Sunday, April 24, 2016

Getting some feedback.

While I'm not as prolific as many of my fellow gamers out there with a blog, I've put together a few random things that some might find useful. If you've used anything from this blog in your game, I'd like to hear about it. What worked. What didn't. That kind of thing.

Saturday, April 23, 2016

Imperial Space Marines in 5E Part 1

Some random attack of insanity hit me the other day and I started statting up 40K Imperial Space Marines for 5e. If you're not familiar with them, you might look at these stats and think, "Dang! These things are ridiculous!" If you are familiar with Warhammer 40K, you might look at these stats and think, "These are weak sauce compared to the fluff." I'm okay with that, since GW can't even seem to capture the badassitude that is the Imperial Space Marine in the 40K fluff.

Imperial Space Marines are genetically altered warriors that defend the Imperium of Man from all threats foreign and domestic in the year 40,000. They are altered by the genetics of the God Emperor himself, a superhuman who technically died in the year 30,000, but has been kept in a state of living death by his Golden Throne for the last 10,000 years. The Imperium is said to consist of a million worlds, and I'll leave that there because I don't want Dune fans to get overly irritated.

The initiates of the Space Marines go through several modifications over the course of a number of years, while also being essentially subjected to various kinds of conditioning and brainwashing as well as extensive combat training. Most Marine Chapters live by the Codex Astartes, which a sacred tome of military organisation, strategy and tactics, and moral behavior as written by one of the superhumans that started the Space Marines in the first place. For some reason, many in the Imperium have this stupid idea that Space Marines only go into battle in bright colors, charging into the teeth of enemy guns led by screaming glory hounds who think things like helmets are for lesser warriors. Some know better, though, aware that the Codex Astartes covers things like, oh, camouflage, and other things that involve a little more strategic and tactical acumen than acting like a Kzinti high on speed. (Scream and leap, suckers.)

Once an initiate reaches a certain point, he is sent into the field as a Space Marine scout. Scout squads are led by experienced warriors who share their wisdom with the neophytes while in the field. Once a scout is deemed ready, he will then be elevated to the ranks of the full battle brothers of their Chapter.

Part 1 is just going to cover the Space Marine scouts.

Space Marine Scout
Medium humanoid, any alignment
Armor Class 17 (scout armor)
Hit Points 75 (10d8+30)
Speed 35 ft.
Str                    Dex                  Con                  Int                    Wis                  Cha
16 (+3)             15 (+2)             16 (+3)             10 (+0)             13 (+1)             10 (+0)

Saving Throws Str +5, Dex +4, Con +5
Skills Athletics +5, Perception +3, Religion +2, Stealth +4, Survival +3
Proficiencies land vehicles
Damage Resistances poison, thunder
Condition Immunities deafened, frightened, poisoned
Senses darkvision 60 ft., passive Perception 13
Challenge 4

Astartes Organs. See specifics at a later date.

Charger. When the scout performs a Dash action, he may use a bonus action to make one melee attack. If he has moved at least 10 feet immediately before taking this bonus action, he gains +5 to the attack’s damage roll.

Keen Smell. The scout has advantage on Wisdom (Perception) checks that rely on smell.

Memory Consumption. The scout can experience the memories of a creature by eating it. The memories gained are usually only up to a week old and usually only provide general details.

Actions
Multiattack. The scout makes two melee or ranged attacks. He may also make one attack with an off-hand weapon.

Bolter. Ranged Weapon Attack: +4 to hit, range 150/600, one target or 10-foot-cube area. Hit: 13 (2d10+2) piercing damage.

Bolt Pistol. Ranged Weapon Attack: +4 to hit, range 90/270, one target. Hit: 9 (2d6+2) piercing damage.

Combat Blade. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing or slashing damage.

Heavy Bolter. Ranged Weapon Attack: +4 to hit, range 400/1200, one target or 10-foot-cube area. Hit:  24 (4d10+2) piercing damage.

Shotgun. Ranged Weapon Attack: +4 to hit, range 50/150, one target. Hit: 11 (2d8+2) piercing damage.

Sniper Rifle. Ranged Weapon Attack: +4 to hit, range 400/1200, one target. Hit: 9 (2d6+2) piercing damage plus 14 (4d6) poison damage.

Reactions
Parry. The scout adds 2 to his AC against one melee attack that would hit him. To do so, the scout must see the attacker and be wielding a melee weapon.

Space Marine Scout Sergeant
Medium humanoid, any alignment
Armor Class 17 (scout armor)
Hit Points 127 (15d8+60)
Speed 40 ft.
Str                    Dex                  Con                  Int                    Wis                  Cha
19 (+4)             15 (+2)             18 (+4)             13 (+1)             16 (+3)             15 (+2)

Saving Throws Str +7, Dex +5, Con +7, Wis +6
Skills Athletics +7, Perception +6, Religion +4, Stealth +5, Survival +6
Proficiencies land vehicles
Damage Resistances poison, thunder
Condition Immunities deafened, frightened, poisoned
Senses darkvision 60 ft., passive Perception 16
Challenge 6

Acid Spittle. The scout sergeant may spit acid as an action at a single target within 5 ft., causing 5 (2d4) acid damage, though rarely chooses to do so. This ability recharges on 5 or 6.

Astartes Organs. See specifics at a later date.

Charger. When the scout sergeant performs a Dash action, he may use a bonus action to make one melee attack. If he has moved at least 10 feet immediately before taking this bonus action, he gains +5 to the attack’s damage roll.

Keen Smell. The scout sergeant has advantage on Wisdom (Perception) checks that rely on smell.

Memory Consumption. The scout sergeant can experience the memories of a creature by eating it. The memories gained are usually only up to a week old and usually only provide general details.

Regeneration. The scout sergeant regains 5 hit points at the start of his turn if he has at least 1 hit point.

Stabilization. The scout sergeant has advantage on stabilization rolls when reduced to 0 hit points.

Actions
Multiattack. The scout sergeant makes two melee or ranged attacks. He may also make one attack with an off-hand weapon.

Bolter. Ranged Weapon Attack: +5 to hit, range 150/600, one target or 10-foot-cube area. Hit: 13 (2d10+2) piercing damage.

Bolt Pistol. Ranged Weapon Attack: +5 to hit, range 90/270, one target. Hit: 9 (2d6+2) piercing damage.

Chainsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10+4) slashing damage.

Combat Blade. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing or slashing damage.

Power Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (3d8+4) bludgeoning damage.

Shotgun. Ranged Weapon Attack: +5 to hit, range 50/150, one target. Hit: 11 (2d8+2) piercing damage.

Reactions

Parry. The scout sergeant adds 2 to his AC against one melee attack that would hit him. To do so, the scout sergeant must see the attacker and be wielding a melee weapon.

Scout Weapons                       Damage                      Weight                                    Properties
Martial Melee Weapons
Chainsword                             1d10 S                         12 lbs

Combat Blade                         1d6 P or S                    2 lbs

Power Fist                               3d8 B                           20 lbs                           Unwieldy

Martial Ranged Weapons
Bolter                                      2d10 P                         20 lbs               Ammunition (range 150/600), burst fire, reload (30 shots), two-handed

Bolt Pistol                                2d6 P                           6 lbs                 Ammunition (range 90/270), reload (10 shots)

Heavy Bolter                           4d10 P                         85 lbs               Ammunition (range 400/1200), burst fire, heavy, reload (100 shots), two-handed

Shotgun                                   2d8 P                           14 lbs               Ammunition (range 50/150), reload (15 shots), two-handed

Sniper Rifle                             2d6 P + 4d6 Poison      15 lbs               Ammunition (range 400/1200), reload (5 shots), silenced, two-handed

Grenades
Fragmentation                        5d6 P                           1 lb
Fragmentation Grenades may be thrown at a point up to 60 feet away. Each creature within 20 feet of an exploding frag grenade must make a DC 15 Dexterity saving throw or take the damage listed a failed save, half as much on a successful one. DMG 268

Krak                                         5d10 P                         1 lb
Krak Grenades may be thrown at a point up to 60 feet away, but lack a blast radius. They may be attached to a target for maximum effect, causing double damage against objects such as walls, doors, etc.

Weapon Properties
Silenced. When this weapon is fired, creatures must make a DC 15 Wisdom (Perception) check to hear it.
Unwieldy. This weapon is so large and heavy that it may not be used by the creature wielding it as part of a reaction.
Other weapon properties are as given in the Player’s Handbook & Dungeon Master’s Guide.

Armor
                                                Armor Class                                        Weight
Medium Armor
Scout Armor                            15 + Dex modifier (max 2)                 30 lbs

Scout armor is the armor used by scout squads in the field, being a modified form of carapace armor. Full battle brothers may also use this armor during times of relative peace. Scout armor consists of fatigues made of ballistic material and overlapping ceramite plates. It is equipped with a long-range, encrypted vox that allows the wearer to stay in contact with his unit. It also has an interlocutor beacon that helps identify the wearer to friendly forces and which can also act as a distress beacon. Lastly, due to the sacred unguents and special coatings worked into the armor, it makes the wearer difficult to detect through technological means. It grants the wearer advantage on Dexterity (Stealth) checks vs technological detection devices, as well as imposing disadvantage on Wisdom (Perception) checks on anyone relying on a technological device to detect the wearer.

Wednesday, April 13, 2016

The Rakasta

The rakasta, those cat-like warrior nomads originally from Mystara. I believe their first appearance was in Isle of Dread. They then showed up in Savage Coast. Since then, there have been a handful of other works featuring these saber-toothed tiger-riding warriors. If you need scary cat warriors riding scary cat mounts, then I have just the thing.

Rakasta
Medium humanoid, neutral
Armor Class 13 (leather armor)
Hit Points 11 (2d8+2)
Speed 35 ft.
Str                    Dex                  Con                  Int                    Wis                  Cha
13 (+1)             15 (+2)             12 (+1)             10 (+0)             11 (+0)             10 (+0)

Skills Perception +2, Stealth +4
Senses darkvision 60 ft., passive Perception 12
Languages Rakasta
Challenge ¼

Keen Smell. The rakasta has advantage on Wisdom (Perception) checks that rely on smell.

Leap. The rakasta’s long jump is a number of feet equal to the rakasta’s strength score from a standing start, half again more if the rakasta moves at least 10 feet. The rakasta’s high jump is 3 + the rakasta’s strength modifier in feet from a standing start, 6 + the rakasta’s strength modifier in feet if the rakasta has moved at least 10 feet immediately before the jump.

Actions
Multiattack. The rakasta makes two attacks: one with its bite, one with its claws or weapon.

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) piercing damage.

Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) slashing damage.

Rakasta Hatra
Medium humanoid, neutral
Armor Class 14 (hide armor)
Hit Points 26 (4d8+8)
Speed 35 ft.
Str                    Dex                  Con                  Int                    Wis                  Cha
15 (+2)             15 (+2)             14 (+2)             10 (+0)             12 (+1)             11 (+0)
Skills Animal Handling +3, Perception +3, Stealth +4, Survival +3
Senses darkvision 60 ft., passive Perception 13
Languages Rakasta
Challenge 1

Keen Smell. The hatra has advantage on Wisdom (Perception) checks that rely on smell.

Pack Tactics. The hatra has advantage on an attack roll against a creature if at least one of the hatra’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Leap. The hatra’s long jump is a number of feet equal to the hatra’s strength score from a standing start, half again more if the hatra moves at least 10 feet. The hatra’s high jump is 3 + the hatra’s strength modifier in feet from a standing start, 6 + the hatra’s strength modifier in feet if the hatra has moved at least 10 feet immediately before the jump.

Actions
Multiattack. The hatra makes two attacks: one with its bite, one with its kasas.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage.

Kasas. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage.

Rakasta Chief
Medium humanoid, neutral
Armor Class 14 (hide armor)
Hit Points 39  (6d8+12)
Speed 35 ft.
Str                    Dex                  Con                  Int                    Wis                  Cha
16 (+3)             15 (+2)             15 (+2)             11 (+0)             13 (+1)             12 (+1)
Skills Animal Handling +3, Perception +3, Stealth +4, Survival +3
Senses darkvision 60 ft., passive Perception 13
Languages Common, Rakasta
Challenge 2

Keen Smell. The chief has advantage on Wisdom (Perception) checks that rely on smell.

Pack Tactics. The chief has advantage on an attack roll against a creature if at least one of the chief’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Leap. The chief’s long jump is a number of feet equal to the chief’s strength score from a standing start, half again more if the chief moves at least 10 feet. The chief’s high jump is 3 + the chief’s strength modifier in feet from a standing start, 6 + the chief’s strength modifier in feet if the chief has moved at least 10 feet immediately before the jump.

Actions
Multiattack. The chief makes two attacks: one with its bite, one with its kasas.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) piercing damage.

Kasas. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage.

Rakasta Shaman
Medium humanoid, neutral
Armor Class 14 (hide armor)
Hit Points 27 (5d8+5)
Speed 35 ft.
Str                    Dex                  Con                  Int                    Wis                  Cha
14 (+2)             15 (+2)             13 (+1)             11 (+0)             16 (+3)             12 (+1)
Skills Animal Handling +4, Perception +4, Stealth +4, Survival +4
Senses darkvision 60 ft., passive Perception 14
Languages Common, Rakasta
Challenge 2

Keen Smell. The shaman has advantage on Wisdom (Perception) checks that rely on smell.

Pounce (Tiger Form Only). If the shaman moves at least 20 feet straight towards a creature before hitting with a claw attack, the target must succeed a DC 12 saving throw or be knocked prone.

Spellcasting (Rakasta Form Only). The shaman is a 5th level spellcaster. Its spellcasting is Wisdom (spell save DC 13, +5 to hit with spell attacks). The shaman has the following druid spells prepared:
Cantrips (at will): druidcraft, produce flame, thornwhip
1st level (4 slots): cure wounds, entangle
2nd level (3 slots): heat metal, hold person, pass without trace
3rd level (2 slots): call lightning, conjure animals

Leap. The shaman’s long jump is a number of feet equal to the shaman’s strength score from a standing start, half again more if the shaman moves at least 10 feet. The shaman’s high jump is 3 + the shaman’s strength modifier in feet from a standing start, 6 + the shaman’s strength modifier in feet if the shaman has moved at least 10 feet immediately before the jump.

Actions
Multiattack. The shaman makes two attacks: one with its bite, one with its kasas or claws.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage, or 6 (1d10+1) piercing damage in tiger form.

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) slashing damage, or 6 (1d8+2) slashing damage in tiger form.

Kasas. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage.

Change Shape (Recharges after a Short or Long Rest). The shaman magically polymorphs into a tiger, remaining in that form for up to 1 hour. It can revert to its true form as a bonus action. Its statistics, other than size and armor class, are the same in each form. The shaman chooses if its equipment falls to the ground in its space or merges with its new form. It reverts to its true form if it dies.

The rakasta are a proud, nomadic cat-like race, with mystical traditions and a belief in the superiority of their race. They do not lord this superiority over others, they simply accept it as fact. They are not overly aggressive towards others, but are fierce fighters when provoked. In addition to their hunting and warrior traditions, rakasta are skilled artisans, making beautiful rugs and artful bowls and cups that they trade.

Rakasta stand 5 to 6 feet tall, and have tawny coats, though silver grey or reddish are also possible. They tend to be lighter around the jaws, chin and throat. They have retractable claws and a long, non-prehensile tail.

The Pride
Rakasta live in prides, with a chief, a shaman and a mixture of warriors, hunters and artisans.

Masters of the Great Cats
The rakasta keep great cats, the hatra using them as mounts in combat. Each pride will keep whatever great cat is common to the area they live in, from lions to tigers to even the great saber-toothed tigers. Each hatra bonds with specific cat, becoming life-long companions.

Warrior Elite
The greatest warriors of a pride are the hatra. Any rakasta will take up arms to protect the pride, but the hatra are the bravest and strongest of the pride. Only a hatra can hold the respect of their great cat mounts.

While other rakasta may use a variety of weapons in battle, the hatra will only fight using kasas, metal claws worn over the hands like gloves. All other weapons are beneath their honor. The hatra live by a code of honor known as Sri’raka which dictates most of what they do.

The chief of the pride maintains a cohort of the six best hatra.

A Cat’s Curiosity
Rakasta are quite curious, and nothing piques their interest more than visitors from outside the pride. As a result, they are usually rather welcoming of newcomers. Despite this, one must always remember that rakasta can be somewhat temperamental.


Rakasta are also occasionally subject to wanderlust and feel the need to experience the world on one’s own. They don’t want to hear about things out in the world, they want to see and experience it for themselves.