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Author Topic: [UN/Mul] Dungeon Crusade [40k meets D&D]  (Read 2019 times)

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Offline Darkforged DoveTopic starter

[UN/Mul] Dungeon Crusade [40k meets D&D]
« on: June 10, 2009, 11:12:07 PM »
Since Dark Heresy does not work, as a system, nor does it work here (and several GMs here have attested to this fact), I want to try a different system. One that I'm sure more people will be familiar with. The 3.5 (modified) d20 system, with 40k themed classes, prestige classes; equipment, vehicles and special abilities.



Foreword on this games rating:

Violence: This is a 40k game, it's a war game, the headline for the setting is "In the grim darkness of the future, there is only war"; should give people an inkling as to why the setting is often called GRIMDARK by fans that have known the setting for decades.

Honestly, I'm not sure how far beyond the pale this game will go. Violence, blood and gore aren't really that big of a deal to me. I read Battle Angel Alita back in the early 2000's, and the following series "New Order" when it came out a few years ago. I have read the Berzerk manga, and loved the gritty combat where grossly powerful creatures simply swat aside normal people like bloody rags.

Both of those stories are actually very graphic representations of how much carnage can occur in a "normal" D&D or 40k game. You don't have a company of Imperial Guardsmen get shot up or fighting in hand to hand against Orks or Chaos marines without casualties. Likewise a wizard using an Evard's Black Tentacles spell seriously shouldn't be surprised to see nothing but mangled orcs or ogres are all that's left.

So, violence is a part of a game where you are seriously shooting explosive rounds, or swinging a five-foot long two-handed chainsaw sword. I prefer a more realistic approach in my games whenever possible.

Also, some ground rules about my GMing style, it's pretty much the same in a forum as it is at the table. I find that it's best that people know ahead of time so that they know what they're getting into.

I'd take no more than 4 people (I've run massive table top games, but 12 people at a table is not the same as 4 online), players have to realize that characters are expendable, they have to

Sexuality: I'm not sure. We'll see, and I'll base it on what people think is appropriate.


Rules and Info for DD's GrimDark Dungeon Crusade Game:

1. I run a modified 3.5. system. A heavily re-balanced and peer reviewed system that was agreed upon by several dozen of the best people that I've seen work in game design, and headed by two of the best that I've seen. I use a very different set of base rules for Combat options; for example, Power Attack and Expertise are basic options that anyone can perform.

2. I will not cheat. I've always hated DMs that fudge shit, and I don't do the same to my players.

3. I will not reveal anything. I prefer to keep skill checks and the like unknown to the players. Instead of asking for a specific skill check, I often just ask for a dice roll. Having the players not know that they failed spot or listen checks keeps the suspense and tension up. I'll ask players to roll their dice in batches, and in advance, to speed up the game.

4. a) I do not play nice. I find that often encounters that are wek wek wek are never remembered, I don't want that. I prefer to have few, but memorable encounters. I've thrown Barbed Demons at very low level players; I've had large groups of mid level PCs waylain by Nightmares; I've scared the bejeezus out of a level 5 party by sending Wyvern after Wyvern at them. I've put challenges that have forced players to retreat.

4. b) I do not intentionally kill PCs. I have yet to lose a PC in any of my games, even when a fighter got ambushed by several landsharks and all of their 4 claw attacks landed. That was the closest that I got. It wouldn't have really mattered at that level. In each of the above challenges the PCs survived, or succeeded in defeating the threat. I'm hard, but I have a good idea as to what the PCs are capable of, even if the players sometimes aren't.

5. I don't give a shit about some "story." I don't tell "stories" in my games, doing this removes the role of the players as free agents and active participants in the part of creating a collective story, also, I find that I get really good stories by giving players freedom of choice.

Your characters are here to do a job, and they'll need all of their abilities to do so. The "story" is the result of what happens, whether the PCs succeed or fail. I've had really bad experinces with GMs that called themselves "storytellers" (a term that I find groslly offensive, since I am a member of actual storytelling circles, and those GMs can not tell a story to an audience. That's what a storyteller does. They learn a story, and then engage their audience in the telling of said story. I find that those GMs instead have a personal wank that they want the players to act as pawns inside of).

6. I do however like RP. I prefer character centred stories and character-driven RP, mostly b/c it allows me to set up situations where the players will want to get engaged in the situation, because they see something that their character would want to be involved in. I've thrown all sorts of NPCs at my players; dwarven con-men, bug-men that don't speak common languages, monsterous mercenaries, fiendish captains of the guard and others. I do not however use dragons (especially the ancient powerful ones), nor do I bring 'gods' into the game. Frankly, I don't really like either of them, they're over-used, and for me they're the sign of an unoriginal GM.

7. I prefer that my players make and play with a certain level of competence. I often give players advice, and suggestions on what they can do with their characters. This advice can be taken or not, but I never intentionally give bad advice.

===========

This is copy-pasta from the original source:

[align=center]DUNGEON CRUSADE[/u]
An Imperial landing in the world of D&D[/align]

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.

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).
-----------

Classes

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

[mrow]Level[mcol]Benefits
[row]1[col]Uncanny Dodge, Sixth Sense, Quickdraw, Knockdown
[row]2[col]Dead ‘Ard (25%), Aura of Fear, Opportunist
[row]3[col]Terrifying 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

-------

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

[mrow]Level[mcol]Benefits
[row]1[col]Uncanny Dodge, Sneak Attack +1d6, Augmented Critical, Melee Specialist
[row]2[col]Immune to Poison, Slippery Mind, Rending Cut
[row]3[col]Toxin 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

---------

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

[mrow]Level[mcol]Benefits
[row]1[col]Combat School, Seize the Initiative, Deep Strike (Arrival)
[row]2[col]Grenadier, Scout, Firearm Specialist, Deep Strike (Surprise)
[row]3[col]Rapid 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.
-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, 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

--------

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

[mrow]Level[mcol]Benefits
[row]1[col]Nerves of Steel, Damage Reduction, Evasion, Veteran Skills
[row]2[col]Mettle, Hated Enemy, Low-Light Vision, Veteran Skills
[row]3[col]Blindsense, 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)
-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

========

I'll put up the rest tomorrow.

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

[mrow]Level[mcol]Benefit
[row]1[col]Cyber-Mastiff, Bulging Biceps, Assaulter
[row]2[col]Vicious Brute, Put the Boot in, Mental Fortress or Police Brutality
[row]3[col]Double-Grenade, Combat Driving, Immune to Illusions


Spoiler: Click to Show/Hide
Cyber-Mastiff: the Arbites Assault Specialist gains a Cyber-Mastiff as a companion.

Bulging Biceps: Arbites Assault Specialists do not need to brace heavy weapons, and thus can move and still fire them once. They must brace Massive weapons, though needn’t spend one round setting them up.

Assaulter: Arbites Assault Specialists may treat any Rapid Fire Firearms as Assault Firearms.

Vicious Brute: on any given round of combat, the Specialist may select one of the following benefits:
-One additional attack at their highest bonus in melee combat
-Doubled Power Attack bonus

Put the Boot in: Specialists gain +3d6 Sneak Attack damage against Prone foes.

Mental Fortress: Specialists who choose this ability gain Spell Resistance 12 + their level against [Mind Affecting] effects.

Police Brutality: Specialists who choose this ability gain a 20’ bonus to their movement speed and their Strength is increased by 4, permanently.

Double Grenade: Specialists may use the same action to throw two grenades, even at different targets.

Combat Driving: Specialists are experts at driving in combat. Their vehicles do not provoke attacks of opportunity for moving, and treat their Armour Class against all attacks as 10 + the driver’s Pilot bonus.

Additional Equipment: Heavy Stubber or Plasma Gun or Heavy Flamer. Suppression Shield and Stun Baton. Optional: Bionic Limb. Requisition: Chimera or Repressor

Cyber-Mastiff: Medium Construct
Spoiler: Click to Show/Hide
Hit Dice: 6d10+10 (43 HP)      Speed: 40’ (Burrow 10’, Climb 10’)
Strength 18 Dexterity 14 Constitution – Intelligence – Wisdom 10 Charisma –
Fort +5 Ref +4 Will +2
Mindless, Stability, Trip (Bite)
Armour Class: 20 (+2 Dex, +8 Armour), Flat Footed 18, Touch Attack 12
BAB/Grapple: +6/+10
Bite +10 (1d8+6 plus 1 Con plus Trip +4)
2 Claws +8 (1d6+2)

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

[mrow]Level[mcol]Benefit
[row]1[col]Telepathic Psyker, Investigator, Psykic Strike +1d8
[row]2[col]Advanced Telepathy, People Person
[row]3[col]Psykic Master, Psykic Strike +2d8+Cha, Orbital Bombardment


Spoiler: Click to Show/Hide
Telepathic Psyker: the Acolyte is now a Psyker, and has Telepathy out to 200’. Additionally they may “cast” Halt as a supernatural ability at will. The DC for all Psykic abilities is Charisma-based.

Psykic Strike: as a Swift action, psychic energy can be called upon to add extra damage to the next melee attack. This is a Supernatural ability.

Investigator: all Inquisitorial agents are good at digging around for information. Select one ability from the following list.
-Any [Skill] feat as a bonus feat
-Zone of Truth 1/hour as a Spell-like Ability
-See Invisibility 1/hour as a Spell-like Ability
-Skill Mastery (applies to a number of skills equal to 3 + your Intelligence modifier)
-Scry 1/day as a Spell-like Ability

Advanced Telepathy: at this stage, the Acolyte is a greater telepath, gaining a permanent Detect Thoughts ability out to 100’. They may also use Detect Chaos and True Strike as Supernatural abilities at will.

People Person: the Acolyte gains one of the following feats as a bonus feat.
-Con Artist
-Dreadful Demeanour
-Detective
-Leadership
-Many Faced
-Master of Terror
-Persuasive
-Natural Empath

Psykic Master: at this stage, the Acolyte’s abilities have fully bloomed. They may use “Vision of Entropy” and “Charm Person” as Spell-like abilities at will, and “Hold Monster” as a Spell-like Ability once per hour, and have a constant “Locate City” effect active. Additionally, anyone who attempts to use a [Mind Affecting] effect on them is subject to Psychic Poison, with a primary damage of 1d8 Wisdom and secondary damage of falling comatose.

Orbital Bombardment: once per day, the Acolyte may make a call to the ships in orbit, requesting a destructive bombardment of the surface. There is a delay of 1d3 rounds, but after this time, one 100’ radius area is struck for 10d6 Fire damage and 10d6 Sonic damage, hit by a powerful warhead.

Additional Equipment: Rosarius, Psy-Occulum, Digi-Weapon, Bolter. Requisition: Rhino, Power Weapon, Scout Power Armour.

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

[mrow]Level[mcol]Benefit
[row]1[col]Death Sentence, Improved Mettle, Detective (bonus feat)
[row]2[col]Bonus Hit Points, Perfect Tracking, Seeker of the Truth
[row]3[col]Retaliation, Masterful Grapple, Immune to Enchantments


Spoiler: Click to Show/Hide
Declare Sentence: as a move-equivalent action, the Judge may declare a foe to be hated. The Judge and all allies gain a +3 bonus to hit and +3d6 damage against that enemy until the beginning of the Judge’s next turn.

Bonus Hit Points: Judges fight off assassins more often than they change their socks. As such, they gain additional HP equal to their character level multiplied by their Strength modifier, as muscles turn to steel.

Perfect Tracking: Judges gain the Track ability, which never fails and can never be confused. Additionally, they always take half as much time.

Seeker of the Truth: Judges gain a +4 bonus to Sense Motive and Gather Information, and additionally, may automatically Search for Secret Doors and for Traps whenever within 10’ of either.

Retaliation: a Judge may, as a free action, goad enemies into attacking, lowering their own Armour Class by 4 until their next turn. If a foe takes the bait and attacks, they provoke an attack of opportunity from the Judge.

Masterful Grapple: at third level, a Judge gains the Juggernaut feat, and additionally gains a Constrict attack that deals 1d6 damage plus their Strength modifier.

Additional Equipment: Power Armour, Suppression Shield, Stun Baton, Bolt Pistol. Requisition: Rhino or Repressor.

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

[mrow]Level[mcol]Benefit
[row]1[col]Fearless, Aura of Fear, Sneak Attack +1d6
[row]2[col]Melee Specialist, Rapid Poison Use, Without a Trace
[row]3[col]He’s Behind You!, Sneak Attack +2d6, Bloodthirsty Killer


Spoiler: Click to Show/Hide
Fearless:Heartless Killers are immune to [Fear] effects and Intimidation of all kinds.

Aura of Fear: this extends out to 20’ and the DC is Charisma-based. Failure causes the victims to become Shaken.

Melee Specialist: select one melee weapon. The Heartless Killer now gains an additional attack per round (at their highest bonus) with it, and all critical hits cause the victim to need to make a Will save (DC = damage dealt) or Panic for 1 minute.

Rapid Poison Use: Heartless Killers have no risk of poisoning themselves (even ignoring their immunity), and can apply poison to a weapon as a Swift action.

Without a Trace: Heartless Killers may Hide as a Swift action, even if being observed.

He’s Behind You!: when performing a successful sneak attack, the Heartless Killer automatically scores a critical hit. The Sneak Attack dice are not multiplied, as usual.

Bloodthirsty Killer: upon killing a foe, the Heartless Killer gains a +3 morale bonus to all rolls they make, and additionally gains another attack per round with their specialized weapon. These benefits last for one minute and do not stack.

Additional Equipment: Poison, Ripper Pistol, Chainsword, Gas Grenades, Flame Pistol


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

[mrow]Level[mcol]Benefit
[row]1[col]Aura 1, Command (standard action), Old Tricks, Camaraderie
[row]2[col]Rally, Sneak Attack +1d6, Lie Detector
[row]3[col]Command (move action), Aura 2, Dirtiest Player


Spoiler: Click to Show/Hide
Aura: at levels 1 and 3, the Reformed Officer learns how to utilize an aura. It takes a Swift action to begin using the aura, which extends out to 50’ and affects all allies in the area. Only one can be used at a time.
-Aura of Willpower: Fearlessness
-Aura of Determination: Immunity to Dazing and Stunning
-Aura of Hatred: Rage as a Barbarian of ½ their level (see: Races of War)
-Aura of Perfection: Gain a +3 bonus on all actions, and a +3 bonus to Armour Class

Command: first as a standard action, and later as a move-equivalent action, the Reformed Officer may issue a command, providing a bonus or an extra action to allies who are close enough to hear the command and who accept it.
-Move Out: perform a Move Action
-Go to Ground: gain a +4 bonus to saving throws and AC against one attack
-Take Them Out: perform a single attack
-Take Cover: gain Evasion for the round
-Take Aim: the next attack made is an automatic Critical Hit

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

Camaraderie: everyone likes the Reformed Officer. All Aid Other attempts made to assist them (or made by them to assist others) increase the bonus to +5

Rally: once per hour, the Reformed Officer may shout out a warcry that helps everyone keep fighting. This works like Mass Cure Moderate Wounds as a Supernatural ability.

Lie Detector: liars make the best lie detectors, so Reformed Officers can use Bluff in place of Sense Motive.

Dirtiest Player: whenever combat starts, the Reformed Officer gets a surprise round.

Additional Equipment: Mesh Armour, Power Sword, Bolt Pistol. Requisition: Chimera


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

[mrow]Level[col]Benefit
[row]1[col]Lovable Rogue, Nimble Feet, Rapid Reload
[row]2[col]Know-It-All, Master of Terrain, Things a Guy in a Pub Said
[row]3[col]Sneak Attack +1d6, Hamstring Attack, Rapid Hide


Spoiler: Click to Show/Hide
Lovable Rogue: people somehow seem drawn to these sorts, so they enjoy a +4 bonus on Diplomacy, Bluff and Gather Information checks. Additionally, they may take either Con Artist, Many Faces or Persuasive as a bonus feat.

Nimble Feet: as an Immediate action, a Roguish Scoundrel may make a 5’ step to avoid an attack. If this succeeds, the foe loses their Dexterity bonus to AC for one round.

Rapid Reload: the Roguish Scoundrel can reload Firearms as a free action.

Know-It-All: this functions like Bardic Lore

Master of Terrain: as a Move-equivalent action, the Roguish Scoundrel may glance about and find the best use of the terrain. Make a Knowledge: Nature or Geography (outdoors) or Dungeoneering or Architecture (indoors) check. If you roll 15 or more, you gain a +2 bonus to AC and Reflex saves until you move. If you roll 20, the bonus increases to +3, and if you get a 25+, the bonus becomes +5.

Things a Guy in a Pub Said: whenever meeting anyone who the DM cared enough about to name, you may make an immediate Gather Information check to learn about them.

Hamstring Attack: when dealing Sneak Attack damage, the Roguish Scoundrel may sacrifice 1d6 of damage and instead Stagger the foe for one round, as well as halving their move speed for one minute (or until healed).

Rapid Hide: whenever a foe misses the Roguish Scoundrel in combat (including through miss chance, Nimble Feet or a successful Reflex save), the Scoundrel may make a Hide check as a free action.

Additional Equipment: Flak Armour (Breastplate), Plasma Pistol, Chameleoline, Grav-Chute, Auspex.

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

[mrow]Level[mcol]Benefit
[row]1[col]Deep Strike (Glide, Charging Disembark), Powerful Grip, Wounding Slice
[row]2[col]Furious Charge, Rending Slice, Deafening Gunfire
[row]3[col]Deep Strike (Seize the Objective), Crippling Shot, Air Strike


Spoiler: Click to Show/Hide
Deep Strike:
-Glide: assisted by Grav-Chutes, the Assaulter is able to glide 20’ per 10’ fallen.
-Charging Disembark: when leaving a vehicle, the Assaulter may immediately charge.
-Seize the Objective: at the very start of combat, on their turn, the Deep Strike Assaulter may move, fire as a full action, then move again, and fire again.

Powerful Grip: Deep Strike Assaulters count as having the Exotic proficiency in Heavy Stubbers and Heavy Flamers, so may wield them as Assault weapons. Additionally, they may wield weapons one size too large without penalty.

Wounding Slice: whenever attacking with a slashing melee weapon, an Assaulter deals one point of Constitution damage.

Furious Charge: when charging, the Assaulter gains the benefits of Pounce.

Rending Slice: Assaulters ignore all Damage Reduction and Regeneration in melee. If their target lacks both, they simply deal +2d6 damage.

Deafening Gunfire: everyone within 30’ of the Assaulter, except for their allies who are used to the noise (and wear filter plugs), must make a Fortitude save when they fire. The DC is 25, and failure Deafens them for 1d4 rounds.

Crippling Shot: as a Standard action, the Assaulter may make a single shot with a ranged weapon. If it hits, the target must make a Fort save (DC = damage dealt) or be paralysed for 1d4 rounds.

Air Strike: as a Move-equivalent action, the Assaulter may call in an air strike. It takes 1d4 rounds for the call to be answered, and at the end of this duration, three Vakyries, Vultures or Vendettas unleash their weapons (rocket pods, Hellstrike Missiles or Hellfury Missiles).

Additional Equipment: Power Weapon, Krak Grenades. Requisition: Valkyrie or Vendetta, Heavy Flamer or Heavy Stubber.


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

[mrow]Level[mcol]Benefit
[row]1[col]Deep Strike (Glide), Master of Assault, Many Faced (bonus feat)
[row]2[col]Deep Strike (Stealthy Landing), Kip-up, Rescuer, Woodland Stride
[row]3[col]Deep Strike (Running Landing), Champion of Assault, Perfect Senses


Spoiler: Click to Show/Hide
Deep Strike:
-Glide: assisted by Grav-Chutes, the Infiltrator is able to glide 20’ per 10’ fallen.
-Stealthy Landing: upon reaching the ground, the Infiltrator may Hide as a free action.
-Running Landing: upon reaching the ground, the Infiltrator may move 30’ for free.

Master of Assault: the Infiltrator is adept at engaging foes while on the run. They either gain an additional attack per round with Assault Firearms (at their highest attack bonus), or the ability to throw grenades as a Swift action and Two Weapon Rend.

Kip-up: the Infiltrator may stand as a Free or Immediate action.

Rescuer: as a Full Round action, the Infiltrator may make a Heal check to provide emergency medical attention to another: If they were killed within one minute ago, a DC 25 Heal check can raise them back from the dead to 1 HP. On a living target, they regain HP equal to the Heal check minus ten. This may only be used once per person per day.

Champion of Assault: the Infiltrator specializes in suddenly striking from nowhere, slaying a victim instantly. Select one melee weapon type (Bludgeoning, Slashing or Piercing). All melee weapons of that type deal double damage, and a full attack with them can be made as a Standard action.

Perfect Senses: at 3rd level, the senses of the Drop Troop Infiltrator become so finely tuned as to spot enemies in the jungle when dropping from the sky. They gain a +6 bonus on Spot and Listen checks, and may automatically make an attempt to detect hidden/silent enemies within 60’ as a free action, without knowing to look for them.

Additional Equipment: Medikit, Frag and Krak Grenades, Power Sword. Requisition: Gas Grenades, Drop Pod, Valkyrie.


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

[mrow]Level[mcol]Benefit
[row]1[col]Combat Driving, Turbo Boost, Mastery of Piloting
[row]2[col]Rapid Repairs, Combat School, Communications Expert, Swerve
[row]3[col]Flight of the Valkyries, Artillery Bombardment, Deep Strike (Heavy Strike)


Spoiler: Click to Show/Hide
Combat Driving: Shock Pilots are experts at driving in combat – it’s actually their job. Their vehicles do not provoke attacks of opportunity for moving, and treat their Armour Class against all attacks as 10 + the driver’s Pilot bonus.

Turbo Boost: every round as a Swift action, the Shock Pilot may make a DC 30 Pilot check to add 30’ to the base speed of their vehicle for the round.

Mastery of Piloting: Shock Pilots gain a +8 bonus on Pilot checks with all vehicles they are familiar with, and take no penalty on checks with vehicles they are unfamiliar with. Additionally, they may always take 10 on Pilot checks, even when threatened.

Rapid Repairs: Shock Pilots halve the time it takes to make any Repairs on vehicles.

Combat School: this bonus feat applies to all vehicle weapons (but not pintle-mounted).

Communications Expert: the communication skills of pilots may not be amazing, but their ability to utilize equipment is amazing. As such, their radio/laser comms devices extend their range by an extra 50%, and all checks made over them gain a +4 bonus.

Swerve: as an Immediate action, the Pilot may make a Pilot check (DC = damage dealt) to negate a successful hit against their vehicle.

Flight of the Valkyries: any ally within 100’ of the Pilot’s vehicle gains a Greater Heroism effect.

Artillery Bombardment: once per day, the Pilot may call for an artillery barrage, arriving 1d3 rounds later as: 4 Basilisks/Vanquishers or 1 Manticore/Deathstrike.

Deep Strike (Heavy Strike): all Deep Strike abilities apply to vehicles piloted.

Additional Equipment: Chimera or Valkyrie or Vendetta or Vulture or Hell Hound or Devil Dog or Bane Wolf. Repair Kit. Requisition: Marauder or Le Man Russ.

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

[mrow]Level[mcol]Benefit
[row]1[col]Aura, Aura of Fearlessness, Feed Upon Pain
[row]2[col]Command, Pinning Gunshot, Point-Blank Killer
[row]3[col]Execution, Psykic Guardian, Emperor’s Mercy


Spoiler: Click to Show/Hide
Aura: the Commissar gains a single Aura as per the Reformed Officer.

Aura of Fearlessness: Commissars help keep people brave: they fear the Commissar more than anyone else. All allies within 100’ of the Commissar (self-included) are immune to [Fear] effects.

Feed Upon Pain: Commissars are immune to [Pain] effects and Fatigue, and all such effects merely bestow the benefits of a Heroism spell for 1 minute. Every round, if the Commissar was injured on the previous round, they gain a +5 morale bonus to attack rolls and damage.

Command: the Commissar gains the Command ability of the Reformed Officer.

Pinning Gunshot: as a Standard action, the Commissar may fire a Pistol at an enemy. If it hits, the target must make a Will save (Charisma-based) or Cower for 1d4 rounds.

Point-Blank Killer: any Pistol the Commissar fires at an adjacent foe automatically scores a critical hit.

Execution: in the hands of a Commissar, all Pistols add +2 to their critical multiplier, as long as the Commissar was not successfully hit in the previous turn, as it disrupts the concentration needed for a lethal shot.

Psykic Guardian: Commissars have that special sense for magic, and know to shoot casters and Psykers before things go wrong. As such, using Spells and Spell-like Abilities provokes attacks of opportunity from the Commissar if within 50’ of them.

Emperor’s Mercy: Commissars may perform a Coup de Grace on Stunned foes.

Additional Equipment: Chainsword and Plasma Pistol or Power Sword and Masterwork Bolt Pistol. Requisition: Scout Power Armour, Digital Weapons, Chimera, Power Fist.


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

[mrow]Level[mcol]Benefit
[row]1[col]Empowered Explosives, Rapid Demolitions, Trapper, Sympathy Limbs
[row]2[col]Maximised Explosives, Machine Breaker, Master of Ordinance
[row]3[col]Intensified Explosives, Destroyer, Call the Marauders


Spoiler: Click to Show/Hide
Empowered Explosives: whenever the Demolition Expert uses an explosive (any Grenades or Missiles or Mortars, Melta Bombs, Demolition Devices or Ordinance weapons on vehicles), the damage is Empowered.

Rapid Demolitions: setting up explosives and demolitions only ever takes a Standard action (or less, if normal) for a Demolition Expert.

Trapper: whenever a Demolition Expert throws a Frag or Krak Grenade, the damage causes the area of effect to become Difficult Terrain.

Sympathy Limbs: it is expected that Demolition Experts will lose limbs in their trade. As such, they can always get cybernetic replacements.

Maximised Explosives: whenever the Demolition Expert uses an explosive, the damage is now Maximised instead of Empowered.

Machine Breaker: Demolition Experts can score critical hits against Constructs.

Master of Ordinance: select one of the following two abilities upon reaching level 2.
-Always ignore all Damage Reduction and Hardness with explosives
-Any vehicle/Construct hit with an explosive becomes Staggered until repaired.

Intensified Explosives: whenever the Demolition Expert uses an explosive, the damage is now Intensified (Maximised then doubled) instead of just Maximised.

Destroyer: the Demolition Expert now always scores critical hits against Constructs.

Call the Marauders: Once per day, the Demolition Expert may call for a Marauder Bomber to make a bombing run (arriving 1d4 rounds later).

Additional Equipment: Frag, Krak and Plasma Grenades, Melta Bombs, Scout Mines, 1 Demolition Device. Requisition: Bombard, Mortar, Rocket Launcher.

Weapon Proficiencies: Heavy


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

[mrow]Level[mcol]Benefit
[row]1[col]Marksman, Mark the Target, Blend Into the Shadows
[row]2[col]Double Tap, Snipe on the Move, Spotter
[row]3[col]Perfect Shot, Hair Trigger, Silent Killer, Sweet Spot


Spoiler: Click to Show/Hide
Marksman: the Sniper doubles the range of all Rapid Fire and Heavy Firearms used.

Mark the Target: as a Move-equivalent action, a Sniper may “mark” a target. Until the beginning of their next turn, all shots they make against the marked target deal an additional 1d6 of damage per character level.

Blend Into the Shadows: the Sniper gains Skill Mastery with the Hide skill, and a +4 bonus to all Hide checks.

Double Tap: when using a Standard action to shoot a marked foe, the Sniper may make two shots at their highest bonus.

Snipe on the Move: the Sniper can now move at half speed and still unleash a single shot against their marked foe, all in one Standard action.

Spotter: the Sniper gains Skill Mastery with the Spot skill, and a +4 bonus to all Spot checks.

Perfect Shot: as a Full Round Action, the Sniper may focus and concentrate on one target, lining them up. On the next round, all attacks made against this target are automatic critical hits.

Hair Trigger: the Sniper can take attacks of opportunity with firearms, and threatens an area out to 100 feet.

Silent Killer: the Sniper gains Skill Mastery with the Move Silently skill, and a +4 bonus to all Move Silently checks.

Sweet Spot: whenever the Sniper shoots a marked foe, blood splatters, blinding the foe and all adjacent foes who fail a Ref save (Intelligence-based), for one round.

Additional Equipment: Masterwork Needle Rifle, Chameleoline. Requisition: Lascannon or Auto Cannon.

Proficiencies: Needle Rifles, Lascannons, Auto Cannons
« Last Edit: June 11, 2009, 12:24:05 PM by Darkforged Dove »

Offline Darkforged DoveTopic starter

Re: [UN/Mul] Dungeon Crusade [40k meets D&D]
« Reply #1 on: June 10, 2009, 11:13:10 PM »
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.

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.

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:

Spoiler: Click to Show/Hide
Carapace Armour [Light]
Armour Bonus: +5
Max Dex: +4
Penalty: -2
Arcane Spell Failure: 20%
Damage Reduction: 10/magic
Fully Sealed, Visor

Scout Power Armour [Medium]
Armour Bonus: +8
Max Dex: +5
Penalty: -4
Arcane Spell Failure: 25%
Damage Reduction: 25%/Adamantine
Barely Fortified (10% Critical Hit Immunity)
Strength: +2
Visor

Power Armour [Medium]
Armour Bonus: +10
Max Dex: +3
Penalty: -6
Arcane Spell Failure: 50%
Damage Reduction: 25%/Adamantine
Lightly Fortified
Strength +4, +2 to Fortitude saves
Fully Sealed, Visor, Radio Comms 100'

Artificer Armour [Medium]
Armour Bonus: +12
Max Dex: +2
Penalty: -6
Arcane Spell Failure: 90%
Damage Reduction: 50%/Adamantine
Lightly Fortified
Strength +4, +5 to Fortitude saves
Fully Sealed, Visor, Radio Comms 100'

Terminator Armour [Heavy]
Armour Bonus: +15
Max Dex: +1
Penalty: -10
Arcane Spell Failure: 200%
Damage Reduction: 50%/Magical Adamantine
Moderately Fortified
Strength +6, +5 to Fortitude saves
Against Touch Attacks: +6 to AC, DR 20/-
Teleport 1/Day

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:

Spoiler: Click to Show/Hide
Las Pistol: 50' range, 1d8 Light damage, clip-30, crit 20/x2
Treats Armour bonus as 2 points lower (minimum 0)
*Hot-Shot Ammo: clip-1, touch attack, 2d8 Light damage

Hell Pistol: 50' range, 1d8 Light damage, pack-100, crit 18-20/x2

Plasma Pistol: 50' range, 5d6 Fire/Electricity damage, canister-10, crit 20/x2
Touch attacks, Overheats (firing more than one shot per round deals 2d6 damage to the wielder unless dialing it down to low power: 2d6 damage)

Auto Pistol: 50' range, 2d4 Piercing damage, clip-12, crit 19-20/x2

Ripper Pistol: 50' range, 2d4 Piercing damage plus Poison, clip-10, crit 19-20/x2
Poison: DC 20, 1d4 Con/2d6 Con

Stub Pistol: 50' range, 2d6 Bludgeoning damage, clip-8, crit 20/x3
*Manstopper Ammo: 2d8 Bludgeoning damage, DR counts double

Bolt Pistol: 50' range, 3d6 Fire/Sonic damage, clip-20, crit 20/x3
*Can take special Bolter ammunition

Inferno Pistol: 30' range, 4d8 Fire damage, canister-10, crit 20/x3
touch attacks, no regeneration
*within 15' range: 8d6 Fire damage, Fire Resistance/Immunity can only beat up to half of it

Flame Pistol: 10' Cone of fire, 2d6 Fire damage, Ref half (DC = Attack Roll), canister-6
Failed save causes burning (1d6 Fire damage per round), ignores cover



Rapid Fire Firearms:

Spoiler: Click to Show/Hide
Lasgun: 100' range, 2d6 Light damage, clip-30, crit 20/x2
Treats Armour bonus as 2 points lower (minimum 0)
*Hot shot pack: clip-1, touch attack, 4d6 Light damage

Plasma Gun: 100' range, 6d6 Fire/Electricity damage, canister-20, crit 20/x2
Touch attacks, Overheats (3d6, Low Power: 3d6)

Boltgun: 100' range, 4d6 Fire/Sonic damage, clip-30, crit 20/x3
*Can take special Bolter ammunition, may have a Sarissa (counts as a Spear)



Assault Firearms:

Spoiler: Click to Show/Hide
Shotgun: depends on ammunition used, clip-12
-Scattershot: 20' cone, 3d6 Bludgeoning damage, Ref half (DC = Attack roll)
-Solid Shot: 60' range, 3d6 Bludgeoning, crit 20/x3
-Executioner Rounds: 100' range, 2d6 Piercing damage, crit 19-20/x2, not affected by cover or any miss chance

Melta: 50' range, 5d8 Fire damage, canister-20, crit 20/x3, touch attacks, no regeneration
*within 25' range: 10d6 Fire damage, only half can be negated through Fire Resistance/Immunity

Flamer: 30' cone of fire, 6d6 Fire damage, Ref half (DC = Attack roll), canister-10, ignores cover
Failed save: target burns (1d8 Fire per round)
Each extra attack merely adds +2d6 damage to the one attack.

Heavy Flamer: 50' cone of fire, 10d6 Fire damage, Ref half (DC = Attack roll), fuel tank-20, ignores cover
Failed save: target burns (2d6 Fire per round)
Each extra attack merely adds +2d6 damage to the one attack.
Counts as Heavy without Exotic training

Heavy Stubber: 100' range, 4d6 Bludgeoning damage, belt-100, crit 20/x3
Upon being hit by all incoming shots, the target must make a DC 20 Strength check or be knocked prone (size modifiers/stability do apply)
Counts as Heavy without Exotic training

Autogun: 120' range, 2d6 Piercing damage, clip-20, crit 19-20/x2

Storm Bolter: 150' range, 4d6 Fire/Sonic damage, drum-60, crit 20/x3
*Can take special Bolter ammunition

Grenade Launcher: 70' range, launches grenades, clip-6

Hell Gun: 100' range, 2d6 Light damage, pack-100, crit 18-20/x2



Heavy Weapons:

Spoiler: Click to Show/Hide
Needle Rifle: 250' range, 2d4 Piercing damage plus Poison, clip-10, crit 19-20/x3
Poison: DC 20, 1d6 Str/2d6 Con

Heavy Bolter: 200' range, 6d6 Fire/Sonic damage, belt-100, crit 20/x4
*Can take special Bolter ammunition

Lascannon: 250' range, 10d6 Light damage, battery-40, crit 19-20/x2
Touch attacks, single-shot only, [Massive]

Autocannon: 300' range, 6d6 Piercing/Bludgeoning damage, drum-40, crit 20/x4
Upon being hit by all incoming shots, the target must make a DC 20 Strength check or be knocked prone (size modifiers/stability do apply)
[Massive]

Multilaser: 200' range, 6d6 Light damage, battery-100, crit 19-20/x2
Halve armour bonus, +1 attack in a full attack, vehicle-mounted only

Rocket Launcher: 200' range, delivers Frag or Krak missiles, clip-4
Single-shot only
-Frag: 30' radius, 5d6 Fire/Sonic damage, Ref half (DC 18)
-Krak: 6d8 Fire/Sonic damage, crit 19-20/x4
[Massive]

Plasma Cannon: 200' range, 10d6 Fire/Electricity damage in a 15' radius
Ref half (DC 25), cell-20
Overheats (5d6, DC 20), [Massive]

Multi-Melta: 100' range, 8d8 Fire damage, fuel tank-25, crit 20/x2, touch attacks, no regeneration
*Within 50' range: 16d6 Fire damage, no more than half may be blocked
Single-shot only

Assault Cannon: 200' range, 3d4 Piercing, drum-300, crit 19-20/x2
Double the number of attacks

Rocket Pods: 60' range, 30' radius explosion, 6d6 Fire/Sonic damage, Ref half (DC 16), no cover saves, drum-10, vehicle-mounted only

Hunter-Killer Missile: 1000' range, 10' radius explosion, 8d8 Fire/Piercing damage, Ref half (DC 17), no save for target if hit, crit 17-20/x2, single-use, vehicle-mounted only

Hellfury Missile: 500' range, 10' radius explosion, 10d6 Fire damage, Ref half (DC 20), single-use, vehicle-mounted only

Hellstrike Missile: 500' range, 50' radius explosion, 5d6 Fire damage, Ref half (DC 18), no cover bonus, single-use, vehicle-mounted only

Demolition Device: 30' range, 15' radius blast, 10d6 Fire/Sonic damage, Ref Half (DC = attack roll), those who fail the save are knocked Prone. Single-use only.

Battle Cannon: 500' range, 20' radius blast, 6d6 Sonic/Bludgeoning damage, Ref Half (DC = attack roll). Hand-loaded, single-shot only, vehicle-mounted only.

Earthshaker: 1,000' range, 100' radius blast, 8d6 Sonic/Bludgeoning damage, Ref Half (DC = attack roll if direct, 15 if indirect), those who fail the save are knocked Prone and Stunned for 1 round. Hand-loaded, single-shot only, vehicle-mounted only.

Vanquisher: 750' range, 50' radius blast, 8d6 Sonic/Bludgeoning damage, Ref half (DC = attack roll), ignores all Damage Reduction and Regeneration, Deafens all in 100' for 1 minute on a failed Fortitude save (DC 20). Hand-loaded, single-shot only, vehicle-mounted only.

Manticore Missile: 1000' range, bursts into four 10' radius blasts. 5d6 Fire/Sonic damage each, Ref half (DC 16). Single-use, single-shot only, vehicle-mounted only.

Deathstrike Missile: 2000' range, 500' radius explosion. 20d6 Fire/Sonic damage to all in the area, Ref Half (DC 25). Single-use, vehicle-mounted only.

Bomb: dropped from the air, 20' radius blast, 5d6 Sonic/Bludgeoning damage, Ref half (DC 16). Single-use, vehicle-mounted only.



Explosives:

Spoiler: Click to Show/Hide
Frag Grenade: thrown to 40', 20' radius explosion, 4d6 Fire/Bludgeoning, Ref Half (DC 15), those who fail the save are knocked Prone.

Krak Grenade: thrown to 30', 5' radius explosion, 8d6 Fire/Bludgeoning, Ref Half (DC 17)

Gas Grenade: thrown to 40', 20' radius cloud of gas. Counts as Obscuring Mist + Hypnotic Pattern to those in the area (Fort negates the latter, DC 20).

Plasma Grenade: thrown to 40', 10' radius explosion, 10d6 Fire/Electricity damage, Ref half (DC 16), lingers for 1d4 rounds.

Melta Bomb: attach to device, 5' radius explosion, 20d6 Fire damage, Fort half (DC 25), no more than half can be negated.

Concussion Mines: set into ground as a 5' radius Caltrop field. Stepping on them causes a 10' radius explosion, 2d6 Sonic damage, Ref Half (DC 15, DC 25 for the one who stepped on them), failing the save also results in being Stunned for 1 round.



Melee Weapons:

Spoiler: Click to Show/Hide
Chainsword: counts as a Masterwork Longsword that deals 1 point of Constitution damage with each hit, and if it hits successfully, Rends the target for an extra 2d6 damage at the end of the round.

Eviscerator: counts as a Blood-Drinking Greatsword that deals 2 points of Constitution damage with each hit, and if it hits successfully, Rends the target for an extra 4d6 damage at the end of the round. Has a built-in 1-use Flamer.

Power Weapon: Power Weapons count as +5 Brilliant Energy Shocking versions of the weapons they are based on.

Power Fist: Power Fists count as +5 Brilliant Energy Shocking Burst Spiked Gauntlets that deal 2 points of Constitution damage with each hit, and that have a x4 critical multiplier.



Misc:

Spoiler: Click to Show/Hide
Chameleoline: occupies "Cloak" slot, grants a 25% miss chance through Concealment and Hide in Plain Sight, as well as a +4 bonus to Hide checks.

Grav-Chute: anyone wearing a Grav-Chute basically has a permanent Feather Fall effect, and never suffers falling damage.

Twin-link: if a weapon is twin-linked, then roll damage twice and pick the best one.

Medikit: this grants a +5 bonus to Heal checks, as well as providing one dose of each of the following:
-Morphia: immunity to Pain and Fear for 1 hour
-Narthecium: Cure Critical Wounds, CL 15
-Antivenin: Neutralise Poison
-Apocalyptic Antibiotics: Cure Disease
-Stimm: Immunity to Fatigue for 1 hour, Haste for 1 minute
-Slaught: Rage and Bull's Strength for 1 minute, then Fatigue

Cloak of St. Aspira: occupies the "Cloak" slot, granting a +5 Enhancement bonus to AC, and adding Damage Reduction 25%, as well a granting +4 to Will saves and to Charisma.

Roasarius: occupies the "Belt" slot, granting a +5 Deflection bonus to AC, as well as a +3 Resistance bonus to all saving throws.

Auspex: this device can cast the following at will, as Supernatural abilities:
-Detect Chaos
-Detect Poison
-Detect Magic
-Deathwatch
-Locate City
-Identify

Jet Pack: wearing this allows you to fly, somewhat. You gain a +10' bonus to your movement speed if merely using it to skim along, and can also cross difficult terrain without penalty. If used for actual flight, the speed is 40' (Clumsy), generally only used to launch in straight lines.

Jump Pack: more elegant than a jet pack, this actually flies properly. If using it to skim along, you gain the +10' movement bonus, but it can also grant a flight speed of 50' (Good).

Special Bolter Ammunition:
-Kraken Penetrator Rounds: crit 18-20/x2, reduce DR by 10
-Frag Rounds: Wounding, deals 1d6 Piercing to adjacent creatures
-Hellfire Rounds: Acid damage, Poison (DC 20, 1d4 Con/1d4 Con)
-Inferno Rounds: Fire damage, catch fire (1d6 Fire per round)
-Tempest Bolts: Electricity damage, Fort DC 20 or be Stunned 1 round
-Bessed Bolts: count as Holy, Axiomatic

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.

Chimera Military Transport:
Maximum Speed: 180' (Swim 100')
Armour: +7
Size: Huge (Long)
Carry Capacity: Gunner, Pilot and 12 passengers
HP: 100
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

Rhino Armoured Transport:
Maximum Speed: 200'
Armour: +7
Size: Huge (Long)
Carry Capacity: Pilot, 10 passengers
HP: 100
Fort +10, Ref +3, Will +6
Trample 4d8+20
Stability, Bullrush +28
*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: 120
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: 80
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: 80
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: 80
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: 200
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: 150
Fort +12 Ref +5 Will +9
*Turret-Mounted Battle Cannon or Vanquisher or 2x Twin-linked Auto-Cannon
*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: 180
Fort +13 Ref +5 Will +9
*Roof-mounted twin-linked Heavy Bolters
*Two sponsons with twin-linked Lascannons

Astartes Bike:
Maximum Speed: 150'
Armour: +4
Size: Large (Long)
Carry Capacity: Driver only
HP: 60
Fort +5 Ref +2 Will +5
*Front-mounted twin-linked Boltguns
*May have a rear-mounted mine-layer or a seat for one passenger.

Drop Pod:
Maximum Speed: 0 (it falls, then it lands and doesn't move)
Armour: +8
Size: Huge (Tall)
Carry Capacity: 10 passengers
HP: 100
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 Edit: June 11, 2009, 12:26:01 PM by Darkforged Dove »

Offline Darkforged DoveTopic starter

Re: [UN/Mul] Dungeon Crusade [40k meets D&D]
« Reply #2 on: June 10, 2009, 11:40:26 PM »
space reserve 2, siege tier prcs, special gear etc.

that should be enough; there's 4 assault classes; 12 assault PrCs, 11 Siege tier classes; and uh.... 28 or so Siege tier PrCs; so, there's enough material for people to make characters with.

I'm going to be running a lvl 4 assault tier game. So, people will be maxed level whatevers, and 1st lvl of their PrC of choice.

Race: Congratulations, you're imperial citizens, and thus you're all pure-strain human without mark of mutation or chaos, and get your bonus skill point and bonus feat at 1st level.

Stats 8, 10, 12, 14, 15, 16, arrange as you like.

Skills: Since Kongming is a lazy ass, and I want interesting characters; 6 + int mod per level (that's 7 + int mod b/c you're all human); all skills are class skills. Pick skills that make sense for your character. Also, pick lock = disable device, so pick lock is a non-skill.

Feats: For feat selection, don't actually pick your feats, I prefer to use the Tome-style scaling feats. Those are based on BaB or skill ranks.

Offline kongming

Re: [UN/Mul] Dungeon Crusade [40k meets D&D]
« Reply #3 on: June 11, 2009, 02:54:42 AM »
I like how you claim I'm too lazy to put skills in, despite the fact that they all have "Skills: X + Int" (this is before the +1 for being human, it IS per level, and is multiplied by 4 at first level). And I don't believe in class-based Skill Lists, just take whatever you think is appropriate is my motto for skills. Remember that Repair [Int] and Pilot [Dex] are skills in this.

Offline schnookums

Re: [UN/Mul] Dungeon Crusade [40k meets D&D]
« Reply #4 on: June 11, 2009, 03:08:06 AM »
Hrm, not entirely sure what I'd play, but not sure what I would play...still, expressing my interest here.

Offline WyzardWhately

Re: [UN/Mul] Dungeon Crusade [40k meets D&D]
« Reply #5 on: June 11, 2009, 03:17:24 AM »
It's a little late for me to come up with a character, but kindly hold a spot for me if you will.  I'm interested in what's going on here, and I need to mull it over further.  I will probably ask a multitude of questions tomorrow.

Offline schnookums

Re: [UN/Mul] Dungeon Crusade [40k meets D&D]
« Reply #6 on: June 11, 2009, 03:42:51 AM »
Peeking over the list I'd lean towards veteran going for comissar, with secondary interest in the arbiter class if the first idea is a no go.

Offline kongming

Re: [UN/Mul] Dungeon Crusade [40k meets D&D]
« Reply #7 on: June 11, 2009, 10:04:36 AM »
It'd be rude of me to nab a spot (being the person who wrote the rules and all, it'd be somewhat selfish), but if you don't get two other people interested, you know I'll be happy to play.

Offline Darkforged DoveTopic starter

Re: [UN/Mul] Dungeon Crusade [40k meets D&D]
« Reply #8 on: June 11, 2009, 10:10:01 AM »
[EDIT: You posted while I was writing this. I don't give a damn about you playing or not. Take a spot. You've written this, so you might as well watch it being playtested.]

Chairperson Kong,

Are you going to play, or are you gonna be a lil bee that buzzes in my ears?

If anything, this gives you a chance to play a skilled Judge. However, since you're a good sport, I will seriously send tougher shit at your character if you name them anything at all like the character that inspired the Adeptus Arbites in the 40k setting. We both love the setting, and making fun of it, but I am human and can only take so much.

This includes (but is not limited to): Judge Dreadful, Judge Scary, Judge Fear or Judge Dreadlocks. Judge Goldilocks would be allowed, but then Giant Bears might come after you.

Fuck, I might use Giant Bears anyway, the PCs should have retarded firepower as-is. Making animals not a real threat.

schnookums,

Excellent, a Commisar.

I wouldn't have put any of the classes or PrCs in there if I wasn't prepared to have someone play them. A Commisar would be great.

For the longest time Paladins were a banned class in my games. I didn't like the class. This was because the rules for their code of conduct were too vague for my taste; when one of the most action-limiting rules for a character are vague, then it leaves too much interpretation, and a possibility for useless arguing.

Now, I don't mind arguing, but I hate arguing about semantics or grammar or meaning about something already written. I prefer my arguing to be done by the players, when they discuss plans of attack, or whether or not to murder or enslave the dozens of chained up kobold slaves that they found being held by a group of orcish slavers.

Of course, this has changed, but I also have a code of conduct for the class that I can live with, and a class that I am actually fine with, since it's balanced to the 3.5 setting.

Whately,

Sure, there's still room. Mind you, the designer of these rules is a potential participant in the game, so I assure you that there will be little to no pressure to perform well. That and you asked if I was going to run this, so I'd want to know if you would join.

----

Note on feats: There's a pair of sources that contain skill-based and BaB-based "scaling" feats that I use in my games.

I can copy/paste both sources here, or I could create links to the original sources, or I could have players tell me what they want in their character's ability list, and then copypasta the specific feats that are relevant.

The fun thing about these scaling feats is that a character can be a Two-Weapon Fighter, and an expert with bows, and still have a bit of wiggle room for an other combat-based or skill-based feat. Of course, specialization, and stacking of synergy works really well, and people without lots of bonus feats (like fighters) are better served by specializing at their classes specialty.

Note on Requisition: When the rules for it are finalized by Kongming, then we'll use them. Until then, players may request one item off of their classes or prestige classes requisition list for being successful or effective on their last mission. Consider it a bonus reward above and beyond XP, or found loot.

Treshures: This is D&D land. People have stuff. Often, people want each others stuff. Stabbing in the face (or blasting apart with withering lazor fire) happens. Stuff has new owner(s).

Given time, the PCs could find magic itamz. Of course, you'll have to have fought someone who was using a magic itam, so it's a fair trade of risk versus reward.

Skills (addendum): Since kongming actually did put in skills per level for her classes, I will instead simply be raising the skill points every class gets by 2. As a result, every class gets 6 per level (really 7), plus int modifier; Stormtroopers get 9, plus modifier.

Also, as Kongming mentioned, Repair [Int] and Pilot [Dex] are skills. Repair is similar to Craft, and Pilot is similar to Ride, unless I am told that this is a bad idea.
« Last Edit: June 11, 2009, 10:11:40 AM by Darkforged Dove »

Offline WyzardWhately

Re: [UN/Mul] Dungeon Crusade [40k meets D&D]
« Reply #9 on: June 11, 2009, 11:02:14 AM »
When you say scaling feats, is that similar to Iron Heroes? (my favorite of the D20 Fantasy Mods, natch)

If we graduate from assault tier to siege tier, do we then make new PCs?

What fantasy world would we be landing on?

Once there, how do we deal with ammunition/resupply/etc?  Lasweapons are canonically stupid easy to recharge, but Bolters & Grenade Launchers present logistical issues.

Are we like a small infiltration squad operating nearly solo, or just one arm of a larger invasion?

More as I think of them.

Offline kongming

Re: [UN/Mul] Dungeon Crusade [40k meets D&D]
« Reply #10 on: June 11, 2009, 11:06:10 AM »
Right, no Dread. How about Judge Nought?  O:)

Sure, I'll jump in then and have some fun. No idea what I'll actually play yet - and you know full well that if I played an Arbiter my inspiration... *sunglasses* ...would be a lot more recent.

YEEEEEEEEEEAAAAAAAAAH!!!

Scaling Feats: they provide benefits that increase as you go up in level. Note that Metamagic feats always did this, as did Improved Toughness (although barely) and Power Attack, whereas, for instance, Skill Focus did not.

My general rule for Requisitions was going to be "If you can swing a DC (I don't know) Diplomacy or Bluff check, you can get an item, or if you just do something impressive." So Dove's rule as it stands sounds pretty good.

Ammunition: the general idea is you have a bunch of clips, and can return to the base (a small encampment) between missions to re-stock, but Dove might want to handle it differently.

Offline WyzardWhately

Re: [UN/Mul] Dungeon Crusade [40k meets D&D]
« Reply #11 on: June 11, 2009, 11:15:34 AM »
Sure, I'll jump in then and have some fun. No idea what I'll actually play yet - and you know full well that if I played an Arbiter my inspiration... *sunglasses* ...would be a lot more recent.

YEEEEEEEEEEAAAAAAAAAH!!!


Oh, goddamnit.

;)

I was thinking of playing a penal legionaire.  With a chainsword, if he can get it.  He's actually pretty pleased to be here, in a way - his chances of living to get his freedom are a heck of a lot better than if he were off fighting Orcs or Tyranids, and some primitive world that the Empire's going to roll in on?  That's a place where a man could find some opportunity, if he looked in the right place.

Offline Darkforged DoveTopic starter

Re: [UN/Mul] Dungeon Crusade [40k meets D&D]
« Reply #12 on: June 11, 2009, 12:04:16 PM »
Only iron-manning, no reloads, no health packs. Final Destination!

I'll show you what a scaling feat looks like, warning, long:

The New Combat Ready Feats

Blind Fighting [Combat]
You don't have to see to kill.
Benefits: You may reroll your miss chances caused by concealment.
+1: While impaired visually, you may move your normal speed without difficulty.
+6: You have Blindsense out to 60', this allows you to know the location of all creatures within 60'.
+11: You have Tremorsense out to 120', this allows you to "see" anything within 120' that is touching the earth.
+16: You cannot be caught flat footed.

Blitz [Combat]
You go all out and try to achieve goals in a proactive manner.
Benefits: While charging, you may opt to lose your Dexterity Bonus to AC for one round, but inflicting an extra d6 of damage if you hit.
+1: You may go all out when attacking, adding your Base Attack Bonus to your damage, but provoking an Attack of Opportunity.
+6: Bonus attacks made in a Full Attack for having a high BAB are made with a -2 penalty instead of a -5 penalty.
+11: Every time you inflict damage upon an opponent with your melee attacks, you may immediately use an Intimidate attempt against that opponent as a bonus action.
+16: You may make a Full Attack action as a Standard Action.

Combat Looting [Combat]
You can put things into your pants in the middle of combat.
Benefits: You may sheathe or store an object as a free action.
+1: You get a +3 bonus to Disarm attempts. Picking up objects off the ground does not provoke an attack of opportunity.
+6: As a Swift action, you may take a ring, amulet/necklace, headband, bracer, or belt from an opponent you have successfully grappled. You may pick up an item off the ground in the middle of a move action.
+11: If you are grappling with an opponent, you may activate or deactivate their magic items with a successful Use Magic Device check. You may make Appraise checks as a free action.
+16: You can take 10 on Use Magic Device and Sleight of Hand checks.

Combat School [Combat]
You are a member of a completely arbitrary fighting school that has a number of recognizable signature fighting moves.
Benefits:First, name your fighting style (such as "Hammer and Anvil Technique" or "Crescent Moon Style", or "Way of the Lightning Mace"). This fighting style only works with a small list of melee weapons that you have to describe the connectedness to the DM in a half-way believable way. Now, whenever you are using that technique in melee combat, you gain a +2 bonus on attack rolls.
+1: Your immersion in your technique gives you great martial prowess, you gain a +2 to damage rolls in melee combat.
+6: When you strike your opponent with the signature moves of your fighting school in melee, they must make a Fortitude Save (DC 10 + ½ your level + your Strength bonus) or become dazed for one round.
+11: You may take 10 on attack rolls while using your special techniques. The DC to disarm you of a school appropriate weapon is increased by 4.
+16: You may add +5 to-hit on any one attack you make after the first each turn. If you hit an opponent twice in one round, all further attacks this round against that opponent are made with The Edge.

Command [Combat] [Leadership]
You lead tiny men.
Benefits: You have a Command Rating equal to your Base Attack Bonus divided by five (round up).
+1: You can muster a group of followers. Your leadership score is your Base Attack Bonus plus your Charisma Modifier.
+6: You are able to delegate command to a loyal cohort. A cohort is an intelligent and loyal creature with a CR at least 2 less than your character level. Cohorts gain levels when you do.
+11: With a Swift Action you may rally troops, allowing all allies within medium range of yourself to reroll their saves vs. Fear and gain a +2 Morale Bonus to attack and damage rolls for 1 minute. This is a language-dependent ability that may be used an unlimited number of times.
+16: Your allies gain a +2 morale bonus to all saving throws if they can see you and you are within medium range.

Danger Sense [Combat]
Maybe Spiders tell you what's up. You certainly react to danger with uncanny effectiveness.
Benefits: You get a +3 bonus on Initiative checks.
+1: For the purpose of Search, Spot, and Listen, you are always considered to be "actively searching". You also get Uncanny Dodge.
+6: You may take 10 on Listen, Spot, and Search checks.
+11: You may make a Sense Motive check (opposed by your opponent's Bluff check) immediately whenever any creature approaches within 60' of you with harmful intent. If you succeed, you know the location of the creature even if you cannot see it.
+16: You are never surprised and always act on the first round of any combat.

Elusive Target [Combat]
You are very hard to hit when you want to be.
Benefits: You gain a +2 Dodge bonus to AC.
+1: Your opponents do not gain flanking or higher ground bonuses against you.
+6: Your opponents do not inflict extra damage from the Power Attack option.
+11: Diverting Defense - As an immediate action, you may redirect an attack against you to any creature in your threatened range, friend or foe. You may not redirect an attack to the creature making the attack.
+16: As an immediate action, you may make an attack that would normally hit you miss instead.

Expert Tactician [Combat]
You benefit your allies so good they remember you long time.
Benefits: You gain a +4 bonus when flanking instead of the normal +2 bonus. Your allies who flank with you gain the same advantage.
+1: You may Feint as an Immediate action.
+6: As a move action, you may make any 5' square adjacent to yourself into difficult ground.
+11: For determining flanking with your allies, you may count your location as being 5' in any direction from your real location.
+16: You ignore Cover bonuses less than full cover.

Ghost Hunter [Combat]
You smack around those folks in the spirit world.
Benefits: Your attacks have a 50% chance of striking incorporeal opponents even if they are not magical.
+1: You can hear incorporeal and ethereal creatures as if they lacked those traits (note that shadows and the like rarely bother to actively move silently).
+6: You can see invisible and ethereal creatures as if they lacked those traits.
+11: Your attacks count as if you had the Ghost Touch property on your weapons.
+16: Any Armor or shield you use benefits from the Ghost Touch quality.

Giant Slayer [Combat]
Everyone has a specialty. Yours is miraculously finding ways to stab creatures in the face when it seems improbable that you would be able to reach that high.
Benefits: When you perform a "grab on" Grapple maneuver, you do not provoke an attack of opportunity.
+1: You gain a +4 Dodge bonus to your AC and Reflex Saves against attacks from any creature with a longer natural reach than your own.
+6: You have The Edge against any creature you attack that is larger than you. Also, an opponent using the Improved Grab ability on you provokes an attack of opportunity from you. You may take this attack even if you do not threaten a square occupied by your opponent.
+11: When you attempt to trip an opponent, you may choose whether your opponent resists with Strength or Dexterity.
+16: When involved in an opposed bull rush, grapple, or trip check as the attacker or defender, you may negate the size modifier of both participants. You may not choose to negate the size modifier of only one character.

Great Fortitude [Combat]
You are so tough. Your belly is like a prism.
Benefits: You gain a +3 bonus to your Fortitude Saves.
+1: You die at -20 instead of -10.
+6: You gain 1 hit point per level.
+11: You gain DR of 5/-.
+16: You are immune to the fatigued and exhausted conditions. If you are already immune to these conditions, you gain 1 hit point per level for each condition you were already immune to.

Horde Breaker[Combat]
You kill really large numbers of people.
Benefits: You gain a number of extra attacks of opportunity each round equal to your Dexterity Bonus (if positive).
+1: Whenever you drop an opponent with a melee attack, you are entitled to a bonus "cleave" attack against another opponent you threaten. You may not take a 5' step or otherwise move before taking this bonus attack. This Cleave attack is considered an attack of opportunity.
+6: You may take a bonus 5' step every time you are entitled to a Cleave attack, which you may take either before or after the attack.
+11: You may generate an aura of fear on any opponents within 10' of yourself whenever you drop an opponent in melee. The save DC is 10 + the Hit Dice of the dropped creature.
+16: Opponents you have the Edge against provoke an attack of opportunity from you by moving into your threatened area or attacking you.

Hunter [Combat]
You can move around and shoot things with surprising effectiveness.
Benefits: The penalties for using a ranged weapon from an unstable platform (such as a ship or a moving horse) are halved.
+1: shot on the run – you may take a standard action to attack with a ranged weapon in the middle of a move action, taking some of your movement before and some of your movement after your attack. That still counts as your standard and move action for the round.
+6: You suffer no penalties for firing from unstable ground, a running steed, or any of that.
+11: You may take a full round action to take a double move and make a single ranged attack from any point during your movement.
+16: You may take a full round action to run a full four times your speed and make a single ranged attack from any point during your movement. You retain your Dexterity modifier to AC while running.

Insightful Strike [Combat]
You Hack people down with inherent awesomeness.
Benefits: You may use your Wisdom Modifier in place of your Strength Modifier for your melee attack rolls.
+1: Your attacks have The Edge against an opponent who has a lower Wisdom and Dexterity than your own Wisdom, regardless of relative BAB.
+6: Your melee attacks have a doubled critical threat range.
+11: You make horribly telling blows. The extra critical multiplier of your melee attacks is doubled (x2 becomes x3, x3 becomes x5, and x4 becomes x7).
+16: Any Melee attack you make is considered to be made with a magic weapon that has an enhancement bonus equal to your Wisdom Modifier (if positive).

Iron Will [Combat]
You are able to grit your teeth and shake off mental influences.
Benefits: You gain a +3 bonus to your Willpower saves.
+1: You gain the slippery mind ability of a Rogue.
+6: If you are stunned, you are dazed instead.
+11: You do not suffer penalties from pain and fear.
+16: You are immune to compulsion effects.

Juggernaut [Combat]
You are an unstoppable Juggernaut.
Benefits: You may be considered one size category larger for the purposes of any size dependant roll you make (such as a Bull Rush, Overrun, or Lift action).
+1: You do not provoke an attack of opportunity for entering an opponent's square.
+6: You gain a +4 bonus to attack and damage rolls to destroy objects. You may shatter a Force Effect by inflicting 30 damage on it.
+11: When you successfully bullrush or overrun an opponent, you automatically Trample them, inflicting damage equal to a natural slam attack for a creature of your size.
+16: You gain the Rock Throwing ability of any standard Giant with a strength equal to or less than yourself.

Lightning Reflexes [Combat]
You are fasty McFastFast. It helps keep you alive.
Benefits: You gain a +3 bonus to your Reflex saves.
+1: You gain Evasion, if you already have Evasion, that stacks to Improved Evasion.
+6: You may make a Balance Check in place of your Reflex save.
+11: You gain a +3 bonus to your Initiative.
+16: When you take the Full Defense Action, add your level to your AC.

Mage Slayer [Combat]
You have trained long and hard to kill magic users. Maybe you hate them, maybe you just noticed that most of the really dangerous creatures in the world use magic.
Benefits: You gain Spell Resistance of 5 + Character Level.
+1: Damage you inflict is considered "ongoing damage" for the purposes of concentration checks made before the beginning of your next round. All your attacks in a round are considered the same source of continuing damage.
+6: Creatures cannot cast defensively within your threat range.
+11: Your attacks ignore Deflection bonuses to AC.
+16: When a creature uses a [Teleportation] effect within medium range of yourself, you may choose to be transported as well. This is not an action.

Mounted Combat [Skill]
You are at your best when fighting with an ally that you are sitting on. This is a Skill Feat that scales with your ranks in Ride.
Benefits: Once per turn, you may attempt to negate an attack that hits your mount by making a Ride skill check with a DC equal to the AC that the attack hit. Attacks that do not require an attack roll cannot be negated in this way.
4: While Mounted, you may take a charge attack at any point along your mount's movement, so long as your mount is moving in a straight line up to the point of your attack.
9: You suffer no penalty to your ride or handle animal skill checks when training or riding unusual mounts such as magical beasts or dragons.
14: You may use your Ride Check in place of your mount's Balance, Jump, Climb, or Reflex Saving Throws.
19: Any time a spell effect would target your mount, you may elect to have it target you instead. Any time a spell effect would target you, you may elect to have it affect your Mount instead.

Murderous Intent [Combat]
You stab people in the face.
Benefits: You may make a coup de grace as a standard action.
+1: When you kill an opponent, you gain a +2 Morale Bonus to your attack and damage rolls for 1 minute.
+6: Once per round, you may take an attack of opportunity against an opponent who is denied their Dexterity bonus to AC.
+11: You may take a Coup de Grace action against opponents who are stunned.
+16: You may take a Coup de Grace action against opponents who are dazed.

Phalanx Fighter[Combat]
You fight well in a group.
Benefits: You may take attacks of opportunity even while flat footed.
+1: Any Dodge bonus to AC you gain is also granted to any adjacent allies for as long as you benefit from the bonus and your ally remains adjacent.
+6: Charging is an action that provokes an attack of opportunity from you. This attack is considered to be a "readied attack" if it matters for purposes like setting against a charge.
+11: You may attack with a reach weapon as if it was not a reach weapon. Thus, a medium creature would normally threaten at 5' and 10' with a reach weapon.
+16: You may take an Aid Another action once per round as a free action. You provide double normal bonuses from this effect.

Point Blank Shot [Combat]
You are crazy good using a ranged weapon in close quarters.
Benefits: When you are within 30' of your target, your attacks with a ranged weapon gain a +3 bonus to-hit.
+1: You add your base attack bonus to damage with any ranged attack within the first range increment.
+6: You do not provoke an attack of opportunity when you make a ranged attack.
+11: When armed with a Ranged Weapon, you may make attacks of opportunity against opponents who provoke them within 30' of you. Movement within this area does not provoke an attack of opportunity.
+16: With a Full Attack action, you may fire a ranged weapon once at every single opponent within the first range increment of your weapon. You gain no additional attacks for having a high BAB. Make a single attack roll for the entire round, and compare to the armor class of each opponent within range.

Sniper [Combat]
Your shooting is precise and dangerous.
Benefits: Your range increments are 50% longer than they would ordinarily be. Any benefit of being within 30' of an opponent is retained out to 60'.
+1: Precise Shot - You do not suffer a -4 penalty when firing a ranged weapon into melee and never hit an unintended target in close combats or grapples.
+6: Sharp Shooting – Your ranged attacks ignore Cover Bonuses (total cover still bones you).
+11: Opponents struck by your ranged attacks do not automatically know what square your attack came from, and must attempt to find you normally.
+16: Any time you hit an opponent with a ranged weapon, it is counted as a critical threat. If your weapon already had a 19-20 threat range, increase its critical multiplier by 1.

Subtle Cut [Combat]
You cut people so bad they have to ask you about it later.
Benefits: Any time you damage an opponent, that damage is increased by 1.
+1: As a standard action, you can make a weapon attack that also reduces a creature's movement rate. For every 5 points of damage this attack does, reduce the creature's movement by 5'. This penalties lasts until the damage is healed.
+6: As a standard action, you may make a weapon attack that also does 2d4 points of Dexterity damage.
+11: Any weapon attack that you make at this level acts as if the weapon had the wounding property.
+16: As a standard action, you may make an attack that dazes your opponent. This effect lasts one round, and has a DC of 10 + half your level + your Intelligence bonus.

Two Weapon Fighting [Combat]
When armed with two weapons, you fight with two weapons rather than picking and choosing and fighting with only one. Kind of obvious in retrospect.
Benefits: You suffer no penalty for doing things with your off-hand. When you make an attack or full-attack action, you may make a number of attacks with your off-hand weapon equal to the number of attacks you are afforded with your primary weapon.
+1: While armed with two weapons, you gain an extra Attack of Opportunity each round for each attack you would be allowed for your BAB, these extra attacks of opportunity must be made with your off-hand.
+6: You gain a +2 Shield Bonus to your armor class when fighting with two weapons and not flat footed.
+11: You may Feint as a Swift action while fighting with two weapons.
+16: While fighting with two weapons and not flat footed you may add the enhancement bonus of either your primary or your off-hand weapon to your Shield Bonus to AC.

Weapon Finesse [Combat]
You are incredibly deft with a sword.
Benefits: You may use your Dexterity Modifier instead of your Strength modifier for calculating your melee attack bonus.
+1: Your special attacks are considered to have the Edge when you attack an opponent with a Dexterity modifier smaller than yours, even if your Base Attack Bonus is not larger.
+6: You may use your Dexterity modifier in place of your Strength modifier when attempting to trip an opponent.
+11: You may use your Dexterity modifier in place of your Strength modifier for calculating your melee damage.
+16: opportunist - Once per turn, when an opponent is struck, you may take an attack of opportunity on that opponent.

Whirlwind [Combat]
You are just as dangerous to everyone around you as to anyone around you.
Benefits: As a full round action, you may make a single attack against each opponent you can reach. Roll one attack roll and compare to each available opponent's AC individually.
+1: You gain a +3 bonus to Balance checks.
+6: As a full round action, you may take a regular move action and make a single attack against each opponent you can reach at any point during your movement. Roll one attack roll and compare to each available opponent's AC individually.
+11: Until your next round after making a whirlwind attack, you may take an attack of opportunity against any opponent that enters your threatened area.
+16: As a full round action, you take a charge action, overrunning any creature in your path, and may make a single attack against each opponent you can reach at any point during your movement. Roll one attack roll and compare to each available opponent's AC individually.

Zen Archery [Combat]
You are very calm about shooting people in the face. That's a good place to be.
Benefits: You may use your Wisdom Modifier in place of your Dexterity Modifier on ranged attack rolls.
+1: Any opponent you can hear is considered an opponent you can see for purposes of targeting them with ranged attacks.
+6: If you cast a Touch Spell, you can deliver it with a ranged weapon (though you must hit with a normal attack to deliver the spell).
+11: As a Full Round Action, you may make one ranged attack with a +20 Insight bonus to hit.
+16: As a Full Round Action, you may make one ranged attack with a +20 Insight bonus to hit. If this attack hits, your attack is automatically upgraded to a critical threat. If the threat range of your weapon is 19-20, your critical multiplier is increased by one.

===============


Kong, I figured out what you would really play like, a half hour after my post.

Yeah, indeed. I'll let you do your thing, as long as you're ok with me hating that drivel of a show.

You have clips, roll a d4 or something to represent how many you have left after travelling from base camp to the current location.

Right now, the idea is that you're a recon group sent to explore the nearby wilderness.

You've been dropped off via an aircraft, and are going all Vietnam war stylez to get on the ground info about the region. Perhaps there's a village nearby, and you're tasked with spreading the Emperor's Divine Word.

I'm going to say that in this case, your force has some intelligent leadership and has landed and set up it's base camp of planetary operations on a mountain plateau or escarpment. People can climb up there, but the Imperial forces can defend themselves pretty well.

That or
An island, A relatively uninhabited island on the ocean.

Sometimes Imperial forces use planes, sometimes their use Ram-jet rocket shuttles to land on other continents, or Drop Pods if they are valuable units.

Honestly, the "world" you're on doesn't matter, your characters know nothing about the world, so giving info would only mean that the players would have to prevent themselves from metagaming.

Ok, so, a Judge, and a Commisar. This looks like an interesting group. All it needs is a character to balance out the two stoic characters.

====

Edit: Whately, you're level 4, Penal Legionarres end at level 3; you're a Reformed Officer, Heartless Killer, or Roguish Scoundrel (level 1) at this point.

I'll post the assault tier PrCs, and gear lists now, in my reserved posts
« Last Edit: June 11, 2009, 12:21:43 PM by Darkforged Dove »

Offline WyzardWhately

Re: [UN/Mul] Dungeon Crusade [40k meets D&D]
« Reply #13 on: June 11, 2009, 12:22:33 PM »
Only iron-manning, no reloads, no health packs. Final Destination!
...
Ok, so, a Judge, and a Commisar. This looks like an interesting group. All it needs is a character to balance out the two stoic characters.

So, are we going by what 40k has said about the energy weapons for lasguns?  They're actually designed for this kind of shit - there are books where IG troopers just throw their energy packs into the campfire overnight.  That will recharge them.  No shit.

Also, yeah, I think I'm going Penal Legionaire.  This game needs a filthy opportunist.

Offline Darkforged DoveTopic starter

Re: [UN/Mul] Dungeon Crusade [40k meets D&D]
« Reply #14 on: June 11, 2009, 12:28:50 PM »
I wouldn't be able to say that I've been iterested "something" in the 40k setting since the early 90's, if I decided to remove some of the more canon pieces of 40k tech.

The rest of the Assault tier stuff is now up. PrCs, the Dungeon Crusade Feats, Equipment, Vehicles are all up. They're in the 1st and 2nd posts

The final destination thing is a joke.

Offline WyzardWhately

Re: [UN/Mul] Dungeon Crusade [40k meets D&D]
« Reply #15 on: June 11, 2009, 02:42:43 PM »
Do we get the fourth-level ability score bump?

One of the backgrounds lists "+2 Stealth."  Does that apply to Hide and Move Silently, or is the skill list somewhat collapsed?

Offline Darkforged DoveTopic starter

Re: [UN/Mul] Dungeon Crusade [40k meets D&D]
« Reply #16 on: June 11, 2009, 03:20:11 PM »
You'd get them to both. I'm not collapsing the skill list. I've never been a fan of doing so.

Mostly because remaining hidden, and making a noise are two things that are perfectly capable of happening, and has happened in games that I've run or played in.

Yes, you also get ability score boosts. You've been training.

Right now this group is favorable in melee, decent at ranged, and has the possibility for a mix of skills. It should be noted that at 4th level all of the PrCs are available. With 12 different PrCs to choose from I hope that the group has a pretty wide range of abilities.

With a Vetran->Commisar, Penal Trooper->"something", Arbites-> Judge (or something); that leaves no one playing a stormtrooper. Of course, it's not needed, but I'm sure that both Kongming and myself would like to see how all four of the assault tier classes work.

Offline WyzardWhately

Re: [UN/Mul] Dungeon Crusade [40k meets D&D]
« Reply #17 on: June 11, 2009, 03:23:35 PM »
I'm going Roguish Scoundrel, for the record.  I do love psychic powers, though...I'm going to take a couple of the feats, and so I might end up leaving that PrC for Inquisitorial Acolyte, depending on how the game and the character play out.

Offline Darkforged DoveTopic starter

Re: [UN/Mul] Dungeon Crusade [40k meets D&D]
« Reply #18 on: June 11, 2009, 03:44:14 PM »
Well, as-is, Penal Legionarres aren't qualified to be legally accepted as an Iquisitor's acoltye. They can be the three PrCs that are available to them however.

I'd also reccomend against mixing and matching PrCs unless you're sure it would be good for the character.

Offline WyzardWhately

Re: [UN/Mul] Dungeon Crusade [40k meets D&D]
« Reply #19 on: June 11, 2009, 03:48:15 PM »
Indeed so.  But, it's possible for them to gain their freedom (Probably for doing stupidly dangerous and/or heroic things) and I figure it's best to aim high.  I'm just kind of thinking around things at the moment.  The scaling feats are crazy badass, though, so maybe not.

Offline WyzardWhately

Re: [UN/Mul] Dungeon Crusade [40k meets D&D]
« Reply #20 on: June 11, 2009, 03:51:54 PM »
Oh yeah, what's "The Edge?"

Offline WyzardWhately

Re: [UN/Mul] Dungeon Crusade [40k meets D&D]
« Reply #21 on: June 11, 2009, 04:07:27 PM »
tentative character sheet
Frederick Hartigan
Age: 27
Penal Legionaire 3/Roguish Scoundrel  1
Armageddon
Size: M Spd: 40

Str: 8 -1
Dex: 16 +3
Con: 16  +3
Int:  14 +2
Wis: 12 +1
Cha: 10 +0

HP:  35

AC:  15
Fort: +7
Ref: +7
Will: +5

BAB: +4
Attacks:
Chainsword +8, 1D8-1+ 1CON + 2d6 Rend at end of round (+2d6 OR ignore DR/Regen) 17-20/x4
Laspistol +7 (+10 w/in 30) 1D8 (+4 w/in 50) 20/x2

Skills:
Search: +8
Pick Pocket: +9
Spot: +7, +2 v. Orks & Goblins
Listen: +7
Hide: +11
Move Silently: +11
Repair: +8
Disable Device: +8
Gather Information: +10
Sense Motive: +2
Survival: +2
Untrained:
Diplomacy: +4
Bluff: +4

Feats:
Weapon Finesse (Dex to hit, The Edge when dex is higher)
Two-Weapon Fighting (Extra Attack, Extra AoO, No Off-hand Penalty)
Point-Blank Shot (+3 w/in 30’, BAB to damage w/in 1 range increment)

Class Features:
Rapid Repair
Uncanny Dodge
Augmented Critical: Slashing
Melee Specialist: Fleet of Foot
Slippery Mind
Rending Cut
Toxin Eater
Assaulter
Sneak Attack: 2D6
Bonus Feat: Persuasive
Nimble Feet
Rapid Reload


Equipment:
Lasgun
Laspistol
Chainsword
Backpack
Corpse Starch Rations
Grav-Chute
Auspex
Chameleoline Cloak
Leather Armor
Illustrated Imperial Catechism, pocket-size
Spare energy clip thingy

You might or might not want me to make a requisition roll for the chainsword.  I don't think it's a crazy request, but it's not on his list of available stuff.

Okay, for some reason spoiler blocks don't work here.  I don't know why.

Background & Description:
Frederick Hartigan was arrested for theft at the age of 14.  He stole an autogun from a shipment aimed at the peacekeeping force, feeling that he needed it to protect himself from the giant, mutant rat-things infesting the factory where he worked.  Due to his young age, immediate confession, expressed remorse, and apparently sincere love of the Emperor, he was granted clemency via induction into the Penal Legion.  They started him out as a scout.  That was thirteen years ago, and he was just recently granted some (relative) freedom.

He's five foot eight inches tall, wiry, paranoid, and covered in scars.  He lost an eye, but they didn't have a bionic one handy.  A friend of his had died in that battle, though, and since Tria didn't need hers anymore, they implanted that.  Her eye is blue and his is brown, but he figures he can see alright and it gives him something to remember her by.  He's ambitious, squirrely, and violent.  He prefers lasweapons because they're more reliable and the clips recharge easy.  His squad got lost once on some primitive planet, took them a couple weeks to get back with the main column.  He's got nightmares about that.  Won't carry any weapons he can't find ammo for on-site, or wear armor that will slow him down.  He's outrun a lot of fights that armor wouldn't have saved him from.  He prefers to travel light, and he generally figures that if you're going to have to kill someone eventually, might as well ambush them now.

He prays to the Emperor two or three times a day and thanks Him, teary-eyed, for the second chance he's been given.  He wants to get the local officers to grant him his pardon, finally, get a huge pile of gold and gems from the local primitives, and live like a prince once this planet's been seized for the Empire.  It's not a realistic dream, but it's his dream and he's sticking to it.
« Last Edit: June 12, 2009, 06:24:15 PM by WyzardWhately »

Offline Darkforged DoveTopic starter

Re: [UN/Mul] Dungeon Crusade [40k meets D&D]
« Reply #22 on: June 11, 2009, 04:56:10 PM »
Looks good "The Edge" is a benefit that a character has when they have more BaB than their target when performing special actions. Such as grappling or tripping.

Hopefully this works. The original source was moved from one forum to an other, so now it has [breaks] instead of just accepting inputs of the return (enter) key.

Copied from "Races of War" by Frank and Kieth

Note:Frank, Kieth, and other Denners have come up with lots of replacements and revamps in order to keep 3.5 D&D legitimate in terms of how the Challenge Rating system works. The design goal being that a character must have a 50/50 chance of surviving encounters whose CR is equal to their own level. Since a sizable portion of encounters are encounters whose individual monster CR is equal to every PC's level (that is to say, 4 CR 10 Stone Golems, is a perfectly legitimate encounter for 4 level 10 characters; and 13% or one in 10 encounters (more than once per level) will be of this difficulty level).

Base Attack Bonus and Combat Maneuvers

If you looked at the classes in the PHB, you'd think that BAB actually meant something. Classes with good BABs are severely restricted in other areas, and they only get 1 or 2 more BAB every four levels as compared to full spellcasters. Clearly, having even a slight bulge in BAB is supposed to be a major advantage. But in the basic rules, it really isn't. The bonus that a Fighter gets to his BAB over a Wizard is actually smaller than the variance of having rolled well and having rolled poorly on one's attributes. There is no guaranty that an Elven Fighter is better with a bow than an Elven Wizard is at 1st or even 4th level. Even when the BAB starts to pull ahead, it does so very slowly. A net +1 to-hit is something that you seriously might never even notice if you rolled your dice in secret. A +1 to-hit means that out of 20 attacks, one attack that would have missed would hit instead. Which, compared to the difference in numbers of attacks that land between someone who rolls well and someone who rolls poorly during an adventure is vanishingly small.

So what we're doing is actually making BAB mean something. It's supposed to represent the amount of combat skill you have, so let's work with that. From now on, if you have more BAB than the target of your attacks, you are considered to "Have the Edge" on that attack. Combat Maneuvers will perform better when used by someone with the Edge. So while anyone can attempt to Disarm an opponent (provoking an attack of opportunity and dropping the weapon on the ground on a successful opposed attack roll), a character with the Edge can disarm better (provoking no attack of opportunity and sending the weapon flying in a direction of his choice). In this manner, a character who takes full BAB classes always has a fundamental advantage in combat over characters who do other things.



Attacks of Opportunity
As you may have noticed, we have put in a lot more mechanics that interact with Attacks of Opportunity. That's because we're also instituting the following change to the mechanics of AoOs:
  • If you have a Base Attack Bonus high enough to warrant gaining additional attacks, you also get additional Attacks of Opportunity.
    So a character with a BAB of +6 can make 2 AoOs each round. A character with a BAB of +11 can make 3, and a character with 16 can make 4.
Bonus Attacks and BAB[/size]
The bonus attacks that characters get for hitting a BAB of 11 or 16 are not good. I don't know what that was about, but I can only assume that it had to do with a fundamental lack of playtesting past level 10. Anyway, the penalty for taking a bonus attack in a Full Attack action should never rise above -5. So if you have a BAB of +17, your attack routine should look like this: +17/+12/+12/+12. Really.


Attack Options
Characters have a number of options when they attack their opponents.



Expertise

You leverage your combat skill into defense rather than offense.
Requirement: You must make an attack action and have a BAB of at least +1. You need not specifically attack an enemy.
Effect: Before making an attack roll, you may take an attack penalty of up to your BAB on this attack and all further attacks until your next turn, and gain an equal Dodge Bonus to AC. You may only use this option once per turn.



Power Attack

You leverage your combat skill into devastating attacks at the expense of accuracy.
Requirement: You must make an attack action and have a BAB of at least +1.
Effect: Before making an attack roll, you may voluntarily take an attack penalty of up to your BAB, and inflict two times that amount in extra damage with that attack. You may take this option on any or all of your attacks if you wish.

Special Attack Actions
All of the following maneuvers may be made in place of an attack. Any time a character is permitted an attack for any reason (including an attack of opportunity or the attack at the conclusion of a charge), they may make a special attack action instead.



Bullrush
If you have not moved your entire allotted distance this turn, you may attempt to push your opponent back as a melee attack. First, you move into your opponent's square (which probably provokes an attack of opportunity, see movement). Then you make an opposed size-modified strength check against a DC of 10 + the target's Strength modifier + the target's size modifier (you do not have to roll to hit). If you succeed, you push your opponent back 5 feet. If you succeed by more than 1, you may move your opponent back a single 5' square for every 2 points your check exceeds the DC.

Modifiers: The Size Modifier to both the Bullrush check and the DC is +4 for every size larger than medium and -4 for every size smaller than medium.
Special: The movement used during a Bullrush counts against your movement this turn. If you do not take a move or charge action this turn, you will normally be limited to five feet of movement. This movement does not provoke an attack of opportunity from you or the target, but is quite likely to provoke an attack of opportunity from any other creature standing nearby. During a bullrush, both characters provide cover for each other.
    Edge Option: If you have the edge on your target, you do not provide cover for your opponent even if they are the same size as you. Further, you may move your opponent in a direction up to 45 degrees off from your initial approach, altering your own course to push them more than 5 feet if necessary. If you fail the initial strength check, you may choose which adjacent square you are pushed into.[/list]

    Coup de Grace
    You may attempt to slay an opponent outright if they are helpless. As a full-round action, you may automatically hit a helpless opponent in melee range. This attack is automatically a critical hit. This action provokes an attack of opportunity.


    Interrupting a Coup de Grace: A character who suffers damage during the Coup de Grace must make a Concentration Check (DC 10 + Damage Inflicted) or the action is resolved as a normal attack.
      Edge Option: If you have the Edge on an opponent who threatens you during a Coup de Grace, you do not provoke an attack of opportunity from them.[/list]

      Covering Fire
      You may use your ranged attacks to provide cover for your allies. Take an attack with your ranged weapon and roll a normal attack roll. Until the beginning of your next turn one of your allies may use the result of your attack roll as their Armor Class against one attack of opportunity.
        Edge Option: If you have The Edge against an opponent whose attack of opportunity was negated by Covering Fire, your ranged weapon may hit them. Simply compare the attack roll to their armor class as if it was also a normal attack.[/list]

        Disarm
        You may attempt to disarm your opponent with a melee attack. Disarm is a special attack action. Make an attack roll against an "armor class" of 10 + the target's melee attack bonuses with the item in question. If you succeed, one weapon or held item is snatched out of your opponent's grasp. Failing a Disarm attempt provokes an attack of opportunity from the target. A disarmed item lands in a randomly determined square adjacent to the target.
        Defending against a Disarm: An item held in two hands is harder to disarm, increasing the DC by +4. An item tied to one's body with a sword-wrap or locked gauntlet is much harder to disarm, increasing the DC by +8.
        Special:A Disarm may be used to attempt to remove a weapon that is presently being used in an attack against the disarmer even if the creature using the weapon is out of range or otherwise not threatened by the character. A Disarm (or any attack) is normally only usable during an attack against such creatures as an Attack of Opportunity or a Readied Action.
          Edge Option: If you have the Edge on your target, your Disarm attempt does not provoke an attack of opportunity, and you may choose which adjacent square your opponent's weapon or held item lands in. If you have a free hand, the item may end up in your possession instead.[/list]



          Feint
          By performing a distracting maneuver or fencing your opponent into a poor position, you may make an attack against them at their worst. You take an attack action to make a Bluff check with a DC of 10 + your opponent's Wisdom modifier + the higher of your opponent's BAB or ranks in Sense Motive. If you succeed, your opponent does not get their Dexterity Bonus to AC against the next attack you make against them (if it is within the next round).
            Edge Option: If you have the Edge on your target and you successfully Feint, you may make an attack against that opponent this round as a Swift action.[/list]

            Grapple
            Grapple is collectively 3 separate maneuvers that all fall under the super-heading of "grappling". Any grapple attempt provokes an attack of opportunity unless your attack has the edge.

            • Grab On
              Sometimes, you want to attach yourself to a larger creature, getting inside their reach and then repeatedly stabbing them or simply weighing them down. As an attack action you may attempt to grab on to an opponent.
              Grabbing on to an opponent provokes an attack of opportunity and requires a check with the same bonuses as a melee attack. The DC to grab on to an opponent is their Touch AC plus their BAB. If you have 5 ranks of Climb or Ride, you get a +2 synergy bonus on this maneuver for each skill.

              Holding on: Once you've attached yourself to your opponent, you go wherever they go. Move in to their space, and move where they do automatically (this movement does not provoke attacks of opportunity or count against your movement in any way). You may attack with any light or one handed weapon, and your opponent is denied his Dexterity bonus against you.


              Being Held on to: If another creature has grabbed on to your character, their weight counts against your carrying capacity. If you're overloaded, you may be unable to move or even collapse until you shake your opponent off. You can attempt to attack a creature holding on to you, but your strength modifier is halved for such attacks and your attacks are at -4. You may attempt to shake your opponent off as an attack action by making a check with a bonus equal to your melee attack or Escape Artist and a DC of 10 + the greatest of your opponent's BAB, Climb Ranks, or Ride Ranks.
              Edge Options: If you have the edge on an opponent when you grab them, they may not attack you at all once you have grabbed on to them. Further, grabbing on to an opponent does not provoke an attack of opportunity.

            • Hold Down
              Sometimes you want to pin an opponent to the ground. First, make a touch attack. Then, make a Grapple Check (BAB + Strength Modifier + Special Size Modifier) with a DC of 10 + Defender's Grapple Check Modifier. If you succeed, your opponent is pinned for one round. They can't move, and you may put ropes or manacles on them if you wish with an attack action. At the end of any turn you are pinning your opponent, you may inflict unarmed or constriction damage. With subsequent attack actions, you may attack with natural weapons or light weapons with no penalty.

              Escaping a Pin: If you're pinned you can attempt to fight back, but you're prone and you suffer an additional -4 penalty to attack the creature pinning you (generally a -8 total penalty to attack your attacker). You can get out with an attack action by making a Grapple or Escape Artist check with a DC of 10 + your opponent's Grapple Modifier.
              Edge Options: If you're pinning an opponent and your attacks have the edge, your opponent cannot attack you or anyone else until they get free. Furthermore, if anyone else attacks them, they are considered helpless.

            • Lift
              Sometimes you want to put an opponent in your mouth or carry away a struggling princess. Make a touch attack and then make a Grapple Check with a DC equal to 10 + your opponent's Grapple modifier. If you succeed, your opponent is hefted into the air. You may move around freely while carrying your opponent (their weight counts against your limits of course). You may perform a coup de grace or swallow whole action on a character you have lifted, but doing so ends the lift whether it succeeds or fails.
              Escaping a Lift: When you've been lifted, you cannot move under your own power, but you can continue to attack. Attacks against the creature which has lifted you are at a -4 penalty. You can also attempt to escape with an attack action by making a Grapple or Escape Artist check with a DC of 10 + your opponent's Grapple Modifier.
              Edge Options: If you have the edge on an opponent you have lifted, they may not attack you or anyone else until they escape.
            Trip
            As an attack action, you may attempt to knock an opponent prone. Make a touch attack, and if you succeed make a Strength + BAB check against a DC of 10 + your opponent's Strength + BAB or Balance modifier (whichever is greater). Success leaves your opponent prone. Failure provokes an attack of opportunity.
            Modifiers: The DC to trip an opponent who has four legs or is otherwise inherently stabile is increased by 4. Radially symmetrical creatures like Oozes cannot be tripped at all.
              Edge Option: If you have the edge on your target, you do notprovoke an attack of opportunity if your trip attempt fails, but your target provokes an attack of opportunity from you if your trip succeeds.[/list]


              Offline Darkforged DoveTopic starter

              Re: [UN/Mul] Dungeon Crusade [40k meets D&D]
              « Reply #23 on: June 11, 2009, 09:47:55 PM »
              An other note: For people who feel like this is well, a lot, it's fine to admit it.

              When I first introduced the Tome material to my gaming group there was some initial reluctance, but soon they were playing classes that they would have never thought of touching, and I was able to quickly write up characters for players who had never played any table top or forum based RP/G ever in their lives.

              I'm willing to help people who are leery of the amount of stuff that is written here build and create characters. Give me the concept and types of things you want your character to do, and I'll give suggestions.

              Also, if there's anyone who is interested in playing a character that drives a vehicle, that's perfectly fine, and there's a prestige class devoted to driving vehicles.

              I'll also be assigning the Player Characters an amphibious Salamander (an open-topped chimera with mostly engine, and a forward pointed autocannon) eventually, when they need to move from place to place.

              Offline schnookums

              Re: [UN/Mul] Dungeon Crusade [40k meets D&D]
              « Reply #24 on: June 11, 2009, 11:50:31 PM »
              Heh, it is a lot, but I'm always happy to learn/play new (or newish/modified) game systems at least once. Hey, it's what being a gamer is all about ;) That being said, it's a lot to digest, but I think I can come up with a character no problem.