View Full Version : Dead Men of the Star Gods (40K themed 3.5 Race, PEACH!)

2010-10-27, 06:52 AM
The Necrons' story is one of ancient betrayal. Eons ago, the Necrontyr race clung to their short lives in fear of oblivion at the hands of their massive and ravaging star. They pushed the limits of science and magic in an effort to lengthen their lives, but to no avail. In their desperation, they looked into space and discovered ethereal beings feeding on the energies of whole stars. They named these beings "the Star Gods," or C'tan. The C'tan offered the Necrontyr people immortality, but only at a terrible price. It is uncertain if the Necrontyr knew this price, but their race was completely purged and transferred into new metal bodies, stripped of thought and self.

The C'tan are enormous energy beings who were given physical embodiments by the Necrontyr. They encased the C'tan inside vast lumps of their living metal, the same material they used in their spacefaring ships. The metal mutated into the shape desired by the personality of the being inside. The Night Bringer was forged into a dark figure with a large cloak, adding to the fear it already inspires, and the Deceiver was formed into a wily shape. Originally there were a large number of C'tan, but due to the machinations of the Deceiver, this number reduced to four, The Night Bringer, The Deceiver, The Void Dragon, and The Outsider. An ancient Eldar Elven poem refers to a C'tan who sleeps on a Vaul-Moon (an Eldar Elven term for factory world) and is known as the Dragon. This is widely believed to refer to the Noctis Labyrinth on Mars. The locations of the other remaining C'tan are unknown.

Once the Necrontyr accepted the C'tan's offer and their life-essence was encased in living metal bodies, their minds and senses became dulled until they became slaves of the C'tan. The C'tan used these warrior-slaves to harvest the lifeforms of the galaxy land so the Star Gods could feast on souls and the newly christened Necrons served this purpose very well.

Now focusing on gathering souls, the C'tan assaulted the dominant species at the time, the Old Ones, and began an unstoppable march upon their domain. The Necrons burst into the Old Ones strongest fortresses, overcoming their magicks and technology and forced the Old Ones to seed planets with life to help fight the C'tan, including the Eldar Elves and Krork Orks. These races had the ability to use the Warp Psionics to defend themselves, as the C'tan seemed harmed only by psychic energy. Gradually, the Old Ones were forced back by the relentless push of the C'tan and billions hundreds of thousands of souls were harvested for the Star Gods, increasing their power to incredible proportions.

The C'tan had been working on a plan to cripple the Old Ones, and eventually it came to fruition. They burst into and destroyed the Webways (A system of pathways that were not unlike the Greater Teleport spell) discovered by the Old Ones. Without these portals, the Old Ones were unable to move troops throughout the galaxy. With the new races using so much Warp Psionic power for the purposes of killing, the benign creatures in the Warp The Far Realm (where psionic powers originated from) mutated into the evil creatures they are today. At the precipice of victory, the Enslavers Ithillids emerged from the now-tumultuous Warp and forced the C'tan and their slaves back, by preying on the younger races and starving them of the precious lifeforce they need to feed upon. The C'tan began to consume their own kind, eventually leaving only four remaining who then went into stasis to avoid the onslaught and allow the galaxy to repopulate without the psychic swarm so they could emerge and reconquer their empire. However, this kindled a single-minded determination in the C'tan to eliminate the only threat to their conquest, the Warp. Thus began the Great Work, the severing of the Materium and Immaterium so that the C'tan would go unchallenged once again.
However, a glitch in the C'Tan's plan appeared most unexpectedly. Some on the C'Tan's servants were.....gaining sentience. The fact that their most trusted servants were gaining sentience finally made the C'Tan give up on taking the world by force, and now they linger from the shadows, waiting to bring death to all who spited them eons ago.......

Today the Necrons are wanderers, feared by all of life, and even by other sentient constructs like Warforged, as they carry the aura and stench of death with them, even after all these years. The numbers stay constant as a few centuries ago, a Necron Artificer named Krall hijacked a Warforged creation forge, and modified it to create Necrons. Sadly, he had to give his life to jump-start the forge, and because his amazing ideas are lost the Necrons are limited to one forge, and so their numbers are smaller than most races. This shall not stop the Necrons, however. They have been forsaken by all life, and even their gods. And they will not stand for this. If all of life wants them to live up to their steriotype of merciless killers, then who are they to say no?

Their personalities are varied like most races, but a few features persist among the Necrons. All Necrons (bar afew wildcards) are calm, and cunning. They also have no ability to lie worth a damn. If this is something the C'Tan programmed into the Necrons eons ago to ensure loyalty, or if it's just a quirk, no-one knows.

Physical Description
Necrons are 8 feet tall, with a large, ribcage patterned torso complete with heavy shoulder plates. Their arms are thin and gaunt, but are tough and strong. They have iron, sturdy legs and 4 fingers and 4 toes. Their heads seem to fit in snuggly between their two shoulder plates, and are shaped like a humanoid skull.

Necrons are distinct loners, only keeping company when it would be useful to them. They have a very loose society that exalts the tough and reliable, and shuns the weak-willed. A funny quirk, stemming from their inability to lie properly, is that one Necron will never lie to another unless there is a dire need for it.

Alignment and Religion
While Semi-pleasant Necron's occur, 99.9999...(You get the idea)% of
Necrons are non-good, for a ruthless soul is demanded if you are to survive the hate of countless races. Necrons are strictly Misothiest. This is to say that they HATE the gods, despising all divine beings after their own creators disowned them for the crime of thinking.

Most Necrons could be called adventurers in that they travel around trying
to scrape out a living to what they do best: Making things stop breathing.

Necron Racial Traits:

+2 CON, -2 CHA, -2 WIS. A Necron is durable, but not very charismatic and although they have sentience, the C'Tan's programming dissloved their minds slightly.
As machines of death, the Necrons have the Living Contruct subtype in the link below.
Necrons are medium sized, and so gain no penalties or bonus due to their size.
Necrons take a -5 penalty to all Bluff rolls, stemming from their terrible ability to lie. However, they ARE scary, and so gain a +2 to Intimidate rolls. Necrons are always proficient with Gauss weapony.
Necrons cannot stand the divine, and so take -3 to all saving rolls made against an effect that comes from a Divine source.
A Necron carries death with him. Flowers and grass wilt and turn brown in his presence, animals avoid him, and everyone feels uneasy around him.
When conversing with or seeing a Necron, a person may not be any more that Indifferent towards the Necron, unless they are a well-known friend of the Necron. Also, all animals within 15ft of the Necron are frightened, but this aura of hate has a slight benefit. Necrons cast Necromancy spells at a +2 CL and gain a +2 to all saving throws against Necromancy spells, and if they take an Arcane Casting class, they may gain one bonus spell known at every other level (1, 3, 5, 7 ect.), as long as it is a Necromancy spell.
Necrons, being undying mini-mechas of doom, have Fast Healing 1 with slight differences. It is treated as a mundane effect in all respects, can be bypassed by any weapon blessed by a god (Divine power is acid to a Necron). At 7HD, this Fast Healing is replaced by Regeneration 1. Neither of these effects stack with other sources of Fast Healing/Regeneration.
If a limb is lost and cannot be retrieved, a replacement limb can be created with 2000gp worth of rare materials and an hour of crafting time (No checks are needed; The process is instinctual). Then, you can just press the limb against the stump as with any other limb, and it will attach to the body.
Languages: Necrons start out knowing just Common. Necrons with high INT may choose bonus languages from the following: Terran, Ignan, Undercommon and Draconic
LA: +0

Well, I enjoyed making that! They gain Regen 1 and the Living Construct type, but they take a loss to ALL their mental abilities, get screwed over by Divine Abilities (No Codzilla for you!) and take a meh penalty to Bluff for a small bonus to Intimidate. I was aiming for keepin to the THEME of the Necrons, with an edit of the fluff to make it easier to add into a game, and I didn't even bother trying to give them the powers they have in 40K, because they would have about +7 LA if I tried. I copypasta'ed the fluff from Lexicanium, and crossed stuff out, so if you wanna make a 40K themed game, you can just pretend I didn't edit it :smallbiggrin:

EDIT1: Gave them a buff, and turned Regen into Fast Healing, until Level 5 whn they gain Regen 1 instead.

2010-10-27, 03:00 PM
Gauss Flayer
A staple of Necron weaponry, this gun is feared for it's ability to shread people to ashes with one shot. It is a +2 Mithral Light Crossbow that is wielded in 2 hands, and is fired for 2d8 untyped damage in a 40ft line as a standard action. If this weapon scores a Critical Hit, then all damaged by this weapon are instantly affected by a Disintergration spell (CL equal to your HD). Anyone reduced to 0HP by this weapon is also turned to ash, per Disintergration

Gauss Blaster
As above, but is treated as a +4 Mithral Heavy Crossbow instead, deals 3d8 damage, and can be fired as a swift action, but only once per round.

Gauss Cannon
As Gauss Flayer, only as a +6 Mithral Heavy Crossbow, that deals 3d8 damage as a 70ft line. It can only be Wielded by a Necron with levels in the Destroyer Acendant PRC (To come later)


Dead Man's Logic
Prerequisites: Necron race, levels in a class that grants spellcasting
Benefit: You have put effort into making up for your lack of personality and natural wisdom, and you have finally discovered how to cast your magic with nothing but pure logic. If your class that grants spellcasting would use CHA or WIS as a spellcasting stat (Like Druid or Sorcerer), you may substitute your INT score instead.

Warforged Intergration
Prerequisites: Necron race, Craft (Metalwork) 5 ranks, or a willing craftsman with the required ranks.
Benefit: By ajusting your body's capabilities, you have become compatable with the more common Warforged parts. You may now treat your race as Warforged to meet the requirements of any feats, class or items. You may also attach embedded/attached components, as if you were a Warforged, with the same requirements and limits.

Made up a few feats to spice things up, so....PEACH away?

2010-10-27, 06:31 PM
This should prove interesting.

2010-10-28, 08:36 AM
Necron Lord

HD: d10
Alignment: Any lawful
Race: Necron
Feats: Must have the Leadership feat and must be Proficient with
all simple weapons. If the Leadership feat is banned, replace that requirement
with Iron Will instead.
Special: Must be 10th level or higher
1st|+1|+2|+0|+0|Crowning of the Lord, Continued Study, Servant.

2nd|+2|+3|+0|+0|Servant, Armory Permit.

3rd|+3|+3|+1|+1|Summon Monolith

4th|+4|+4|+1|+1|Servant, Lord's Decree

5th|+5|+4|+2|+2|Summon Doomsday Monolith, Servant Swarm
Skills: 4 + Int per level, x4 at 1st level. A Necron Lord's class skills are Balance, Intimidate, Climb, Craft, Disguise, Hide, Jump, Knowledge (All, taken seperately), Knowledge (All, taken seperately), Listen, Move Silently and Spot.

Proficiencies: A Necron Lord gains no new proficiencies.

Crowning of the Lord: When you are crowned as a Lord, your body is changed to show your glorious wonder. You gain DR/Holy equal to your HD, and all Necrons treat you as friendly. At 5th level, they are Fanatic towards you.

Servant: At the levels that this class feature is indicated, you gain the loyalty of a Necron Fighter 1. They may not have any ranks in a skill exept for Intimidate, their bonus feats are automatically Endurance, and they 1/4th of the XP a normal player would earn. If a Necron Servant granted by this class feature is destroyed, an automatic message is sent and you gain another one sent to you by the Grand Lords in 24 hours

Continued Study: When a new Necron Lord level is gained, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in whatever arcane/divine spellcasting class in which he had levels in before. He does not, however, gain any other benefit a character of that class would have gained, only the new spells.

Armory Permit: As they are more trusted by the other Necron Lords, Necron Lords of 2nd level or higher gain a Ressurection Orb for free, and once every week, gain 500gp from the Lords and one item from this list:

Disruption Field
Destroyer Body
Gazer of Flame
Lightning Field
Nightmare Shroud
Phase Shifter
Solar Pulser
Veil of Darkness

These items disappear after one week, and are replaced with a different item of your choosing, or you may keep the same item if you so wish it. The 500gp weekly allowance can and will be taken away by the Grand Lords of the Necron (Read: The DM) if they deem that you have not earned the money, so, you have been warned.

Summon Monolith: [CON modifier] per day, you may summon a Necron's most beloved servant, the Monolith. It stays for 1 hour before teleporting away and serves you indefinitly.

Lord's Decree: You carry with you the authority of the Necrons, and their unwavering will. You gain Dictum as an SLA, usable 4 times per day.

Summon Doomsday Monolith: Instead of a normal Monolith, by using up two uses of your Summon Monolith ability per day, you may summon a Doomsday Monolith instead, which stays for 3 hours and follows your orders fanatically.

Servant Swarm: Three times per day, you may drown your enemies in dead men. As a full round action, you may summon 5 Necrons with 2 levels in Fighter. They appear clad in +2 Leather Armor, wielding a +1 weapon of your choice, made from Cold Iron. These warriors serve you fanatically for 2 rounds, before disappearing abruptly.
Made getting in pretty easy, as then you can have different lords for different situations. He gains pretty weak servants for free, which he'll have to equip up himself, and the ability to summon big Monoliths (Will stat up later). He also gains some cool kit, which i'll also stat up later. So, for now, WIP!

2010-10-28, 08:38 AM
Reserved for Monoliths and the Epic Doomsday Monolith

2010-10-28, 08:39 AM
Thats it then! This is for other stuff, and junk. Sooooooo......any comments?
Please? :smallfrown:

2010-10-28, 10:09 AM
This is pretty cool.

2010-10-28, 10:31 AM
Class restrictions are generally a terrible way to go about things.

Anyway, mechanically, they're underpowered in most cases, and seem to have contradictory design goals. They've got a boost to a good stat, which is nice, but penalties to three other ones. They have varied penalties, including the fact everybody dislikes them, they kill stuff by walking by it, and have a huge decrease in saving throws, and to make up for it they get a slight benefit to casting, which they have a stat penalty to anyway. I guess a necromancer sorcerer would like it for 20 free spells known, but with all the penalties this class has that's still not useful unless you optimize away your weaknesses.

EDIT: The regeneration, which I forgot to bring up, is really powerful... in the "they shouldn't have this at level 1" kind of powerful. It's not a feature that scales well as it levels, but it is one that provides a huge hassle playing against one and makes it very easy to play as one at low levels, which is not really a good way to design a race.

2010-10-28, 10:47 AM
Yeeeeah. I tried to nerf them so Regen 1 wouldn't look so bad, but I get where your coming from. Fast Healing it is, with Regen at 5HD or something.

2010-10-28, 12:01 PM
Thats it then! This is for other stuff, and junk. Sooooooo......any comments?
Please? :smallfrown:

I wouldn't play one in a game, but they would be VERY interesting as villains/a villain's army in a game.

Do you plan on statting out scarabs, Lords (and flying lords), pariahs, flayers, etc.?

As an aside... do you know of anyone that's statted out space marines? :smallcool:

2010-10-28, 12:54 PM
Methinks i'll stat out Flayed Ones, Immortals and Pariahs as PRC's, like the Lord. The Destroyer body will be a component Immortals and Lords can wear, and there'll be another PRC to improve the connection and such, turning them into Heavy Destroyers or Destroyer Lords (Depending on if you are a Lord or an Immortal). The Wraith will be a template that can be given to a Necron after a costly and long "upgrade" process. Scarabs and Tomb Spiders will be seperate beasties (Anyone wanna stat them up? I'm gonna do them last, so go ahead!) and the Monolith/Doomsday Monolith is a class feature of the Necron Lord (HINT HINT)

And no, I don't know any stats for SM's, sorry.

2010-10-28, 06:14 PM
First, I think you mean line instead of ray in the Gauss flayer. If its a ray it only hits one person, maybe this is what you intended maybe it isn't, but "If this weapon scores a Critical Hit, then all damaged by this weapon are instantly affected by a Disintergration spell (CL equal to your HD)" makes it sound like you meant it to hit more than one person.

Second, this is awesome.

and space marines can be found Here. (http://www.tgdmb.com/viewtopic.php?t=49873&postdays=0&postorder=asc&start=0&sid=301af66fdbfe9a87d3afb1d975c959a9)

2010-10-28, 06:29 PM
For the Necron Lord PrC, level is universally considered to be a bad prerequisite, as it is not restricting enough. Seems that its too easy to get in right now. Might want to make it more specific.

IMO the "Armory Permit" ability is a tad clunky. Getting 500 gp per week does not seem like such a good way to go about it, because what about the gap between adventures? Or the time taken to level up. So far the class pretty much reads:
1. Get level 12.
2. Wait.
3. ???
4. Profit!

The Tygre
2010-10-28, 07:09 PM
I have seen fit to bring you this diagram of gauss weapons, if it would so please you.


2010-10-29, 08:09 AM
Yes, I meant line. Silly me
The thing is, I want it to be an easy PRC to get into. Yes, I want
a Necron Commoner 10 to be able to be a Lord. Harbringer of the Dregs, anyone? But a few prerequisites are in order, methinks. And the 500gp is hardly very much. WBL at Level 13 is 110,000gp. I'll add a little bit to put off
money leeches.
You've just made me remember! I need to stat up the Gauss Cannon.

2010-10-29, 08:50 AM
Honestly, these don't really seem to work at level one. Have you thought about giving them a few hit dice and a level adjustment and just starting them as stronger creatures, when fast healing/regeneration is no longer a problem, and they can have stronger stats? (Nevermind that construct HD are kinda terrible...).

2010-10-29, 09:14 AM
A few problems with that;

I despise LA and RHD. With a passion.
Construct HD ARE kinda bad.
I'd have to make them Constructs most probably, and no-one likes Necrons, so who's gonna awaken them?
No-one else has said their a bit off, but they could just be too nice to say.

2010-10-29, 11:58 AM
How many hp can Lords gain per level?

2010-10-29, 12:24 PM
Aw crud, yeah. I forgot the bloody hit dice. One moment *elevator music*