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Space Marine - Fighter

Space Marine - Fighter

The First Wave broke the peace of the Solar system and brought the reality of war in space to everyone. It was a genie that could never go back into the bottle. Space is not a place for humans, war in space is all together more hostile. A new fighter was required for such a torturous playing field. You are that breed. Where the bones of a human fail, a powered exosuit will not. Where radiation shall boil your skill, power armor will hold firm. Space is not a place for humanity, but you are not only human. Embrace the new way. Embrace the path of the Space Marine.
hit dice: 1d10
hit points at 1st level: 10 + con
hit points at higher levels: 1d10 + con or 6 + con
armor proficiencies: All
weapon proficiencies: All
tools: None
saving throws: Strength, Constitution
skills: Choose two skills from Acrobatics, Sub-Sentient Handling (AH), Athletics, History, Insight, Intimidation, Perception, and Survival
starting equipment:
(a) Old UESM Power Armor (chain mail) or (b) Polymer Kevlar Vest (Leather Armor), A SI-7 Battle Rifle (Longbow) with one still rod.
(a) a martial weapon and a Magnetic Arm Shield (shield) or (b) two martial weapons
(a) a T-12 Revolver (light crossbow) and 20 bullets or (b) two MDF-4 Utility Axe
(a) a Wreck explorers kit (dungeoneer's pack) or (B) Colonial Explorers kit (Explorers pack)
spellcasting:
class features:
  1. Combat Exo-Suit - The pressures of space are massive, a customization exoskeleton can do a lot to take that off your shoulders (Fighting Style) Medical Auto-Injectors - You will suffer my young Marine, you will bleed. Don't be afraid, your suit knows too, it will take care of you. (Second Wind
  2. Over-pressurized Hydraulic Mod -  Your muscles can only move so fast, but the suit, don't be afraid to push it towards the breaking point.
  3. Exo-Suit Specialization - Much like any good tech, a exoskeleton is truly not one size fits all, you'll need to graft her to match you son (Martial Archtype)
  4. Ability Enhancing Implant (ASI)
  5. Mechanically Enhanced Reflexes - The Flesh is slow, your reaction time subpar, but listen to me kid, trust the suit, let the machine fill in, you;ll be cutting up monsters in no time. (Multiattack)
  6. Ability Enhancing Implant (ASI)
  7. Exo-Suit Specialization 2
  8. Ability Enhancing Implant (ASI)
  9. Emergency Defensive Shielding - The Exo-suits advanced battery allows for shields as good a corvettes, however, only for a few seconds (Indomitable)
  10. Exo-Suit Specialization 3
  11. Mechanically Enhanced Reflexes 2 (Multiattack 2)
  12. Ability Enhancing Implant (ASI)
  13. Advance Defensive Shielding - Shrinking the Size of the Exosuit's battery just means more batteries (Indomitable 2)
  14. Ability Enhancing Implant (ASI)
  15. Exo-Suit Specialization 4
  16. Ability Enhancing Implant (ASI)
  17. Support Arms - Eventually we had to ask, what we could accomplished if we split your arms into two sets? The answers we found, incredible. (Multi-attack 3) Advanced Mechanical Advanced Defensive Matrix - We've hollowed out useless spaces, parts, for more power. Within you is more shielding than one might find on space station, at least for a while - (indomitable 3)
  18. Exo-Suit Specialization 5
  19. Ability Enhancing Implant (ASI)
  20. One-With the Suit - We understand now, we know what's limited you, the human form. We tried to make a Exo-suit for humanity, we should have started with making humanity shaped for the perfect Exo-suit (Multi-attack 4)
subclass options:

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