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.
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.
Subscribe to:
Posts (Atom)