toapat
2012-06-09, 10:01 PM
http://www.b2journal.com/wp-content/uploads/2010/11/usmc-ega.jpg
"Pain is weakness leaving the body."
Gamplay Information:
Attributes: Dexterity increases a Marine's accuracy, innitive, and reflex save. Consitution increases a Marine's health and fortitude saves.
Alignment: Any
Hit Die: 1d12
Starting Age: As Fighter
Starting Gold: As Paladin
Marine
{table=head]Level|BAB|Fort|Ref|Will|Special
1st|+0|+2|+2|+0|Armor is Useless, Bonus Feat, This is my Gun, Pineapple 2/day
2nd|+1|+3|+3|+0|Field Medicine, Evasion, Bonus Feat
3rd|+2|+3|+3|+1|Money Shot 1/Day, God I Hate this Job 1/day, Weapon Attachment
4th|+3|+4|+4|+1|Nato Rounds, Bonus Feat
5th|+3|+4|+4|+1|Mithral Dragonfly, Pineapple 4/day
6th|+4|+5|+5|+2|Weapon Attachment, Bonus Feat
7th|+5|+5|+5|+2|God I Hate this Job 2/day
8th|+6/+1|+6|+6|+2|Money Shot 2/Day, Nato Rounds, Bonus Feat
9th|+6/+1|+6|+6|+3|Weapon Attachment
10th|+7/+2|+7|+7|+3|Bonus Feat, Pineapple 6/day
11th|+8/+3|+7|+7|+3|God I Hate this Job 3/day
12th|+9/+4|+8|+8|+4|Improved Evasion, Nato Rounds, Weapon Attachment, Bonus Feat
13th|+9/+4|+8|+8|+4|Money Shot 3/Day, Iron Tarrasque
14th|+10/+5|+9|+9|+4|Bonus Feat
15th|+11/+6/+1|+9|+9|+5|God I Hate this Job 4/day, Weapon Attachment, Pineapple 8/day
16th|+12/+7/+2|+10|+10|+5|Nato Rounds, Bonus Feat
17th|+12/+7/+2|+10|+10|+5|Basalt Roc
18th|+13/+8/+3|+11|+11|+6|Money Shot 4/Day, Weapon Attachment, Bonus Feat
19th|+14/+9/+4|+11|+11|+6|God I Hate this Job 5/day, Black Angel
20th|+15/+10/+5|+12|+12|+6|Nato Rounds, Bonus Feat, Pineapple 10/day
[/table]
Class Skills: Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Architecture and Engineering) (Int), Listen (Wis), Move Silently (Dex), Repair (Int), Spot (Int), Search (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex)
Skill Points at 1st Level: (6 + Int modifier) × 4
Skill Points at Each Additional Level: 6 + Int modifier
Class Abilities:
Weapons and Armor Proficiencies: Marines are proficient with all simple weapons, along with Exotic Weapon Proficiency (Rifle). Marines are proficient with all armor, but are not proficient with shields.
Armor is Useless: The Marine has long ago learned that armor for total protection is too heavy and bulky to be reasonable. Instead of gaining bonuses to armor class, armor that a Marine wears instead grants the marine damage reduction equal to the armor class of the armor. This damage reduction is bypassed by Adamantine.
This is my Gun: The Marine has on him an incredibly rare item, a self reloading rifle. This rifle deals 1d10 damage and has a critical range of 18-20, dealing double damage on a critical hit. The Rifle has an infinite supply of ammunition, but it is fed from 30 round magazines, which must be removed, replaced, and locked into the rifle as a standard action when it is empty. Reloading rounds from the Magazine is a free action that happens automatically, so long as there are rounds in the magazine. The Rifle is treated as a crossbow for feats and magical enhancements. Rifle Ammunition can not be magically enhanced. The Rifle has a Range increment of 600 feet
Pineapple: A Marine may throw as a standard action a Grenade twice per day at an opponent. This grenade deals 1d6 fire damage per level of marine to all creatures in a 20 foot radius from the impact. A reflex save equal to 10+Half your levels of Marine+ Your Dex Modifier results in the creature taking half damage. The Marine may use this ability two additional times each day every sixth level.
Bonus Feat: At first level, and every even level afterwards, the marine gains a bonus feat. This feat may be any feat taken from the fighter bonus list, and the Marine counts his levels of marine as levels of fighter.
Field Medicine: A marine, as an action that takes 2 full rounds, may heal an ally for 1d6+Int Modifier+Heal score+Repair Score points of damage. This ability can only be used on targets within the reach of the marine.
Evasion: The Marine is used to large blasts going off next to him, and knows when one is inbound towards his possition. Effects that would normally deal half damage on a sucessful reflex save, instead deal no damage
Improved Evasion: As with Evasion, but Failed Reflex saves deal half damage.
Moneyshot: The impossible shot. Once per day, a marine may make a special shot. This shot gains a bonus to attack rolls equal to the marine's intelligence modifier, and gains a bonus to damage equal to his levels of marine. A marine first gains this ability at third level, and may use it once more per day every 5th level afterwards.
God I Hate this Job: A Marine sometimes must do the impossible. For one round, a marine may choose one of three effects. The marine may maximize all variable rolls he takes during the round, or he may take upto two full round actions in a single round, or all rolls against the marine are minimized against the marine for a single round. The marine may use this ability once per month beginning at third level, and one additional time per day for every 4th level afterwards.
Nato Rounds: You have no idea who this Nato guy was, but he seems like a great dude, and he certainly had a good number of ideas for how to make this strange weapon more dangerous. The Marine selects his first Nato Rounds upgrade at 4th level, and gains it again every 4th level
Iron Jacket: Whenever a Marine deals damage to a creature, if that damage would reduce that creature's health below an ammount Equal to (Creatures Hitdice*Consitution Modifier), that creature is knocked unconcious.
Adamantine Core: War is hell, and your suppliers come from a world where they have made it an art. Your rounds are filled with some metal, what appears to be Adamantine. Damage dealt with your rifle bypasses all damage reduction.
Phosphorous Rounds: Apparently your Rifle doesnt already shoot fire, it shoots lumps of burning metal. Your Benefactors decided that Fire was a better Option, and so now you can see where the rounds go. You gain a +1 bonus to attack rolls, and deal +1d6 fire damage on hit.
Hollow Points: You barely grasp how this bullet works. It supposedly is to deal even more damage to enemies. Your Rifle gains the Vorpal property.
Weapon Attachment: At third level, and every third level afterwards, the Marine receives a new batch of attachments or modifications to his rifle.
Dual Mags: The Marine ingeniously ducktapes pairs of magazines together. The reload of the Marine's Rifle is reduced to a Move action, or if the marine has Rapid Reload, the effects stack to reduce it to a free action.
Red Dot Sight: A small frame with a glass window, and a glowing red point in the middle. When wielding his Rifle, the Marine has a base attack bonus equal to his hitdice. The marine also gains the feat Improved Precise Shot, even if he does not meet the prerequisites.
Underslung Grenade Launcher: A marine normally has to pull out a grenade and throw it, a rather slow process. His Benefactors have tinkered a solution into existance that lets him more swiftly arm and throw the explosive, by engineering what looks like a cocoon and a tube that is cliped onto the bottom of your gun. The Marine may now use his Pineapple ability as a swift action, and the range of his pineapple doubles.
Masterkey Shotgun: Those pesky locked doors prove no problem to this strange crossbow, which is locked under the tube of your rifle. It takes what appears to be grey marshmellows, or green ones that have a strange silver lozenge inside. A number of times per day, equal to 3+the Marine's Wisdom modifier, a marine may perform an attack roll against any lock's DC. If the Marine succeeds, the lock is completely destroyed, and is incapable of securing anything it is attached to.
Overbored Barrel: The Benefactors handed you a stick with some threads on them. The other end seemed to be where the fire comes out of your rifle. After unscrewing the rod in your rifle and replacing it with this one, you saw that the rounds of your magazine increased in size. Your Rifle's base damage increases by 1d10, although the number of projectiles loaded at one time is reduced by 10. This feat may be taken multiple times, and can not reduce the number of rounds able to be loaded below 1.
Sniper Scope: This Telescope seems to fit on the notches on the top of your Rifle. You have greater accuracy, but have to spend a greater time finding your enemies. You gain +4 attack bonus while wielding the rifle, but can only perform two attacks per round. You gain the Far shot Feat, and damage is instead multiplied by 4 when you perform a critical hit with your rifle.
Bayonet: How tacky, its a knife for your rifle. Your rifle can now be used in melee as a spear, and switching between using it as a rifle and a spear is a free action that does not provoke attacks of opportunity.
Mithral Dragonfly: Your benefactors have a strange sense of humor. This dark green... thing... is made out of a material they called Titanium. Never heard of the crap. Best you can tell, it has a hide of mithral painted dark green, why any world's artificers would ever be so timid as to hide their work. After a few days of contemplation, you finally figure out it is some sort of construct attempt at making a dragonfly, although again, why the artificers of your benefactor's would ever decide that such a creature was worth replicating, especially with such silly methods. There appears to be some sort of stinger under the place for a roughly human sized creature and honeycomb pods under little arms that jut out the sides. The Marine finds in his possession a Mithral Dragonfly "Apache", as well as the knowledge of how to fly it.
Iron Tarrasque: You can see the logic of this metallic tortoise that your benefactors granted you, it appears that it would make a great defensive item, but also a horrible deathtrap. Its hide seems to be made of Adamantine, and there is a strange structure sitting on top of it. One combat demonstration later and you learn that that strange structure is a massive sonic weapon able to reduce fortifications to ash with a single shot. You call it the Iron Tarrasque, and wish to test it against the creature of Legend. The marine receives an Iron Tarrasque "Main Battle Tank" as a possession, and the training to command it. A Marine can only command his Iron Tarrasque for 5 rounds each week
Basalt Roc: This ponderous dark metal box seems to have the same wings as the Mithral Dragonfly that your benefactors gave you several months ago, except that this strange construct contains a small room and no armaments. The Marine receives a Basalt Roc "Osprey" as a possession, as well as training in piloting the vehicle.
Black Angel: Your Benefactors are truely godlike beings, and they show their graces by granting you the command of a massive green eagle. You do not know what comes out the left side, but knowing your benefactors, this massive beast can only be one entity. The Angel of Death.
Once every 4 weeks, the Marine may designate a location he can see that is within 1000 feet of him as a standard action. A rift then opens for 10 minutes at the designated location to the elemental plane of fire. Any creature within 100 feet of the rift takes 20d6 Damage per round unless they are an elemental with the subtype of Fire. Beings with Divine ranks take 5 damage per round instead as long as they are within the area of effect of the rift. The movement speed of all creatures within 100 feet of the rift is reduced to 1 square every 5 rounds.
"Pain is weakness leaving the body."
Gamplay Information:
Attributes: Dexterity increases a Marine's accuracy, innitive, and reflex save. Consitution increases a Marine's health and fortitude saves.
Alignment: Any
Hit Die: 1d12
Starting Age: As Fighter
Starting Gold: As Paladin
Marine
{table=head]Level|BAB|Fort|Ref|Will|Special
1st|+0|+2|+2|+0|Armor is Useless, Bonus Feat, This is my Gun, Pineapple 2/day
2nd|+1|+3|+3|+0|Field Medicine, Evasion, Bonus Feat
3rd|+2|+3|+3|+1|Money Shot 1/Day, God I Hate this Job 1/day, Weapon Attachment
4th|+3|+4|+4|+1|Nato Rounds, Bonus Feat
5th|+3|+4|+4|+1|Mithral Dragonfly, Pineapple 4/day
6th|+4|+5|+5|+2|Weapon Attachment, Bonus Feat
7th|+5|+5|+5|+2|God I Hate this Job 2/day
8th|+6/+1|+6|+6|+2|Money Shot 2/Day, Nato Rounds, Bonus Feat
9th|+6/+1|+6|+6|+3|Weapon Attachment
10th|+7/+2|+7|+7|+3|Bonus Feat, Pineapple 6/day
11th|+8/+3|+7|+7|+3|God I Hate this Job 3/day
12th|+9/+4|+8|+8|+4|Improved Evasion, Nato Rounds, Weapon Attachment, Bonus Feat
13th|+9/+4|+8|+8|+4|Money Shot 3/Day, Iron Tarrasque
14th|+10/+5|+9|+9|+4|Bonus Feat
15th|+11/+6/+1|+9|+9|+5|God I Hate this Job 4/day, Weapon Attachment, Pineapple 8/day
16th|+12/+7/+2|+10|+10|+5|Nato Rounds, Bonus Feat
17th|+12/+7/+2|+10|+10|+5|Basalt Roc
18th|+13/+8/+3|+11|+11|+6|Money Shot 4/Day, Weapon Attachment, Bonus Feat
19th|+14/+9/+4|+11|+11|+6|God I Hate this Job 5/day, Black Angel
20th|+15/+10/+5|+12|+12|+6|Nato Rounds, Bonus Feat, Pineapple 10/day
[/table]
Class Skills: Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Architecture and Engineering) (Int), Listen (Wis), Move Silently (Dex), Repair (Int), Spot (Int), Search (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex)
Skill Points at 1st Level: (6 + Int modifier) × 4
Skill Points at Each Additional Level: 6 + Int modifier
Class Abilities:
Weapons and Armor Proficiencies: Marines are proficient with all simple weapons, along with Exotic Weapon Proficiency (Rifle). Marines are proficient with all armor, but are not proficient with shields.
Armor is Useless: The Marine has long ago learned that armor for total protection is too heavy and bulky to be reasonable. Instead of gaining bonuses to armor class, armor that a Marine wears instead grants the marine damage reduction equal to the armor class of the armor. This damage reduction is bypassed by Adamantine.
This is my Gun: The Marine has on him an incredibly rare item, a self reloading rifle. This rifle deals 1d10 damage and has a critical range of 18-20, dealing double damage on a critical hit. The Rifle has an infinite supply of ammunition, but it is fed from 30 round magazines, which must be removed, replaced, and locked into the rifle as a standard action when it is empty. Reloading rounds from the Magazine is a free action that happens automatically, so long as there are rounds in the magazine. The Rifle is treated as a crossbow for feats and magical enhancements. Rifle Ammunition can not be magically enhanced. The Rifle has a Range increment of 600 feet
Pineapple: A Marine may throw as a standard action a Grenade twice per day at an opponent. This grenade deals 1d6 fire damage per level of marine to all creatures in a 20 foot radius from the impact. A reflex save equal to 10+Half your levels of Marine+ Your Dex Modifier results in the creature taking half damage. The Marine may use this ability two additional times each day every sixth level.
Bonus Feat: At first level, and every even level afterwards, the marine gains a bonus feat. This feat may be any feat taken from the fighter bonus list, and the Marine counts his levels of marine as levels of fighter.
Field Medicine: A marine, as an action that takes 2 full rounds, may heal an ally for 1d6+Int Modifier+Heal score+Repair Score points of damage. This ability can only be used on targets within the reach of the marine.
Evasion: The Marine is used to large blasts going off next to him, and knows when one is inbound towards his possition. Effects that would normally deal half damage on a sucessful reflex save, instead deal no damage
Improved Evasion: As with Evasion, but Failed Reflex saves deal half damage.
Moneyshot: The impossible shot. Once per day, a marine may make a special shot. This shot gains a bonus to attack rolls equal to the marine's intelligence modifier, and gains a bonus to damage equal to his levels of marine. A marine first gains this ability at third level, and may use it once more per day every 5th level afterwards.
God I Hate this Job: A Marine sometimes must do the impossible. For one round, a marine may choose one of three effects. The marine may maximize all variable rolls he takes during the round, or he may take upto two full round actions in a single round, or all rolls against the marine are minimized against the marine for a single round. The marine may use this ability once per month beginning at third level, and one additional time per day for every 4th level afterwards.
Nato Rounds: You have no idea who this Nato guy was, but he seems like a great dude, and he certainly had a good number of ideas for how to make this strange weapon more dangerous. The Marine selects his first Nato Rounds upgrade at 4th level, and gains it again every 4th level
Iron Jacket: Whenever a Marine deals damage to a creature, if that damage would reduce that creature's health below an ammount Equal to (Creatures Hitdice*Consitution Modifier), that creature is knocked unconcious.
Adamantine Core: War is hell, and your suppliers come from a world where they have made it an art. Your rounds are filled with some metal, what appears to be Adamantine. Damage dealt with your rifle bypasses all damage reduction.
Phosphorous Rounds: Apparently your Rifle doesnt already shoot fire, it shoots lumps of burning metal. Your Benefactors decided that Fire was a better Option, and so now you can see where the rounds go. You gain a +1 bonus to attack rolls, and deal +1d6 fire damage on hit.
Hollow Points: You barely grasp how this bullet works. It supposedly is to deal even more damage to enemies. Your Rifle gains the Vorpal property.
Weapon Attachment: At third level, and every third level afterwards, the Marine receives a new batch of attachments or modifications to his rifle.
Dual Mags: The Marine ingeniously ducktapes pairs of magazines together. The reload of the Marine's Rifle is reduced to a Move action, or if the marine has Rapid Reload, the effects stack to reduce it to a free action.
Red Dot Sight: A small frame with a glass window, and a glowing red point in the middle. When wielding his Rifle, the Marine has a base attack bonus equal to his hitdice. The marine also gains the feat Improved Precise Shot, even if he does not meet the prerequisites.
Underslung Grenade Launcher: A marine normally has to pull out a grenade and throw it, a rather slow process. His Benefactors have tinkered a solution into existance that lets him more swiftly arm and throw the explosive, by engineering what looks like a cocoon and a tube that is cliped onto the bottom of your gun. The Marine may now use his Pineapple ability as a swift action, and the range of his pineapple doubles.
Masterkey Shotgun: Those pesky locked doors prove no problem to this strange crossbow, which is locked under the tube of your rifle. It takes what appears to be grey marshmellows, or green ones that have a strange silver lozenge inside. A number of times per day, equal to 3+the Marine's Wisdom modifier, a marine may perform an attack roll against any lock's DC. If the Marine succeeds, the lock is completely destroyed, and is incapable of securing anything it is attached to.
Overbored Barrel: The Benefactors handed you a stick with some threads on them. The other end seemed to be where the fire comes out of your rifle. After unscrewing the rod in your rifle and replacing it with this one, you saw that the rounds of your magazine increased in size. Your Rifle's base damage increases by 1d10, although the number of projectiles loaded at one time is reduced by 10. This feat may be taken multiple times, and can not reduce the number of rounds able to be loaded below 1.
Sniper Scope: This Telescope seems to fit on the notches on the top of your Rifle. You have greater accuracy, but have to spend a greater time finding your enemies. You gain +4 attack bonus while wielding the rifle, but can only perform two attacks per round. You gain the Far shot Feat, and damage is instead multiplied by 4 when you perform a critical hit with your rifle.
Bayonet: How tacky, its a knife for your rifle. Your rifle can now be used in melee as a spear, and switching between using it as a rifle and a spear is a free action that does not provoke attacks of opportunity.
Mithral Dragonfly: Your benefactors have a strange sense of humor. This dark green... thing... is made out of a material they called Titanium. Never heard of the crap. Best you can tell, it has a hide of mithral painted dark green, why any world's artificers would ever be so timid as to hide their work. After a few days of contemplation, you finally figure out it is some sort of construct attempt at making a dragonfly, although again, why the artificers of your benefactor's would ever decide that such a creature was worth replicating, especially with such silly methods. There appears to be some sort of stinger under the place for a roughly human sized creature and honeycomb pods under little arms that jut out the sides. The Marine finds in his possession a Mithral Dragonfly "Apache", as well as the knowledge of how to fly it.
Iron Tarrasque: You can see the logic of this metallic tortoise that your benefactors granted you, it appears that it would make a great defensive item, but also a horrible deathtrap. Its hide seems to be made of Adamantine, and there is a strange structure sitting on top of it. One combat demonstration later and you learn that that strange structure is a massive sonic weapon able to reduce fortifications to ash with a single shot. You call it the Iron Tarrasque, and wish to test it against the creature of Legend. The marine receives an Iron Tarrasque "Main Battle Tank" as a possession, and the training to command it. A Marine can only command his Iron Tarrasque for 5 rounds each week
Basalt Roc: This ponderous dark metal box seems to have the same wings as the Mithral Dragonfly that your benefactors gave you several months ago, except that this strange construct contains a small room and no armaments. The Marine receives a Basalt Roc "Osprey" as a possession, as well as training in piloting the vehicle.
Black Angel: Your Benefactors are truely godlike beings, and they show their graces by granting you the command of a massive green eagle. You do not know what comes out the left side, but knowing your benefactors, this massive beast can only be one entity. The Angel of Death.
Once every 4 weeks, the Marine may designate a location he can see that is within 1000 feet of him as a standard action. A rift then opens for 10 minutes at the designated location to the elemental plane of fire. Any creature within 100 feet of the rift takes 20d6 Damage per round unless they are an elemental with the subtype of Fire. Beings with Divine ranks take 5 damage per round instead as long as they are within the area of effect of the rift. The movement speed of all creatures within 100 feet of the rift is reduced to 1 square every 5 rounds.