ADEPTUS ASTARTES (Space Marine) NPC Prestige Class Presented here is the basic Prestige Class for a generic Space Marine. Each Chapter will have thier own bonuses related to that Chapter. I list some suggestions below. This is an NPC prestige class unless the DM allows otherwise or has a tailored campaign. Space Marines are the finest human warriors of them all. Genetically tailored and utterly loyal to the Emperor, the Space Marine Chapters represent mankind's greatest hope of victory in the never ending wars for survival. A Space Marine's implants have fully grown and matured to create a super-human soldier capable of withstanding terrible wounds and breathing in poisons that would kill a lesser man. Space Marines are also amongst the best equipped troops in the universe wearing power armoured suits as standard and having access to the most advanced equipment the Imperium has to offer. The greatest Space Marines of a Chapter come from the First Chapter. These are the veterans of countless campaigns and only they have the honour of wearing Terminator Tactical Dreadnought armour. Requirements Alignment: Any Good or Neutral. Skills: Knowledge (Religion, Ecclesiarchy) 5+ Feats: Alertness, Ambidexterity, Armour Proficiency (Heavy), Athletic, Toughness, Nerves of Steel Stamina Dice: d12 + con Skill Points: 4+ Int Modifier Class Skills: As Mercenary. Special: Space Marines are literally very big men, very few are under six feet. When in full battlegear they look like giants and are no less formidable (must have a height of 185cm+). Most Space Marines are born Space Marines. Some few who are knighted are inducted into the fold of a particular chapter. Also the characters loyalty to the Emperor must be beyond impeachment. Benefits: The ultimate human fighting machine. Crux Terminatus: This award allows the Space Marine to pilot a Dreadnaught Terminator Suite.
ADEPTUS ASTARTES (Space Marine Librarian) NPC Prestige Class The Librarian is a gifted psionic marine. Any marine found to have psi talent is inducted into the librarian arm of the Chapter and given extensive training. Requirements Skills: Any Feats: Some Psionic ability. Stamina Dice: d6 + Con. Skill Points: As Psychic Warrior (per PH). Class Skills: As Psychic Warrior (per PH). Special: At least 1 level in the Space Marine Prestige Class. Benefits: Psionic Power: For each level in this class the character may pick any one psionic power from the Psionicist or Psychic Warrior spell list of equal spell level or lower (see the PH for psionic powers). For example, at level 1 the character may pick any 1 level 1 or 0 Psioncist or Psychic Warrior psi power. They may use their highest mental stat (Wis, Int or Cha) to determine bonus powers. Weapon Specialisation: The Librarian is a legendary figure with any melee weapon. The character may use the weapon specialisation feat for any melee weapon.
THE BATTLE SISTERS OF THE ORDERS MILITANT NPC Prestige Class The bulk of the Sisters of Battle army is formed of Battle Sisters squads whose deep faith in the Imperial Cult provides them with the steadfast determination they need to combat any foes whether they be alien heathens or apostate humans Requirements Alignment: Any Good. Skills: Knowledge (Religion, Ecclesiarchy ) 6+ Feats: Any Stamina Dice: d12 + Con. Skill Points: 4 + Intelligence modifier Class Skills: As Mercenary in T20 Special: Must be a member of the Adeptus Ministorum. Must be a female. Benefits:
The 6 Implants: See the Feats section for information on the 6 Implants. Divine Grace: The character applies her Charisma modifier as a bonus to all saving throws Aura of Courage: The character is now immune to fear and fear like effects. She also bestows a +4 morale bonus to her allies within 5 metres on saving throws against fear effects. Sacred Rites: Before the fighting begins, the Sisters of Battle kneel in prayer, offering their thanks to the Emperor and God and asking for His protection and guidance. The Battle Sisters are invigorated and emboldened by their prayers, instilled with grim courage and determination to overcome their foes. Roll 1d6 to determine the affect.
*NB: All effects are for 1 single combat and affect the character and her allies for the duration of the battle. A level 10 Sister of Battle receives a +1 to her roll. Racial Memory: The Sister has access to all the memories of all the Sister to have ever lived through the millenniums. All skills are now considered class skills. Also, if the Sister makes an Intelligence test vs. DC 20 she can use untrained skills as if she had 1 point in that skill. She can do this once a day. TRAITOROUS ADEPTUS ASTARTES (Chaos Space Marine) NPC Prestige Class At the very birth of the Imperium of Man, fully half of the Emperor's most trusted Space Marines Legions turned against him in a bitter civil war. Brother fought brother, and Mankind stood upon the very brink of extinction. Ten thousand years after their defeat, those same traitors still launch their Black Crusades out of the Eye of Terror, intent upon nothing less than the utter destruction of the Imperium and the death of its weakling Emperor. Now and forever they had become Chaos Space Marines, despised and feared as traitors and heretics throughout the galaxy. Worse still, the path to immortality offered by the Chaos gods led through a hell of death, mutation and madness. Daemonhood awaited them at the end of the road, followed by an eternity as slaves to darkness. This is an NPC Prestige class unless the DM permits otherwise. At first level Chaos Space Marines receive Space Marines as their favoured enemy. Requirements Alignment: Any Evil Skills: Knowledge (Religion) 5+ Feats: Alertness, Ambidexterity, Armour Proficiency (Heavy), Athletic, Toughness, Nerves of Steel. Stamina Dice: d12 + con. Skill Points: 4+ Int Modifier. Class Skills: As Mercenary. Special: The Chaos Space Marine must have atleast one level in the Space Marine Prestige Class. Also, they must of willingly made peaceful contact with a warp entity. Benefits: The player may now become a Black Guard as detailed in the DMG on pg. 31. He may replace Detect Good with Detect Space Marine. This works the same way but only detects Space Marines. Smite Good may also be replaced with Smite Space Marine.
ADEPTUS ASTRA TELEPATHICA (Psyker) Prestige Class Trained to develop their mind as a weapon, the Psyker (also known as a Librarian if also a Space Marine or plane old Psi for non-Marines) can manifest mental capabilities beyond the norm of a natural talent. Requirements Skills: Any Psionic Rank 4+, Knowledge (Psionic) 4+ Feats: Astropath, Natural Talent, Sixth Sense, Psi Training. Stamina Dice: variable + Con. Skill Points: Special (see Benefits). Class Skills: Special (see Benefits). Special: Must of passed the Adeptus Astra Telepathica Psi exam (T20, pg.186). Must of mastered atleast one sphere (T20, pg. 186) Benefits: The player may now become a Psionicist or a Psychic Warrior as detailed in the Psionic Handbook. He now follows that class progression. He must continue to seperate his T20 Psi Strength from his Psionic Power Points (PP). He can only use Psi Strength for T20 psionics and PP for his Psionic Handbook class. All T20 psionic skills now become class skills. . TECHNO-MAGE Prestige Class Renegade Techno-Priests who are fascinated with the concept of "magic". They use high (sometimes stolen) technology to simulate the affects of magic. Technically not heretical in nature, they will generally be burned as witches and warlocks by your average Imperial citizen, the few that are not live in seclusion under the watchful eye of the Inquisition. The character does not actually wield any magic ability, but uses an equivalent technological device. Requirements Skills: Techncosaavy 4+, Knowledge (Arcana) 4+, T/Mechanical, 4+ Feats: Gearhead, Hacker, Research Stamina Dice: d4 + Con. Skill Points: Special (see Benefits). Class Skills: Special (see Benefits). Special: Must own an AI level hand-held computer (if wizard). Must of studied the Necronomicon or have a copy (RP event/adventure). Benefits: The character may now advance as either a Wizard or Sorcerer per the PHB. He must adhere to the same limitations as the chosen class. He may replace his spell book for a hand-held computer with AI level intelligence. All components require the equivalent listed in the PHB in credits worth of "gadgetry" to "cast" the spells. The character mimics the abilities of the Magic-User but does not actually cast any magic. The character may now also take any magic-user associated prestige class allowed by the DM.
THE INQUISITION (Inquisitor) Prestige Class The Inquisition is sometimes seen as the left hand of the Emperor. It is a secretive organisation whose members are bound by no Imperial law or authority except their own. The soul purpose of the Inquisition is to investigate any potential threat to the human race, and then take whatever measures to annihilate it. Aggressive aliens, serious genetic deviation, political corruption, the machinations of planetary governors, and gross incompetence are enough to keep the Inquisition permanently occupied. No reason to re-invent the wheel, you can use the prestige class created by Jefferey Keown. You can find it here.
NAVIGATOR Prestige Class The Navigator fully embraces his heritage as a member of the Navis Nobilite. Requirements Skills: Concentration 4+ Feats: Navigator Gene Stamina Dice: d4 + Con. Skill Points: 2 + Int. Class Skills: As Ace Pilot. Special: 1 level in a Psionic Class (Psioncist or Psychic Warrior). Must be a noble (T20 class or other equivalent like an official Imperial Title). Must be human. Benefits:
Warp Eye: Also known as the Third Eye by the superstition people of the Imperium. A crystal like "eye" begins to form in the middle of the Navigators forehead. Over time it looks like an embedded gem of a colour that reflects the personality of the Navigator best. This is a change from the official w40k cannon. See Navis Nobilite for more information. The eye acts like a Psicrystal per the Psionic Handbook. If the character already has a Psicyrstal then the crystal is considered one level higher then normal. Mark of the Navigator: Many Navigators can be distinguished by a mutation. Sometimes these mutations are minor sometimes they are obvious. Roll 1d10, 1~5 the Navigator looks completely normal. On a roll of 6+ the Navigator has a mutation. Roll once on the Mutation table from Gamma World (Dungeon #94). Navigator Mutation: As the Navigator approaches closer to being a candidate for Paternova his (or her) body begins to change further. They begin to grow even larger and stronger. Their gill structure becomes fully functional allowing them to survive in hard vacuum as well us underwater or in normally poisonous environments. The Navigator gains +2 to STR, +1 to CON and can breathe water like a fish. Also the Navigator can survive in a vacuum environment for upto 12 hours. The change also grants the Navigator +3 to saves vs. any type of poison. Heir Apparent: The Navigator changes even further towards the position Paternova. The character gains Poison Immunity and an additional +2 to STR and +1 to CON as well as +1 to INT and WIS. The character never mis-jumps. If the Paternova dies the Heir Apparent is compelled to find, fight and kill other Heir Apparent. He can sense when another Heir Apparent is nearby and knows the general vicinity of the nearest heir apparent (e.g. if the Heir is on a planet or in the warp, which system he is in etc). Every time he kills another Heir he receives a temporary bonus of +1 to all physical and mental stats until he becomes Paternova or is defeated in combat. He also receives 10% of the defeated characters XP value as a bonus.
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