Assault Marine

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Assault Marine

Mesaj Scris de fourtyKANE la data de Joi Feb 04, 2016 9:01 pm

Assault Marine

HD: 1d12

Skill Points: 4+Int

Class Skills: Balance (Dex), Climb (Str), Drive (Dex), Escape Artist (Dex), Hide (Wis), Intimidate (Cha), Jump (Str), Knowledge [any three] (Int), Listen (Wis), Move Silently (Dex), Pilot (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex)

BAB: Good

Good Saving Throws: Fortitude & Reflex

Two-Weapon Fighting – gains an extra attack with his offhand at a minus -5 penalty

Jump Pack: You gain a +10ft bonus to your movement speed if merely using it to skim along. You also gain +5 on Jump checks is there is atleast 15ft of vertical space. When charging, move at triple speed rather than double. You also cross difficult terrain without penalty.

Level Abilities


Rage: an Assault Marine may choose to enter a Rage as a free action. While Raging, he gains a +4 morale bonus to hit and damage in melee combat and may apply any Rage Dice he has to his melee damage rolls. These dice are not multiplied by damage multipliers, and are not applied to any bonus attacks beyond those granted by BAB. He also gains a +2 to saves, a -2 to AC, and he gains DR X/– with ”X” being equal to half his Assault Marine level +2. Rage lasts until he has neither struck an enemy for three consecutive rounds nor suffered damage from an enemy for three consecutive rounds. He may voluntarily end a Rage as a full-round action.

Pistolier: an Assault Marine may fire a pistol once (a single shot) while making a charge, though it must be at the same target as the charge itself.

Evasion: as per the Rogue ability. In addition, every time the Assault Marine is missed by an attack, it can take a 5 foot move as an [free] immediate action.

Feel No Pain:  the Assault Marine no longer register pain. As such, he is immune to nonlethal damage and [Pain] effects. Also, he adds his DEX mod to AC as normal, and once again as deflection AC.

Deep Strike (Surprise): as soon as combat starts, the Assault Marine 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.

Intimidating Charge: a charging Assault Marine generates an Aura of Fear out to 15 feet with a Charisma-based DC. Those who fail the saving throw are Shaken until they lose line of sight to him. This stacks to Frightened, then Panicked, as normal.

Leap Attack: when charging, if the Assault Marine can make a DC 15 Jump check, their Power Attack ratio is doubled (or tripled is using a Two-handed weapon). If they fail the check, they land prone and cannot attack.

In Your Face
: on any given turn, if someone is in a square the Assault Marine threatens, and attacks anyone other than the Assault Marine, he may take an [free] Attack of Opportunity against them for doing so.

Unhindered Stride: the Assault Marine constantly moves as though under a Freedom of Movement effect, though can still be grappled normally.

Pounce: the Assault Marine may make a full attack at the end of a charge.

Deep Strike (Pinning Fire): if an Assault Marine spends a standard action shooting a target in the first round of combat or a Surprise Round, the target must make a Will save (DC is Intelligence-based) or Cower for 1d2 rounds.

Rending Slice: Assault Marines learn to strike so precise, they ignore Damage Reduction and Regeneration in melee combat. Against foes who lack both, they simply deal +2d6 damage.

Furious Charge: after dropping an opponent (in melee combat, or by shooting), the Assault Marine can perform a charge against another target in range. This ability can be used in the same round for a number of times equal to the Assault Marines DEX modifier.

Equipment: Power Armor, Jump Pack, Chainsword, Bolt Pistol, Frag & Krak Grenades (2/2).
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fourtyKANE
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