Shadowrun Man
First Post
Now it has been a long time since I lasted posted here. This what I have made duing my absence here, I made a Base Class I call the Inquisitor. It reflects the Inquisitors abilities from the Warhammer 40k universe, so exact that it is over powered I made it only available to NPC's. I have made a projects out of fleshing out the Inquisition, like how they operate and what gear and magic gear they use to accomplish there missions. I have hit a wall in the project though, I can't find a lot of information on the other ordos like, Ordo Hereticus Ordo Xenos. Gameswork Shop is going to release codexs for those two ordos but not for a while though.
Here is a short run down on the Inquisition. Inquisitors are the Imperiums secret police in a sense, there are three distinct ordo's, Ordo Mallus, Ordo Xenos, and Ordo Hereticus, each have specific threat to deal with. Ordo Mallus deals with Deamons and there worshippers, Ordo Xenos deal with alien threats, and Ordo Hereticus deals with heretics. I haven't worked out the bonus an Inquisitor gets for being of a specific ordo, but here are what I have so far each have the Favored Enemy (specific to the threat the ordo hunts), and the Track ability (again specific to the threat the ordo hunts). They also can conscript any citizen or military force, and resorces too, that are required to get their goal accomplished. Haven't figures out how to rule that though, could use some help on this rule. Any suggestion would help out alot. That is what I have so far, there will be more, but I have to flesh it out some more, when I am done with that task I will post them in a different thread.
The Inquistor is a Fight/Rouge/Monk/Psion rolled into one they are trained of hundereds of years (the Warhammer 40k universe a bit whack, that humans more specifically psykers live for hundreds of years). The Inquisitor incorperates many features from different classes, like some features from the fighter, monk, rouge, and psion. Here are what I used from the different classes. The Inquisistor has the hit dice, special features, and bab of a fighter. The skills of a rouge, the save of the monk and two of there special abilities. And the full abilities of the psion, as in power points, psionic combat modes, and powers. This make the class to powerful for player characters, so the class is only available to the GM, and NPC's.
Here is the class, and it is also available for download too.
There is not alot of space to inclde the tables, so if you want to view those you have to download the file
Alignment: any lawful
Special: Human or Human subrace only
Hit Dice: d10
Class Skills
The Inquisitors class skills (and the key ability for each) are Autohypnosis (wis), Balance (dex), Bluff (cha), Climb (str), Concentration (con), Decipher Script (int), Diplomacy (cha), Disable Device (dex), Disguise (cha), Gather Information (cha), Hide (dex), Iejitsue (cha), Innueundo (wis), Intimidation (cha), Jump (str), Knowledge (all skills taken individually)(int), Listen (wis), Move Silently (dex), Psicraft (int), Open Lock (dex), Read Lips (int), Search (wis), Sense Motive (wis), Spellcraft (int), Spot (wis), Stabilize Self (con), Swim (str), Tumble (dex), Use Magic Device (cha)
Skill Points at first level: (8 + int modifier) x4.
Level: 8 + int modifier
Class Features
All of the following are class features of the Inquisitor
Weapons and Armor Proficiency: The inquisitor is proficient in the use of all simple and martial weapons and all armor (light, medium, and heavy armor) and shields. Note that armor heavier than leather apply to the skill Balance, Climb, Escape Artist, Hide, Jump, Move Silently, PickPocket, and Tumble. Also swim checks suffer a -1 penalty for every 5 pounds of armor and equipment.
Bonus Feats: At first level, the Inquisitor gets a bonus feat in addition to the feat that any first level character gets and the bonus feat granted to humans. The Inquisitor gains an additional bonus feat at second level and every two level thereafter (4th, 6th, 8th, etc.). These bonus feats can be selected from all feats psionic feats (see Chapter 3: Feats) as well as the following feats from the Players Hand Book: Ambidexterity, Blind-Fight, Combat Reflexes, Dodge (Mobility, Spring Attack), Exotic Weapon Proficiency, Expertise (Improved Disarm, Improved Trip, Whirlwind Attack), Improved Critical, Improved Initiative, Improved Unarmed Strike (Deflect Arrows, Stunnig Fist), Mounted Combat (Mounted Archery, Trample, Ride-By-Attack, Spirited Charge), Point Blank Shot (Far Shot, Precise Shot, Rapid Shot, Shot on the Run), Power Attack (Cleave, Improved Bull Rush, Sunder, Great Cleave), Quick-Draw, Two-Weapon Fighting (Improved Two-Weapon Fighting), Weapon Finess, Weapon Focus, Weapon Specialization
Some of the bonus feats available to a Inquisitor cannot be acquired until the Inquisitor has gained one or more prerequisite feats; these feats are listed parenthetically after the prerequisite feat. A Inquisitor can select feats marked with an asterisk (*) more than once, but it must be for a different weapon each time. A Inquisitor must still meet all prerequisites for a feat, including ability score and base attack bonus minimums. (See Chapter 5: Feats for descriptions of feats and their prerequisites.)
Important: These feats are in addition to the feat that a character of any class gets every three levels (as per Table 3-2: Experience and Level Dependent Benefits). The Inquisitor is not limited to the list given here when choosing those feats.
Weapons Specialization: On achieving 4th level or higher, as a feat the Inquisitor may take Weapon Specialization. Weapon Specialization adds +2 damage bonus with a chosen weapon. The Inquisitor must have Weapon Focus with that weapon to take Weapon Specialization. If the weapon is a ranged weapon, the damage bonus only applies if the target is with in 30 feet, because only at that range the Inquisitor strikes precisely enough to hit more efficiently. The Inquisitor may take this feat as a bonus feat or as a regular one.
Powers: A Inquisitor manifests psionic powers. A Inquisitor’s selection of powers is extremely limited, although he enjoys ultimate flexibility. Your Inquesitor begins play knowing 3 0-level powers (also known as talents) of your choice and 1 1st level power. At each level, your Inquisitor discovers one or more previously latent powers, as indicated on Table 1-1: The Inquisitor. A "-" indicates no extra powers are known; a number indicates that the Inquisitor can choose one or more powers at the given level.
Powers discovered can be common powers chosen from the Psion and Psychic Warrior power list (See Chapter 5: Powers), or they can be unusual powers that the Inquisitor has gained some understanding of by study. For example, a Inquisitor with a power stone encoded with an unusual psionic power (one not on the Psion or Psychic Warrior power list) could select that power as one of his new powers for achieving a new level, provided the powers is the right level. In any case, the Inquisitor can't learn powers at a faster rate in this manner. It simply allows the Inquisitor to occasionally select powers that aren't found on the Psion and Psychic Warrior power list.
To manifest a power within a particular discipline, a Inquisitor must have a key ability score of at least 10 + the powers level. (Psionic attack defense modes are exempt from this restriction, and do not posses levels.) The DC for saving throws to resist a Inquisitors powers is 1d20 + the powers level + the Inquisitors key ability modifier. The 1d20 roll is made by the attacking Inquisitor when the power is manifested. (Psionic attack and defense modes add a special modifier instead.)
Certain powers can be enhanced as they are manifested, at the cost of additional power points. Chapter 3: Feats describes a number of psionic power enhancement feats.
Note: A Inquisitor may choose to discover a lower-level power in place of a higher-level power normally granted by level advancement. Thus a Inquisitor advancing to 9th level may normally learn another 4th-level power but could instead learn a 3rd- or lower level power in it place.
Power Points: A Inquisitor can manifest a certain number of 1st-level and higher powers per day based on his available power points, but he need not prepare his powers in advance-he just pays the powers points cost of a power to manifest it. The number of available power points per day is improve by his bonus points, if any as shown on Table 1-2.
0-Level Powers: Also called talents, 0-level powers have a special power cost. A Inquisitor can manifest any talent he knows for free a number of times per day equal to his levels +3. After exhausting his daily allotment, the Inquisitor must pay 1 power point per manifestation of a 0-level power for the rest of the day. Thus, a 1st-level Inquisitor can manifest four talents for free, then must pay 1 power point for each additional 0-level manifestation that day.
Psionic Combat Modes: At 1st-level, the Inquisitor can choose to learn five of the ten psionic combat modes. (A full description of psionic combat, along with summaries of each power presented in Chapter 4: Psionics.) At every odd-numbered level from 3rd through 11th, he can learn one additional psionic combat mode. The five attack modes are ego whip, id insinuation, mind blast, mind thrust, and psychic crush. The five defense modes are empty mind, intellect fortress, mental barrier, thought shield, and tower of iron will
Psionic attack and defense mode are most effective against psionic characters and creatures, but they can effect non-psionic beings as well. Attack and defense modes are treated like psionic powers in some ways, but they have their own special qualities that powers do don't share.
Psionic combat modes have varying manifestations costs: low-level Inquisitors are cautioned to choose powers with lower costs. For instance, a Inquisitor could choose mind blast as 1st level, but its high power cost (9) makes it inaccessible to the Inquisitor for several levels.
Psicrystal: A inquisitor can encode a Psicrystal (see Psicrystal, below). Doing so takes a day and requires materials that cost 100 GP (usually, the gem used for the Psicrystal represents at least 50% of the total cost). A Psicrystal is psionically charged crystalline stone no more then 1 inch in diameter. It carries a fragment personality seeded from the Inquisitors own mind, which the Inquisitor can empathetically interact and from which he can derive benefits. A Inquisitor may posses no more then one Psicrystal any one time.
The Inquisitor chooses the type of Psicrystal he gets, that is what fragment of his personality is encoded in the stone. As the Inquisitor increases in level, his Psicrystal also increase in utility, as shown in Table 1-5: Psicrystal Special Abilities.
If the Psicrystal is destroyed, whether by accident or on purpose, the Inquisitor must attempt a Fortitude save (DC 15). If the saving throw fails, the Inquisitor loses 200 experience points per class level. A successful saving throw reduces the loses by half. However, a Inquisitor’s experience can never drop below 0 as the result of a psicrystal's destruction. For example, Gregore is a 3rd-level Inquisitor with 3,230 XP when his Psicrystal is eaten by a xorn. Gregore makes a successful saving throw, so he loses 300 XP, dropping him below 3,000 XP and back to 2nd-level (the Dungeon Masters Guide has rules for losing levels). A destroyed Psicrystal cannot be replaced for six months.
Still Mind: At 3rd level, a Inquisitor gains a +2 bonus to saving throws against spells and effects from the Enchantment school, since his meditation and training enable him to better resist mind-effecting attacks.
Diamond Soul: At 13th level, an Inquisitor gains spell resistance and psionic resistance. His spell resistance and psionic resistance equals his level +10. In order to effective Inquisitor with a spell or power, spell caster or manifester must roll the Inquisitors spell resistance or higher on 1d20 + the spell caster or manifesters level. (See spell resistance, players handbook page 150, and psionic resistance, psionic handbook page 33
Starting Gold: 6d4 x 10
If you have any thoughts on the class above please post them, but no flaming please.
Here is a short run down on the Inquisition. Inquisitors are the Imperiums secret police in a sense, there are three distinct ordo's, Ordo Mallus, Ordo Xenos, and Ordo Hereticus, each have specific threat to deal with. Ordo Mallus deals with Deamons and there worshippers, Ordo Xenos deal with alien threats, and Ordo Hereticus deals with heretics. I haven't worked out the bonus an Inquisitor gets for being of a specific ordo, but here are what I have so far each have the Favored Enemy (specific to the threat the ordo hunts), and the Track ability (again specific to the threat the ordo hunts). They also can conscript any citizen or military force, and resorces too, that are required to get their goal accomplished. Haven't figures out how to rule that though, could use some help on this rule. Any suggestion would help out alot. That is what I have so far, there will be more, but I have to flesh it out some more, when I am done with that task I will post them in a different thread.
The Inquistor is a Fight/Rouge/Monk/Psion rolled into one they are trained of hundereds of years (the Warhammer 40k universe a bit whack, that humans more specifically psykers live for hundreds of years). The Inquisitor incorperates many features from different classes, like some features from the fighter, monk, rouge, and psion. Here are what I used from the different classes. The Inquisistor has the hit dice, special features, and bab of a fighter. The skills of a rouge, the save of the monk and two of there special abilities. And the full abilities of the psion, as in power points, psionic combat modes, and powers. This make the class to powerful for player characters, so the class is only available to the GM, and NPC's.
Here is the class, and it is also available for download too.
There is not alot of space to inclde the tables, so if you want to view those you have to download the file
Alignment: any lawful
Special: Human or Human subrace only
Hit Dice: d10
Class Skills
The Inquisitors class skills (and the key ability for each) are Autohypnosis (wis), Balance (dex), Bluff (cha), Climb (str), Concentration (con), Decipher Script (int), Diplomacy (cha), Disable Device (dex), Disguise (cha), Gather Information (cha), Hide (dex), Iejitsue (cha), Innueundo (wis), Intimidation (cha), Jump (str), Knowledge (all skills taken individually)(int), Listen (wis), Move Silently (dex), Psicraft (int), Open Lock (dex), Read Lips (int), Search (wis), Sense Motive (wis), Spellcraft (int), Spot (wis), Stabilize Self (con), Swim (str), Tumble (dex), Use Magic Device (cha)
Skill Points at first level: (8 + int modifier) x4.
Level: 8 + int modifier
Class Features
All of the following are class features of the Inquisitor
Weapons and Armor Proficiency: The inquisitor is proficient in the use of all simple and martial weapons and all armor (light, medium, and heavy armor) and shields. Note that armor heavier than leather apply to the skill Balance, Climb, Escape Artist, Hide, Jump, Move Silently, PickPocket, and Tumble. Also swim checks suffer a -1 penalty for every 5 pounds of armor and equipment.
Bonus Feats: At first level, the Inquisitor gets a bonus feat in addition to the feat that any first level character gets and the bonus feat granted to humans. The Inquisitor gains an additional bonus feat at second level and every two level thereafter (4th, 6th, 8th, etc.). These bonus feats can be selected from all feats psionic feats (see Chapter 3: Feats) as well as the following feats from the Players Hand Book: Ambidexterity, Blind-Fight, Combat Reflexes, Dodge (Mobility, Spring Attack), Exotic Weapon Proficiency, Expertise (Improved Disarm, Improved Trip, Whirlwind Attack), Improved Critical, Improved Initiative, Improved Unarmed Strike (Deflect Arrows, Stunnig Fist), Mounted Combat (Mounted Archery, Trample, Ride-By-Attack, Spirited Charge), Point Blank Shot (Far Shot, Precise Shot, Rapid Shot, Shot on the Run), Power Attack (Cleave, Improved Bull Rush, Sunder, Great Cleave), Quick-Draw, Two-Weapon Fighting (Improved Two-Weapon Fighting), Weapon Finess, Weapon Focus, Weapon Specialization
Some of the bonus feats available to a Inquisitor cannot be acquired until the Inquisitor has gained one or more prerequisite feats; these feats are listed parenthetically after the prerequisite feat. A Inquisitor can select feats marked with an asterisk (*) more than once, but it must be for a different weapon each time. A Inquisitor must still meet all prerequisites for a feat, including ability score and base attack bonus minimums. (See Chapter 5: Feats for descriptions of feats and their prerequisites.)
Important: These feats are in addition to the feat that a character of any class gets every three levels (as per Table 3-2: Experience and Level Dependent Benefits). The Inquisitor is not limited to the list given here when choosing those feats.
Weapons Specialization: On achieving 4th level or higher, as a feat the Inquisitor may take Weapon Specialization. Weapon Specialization adds +2 damage bonus with a chosen weapon. The Inquisitor must have Weapon Focus with that weapon to take Weapon Specialization. If the weapon is a ranged weapon, the damage bonus only applies if the target is with in 30 feet, because only at that range the Inquisitor strikes precisely enough to hit more efficiently. The Inquisitor may take this feat as a bonus feat or as a regular one.
Powers: A Inquisitor manifests psionic powers. A Inquisitor’s selection of powers is extremely limited, although he enjoys ultimate flexibility. Your Inquesitor begins play knowing 3 0-level powers (also known as talents) of your choice and 1 1st level power. At each level, your Inquisitor discovers one or more previously latent powers, as indicated on Table 1-1: The Inquisitor. A "-" indicates no extra powers are known; a number indicates that the Inquisitor can choose one or more powers at the given level.
Powers discovered can be common powers chosen from the Psion and Psychic Warrior power list (See Chapter 5: Powers), or they can be unusual powers that the Inquisitor has gained some understanding of by study. For example, a Inquisitor with a power stone encoded with an unusual psionic power (one not on the Psion or Psychic Warrior power list) could select that power as one of his new powers for achieving a new level, provided the powers is the right level. In any case, the Inquisitor can't learn powers at a faster rate in this manner. It simply allows the Inquisitor to occasionally select powers that aren't found on the Psion and Psychic Warrior power list.
To manifest a power within a particular discipline, a Inquisitor must have a key ability score of at least 10 + the powers level. (Psionic attack defense modes are exempt from this restriction, and do not posses levels.) The DC for saving throws to resist a Inquisitors powers is 1d20 + the powers level + the Inquisitors key ability modifier. The 1d20 roll is made by the attacking Inquisitor when the power is manifested. (Psionic attack and defense modes add a special modifier instead.)
Certain powers can be enhanced as they are manifested, at the cost of additional power points. Chapter 3: Feats describes a number of psionic power enhancement feats.
Note: A Inquisitor may choose to discover a lower-level power in place of a higher-level power normally granted by level advancement. Thus a Inquisitor advancing to 9th level may normally learn another 4th-level power but could instead learn a 3rd- or lower level power in it place.
Power Points: A Inquisitor can manifest a certain number of 1st-level and higher powers per day based on his available power points, but he need not prepare his powers in advance-he just pays the powers points cost of a power to manifest it. The number of available power points per day is improve by his bonus points, if any as shown on Table 1-2.
0-Level Powers: Also called talents, 0-level powers have a special power cost. A Inquisitor can manifest any talent he knows for free a number of times per day equal to his levels +3. After exhausting his daily allotment, the Inquisitor must pay 1 power point per manifestation of a 0-level power for the rest of the day. Thus, a 1st-level Inquisitor can manifest four talents for free, then must pay 1 power point for each additional 0-level manifestation that day.
Psionic Combat Modes: At 1st-level, the Inquisitor can choose to learn five of the ten psionic combat modes. (A full description of psionic combat, along with summaries of each power presented in Chapter 4: Psionics.) At every odd-numbered level from 3rd through 11th, he can learn one additional psionic combat mode. The five attack modes are ego whip, id insinuation, mind blast, mind thrust, and psychic crush. The five defense modes are empty mind, intellect fortress, mental barrier, thought shield, and tower of iron will
Psionic attack and defense mode are most effective against psionic characters and creatures, but they can effect non-psionic beings as well. Attack and defense modes are treated like psionic powers in some ways, but they have their own special qualities that powers do don't share.
Psionic combat modes have varying manifestations costs: low-level Inquisitors are cautioned to choose powers with lower costs. For instance, a Inquisitor could choose mind blast as 1st level, but its high power cost (9) makes it inaccessible to the Inquisitor for several levels.
Psicrystal: A inquisitor can encode a Psicrystal (see Psicrystal, below). Doing so takes a day and requires materials that cost 100 GP (usually, the gem used for the Psicrystal represents at least 50% of the total cost). A Psicrystal is psionically charged crystalline stone no more then 1 inch in diameter. It carries a fragment personality seeded from the Inquisitors own mind, which the Inquisitor can empathetically interact and from which he can derive benefits. A Inquisitor may posses no more then one Psicrystal any one time.
The Inquisitor chooses the type of Psicrystal he gets, that is what fragment of his personality is encoded in the stone. As the Inquisitor increases in level, his Psicrystal also increase in utility, as shown in Table 1-5: Psicrystal Special Abilities.
If the Psicrystal is destroyed, whether by accident or on purpose, the Inquisitor must attempt a Fortitude save (DC 15). If the saving throw fails, the Inquisitor loses 200 experience points per class level. A successful saving throw reduces the loses by half. However, a Inquisitor’s experience can never drop below 0 as the result of a psicrystal's destruction. For example, Gregore is a 3rd-level Inquisitor with 3,230 XP when his Psicrystal is eaten by a xorn. Gregore makes a successful saving throw, so he loses 300 XP, dropping him below 3,000 XP and back to 2nd-level (the Dungeon Masters Guide has rules for losing levels). A destroyed Psicrystal cannot be replaced for six months.
Still Mind: At 3rd level, a Inquisitor gains a +2 bonus to saving throws against spells and effects from the Enchantment school, since his meditation and training enable him to better resist mind-effecting attacks.
Diamond Soul: At 13th level, an Inquisitor gains spell resistance and psionic resistance. His spell resistance and psionic resistance equals his level +10. In order to effective Inquisitor with a spell or power, spell caster or manifester must roll the Inquisitors spell resistance or higher on 1d20 + the spell caster or manifesters level. (See spell resistance, players handbook page 150, and psionic resistance, psionic handbook page 33
Starting Gold: 6d4 x 10
If you have any thoughts on the class above please post them, but no flaming please.