Tech-Marine

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Tech-Marine

Mesaj Scris de fourtyKANE la data de Joi Feb 04, 2016 9:15 pm

Tech-marine

Hit Die: 1d10

Skill Points: 6+Int

BAB: Medium

Class skills: Computer Use (Int), Concentration (Con), Craft [any two] (Int), Decipher Script (Int), Demolitions (Int), Disable Device (Int), Drive (Dex), Gather Info (Cha), Investigate (Int), Knowledge [any three] (Int), Navigate (Int), Pilot (Dex), Repair (Int), Research (Int)

Good Saves: Fortitude & Willpower

Rapid Repairs – time halved on repairs

Servo- Arm: Robotic arm attached to the Tech-marine’s backpack, with a STR score of 40. It confers a +5 bonus to all Craft skill rolls. It can be used to make an extra attack as a Power Fist, at the users highest value. It can have a ranged weapon mounted on it (except Heavy Weapons).

Level Abilities:


Feel No Pain: the Tech-Marine no longer register pain. As such, they are immune to nonlethal damage and [Pain] effects. The Tech-Marine gains his INT mod, as deflection bonus.

Protect Machine Spirit: add +2AC for every 10ft while driving/piloting vehicle, instead of +1.

Gun Prayer:  the Tech-Marine can give a ranged weapon the twin-linked condition for one attack. This can be done as a standard action during combat with a successful DC 25 Craft: Machinery skill check. If the check fails, the gun has a 50% chance to jam on its next attack. Un-jamming a gun takes a full-round action.

Gain Servo-skull: at 2nd level the Tech-Marine gains a Servo-skull.

Tiny Construct
50 HP, Fly 30' (Perfect)
Str 10 Dex 17 Con - Int 12 Wis 11 Cha -
Saving Throws: use base values of the owner  
Armor Class: 18 (+3 DEX, +2 Size, +3 Natural)
Base Attack Bonus: use that of the owner
Equipment: Twin-linked Digi-Weapons, 1 Mechadendrite, Bionic Eye

Mind Eye Control: the Tech-Marine can add the touch attack special rule to all his ranged attacks, but he loses 2AC for every shot fired this way (stacking)

Its Alive!: with one minute of work and a DC 25 Craft: Machinery or Repair check, a Tech-Marine can restore a destroyed vehicle to operation at 10% HP, as long as it was not completely annihilated (exploded: fine, disintegrated or hit by a Destroyer weapon).

Machine Spirit Boon: all weapons that the Tech-Marine wields are treated as having the Weapon Focus, Weapon Specialization and Improved Critical feats attached.

Extra Servo Arm: the Tech-Marine gains another Servo Arm on his backpack. It can have a weapon attachment on it.

Armor Prayer: with a DC 25 Craft: Machinery check (performed as a standard action), the Tech-Marine can give an ally the Haste condition for rounds equal to his INT mod. If the check fails, the ally is instead slowed for one round.

Gain Servitor:

Medium Humanoid [Human, Mindless]
Str 20 Dex 10 Con 15 Int - Wis 9 Cha -
Hit Dice: 6d10+12 (45 HP)
BAB/Grapple: +6/+11
AC: 15 (+2 natural, +3 Studded Leather Equivalent, +3 FNP), flat 17, touch 10
Fort +7 Ref +2 Will +1 (usually immune)
Slam +11 (1d4+7)
Special:
*Feel No Pain: Servitors add their Con bonus as natural armor to AC
*Immune to non-lethal damage, fatigue and mind-affecting effects*
*Electricity damage Hastes them (but still does damage)
*Damage Reduction 5/-
May be equipped with one of:
-Plasma Cannon (gains proficiency and Bulging Biceps)
-Heavy Bolter (gains proficiency and Bulging Biceps)
-Two Power Fists (gains Two Weapon Fighting)
-Arms Replaced With Tendrils (gains Multi Weapon Fighting, counts as having 3 Flails per limb)

*Mind-Affecting Effects require a DC 20 Caster Level check. If the check fails, the Servitor is immune. If it succeeds, the Servitor dies instantly as the nerve staple shorts out.
! If the player so chooses, he can get another Servo-skull instead of the Servitor !

Vice Grip: as a swift action, the Tech-Marine can use his Servo Arm to attempt a grapple against an adjacent opponent with our provoking an attack of opportunity.

Machine Spirit Wrath: the Tech-Marine adds his INT mod to AB and damage on all weapons that have the Machine spirit special rule.

Orbital Bombardment: once per mission, the Tech-Marine can call down an Orbital Strike.

At 5th Level the Tech-Marine can choose to switch his backpack for either a Servo Harness (4x Servo Arms, all with attachments), or a mounted Conversion Beemer (a 500ft Laser Gun, with a damage of 1d6 for every 10ft of distance from the opponent its fired at)

Transcendence: if killed with even his head remaining, or any one piece of Tech-Marine making it out, an experienced Tech-Marine will have his soul transferred to a Dreadnought.

Construct [Living, Human]
Ability Scores: Constitution counts as 10, +6 Strength, -4 Dexterity if higher than 14
Hit Dice: modify to 20 HP per level, modified by feats and class features, but not by Constitution Saves, Skill Points and BAB remain unchanged
Temporary HP: 5 per level
Size: Huge (lose the Powerful Build trait)
Vision: normal, low-light, Darkvision 120ft
Speed: 30ft (already taking armour into account)
Armor Class: +18 Armor Bonus (counts as wearing Heavy Armor)
Damage Reduction: 50, only 10 if Flanked
Special Qualities: Construct Traits, not immune to Mind-Affecting, but does gain a +6 bonus on all saves against them

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

Other: Retain all other abilities.

Equipment: Artificer Armor, Servo Arm, [+1] Axe of the Omnissiah (+1 [Power] Greataxe), Bolt Pistol, Frag Grenade (3), Repair Kit.
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fourtyKANE
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