Amiel
2009-12-07, 07:21 AM
Space Marine, Adeptus Astarte
Medium Outsider
Hit Dice: 18d8 + 201 (345 hp)
Initiative: +8
Speed: 30 ft.
Armor Class: 45 (+8 armor, +6 deflection, +4 Dex, +17 natural) touch 28, flat-footed 41
Base Attack/Grapple: +18/+29
Attack: Heavy bolter +23 ranged (4d8 + 10) or power sword +34 melee (2d8 + 11 + ignore armor/15-20/x2) or slam +29 melee (2d6 + 11)
Full Attack: Heavy bolter +23/+23/+17/+13/+7 ranged (4d8 + 10) or power sword +34/+29/+24/+19 melee (2d8 + 11 + ignore armor/15-20/x2) or 2 slams +29 melee (2d6 + 8)
Space/Reach: 5 ft./5 ft.
Special Attacks: Acid spittle
Special Qualities: Bletcher's gland, biscopea, catalepsean node, damage reduction 15/normal, fast healing 10, haemastamen, immunity to disease and poison, Larraman's organ, Lyman's ear, melanochrome, mucranoid, multi-lung, neuroglottis, occulobe, omophagea, oolitic kidney, ossmudula, preomnor, progenoid glands, powerful build, scent, resistance to cold 20 and fire 20, secondary heart, the black carapace
Saves: Fort +21, Ref +15, Will +16
Abilities: Str 32, Dex 18, Con 31, Int 16, Wis 16, Cha 22
Skills: Yes
Feats: Cleave, Diehard B, Endurance B, Improved Initiative, Improved Sunder, Iron Will, Toughness B, Point Blank Shot, Power Attack, Self-Sufficient B, Track B, Weapon Focus (heavy bolter)
Climate/Terrain: Warhammer Metaverse
Organization: Squad
Challenge Rating: 20
Treasure: Double standard; heavy bolter, heavy armor, chain sword
Alignment: Any non-evil
Bletcher's Gland (Ex): These glands secrete an extremely corrosive acid, capable of working through solid iron. This acid is delivered whenever the space marine makes a bite attack.
Catalepsean Node (Ex): The space marine becomes highly resistant to the ill effects of sleep deprivation, and is able to subsist on minimal or no sleep for a period of days equal to 10 x its Con score.
Biscopea (Ex): This implant increases the space marine's Str by +2 (already factored into the stats above).
Larraman's Organ (Ex): Larraman's organ effectively confers the benefits of fast healing 10. Additionally, the space marine is furthermore resistant to massive damage. This implant also gives Toughness as bonus feat.
Lyman's Ear (Ex): The space marine becomes immune to dizziness and nausea.
Melanochrome (Ex): This genetic modification grants the benefits of resistance to cold 20 and resistance to fire 20 (only when the mucranoid organ is functioning properly).
Multi-lung (Ex): This genetic implant allows the space marine to breathe easily in toxic and heavily polluted environments and to filter out poisonous elements by absorbing oxygen from oxygen poor environments; it grants immunity to poison and disease, but the space marine may still be affected normally by magical poisons or diseases.
Neuroglottis (Ex): This organ bestows the space marine with the ability to Track as a bonus feat. This gene modification also duplicates the scent ability.
Occulobe (Ex): This organ grants exceptional vision and superior low-light vision to the space marine.
Ossmuldua (Ex): The ossmuldua genetic modification bestows the space marine with a +4 increase to AC and a +2 increase to Str (already factored into the stats above).
Preomnor (Ex): The space marine becomes immune to poisons (only when the oolitic kidney is functioning properly). The space marine is also able to ingest normally inedible materials; he ignores the hardness of properties whenever he chooses to ingest otherwise inedible materials, ie adamantine, mithral et al.
Progenoid Glands (Ex): Arguably the single most important implant of all, these serve to collect and cultivate the gene-seed from a Space Marine's body, and to safeguard it for the continuity of a Chapter.
Secondary Heart (Ex): The first of many gene-seed implants, the secondary heart effectively bestows the space marine with Diehard, Endurance and Self-Sufficient as bonus feats.
The Black Carapace (Ex): This modification allows the space marine to directly interface with and gain the greatest benefit from his power armor. The space marine does not suffer from a -AC or Dex penalty to AC when implanted with the black carapace nor does he suffer encumbrance penalties or from a reduced speed.
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Design notes: this variation of the spess mahrens was designed quite a while ago, although it still uses 3.5 edition rules. I've only just recently revisited the concept having once again fired up a Dark Crusade campaign on the PC, hope you folks enjoy it!
Medium Outsider
Hit Dice: 18d8 + 201 (345 hp)
Initiative: +8
Speed: 30 ft.
Armor Class: 45 (+8 armor, +6 deflection, +4 Dex, +17 natural) touch 28, flat-footed 41
Base Attack/Grapple: +18/+29
Attack: Heavy bolter +23 ranged (4d8 + 10) or power sword +34 melee (2d8 + 11 + ignore armor/15-20/x2) or slam +29 melee (2d6 + 11)
Full Attack: Heavy bolter +23/+23/+17/+13/+7 ranged (4d8 + 10) or power sword +34/+29/+24/+19 melee (2d8 + 11 + ignore armor/15-20/x2) or 2 slams +29 melee (2d6 + 8)
Space/Reach: 5 ft./5 ft.
Special Attacks: Acid spittle
Special Qualities: Bletcher's gland, biscopea, catalepsean node, damage reduction 15/normal, fast healing 10, haemastamen, immunity to disease and poison, Larraman's organ, Lyman's ear, melanochrome, mucranoid, multi-lung, neuroglottis, occulobe, omophagea, oolitic kidney, ossmudula, preomnor, progenoid glands, powerful build, scent, resistance to cold 20 and fire 20, secondary heart, the black carapace
Saves: Fort +21, Ref +15, Will +16
Abilities: Str 32, Dex 18, Con 31, Int 16, Wis 16, Cha 22
Skills: Yes
Feats: Cleave, Diehard B, Endurance B, Improved Initiative, Improved Sunder, Iron Will, Toughness B, Point Blank Shot, Power Attack, Self-Sufficient B, Track B, Weapon Focus (heavy bolter)
Climate/Terrain: Warhammer Metaverse
Organization: Squad
Challenge Rating: 20
Treasure: Double standard; heavy bolter, heavy armor, chain sword
Alignment: Any non-evil
Bletcher's Gland (Ex): These glands secrete an extremely corrosive acid, capable of working through solid iron. This acid is delivered whenever the space marine makes a bite attack.
Catalepsean Node (Ex): The space marine becomes highly resistant to the ill effects of sleep deprivation, and is able to subsist on minimal or no sleep for a period of days equal to 10 x its Con score.
Biscopea (Ex): This implant increases the space marine's Str by +2 (already factored into the stats above).
Larraman's Organ (Ex): Larraman's organ effectively confers the benefits of fast healing 10. Additionally, the space marine is furthermore resistant to massive damage. This implant also gives Toughness as bonus feat.
Lyman's Ear (Ex): The space marine becomes immune to dizziness and nausea.
Melanochrome (Ex): This genetic modification grants the benefits of resistance to cold 20 and resistance to fire 20 (only when the mucranoid organ is functioning properly).
Multi-lung (Ex): This genetic implant allows the space marine to breathe easily in toxic and heavily polluted environments and to filter out poisonous elements by absorbing oxygen from oxygen poor environments; it grants immunity to poison and disease, but the space marine may still be affected normally by magical poisons or diseases.
Neuroglottis (Ex): This organ bestows the space marine with the ability to Track as a bonus feat. This gene modification also duplicates the scent ability.
Occulobe (Ex): This organ grants exceptional vision and superior low-light vision to the space marine.
Ossmuldua (Ex): The ossmuldua genetic modification bestows the space marine with a +4 increase to AC and a +2 increase to Str (already factored into the stats above).
Preomnor (Ex): The space marine becomes immune to poisons (only when the oolitic kidney is functioning properly). The space marine is also able to ingest normally inedible materials; he ignores the hardness of properties whenever he chooses to ingest otherwise inedible materials, ie adamantine, mithral et al.
Progenoid Glands (Ex): Arguably the single most important implant of all, these serve to collect and cultivate the gene-seed from a Space Marine's body, and to safeguard it for the continuity of a Chapter.
Secondary Heart (Ex): The first of many gene-seed implants, the secondary heart effectively bestows the space marine with Diehard, Endurance and Self-Sufficient as bonus feats.
The Black Carapace (Ex): This modification allows the space marine to directly interface with and gain the greatest benefit from his power armor. The space marine does not suffer from a -AC or Dex penalty to AC when implanted with the black carapace nor does he suffer encumbrance penalties or from a reduced speed.
-------
Design notes: this variation of the spess mahrens was designed quite a while ago, although it still uses 3.5 edition rules. I've only just recently revisited the concept having once again fired up a Dark Crusade campaign on the PC, hope you folks enjoy it!