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)
(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:
- 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
- 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.
- 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)
- Ability Enhancing Implant (ASI)
- 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)
- Ability Enhancing Implant (ASI)
- Exo-Suit Specialization 2
- Ability Enhancing Implant (ASI)
- Emergency Defensive Shielding - The Exo-suits advanced battery allows for shields as good a corvettes, however, only for a few seconds (Indomitable)
- Exo-Suit Specialization 3
- Mechanically Enhanced Reflexes 2 (Multiattack 2)
- Ability Enhancing Implant (ASI)
- Advance Defensive Shielding - Shrinking the Size of the Exosuit's battery just means more batteries (Indomitable 2)
- Ability Enhancing Implant (ASI)
- Exo-Suit Specialization 4
- Ability Enhancing Implant (ASI)
- 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)
- Exo-Suit Specialization 5
- Ability Enhancing Implant (ASI)
- 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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