehicle's Temporary HP pool is ALSO applied directly to HP.

[Plasma] Plasma weapons have two settings (with a Swift action to change them). On low-power, the weapon does half damage (after rolling), on high power the user may only safely fire it once per turn. Firing it more often forces them to make a Fort save for every additional shot in the turn (DC 15 + half their own level) or also take half the damage rolled. Vehicles do not need to worry about this.


Last edited by Koumei on Tue Feb 15, 2011 10:30 am; edited 10 times in total
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Koumei
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PostPosted: Wed Jun 03, 2009 5:23 pm    Post subject: Reply with quote Add User to Ignore List

Vehicles:

So, vehicles are handled like this: they are essentially animated objects that you control. Their type is Construct, and if they do not move they are flat-footed. If they do move, they treat their Dex bonus as +1 per ten feet moved in that round - so if a vehicle speeds 250 feet up to you, it seriously has +25 AC.

Additionally, vehicles have both a pool of HP and a pool of Temporary HP. This Temporary HP can be repaired up to its maximum just like regular HP. If anything causes it to suffer actual HP damage, then it must attempt a Fort Save (DC = 10 + damage dealt). If it fails, it is shaken up and cannot fire any weapons or make any attacks for 1 round.

If it fails by 5 or more then it spins to a halt and is treated as Stunned for 1 round.

If it fails by more than 10, something important is damaged, and the vehicle is rendered Immobile. It cannot move, has a Dex mod of +0, is flat-footed and can only fire weapons, not make melee attacks. If it was flying, it starts to fall and will crash.

Vehicles are totally subject to critical hits and sneak attack damage, it just requires a DC 15 Know (Engineering) check. Additionally, the Armour provides an Armour bonus to AC, and is also DR/-.

Chimera Military Transport:
Maximum Speed: 180' (Swim 100')
Armour: +7
Size: Huge (Long)
Carry Capacity: Gunner, Pilot and 12 passengers
HP: 60 Temp: 60
Fort +10, Ref +3, Will +6
"Trample" 4d8+20
Stability, Bullrush +28
*6 Hull-mounted Lasguns (passenger-operated)
*Optional: 1 Pintle-mounted Storm Bolter or Heavy Stubber
*Optional: 1 Hunter-Killer Missile
*Turret: Multi-laser or Auto-cannon or Heavy Bolter
*Hull: Heavy Bolter or Heavy Flamer

Hell Hound/Devil Dog/Bane Wolf:
Maximum Speed: 200'
Armour: +7
Size: Huge (Long)
Carry Capacity: Gunner, Pilot and 2 emergency crew
HP: 60 Temp: 60
Fort +10, Ref +3, Will +6
"Trample" 4d8+20
Stability, Bullrush +28
*Optional: 1 Pintle-mounted Storm Bolter or Heavy Stubber
*Optional: 1 Hunter-Killer Missile
*Turret: Inferno Cannon (Twin-Linked Enlarged Heavy Flamer) or Melta Cannon (100' range, 15' radius blast deals damage as a Multi-Melta, Fort Half (Dex-based) or Chem Cannon (30' cone of Poison, Contact, DC 20, 1d6 Con/3d6 Con)
*Hull: Heavy Bolter or Heavy Flamer

Rhino Armoured Transport:
Maximum Speed: 200'
Armour: +7
Size: Huge (Long)
Carry Capacity: Pilot, 10 passengers
HP: 60 Temp: 60
Fort +10, Ref +3, Will +6
Trample 4d8+20
Stability, Bullrush +28
*Pintle-mounted Storm Bolter
*Optional: 1 Hunter-Killer Missile

Vindicator:
Maximum Speed: 100'
Armour: +9
Size: Huge (Long)
Carry Capacity: Pilot, 1 Weapon Crew
HP: 60 Temp: 70
Fort +10, Ref +3, Will +6
Trample 4d8+20
Stability, Bullrush +28
*Front-Mounted Demolisher Cannon (1/2 range Battle Cannon that ignores Hardness)
*Optional: Pintle-mounted Storm Bolter
*Optional: 1 Hunter-Killer Missile

Repressor Assault Transport:
Maximum Speed: 180'
Armour: +7
Size: Huge (Long)
Carry Capacity: Pilot, Gunner, 10 passengers
HP: 75 Temp: 80
Fort +11, Ref +4, Will +7
Trample 4d8+20
Stability, Bullrush +30
*Cupola-mounted Storm Bolter
*Pintle-mounted Heavy Flamer
*Optional: 1 Hunter-Killer Missile

Valkyrie Aircraft:
Maximum Speed: Fly 500' (Good)
Armour: +5
Size: Gargantuan (Long)
Carry Capacity: Pilot, 2 Gunners, 10 passengers
HP: 40 Temp: 50
Fort +8, Ref +3, Will +6
*Two door-mounted Heavy Bolters
*Nose-mounted Multilaser or Lascannon
*2 Wing-mounted Hellstrike Missiles or Rocket Pods

Vendetta Gunship:
Maximum Speed: Fly 500' (Good)
Armour: +5
Size: Gargantuan (Long)
Carry Capacity: Pilot, 2 Gunners, 10 passengers
HP: 40 Temp: 50
Fort +8, Ref +3, Will +6
*Two door-mounted Heavy Bolters
*Nose-mounted Twin-linked Lascannon
*2 Wing-mounted Hellfury Missiles or Twin-linked Lascannons

Vulture Gunship:
Maximum Speed: Fly 600' (Perfect)
Armour: +5
Size: Gargantuan (Long)
Carry Capacity: Pilot, 2 Gunners
HP: 40 Temp: 50
Fort +8, Ref +3, Will +6
*Two Wing-mounted Lascannons
*Nose-mounted Heavy Bolter
*2 Wing-mounted Hellstrike Missiles or Rocket Pods

Marauder Bomber:
Maximum Speed: Fly 400' (Average)
Armour: +7
Size: Colossal (Long)
Carry Capacity: Pilot, 5 assorted crew
HP: 100 Temp: 120
Fort +12 Ref +5 Will +9
*Rear-mounted twin-linked Assault Cannon
*Anti-Aircraft twin-linked Heavy Bolter
*24 Bombs or 4 Deathstrike Missile equivalent 200kg bombs
*3x nose-mounted twin-linked Auto-cannons

Le Man Russ:
Maximum Speed: 100'
Armour: +12
Size: Huge (Long)
Carry Capacity: Pilot, Gunner, 2 other crew
HP: 100 Temp: 70
Fort +12 Ref +5 Will +9
*Turret-Mounted Battle Cannon or Vanquisher or 2x Twin-linked Auto-Cannon or Executioner Plasma Cannon (Plasma Cannon that grants an extra attack per round) or Demolisher
*Hull-mounted Heavy Bolter or Lascannon
*Two Sponsons with Heavy Bolters or Plasma Cannons or Multi-Meltas
*Optional: 1 Hunter-Killer Missile
*Optional: Pintle-mounted Heavy Stubber or Storm Bolter

Land Raider:
Maximum Speed: 100'
Armour: +13
Size: Gargantuan (Long)
Carry Capacity: Pilot, Gunner, 10 passengers
HP: 120 Temp: 100
Fort +13 Ref +5 Will +9
*Roof-mounted twin-linked Heavy Bolters
*Two sponsons with twin-linked Lascannons

*Land Raider Crusader: carries 16, each sponson has 3 twin-linked bolters that fire in unison at the same target, cupola has a twin-linked ass cannon, it has grenade launchers on the front that work like frag grenades in a 15' 90 degree arc. Also has one Multi-Melta or Storm Bolter. All these weapons replace the standard ones.

*Land Raider Promethius: each side sponson has 2 twin-linked heavy bolters that fire in unison at the same target. Otherwise identical to the Land Raider.

*Land Raider Terminus Ultra: each side sponson has the twin-linked las-cannon as well as another lascannon that fires at the same target. The heavy bolters are replaced by another twin-linked las-cannon and it always starts with a hunter-killer missile. No carry capacity.

*Land Raider Redeemer: just like the Crusader, except the sponsons have Heavy Flamers that ignore any resistance or immunity to fire that [Chaotic] creatures possess, as well as Resistance Bonuses to Reflex saves for any creature that is not of Lawful or Good alignment.

*Land Raider Ares: each side sponson has a twin-linked heavy flamer. The front has a cupola with a twin-linked ass cannon and a demolisher cannon.

Astartes Bike:
Maximum Speed: 250'
Armour: +4
Size: Large (Long)
Carry Capacity: Driver only
HP: 50 Temp: 10
Fort +5 Ref +2 Will +5
*Front-mounted twin-linked Boltguns
*May have a rear-mounted mine-layer or a seat for one passenger.

*Attack Bike/Assault Bike:
Reduce the Maximum Speed to 100'
Armour +5
Carry Capacity: 2 more in the side compartment
HP: 50 Temp: 20
*Has a Heavy Bolter, Heavy Flamer or Multi Melta in the side compartment.

Drop Pod:
Maximum Speed: 0 (it falls, then it lands and doesn't move)
Armour: +8
Size: Huge (Tall)
Carry Capacity: 10 passengers
HP: 50 Temp: 50
Fort +7 Ref +2 Will +6
*Ceiling-mounted Storm Bolter or Grenade Launcher
*May replace 5 passenger spots with additional Grenade Launchers or Assault Cannons.
AI BAB: +8


Last edited by Koumei on Wed Feb 23, 2011 5:02 am; edited 4 times in total
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Meikle641
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PostPosted: Wed Jun 03, 2009 7:32 pm    Post subject: Reply with quote Add User to Ignore List

Well, this looks pretty darn good, I must say. And you even have some stuff for las weapons. Sick

But yeah, I'd totally play this.
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Judging__Eagle
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PostPosted: Wed Jun 03, 2009 10:23 pm    Post subject: Reply with quote Add User to Ignore List

Bad Koumei, so many errars. Sick

Glad you finally posted this though. I hope that you get your just reward.
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CatharzGodfoot
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PostPosted: Wed Jun 03, 2009 11:23 pm    Post subject: Reply with quote Add User to Ignore List

I was afraid to post due to the possible Wrath of Komei™, but I suppose it's safe now.

Is this really supposed to be a White Plume Mountain type thing, where you make your PCs face crazy warriors from the future (or vice-versa), or is this supposed to be played as a d20 WHRPG?
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Koumei
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PostPosted: Thu Jun 04, 2009 4:10 am    Post subject: Reply with quote Add User to Ignore List

Yes, it's really supposed to be a case of "You are the Imperial guys. Everyone else is the demons (or whatever D&D monsters seem level-appropriate and cool). You might also want to convert humans to your point of view (and teach them how to genocide their neighbours)."

40Kd20 was attempted in the past, and never really got off the ground. One important thing I learned from one of Frank's speeches was that yes, some character types only exist at levels 1-6, and some others just wake up at level 10 and stride forward from there, and you just can't have Imperial Guard and Space Marines in the same team.

So this time, it's more specialised, and even lets you go about teaching those giant crabs who's boss. Yeah, closet troll, not so funny now when you're getting shot up with ass cannons, is it?
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Orion
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PostPosted: Thu Jun 04, 2009 6:00 am    Post subject: Reply with quote Add User to Ignore List

This looks totally awesome.
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Koumei
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PostPosted: Thu Jun 04, 2009 6:08 am    Post subject: Reply with quote Add User to Ignore List

Incidentally, I was totally expecting Frank to swoop down and tell me what I've done wrong, in a constructive yet insulting manner. Because for what is essentially a second draft (the first being scrawled down on paper half during a car trip and half while watching Ranma 1/2: Big Trouble in Nekonron, China. This is just paper-to-PC, with on-the-spot revisions and some things pointed out by JE over messenger), this surely has some gaps and issues here and there.

An example for the kind of adventure these guys go through:

So perhaps they crash-land a Space Hulk's transporter vessel, or perhaps they're just sent as part of a 750-point force to find out what the planet is like and what they can exploit it for. The team are sent out together to scout things out and perhaps tell the populace what's good for them.

So first they discover that it's a Feral World, where people wave axes around and refer to psykers as wizards. Then they notice that humans and eldar are on friendly terms, and that's just perverse. But they hang around a bit, and then hear about the orks. Knowing that this means trouble, they go and investigate, and find an ork settlement, but they know they can handle it. After a few groups of orks (each group having four ork warriors), spread out so that they're using their ranged weapons and orks are leaping from their huts and the undergrowth, they get cocky and decide to take on the chieftian. The chieftian proudly declares he'll go one-on-one with anyone and win, and then they all nod, huddle to decide who will be the one, then all turn around and shoot him as a team.

After killing all of the orks, word spreads of their evil and destruction, so fewer people are willing to associate with the Imperials, but by the same token, no-one really wants to piss them off. Still, even if they feel bad about what they did, the Imperials sweep through the area, expecting new spores to burst open (because they are used to 40K orks), and find no more orks. Feeling cocky, they prepare to burn the place down when the undergrowth fights back. One of them gets snared by an assassin vine, and it's an embarrassing battle to break free so they can kill it properly, upon which point they argue over whether to raze the entire forest or chop bits up to take back to their scientists.

Eventually the cooler heads prevail, and the scientists mutter about how it's clearly influenced by Chaos, and they need to root out the cause of this taint in the area. So they go through with a fine-toothed comb, probably having to deal with "eldar" rangers or kobolds on dire weasels in the process, until they find an ancient crypt. Wandering in, there is a jolly dungeoncrawl involving animated objects, ancient traps, skeletons, ghasts and the final boss: a centaur or an ogryn or your mum or whatever.

After slaughtering everything, they find a pile of ancient scrolls worth (Double Standard Treasure Value), and being good Imperial citizens, they probably burn them or hand them over to a priest (who burns them). Maybe the penal legionnaire swipes a couple though, for later use.

Now they level up and feel good about themselves, and later on in the campaign they...

Have a hilarious run-in with a gelatinous cube!

Burn a witch who was a practicing necromancer and had a small platoon of the dead!

Meet some araneas and try to convince the humans, elves and dorfs that the whole world is doomed if they don't exterminate every single bug!

Encounter Daemons, and share a high-five at not being destroyed, but they promise to make a deal with the locals: "We won't report this if you don't. That way, your planet doesn't get blown up and we don't get our minds cleansed."

Try to find someone sympathetic when a member of the team is turned to stone by a Medusa!

Kill a level-appropriate dragon, only to discover that it wasn't simply very far away, it was in fact only 3' tall, and vow to never tell anyone about the encounter.

---

See, it's totally doable. Next up, I'll see about getting Siege Tier done. For that, we're looking at:

Adeptus Astartes:
-Tactical Sergeant (Librarian, Terminator, Tech Marine)
-Assault Marine (Assault Terminator, Chaplain, Honour Guard)
-Scout (Devastator, Astartes Pilot, Apothecary)

Adepta Sororitas:
-Sister Superior (Celestian, Dominion, Retributor)
-Repentia (Mistress, Repentia Eternal, Living Saint)
-Seraphim (Palatine, Imagifer, Sister Hospitaller)

Officio Assassanorum:
-Callidus
-Eversor
-Vindicare
-Cullexus
-Mechanus
(They all just become elite executors or death masters)

and maybe even the Sisters of Silence, just because everyone has forgotten about them.
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Koumei
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PostPosted: Fri Jun 05, 2009 7:13 am    Post subject: Reply with quote Add User to Ignore List

Siege Tier:

At this level of gameplay, fighting ork armies is completely possible, but honestly, if you just wanted to fight ork armies, I hear there is a game called Warhammer. On the other hand, you can be expected to storm through castles, parrying deadly traps with your forehead and fighting dragons and ancient necromancers and mind flayer tag-teams and so on.

You can also actually give some hope to the humanoid races, as Space Marines tend to be awe-inspiring and are allowed, based on chapter, to say "In my experience, it's better that humans and eldar and [Censored by GW mods] to all get along.", Battle Sisters have the ability to be loving, forgiving and nice (depending on individual Order and whether a priest is around to tell them to just set everyone on fire) and might simply focus on rallying everyone together to kill daemons and... well, okay, Assassins probably won't make too many friends.

Character Creation:

So first, you choose your background and generate your ability scores like normal. Next, you choose the class you want, but to do that, you'll need to pick the starting class for that. Essentially, you're starting with a prestige class. The starting classes are:

*Adeptus Astartes (not human)
*Adepta Sororitas
*Officio Assassanorum

So this post will cover the Spess Mehrins.

Adeptus Astartes:
Medium Monstrous Humanoid [Human]
Hit Dice: 12 + 5d12 + (6*Con)
Skill Points: (2+Int)*9
Base Saving Throws: Fort +5 Ref +2 Will +5
Base Attack Bonus: +6/+1
Ability Scores: Strength +4, Constitution +2
Special:
-Movement Speed: 30'
-Low Light Vision
-Fast Healing 3
-Natural Armour +2
-Resist Fire, Electricity and Cold 10
-They Shall Know No Fear: [Fear] effects wear off after one round if the saving throw is failed. Space Marines are immune to death by Fear (Phantasmal Killer and Weird).
-Powerful Build
-Combat Lore: As a Swift action, a Space Marine may try to identify a foe in combat with the relevant Knowledge check. If this succeeds, they gain a +4 bonus on saving throws against abilities used by the target, and a +4 bonus to Grapple and Trip the foe.
-Acid Spit: Most Space Marines can spit acid out to 10' as a ranged touch attack, dealing 3d4+Con Acid damage.
-Proficiencies: Light and Medium Armour, Simple and Martial Weapons, Pistol and Rapid Fire Firearms.
-Classes: Tactical Sergeant, Scout Marine, Assault Marine
-Racial Weakness: Space Marines cannot ascend wooden stairs, such is their weight. SQUAD BROKEN!

Chapters:
Space Marines may spend their first level feat on belonging to a special chapter.

Blood Angels [Chapter]

Benefit: you are essentially a vampire, and share certain traits with them. You are immune to level drain and ability damage/drain to physical ability scores. You have a natural Bite attack, dealing 1d8+Str Piercing (though this will not work with a helmet on). If you bite a target in a grapple, they take 1d4 Con drain, and you regain 5 HP per point drained. On the downside, you gain Light Sensitivity.

Space Wolves [Chapter]

Benefit: you become immune to Cold, and gain +2 HP per level (and increase your body weight by 10%). Additionally, you can Rage like a Barbarian, gaining a single Rage die (1d6). On the downside, you cannot use Combat Lore during a Rage, and also lose your own fast healing during this time. Additionally, when Raging, you gain a 1d8 Bite attack.

Salamanders [Chapter]

Benefit: you become immune to Fire, but vulnerable to Cold. Your movement speed drops to 20' however you take no movement penalties for wearing Medium or Heavy armour. Finally, your Acid Spit is replaced by a fiery spit that deals 3d6+Con Fire damage and burns for 1d4+Con Fire damage per round.

Dark Angels [Chapter]

Benefit: you are fast-moving, gaining an additional 5' step per round. You also gain the Turbo Boost feature when piloting vehicles - if you later get this as a class feature, it stacks, and also gain a Skirmish bonus of +1d6 damage/+1 to AC. Also you have A DARK SECRET.

Space Sharks [Chapter]

Benefit: you gain a Swim speed of 30 feet, with a +8 bonus to Swim checks. You also gain a 2d6 Bite attack that deals 1 Strength damage with each damaging Bite, and any time you injure a foe in melee you gain a +5 morale bonus to strike that foe on your next turn.

Grey Knights [Chapter]

Benefit: you are a Psyker to some extent. You count as a Psyker for all intents and purposes, and can cast the following Psykic Powers: Protection Against Chaos (at will), Protection Against Evil (at will), Banishment (1/day), Dispel Chaos (1/day).




Assault Marine

HD: 1d10
Skill Points: 4+Int
BAB: Good
Good Saving Throws: Reflex & Will


LevelAbilities
1Leap Attack, Pistolier, Rage +2d6
2Intimidating Charge, In Your Face, Rage +3d6
3Deep Strike (Glide, Charging Disembark), Pounce, Rage +4d6
4Evasion, Uncanny Dodge, Rending Slice, Rage +5d6


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Scout Marine

HD: 1d10
Skill Points: 4+Int
BAB: Good
Good Saving Throws: Fortitude & Reflex


LevelAbilities
1Marksman, Bonus Feat, Skirmish +4d6/+4
2Rapid Reload, Knee-Cap, Ranged Disarm, Deep Strike (Surprise)
3Hide in Plain Sight, Bonus Feat, Skirmish +5d6/+5
4Spinal Tap, Boom! Head Shot, Combat Driving


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Tactical Sergeant

HD: 1d12
Skill Points: 2+Int
BAB: Good
Good Saving Throws: Fortitude & Will


LevelAbilities
1Command, Inspire Courage, Furious Charge
2Aura 1, Maximise Grenades, For the Emperor
3Command (Swift), Your Opponent is Me!, Menacing Cleave
4Aura 2, Feel No Pain, Stand Your Ground


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cthulhu
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PostPosted: Fri Jun 05, 2009 3:48 pm    Post subject: Reply with quote Add User to Ignore List

How can an eversor be a playable character? They don't even really do much thinking, let alone talking.. or co-operating.
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Judging__Eagle
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PostPosted: Fri Jun 05, 2009 9:17 pm    Post subject: Reply with quote Add User to Ignore List

cthulhu wrote:
How can an eversor be a playable character? They don't even really do much thinking, let alone talking.. or co-operating.


Are you going to tell the Eversor that they can't be something?

Because I sure as hell won't.

They do co-operate. For all we know, Eversors are a type of heartless, yet loyal, killer so rare that each one needs to be preserved until needed.

Which would explain why most of them are kept in stasis fields until they need to be sent on a mission. You can't afford to have them dying of old age, ever.

Or, they're all just heavily trained and brainwashed assasins. Not like that hasn't been done before, and would explain the way that most 40k players tend to use assasins as expendable units to badly harm enemy command units.
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Meikle641
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PostPosted: Sat Jun 06, 2009 12:43 am    Post subject: Reply with quote Add User to Ignore List

Awww, Koumei, you forgot the Spess Mehreens' dread weakness:

Wooden Stairs.

"By the Emperor, I didn't think were this prepared!"
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Koumei
Invincible Overlord


Joined: 07 Mar 2008
Posts: 11115
Location: South Ausfailia

PostPosted: Sat Jun 06, 2009 2:46 pm    Post subject: Reply with quote Add User to Ignore List

Re. stairs: I lol'd.

Re. Assassins: I figure Eversor assassins will be easily provoked and generally hyper, but not to unplayable levels, perhaps like Juicers. There are players who play like that without an excuse: here's their excuse so there's at least a reason for it.

Also, one other thing, to be polite: everyone reading this surely already knows it, but the Rage ability several classes get works as the Races of War Barbarian and as such is the creation of Frank & K. They probably deserve credit for all manner of abilities that creep in there, and the various creators of the various Skill Feats also deserve credit for their creations.




Adepta Sororitas:

A note on equivalence: yeah, they are equal to Space Marines in power. Faith seriously does make up for the lack of genetic augmentation, and not only do some novels elect to state as much (while others prefer to say SPESS IS UNBEATABLE), there is a published comic showing a Sister killing Marines left, right, slightly to the left of right and centre. Just in case someone thought they would fit into Assault Tier.

All Adepta Sororitas player characters are Human, and have six levels of Adepta Sororitas. This represents the training they underwent in the Schola Progenum, and as a novice in the cathedrals of the Sisterhood.

Hit Points: 8 + 5d8 + 5*Con
Skill Points: (4+Int+1)*9
Base Attack Bonus: +6/+1
Base Saving Throws: Fortitude +5, Reflex +5, Will +5
Proficiencies: Light and Medium Armour, Simple and Martial Weapons, Pistol and Rapid Fire Firearms

Special Features:
-Impenetrable Faith: Adepta Sororitas characters may add their Charisma bonus as a Resistance bonus on saving throws against Spells, Spell-like Abilities and Supernatural Abilities
-Vigilant Aura: Adepta Sororitas characters have a permanent Magic Circle Against Chaos effect
-Spell Resistance: Adepta Sororitas characters gain Spell Resistance (level + 10)

Faith Powers: Faith Powers are special, and cease to work if the Battle Sister contains self-doubt or wavers in her faith (a roleplaying thing). Additionally, whenever below 25% of her maximum hit points, her Faith burns strongest, granting a +5 bonus to a single numerical component of the ability except for uses (for instance: duration, damage, HP healed, bonus to hit, Turning checks)
-Smite Chaos: this may be used (Charisma bonus) times per day, adding their Wisdom modifier to hit and a Knowledge: Religion check to the damage dealt.
-Turn Daemons: as per the Cleric ability to Turn Undead, once per day. Works only against Outsiders with the [Chaotic] and [Evil] subtypes.
-Faith Healing: once per hour, Cure Moderate Wounds may be cast as a Supernatural Ability.

Classes Available: Sister Superior, Sister Repentia, Seraphim




Sister Superior

Hit Die: d8
Skill Points: 6+Int
BAB: Good
Good Saving Throws: Fortitude and Will


LevelAbilities
1Hated Foe, Condemnation, Faith (Redemption)
2Inspiring Charge, Assurance, Faith (Radiance)
3Abhorrent Foe, Faith (Perfection), Dedication
4Litany of Hate, Emperor's Light, Faith (Emperor's Guidance)


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Sister Repentia:

Hit Die: d10
Skill Points: 2+Int
BAB: Good
Good Saving Throws: Fortitude, Reflex and Will


LevelAbilities
1Faith (Armour of Contempt), Rip and Tear, Rage +3d6
2Live For Death, Fleet of Foot, Obedience, Rage +4d6
3Faith (Love the Lash), Knockdown, Crushing Blow
4Living Rage, Breach Defences, Eviscerate, Rage +5d6


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Seraphim:

Hit Die: d10
Skill Points: 4+Int
BAB: Good
Good Saving Throws: Reflex and Will


LevelAbilities
1Deep Strike (Surprise, Seize the Objective), Pistolier, Faith (Radiant Assault)
2Twin Pistols, Fleet of Wing, Hit & Run
3Pounce, Faith (Angelic Descent, Adamantine Wing)
4Valkyrie Landing, Aura of Hope, Faith (Brilliant Assault)


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Koumei
Invincible Overlord


Joined: 07 Mar 2008
Posts: 11115
Location: South Ausfailia

PostPosted: Sun Jun 07, 2009 12:39 pm    Post subject: Reply with quote Add User to Ignore List

Officio Assassinorum:

All Imperial Assassins graduated from the Officio Assassinorum. We know that, because those who don't graduate die. As such, they all have the 6 basic levels of Death Cultist, before branching out into their specialty. Note that there are a few other types, but people aren't sure what they are and what they do. Only four got written up and made famous, and one got some art and a name, which is good enough for me.

Death Cultist:
Hit Dice: 8 + 5d8 + (Con*6)
Skill Points: (6+Int+1)*9
Base Attack Bonus: +6/+1
Base Saving Throws: Fortitude +2, Reflex +5, Will +5

Proficient: Light Armour, Simple, Martial and 1 Exotic Weapon of choice, Pistol and Assault Fire Arms

Abilities:
Sneak Attack +3d6
Hide in Plain Sight
Skill Mastery: a number of skills equal to their Intelligence modifier, minimum 1
Uncanny Dodge and Improved Uncanny Dodge
Evasion
Poison Use
Canny Dodge: Assassins may add their Int bonus as a Dodge bonus to their Armour Class.

Classes: Callidus Assassin, Cullexus Assassin, Eversor Assassin, Mechanicus Assassin, Vindicare Assassin




Callidus Assassin:

Hit Die: 1d8
Skill Points: 8+Int
Base Attack Bonus: Medium
Good Saving Throws: Fortitude and Reflex


Level:Abilities:
1Hidden Blades, Leap Back, Amorphous Organs
2Trickery, Double-Cut, Wide Spray, Sneak Attack +1d6
3Strangle, Amorphous Weapons, Suggestion
4Seize the Initiative, Charm Monster, Sneak Attack +2d6


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Cullexus:

Hit Die: 1d8
Skill Points: 6+Int
Base Attack Bonus: Good
Good Saving Throws: Reflex and Willpower


Level:Abilities:
1Aura of Fear, Psychic Null, Gaze of Terror
2Pariah, Soul Stealer, Grenadier
3Aura of Terror, Soul Drinker
4Soulless, Fear Eater, Fire in the Hole


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Eversor Assassin:

Hit Die: 1d10
Skill Points: 4+Int
Base Attack Bonus: Good
Good Saving Throws: Reflex and Willpower


Level:Abilities:
1Rage +3d6, Fast Healing 4, Death Throes (10d6)
2Rage +4d6, Murderous Pace, Furious Charge
3Fast Healing 5, Combat King, Chem Factory
4Rage +5d6, Death Throes (20d6), Killing Spree


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Last edited by Koumei on Sat Jan 29, 2011 10:48 am; edited 2 times in total
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Koumei
Invincible Overlord


Joined: 07 Mar 2008
Posts: 11115
Location: South Ausfailia

PostPosted: Sun Jun 07, 2009 1:59 pm    Post subject: Reply with quote Add User to Ignore List

Mechanicus Assassin:

Hit Die: 1d8
Skill Points: 6+Int
Base Attack Bonus: Good
Good Saving Throws: Fortitude and Willpower


Level:Abilities:
1Mechadendrites, Cyber Eye, Charm Machine Spirits
2Razor Hair, Turbo Driver, Levitation Unit
3Manipulate Machine Spirit, Vice Grip, Breath Weapon
4Familiars, Seduce Machine Spirit, Titan Commander


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Vindicare Assassin:

Hit Die: 1d8
Skill Points: 6+Int
Base Attack Bonus: Good
Good Saving Throws: Fortitude and Reflex


Level:Abilities:
1Marksman, Mark the Target, Take Aim
2Ranged Sneak Attack, Ignore Cover, Knee Cap
3Sneak Attack +1d6, Spinal Tap, Pinning Fire
4Death Attack +12d6, Fade to Black, Love Cannot Bloom


Proficient: Rapid Fire

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Last edited by Koumei on Sat Jan 29, 2011 10:59 am; edited 1 time in total
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