Kizara
2007-09-02, 06:40 PM
I'm adjusting (slightly) http://www.wizards.com/default.asp?x=dnd/cw/20070212a
this for power armor.
Also, this is DnD 3.5ed, and with the following houserules:
1) Blaster pistols/rifles do 4d6 points of fire damage (super-heated plasma)
2) Military issue heavy blaster rifles do 4d8 points of fire damage and are exotic weapons.
3) Regular swords, hammer's, etc can be made with "Power-enhancements" which allow them to 'charge' with super-heated plasma to deal an additional 2d6 points of fire damage. This is a non-magical bonus, and can stack with the flamming enchantment.
4) Armor is made out of a special high-tech material that resists the super-heated plasma that blaster weapons fire, and thus is still useful to wear.
5) Flammers can deal 4d10 points of fire damage to a single stationary target within 20 feet as a full-round action (cannot target a moving target).
The fire presists in the effected square for two rounds, dealing 2d10 points of fire damage (reflex half) to any who enter the square the first round, and 1d10 points the second round.
Alternately, they can spray a 15ft cone of fire that deals 2d6 points of fire damage (reflex half) and can target moving opponents (within range) in this fashion and are exotic weapons.
The fire presists in the effected cone for 1 round, dealing 1d6 damage to any who enter the area.
6) Still need to make missile launchers/missile damage and 'plasma' heavy weapons.
Genetically Augmented Template:
+6 Str, +2 Dex, +6 Con, +2 Cha
Add 1' to base height.
Gain Alertness, Iron Will, Endurance, Improved Toughness and Exotic Armor Proficiency (Power Armor) as bonus feats.
Gain +1 to all saves, and +4 additional versus posion.
Reduce time needed to sleep by 3/4 (so 6 hours if normally 8 hours).
Gain low-light vision.
Gain immunity to non-magical causes of blood loss, and automatically stablize if dropped under 0 hp.
Gain the ability to hold your breath four times longer than normal, and increased ability to survive in low-atmosphere or toxic environments(to be clarified later).
Gain immunity to the Nauseated and Dazed effects.
Gain fire resistance 10.
Level Adjustment: +3
(seem reasonable? too much?)
Space Marine PRC:
Prereqs:
BAB: +6
Race: Genetically Augmented Human
Feats: Power Attack, Weapon Focus (any blaster or sword), Weapon Specialization (any blaster or sword), Armor Specialization (Power Armor).
Skills: Surivial (space) 8 ranks, Knowledge (tactics) 5 ranks, Knowledge (Religion) 2 ranks.
Special: Must be immune to fear.
Must have served with distinction in the Imperial Marine Corps, and be accepted into the elite order of the Imperial Space Marines.
This class must be taken with both sides of a Gestalt.
BAB: Full
Good Saves: Fort, Will
HD: d12
Skills: The class skills for the space marine (and the key ability for each skill) are Climb (Str), Craft (Int), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (Religion) (Int), Knowledge (tactics) (Int), Piloting (Dex), Profession (Wis), Ride (Dex), Survival (space) (Wis).
Skills Points at Each Level: 2 + Int modifier.
Level 1: Enhancement +2, Divine Smite 1/day
Level 2: Sleeplessness, Divine Blessing
Level 3: Divine Power, Divine Might
Level 4: Enhancement +4, Armor Superiority
Level 5: Melee and Ranged Weapon Mastery, Divine Smite 2/day
Level 6: Divine Ordanance, Righteous Might
Level 7: Enhancement +6
Level 8: Melee or Ranged Weapon Supremency
Level 9: Overpower, Protection of Dogma
Level 10: Enhancement +8, Unstoppable, Divine Smite 3/day
Enchancement (Ex):
The space marine gains this bonus to strength and consitution, and half this bonus to dexterity.
Divine Smite (Su): The space marine can smite the enemies of the Emperor, adding his charisma bonus to attack and his class level to damage. Any paladin levels stack for the purpose of calculating the damage of this attack. The creature struck need not be of a specific alignment or type: as long as it's considered an enemy of the Emperor by the Space Marines, and too unclean to live.
Sleeplessness (Ex): A space marine need only to sleep for 6 hours a week, at any time during that week.
Divine Blessing (Su): The space marine gains a +4 insight bonus to initiative and damage as well as an additional 12 hit points and +5 feet base movement speed.
Divine Power (Sp): The space marine can use divine power as a cleric of twice his class level, 4 times per day.
Divine Might (Su): You gain Divine Might as a bonus feat if you meet the prerequisites. However, the bonus to damage lasts a number of rounds equal to half your charisma modifier (minimum 1 round).
Armor Superiority (Ex): When wearing masterwork or otherwise advanced power armor, you gain DR 8/-. This overides the bonus from Armor Specialization.
Melee and Ranged Weapon Mastery (Ex): You gain Melee Weapon Mastery (slashing) and Ranged Weapon Mastery (energy weapons) as bonus feats, even if you do not meet the prerequisites for these feats.
Divine Ordanance (Su): Any munitions you fire, from energy bolts, grenades to missiles, deals an additional 1d6 points of divine damage and also deals half of their normal damage as divine damage. For instance, if you shot someone with a rifle that normally did 4d6 points of fire damage, it instead would do 2d6 points of fire damage + 3d6 points of divine damage. Also, any ordanance you fire is considered blessed.
(divine damage is energy damage that is of no specific type)
Righteous Might (Sp): The space marine can use righteous might as a cleric of twice his class level, 4 times per day.
Melee or Ranged Weapon Supremacy (Ex): You gain Weapon Supremacy with the weapon you originally had Weapon Specialization in.
Overpower (Su): Twice per day, the space marine can become Overpowering for a number of rounds equal to his Constitution modifier. He gains a +4 morale bonus to Strength and Constitution, a +10 morale bonus to any bull rush, overrun, sunder, attempts he makes. He also gains the +10 bonus on melee damage rolls when he charges, grapple checks, and Strength checks to break objects or force open doors. Furthermore, he gains the benefit of the freedom of movement spell for the duration of this effect.
Protection of Dogma (Ex): The space marine’s zealous devotion and faith in his cause and himself protect him from outside influences. He gains a +8 morale bonus against charms, compulsions and enchantment effects.
Unstoppable (Su): At level 10, the space marine gains the ability to become Unstoppable once a day. He gains all the benefits of Overpower (without using a daily usage of that ability) and also gains the following benefits:
+6 resistance bonus to saves
Resistance to fire, cold, acid, electricity and sonic 20
Immunity to 6th level and lower spell effects.
Fast Healing 20
+20ft base movement speed
Ok, so, considering the class is for BOTH sides of a gestalt, and has some pretty good pre-reqs, is it good? Is it reasonable?
this for power armor.
Also, this is DnD 3.5ed, and with the following houserules:
1) Blaster pistols/rifles do 4d6 points of fire damage (super-heated plasma)
2) Military issue heavy blaster rifles do 4d8 points of fire damage and are exotic weapons.
3) Regular swords, hammer's, etc can be made with "Power-enhancements" which allow them to 'charge' with super-heated plasma to deal an additional 2d6 points of fire damage. This is a non-magical bonus, and can stack with the flamming enchantment.
4) Armor is made out of a special high-tech material that resists the super-heated plasma that blaster weapons fire, and thus is still useful to wear.
5) Flammers can deal 4d10 points of fire damage to a single stationary target within 20 feet as a full-round action (cannot target a moving target).
The fire presists in the effected square for two rounds, dealing 2d10 points of fire damage (reflex half) to any who enter the square the first round, and 1d10 points the second round.
Alternately, they can spray a 15ft cone of fire that deals 2d6 points of fire damage (reflex half) and can target moving opponents (within range) in this fashion and are exotic weapons.
The fire presists in the effected cone for 1 round, dealing 1d6 damage to any who enter the area.
6) Still need to make missile launchers/missile damage and 'plasma' heavy weapons.
Genetically Augmented Template:
+6 Str, +2 Dex, +6 Con, +2 Cha
Add 1' to base height.
Gain Alertness, Iron Will, Endurance, Improved Toughness and Exotic Armor Proficiency (Power Armor) as bonus feats.
Gain +1 to all saves, and +4 additional versus posion.
Reduce time needed to sleep by 3/4 (so 6 hours if normally 8 hours).
Gain low-light vision.
Gain immunity to non-magical causes of blood loss, and automatically stablize if dropped under 0 hp.
Gain the ability to hold your breath four times longer than normal, and increased ability to survive in low-atmosphere or toxic environments(to be clarified later).
Gain immunity to the Nauseated and Dazed effects.
Gain fire resistance 10.
Level Adjustment: +3
(seem reasonable? too much?)
Space Marine PRC:
Prereqs:
BAB: +6
Race: Genetically Augmented Human
Feats: Power Attack, Weapon Focus (any blaster or sword), Weapon Specialization (any blaster or sword), Armor Specialization (Power Armor).
Skills: Surivial (space) 8 ranks, Knowledge (tactics) 5 ranks, Knowledge (Religion) 2 ranks.
Special: Must be immune to fear.
Must have served with distinction in the Imperial Marine Corps, and be accepted into the elite order of the Imperial Space Marines.
This class must be taken with both sides of a Gestalt.
BAB: Full
Good Saves: Fort, Will
HD: d12
Skills: The class skills for the space marine (and the key ability for each skill) are Climb (Str), Craft (Int), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (Religion) (Int), Knowledge (tactics) (Int), Piloting (Dex), Profession (Wis), Ride (Dex), Survival (space) (Wis).
Skills Points at Each Level: 2 + Int modifier.
Level 1: Enhancement +2, Divine Smite 1/day
Level 2: Sleeplessness, Divine Blessing
Level 3: Divine Power, Divine Might
Level 4: Enhancement +4, Armor Superiority
Level 5: Melee and Ranged Weapon Mastery, Divine Smite 2/day
Level 6: Divine Ordanance, Righteous Might
Level 7: Enhancement +6
Level 8: Melee or Ranged Weapon Supremency
Level 9: Overpower, Protection of Dogma
Level 10: Enhancement +8, Unstoppable, Divine Smite 3/day
Enchancement (Ex):
The space marine gains this bonus to strength and consitution, and half this bonus to dexterity.
Divine Smite (Su): The space marine can smite the enemies of the Emperor, adding his charisma bonus to attack and his class level to damage. Any paladin levels stack for the purpose of calculating the damage of this attack. The creature struck need not be of a specific alignment or type: as long as it's considered an enemy of the Emperor by the Space Marines, and too unclean to live.
Sleeplessness (Ex): A space marine need only to sleep for 6 hours a week, at any time during that week.
Divine Blessing (Su): The space marine gains a +4 insight bonus to initiative and damage as well as an additional 12 hit points and +5 feet base movement speed.
Divine Power (Sp): The space marine can use divine power as a cleric of twice his class level, 4 times per day.
Divine Might (Su): You gain Divine Might as a bonus feat if you meet the prerequisites. However, the bonus to damage lasts a number of rounds equal to half your charisma modifier (minimum 1 round).
Armor Superiority (Ex): When wearing masterwork or otherwise advanced power armor, you gain DR 8/-. This overides the bonus from Armor Specialization.
Melee and Ranged Weapon Mastery (Ex): You gain Melee Weapon Mastery (slashing) and Ranged Weapon Mastery (energy weapons) as bonus feats, even if you do not meet the prerequisites for these feats.
Divine Ordanance (Su): Any munitions you fire, from energy bolts, grenades to missiles, deals an additional 1d6 points of divine damage and also deals half of their normal damage as divine damage. For instance, if you shot someone with a rifle that normally did 4d6 points of fire damage, it instead would do 2d6 points of fire damage + 3d6 points of divine damage. Also, any ordanance you fire is considered blessed.
(divine damage is energy damage that is of no specific type)
Righteous Might (Sp): The space marine can use righteous might as a cleric of twice his class level, 4 times per day.
Melee or Ranged Weapon Supremacy (Ex): You gain Weapon Supremacy with the weapon you originally had Weapon Specialization in.
Overpower (Su): Twice per day, the space marine can become Overpowering for a number of rounds equal to his Constitution modifier. He gains a +4 morale bonus to Strength and Constitution, a +10 morale bonus to any bull rush, overrun, sunder, attempts he makes. He also gains the +10 bonus on melee damage rolls when he charges, grapple checks, and Strength checks to break objects or force open doors. Furthermore, he gains the benefit of the freedom of movement spell for the duration of this effect.
Protection of Dogma (Ex): The space marine’s zealous devotion and faith in his cause and himself protect him from outside influences. He gains a +8 morale bonus against charms, compulsions and enchantment effects.
Unstoppable (Su): At level 10, the space marine gains the ability to become Unstoppable once a day. He gains all the benefits of Overpower (without using a daily usage of that ability) and also gains the following benefits:
+6 resistance bonus to saves
Resistance to fire, cold, acid, electricity and sonic 20
Immunity to 6th level and lower spell effects.
Fast Healing 20
+20ft base movement speed
Ok, so, considering the class is for BOTH sides of a gestalt, and has some pretty good pre-reqs, is it good? Is it reasonable?