Dungeon Crusade Adventures [OOC]

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Maxus
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Dungeon Crusade Adventures [OOC]

Post by Maxus »

So I have a player out for a couple of weeks in my normal weekly game, and since we're at a kind of plot-sensitive area, I've decided I'm going to run Dungeon Crusade Adventures while he's out.

That is, take 3e/3.5 adventure modules and then turn Warhammer characters loose on them, using Koumei's Dungeon Crusade.

My usual alt players--coupla IRL buddies--are busy so here you go.

Game will be level 13, Siege tier--in fact so far enough into Siege tier at the advanced classes will be a thing. The adventure module is demon heavy--cultists sacrificing villagers to demons.

Imperial influence on the setting is the Imperium is trying to bring the planet into the fold for the large amounts of adamantine in the planet, they've been here for a couple of years, long enough to get a sort of city going on a mountain and for the local populace to have adjusted to the idea of Astartes and the like.

Likewise, mixed-group parties are explained that the different chapters and orders and temples would like a toehold so there's a fairly diverse amount of chapters sending a squad or two to try to make a case for why they deserve a base and first crack at the production when it gets going (Space Wolves are currently in the lead, owing to a previous adventure).

You will be allowed two pieces of requisition gear from your base class and one from your second class. Playing will be on IRC, Saturday night at 9 PM Central time. Might run an extra session on Friday night, same time, same channel, if we can all make it.

Two slots open.
Last edited by Maxus on Wed Oct 08, 2014 4:35 pm, edited 8 times in total.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
radthemad4
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Post by radthemad4 »

I've technically got a class around that time, but the Prof is leaving the country for a month. If it's only for a few sessions, I can make it. I can do Fridays if that's an option though.
Last edited by radthemad4 on Tue Sep 23, 2014 6:13 am, edited 1 time in total.
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Post by Maxus »

Should be two or three sessions: This Saturday, next Saturday, and possibly the Friday before if everyone's down with it.

Do you have the Dungeon Crusade PDF?
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
radthemad4
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Post by radthemad4 »

Downloading this one now: http://www.mediafire.com/download/uqh1x ... y+Done.pdf

However, if there's a newer one, I'll PM you the login details of that mediafire account I created (it also has Disgaegame and Koumei's unfinished Pokémon stuff).

I know very little about Warhammer (next to nothing), but I'll look into it and the pdf over the next few days.
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Post by Koumei »

That is indeed the newest one. And probably will forever be.
Count Arioch the 28th wrote:There is NOTHING better than lesbians. Lesbians make everything better.
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Post by Koumei »

Okay, I'm putting character ideas together, but want to throw the ideas out there so I can cross things off the list if others want to play them, or if they clash with other ideas people have and so on.

All ideas are Adepta Sororitas. Obviously.
-Celestian/Pegasus Knight (slightly tanky, charges enemies super hard and triggers allies into getting a free charge attack when she does)
-Seraphim/Avenging Angel (flies around being supernatural and shooting people with bullets and fire before whipping out massive weapons. Some healing)
-Sister Superior/Ophanim (leaps out of a Repressor we can all roll around in, then torches people with Assault weapons and lets allies shoot even more)
-Sister Superior/Retributor (pilots a Repressor or Immolator for the team, then smashes people with Heavy weapons in a way that makes allies happy)
-Sister Non-Militant/Sister Pronatus (covered in blessed relics, wanders around smacking enemies about in a "non-militant" manner, uses Power Words a bit, has a pile of requisitioned gear being on such good terms with the Inquisition)

So those are the ideas. If someone else wants to be one of them, say so and I can cross it out. If someone wants to particularly go in a "not doing X" direction, say so and I can cross out X.

Also, if I cared enough there are all sorts of changes to classes and shit that I'd make, in an effort to unifying various mechanics, giving more choices of X or Y at levels, and giving people more things to do rather than big numbers. But that's more effort than I care about. One thing I can be bothered doing is just tidying up the equipment rules a bit, if Maxus is okay with that. Mostly it'd be:
-Changing [Machine Spirit] to be the standard Magic Item bonus rather than +BAB to damage/DR.
-Making Masterwork a little bit relevant when the above is considered (stuff like "better Max Dex" on armour or "can hit adjacents" on reach weapons, nothing major). Seeing as in 40K, your regular off-the-shelf Thunder Hammer can actually be improved by being MC Hammer.
-Cleaning up things like [Power] weapons, Chainswords and such.
Count Arioch the 28th wrote:There is NOTHING better than lesbians. Lesbians make everything better.
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Post by Maxus »

Go for it. I'm down for a bit of rules revisions.

Meikle says he's playing a Space Marine of some sort.

Rad, what have you got in mind?
Last edited by Maxus on Wed Sep 24, 2014 2:06 am, edited 1 time in total.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
Koumei
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Post by Koumei »

Twin-Linked:
The Imperium often takes two of the same gun and locks them together so that they're a little more likely to shoot someone. Some people are also so accurate that it's as though they have two weapons side by side.

A Twin-Linked weapon can re-roll Miss Chances caused by Concealment, treats all Cover less than full as one step worse (from the point of view of the defender) and in the case of effects which negate a given number of attacks, such as Mirror Images, will eliminate an additional such defence with every attack that would otherwise hit.

Example: somebody has enough Cover to get a bonus to Reflex Saves and Evasion. A Twin-Linked Heavy Flamer would tell them to go fuck themselves and negate their Evasion. A Twin-Linked Heavy Bolter fires a full salvo at someone with 5 Mirror Images. If a hit would only take out an Image, then two are removed. If the hit would actually tag the real target, then an Image is removed as well.
Machine Spirit:
Nearly all technology in the world of Warhammer 40,000 is one part magical, in part thanks to the misguided belief of its users. So while anybody who didn't drink Imperial Kool-Aid could look at a revolver (Stubb Gun), figure it out and build their own, you can't simply recreate a Lasgun by looking at its schematics, even if you had the materials. Or rather, you could, but without invoking and placating the machine spirits, beings that are on the very cusp of existence, they may not work correctly or at all.

A weapon with the [Machine Spirit] tag is a Magic Weapon, with an Enhancement Bonus of +1 per 3 hit dice (round up).

Armour with the [Machine Spirit] tag is Magic Armour, with an Enhancement Bonus of +1 per 3 hit dice (round up).

A vehicle with the [Machine Spirit] tag applies [Machine Spirit] to its own weapons and Armour Bonus. A vehicle with an Awakened machine spirit can also pilot itself to a limited extent, able to start itself and perform basic actions that do not call for a specific Pilot test. It also grants any Pilot a Circumstance Bonus to Pilot checks equal to half their hit dice (round up).

If a character would receive a magic version of an item that already has the [Machine Spirit] tag, it now gains a Minor Magic Property of the relevant type.

[Machine Spirit] items can conceivably be crafted by characters with the relevant feats, though they would need to have the schematics (or STC - Standard Template Construct - in 40k terms) or a working model to examine and disassemble. [Machine Spirit] items are considered Magic Items for the purpose of things that interact with them (Abuse Magic Device skill, Detect Magic and so on).
Chain Weapons:
Certain weapons (such as the Chainsword, Chainaxe, Heavy Chainsword, Eviscerator, Sarissa, Choppa, 'Eavy Choppa and Chainfist) have the [Chain] tag. This is different from a chaingun or a flail. These weapons have whirring blades that catch flesh and shred it, as well as grinding through bone and spraying blood everywhere. They deal crippling injuries.

A [Chain] weapon always has the [Machine Spirit] tag, and is treated as (and often actually made of) Adamantium. [Chain] weapons all have the Wounding property.
Power Weapons:
Many weapons have in-built power field generators, covering the weapon in a layer of disruptive, destructive force. These weapons punch through armour as though it simply weren't there, and have an easier time getting at internal organs.

A [Power] weapon always has the [Machine Spirit] tag, sheds dim light, and resolves all attacks as Touch Attacks. Furthermore, they are treated as Adamantine for the purpose of overcoming Hardness and DR, and there is another effect dependent on the type of damage dealt:
-Bludgeoning: the weapon has a doubled Critical Multiplier.
-[/u]Piercing:[/u] any time the weapon damages someone, it deals 1 point of Constitution damage. This is multiplied on a Critical Hit.
-Slashing: the weapon has a doubled Critical Threat Range.
A weapon that deals multiple damage types only has one special effect: if it is Slashing and another type, treat it as Slashing. If it is Bludgeoning and Piercing, treat it as Bludgeoning. If all three, treat it as Slashing.

Power Fists: a Power Fist is worn as a gauntlet, but has to be manually set to low power mode in order to hold things without incinerating them. It grants an Enhancement Bonus to Strength as well as the attack and damage rolls, grants a Slam attack (base damage for a Medium creature is 1d8 + 2 * Strength Bonus in Bludgeoning damage), with a Critical Value of 20/x5 (after doubling from being a Power Weapon) but is too unwieldy to be used to make Attacks of Opportunity or Readied Attacks.

Power Maul: a Power Maul can be either a Mace, Maul or Warmace, and is a [Power] weapon. Furthermore, anyone it hits must make a Fortitude Save (Strength-based, +2 to the DC if used two-handed) or be Stunned for 1 round. Any given target only needs to attempt the save once per round.
Master Crafted Equipment:
Master Crafted Armour and Shields are so finely made that they are easier to wear. The Maximum Dexterity is increased by +3, and the Armour Check Penalty is reduced by 3.

Master Crafted Reach Weapons are improved such that they can be used against adjacent targets. Non-Reach Melee Weapons become able to be used as though one size larger or smaller for the purpose of benefiting from using a dagger two-handed, being able to use a greatsword one-handed with no penalty, or being able to use a longsword in a grapple.

Master Crafted Firearms are just that little bit more accurate and better at keeping that accuracy - and stopping power - for longer. All range increments/areas are increased by ten feet.
Axe of the Omnissiah: a Shocking Burst [Power] Battle Axe which can be used to channel Touch Attacks

Blazing Maul: a Flaming Burst [Power] Warmace that actually sets foes on fire (Ref negates, Strength-based). Any given target need only save once per round.

Blessed Weapon: a Holy Relic Blade that grants an Enhancement Bonus to Wisdom as well and radiates a Light effect.

Burning Brazier: a Flaming [Power] Mace, Morning Star or Flail, anyone hit is set on fire if they fail a Ref save (Strength-based). Any given target need only save once per round. It also burns holy incense that causes all adjacent [Evil] Outsiders to be treated as Sickened. This ends when they leave the area.

Chainfists: a Chainfist is a Power Fist with small, built-in chainsword blades designed for powerful thrusts that tear through armour. It is treated in all respects as a Power Fist, except it can also be used to make special thrusting attacks that have the [Chain] rule, deal Piercing damage (thus reducing the Critical value to 20/x3 and dealing Con damage), and when hitting a vehicle, deal damage to both Temporary HP and actual HP. When used in a Grapple, the Piercing version is always used.

Cloak of Saint Aspira: this Cloak enhances the armour of the wearer, granting it an Enhancement Bonus that scales with level and granting them an Enhancement Bonus to Charisma that scales with level. In either case it cannot be less than +4. They also gain an Enhancement Bonus to Damage Reduction equal to their level (minimum +10), and are unharmed by radiation, poison, disease and bad weather.

Crozius Arcana: a Holy Axiomatic [Power] Mace or Warmace. The bearer does not provoke Attacks of Opportunity from people they threaten when casting Spells or Spell-Like Abilities.

Eviscerator: a [Chain] [Power] Greatsword that adds three times the wielder's Strength Bonus to damage instead of "just" two times, and for every point of attack bonus sacrificed by Power Attack, it awards +4 damage instead of +2. This is too slow and unwieldy to make Attacks of Opportunity or Readied Attacks.

Lightning Claws: a Lightning Claw is a [Power] Tiger Claw with a natural Threat Range of 18-20/x2 (15-20 after doubling), and causes massive bleeding whenever it hits, resulting in 1d10 damage per round until a First Aid or Heal check is made (DC 15) or the character receives magical healing.

Sarissa: when attached to a firearm (almost always a Boltgun), it treats the weapon as a [Chain] Battle Axe with a Critical Value of 19-20/x3

Thunder Hammer: this is exactly the same as a Power Maul, except the basic weapon is a Warhammer, and it is also a Thundering weapon. It is so heavy that it cannot be used to make Attacks of Opportunity or Readied Attacks, however for the purpose of Strength multipliers, the wielder is always treated as wielding it with an extra hand.
Last edited by Koumei on Fri Sep 26, 2014 1:13 am, edited 3 times in total.
Count Arioch the 28th wrote:There is NOTHING better than lesbians. Lesbians make everything better.
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Post by Maxus »

Rockin'. Thanks, Kou.

Edit: Actually, I wouldn't mind doing DCA as a play-by-post, once we get this one out of the way. With whoever dropping in for an adventure.
Last edited by Maxus on Wed Sep 24, 2014 4:27 am, edited 1 time in total.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
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Post by radthemad4 »

At the moment I'm considering Knight of the Flame - Librarian. I'll finish reading the PDF and then confirm.
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Post by Maxus »

I got two three players confirmed (Koumei and Rad and Meikle). Looking for the other potentials to confirm/disconfirm so I can try others if I need to. Shooting for four or five players.

Y'all two settled on what to play?
Last edited by Maxus on Fri Sep 26, 2014 3:02 am, edited 2 times in total.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
Koumei
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Post by Koumei »

I've crossed out the Non-Militant/Pronatus. Even though it's funny to be kitted out in piles of awesome gear, and to own a fortress and "small army", and thus presumably be the nominal owner of "our base, where we currently are". Will probably go Ophanim or Retributor (and thus provide us with a vehicle to roll in).
Count Arioch the 28th wrote:There is NOTHING better than lesbians. Lesbians make everything better.
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Post by Maxus »

Most of the adventure is indoors. Crazy abbey taken over by cultists.

The hallways are generally 15' wide and tall, though.
Last edited by Maxus on Fri Sep 26, 2014 4:56 am, edited 1 time in total.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
Koumei
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Post by Koumei »

In that case I won't drive an Immolator down the hall, breaking shit as we go. And best not to go Retributor, simply because most of their weaponry... is dangerous in an indoor environment.

It'll be a coinflip between Seraphim/Avenging Angel (hands out eight Bolt Pistol shots when charging, throws Fire and Light damage around, negates invisibility, can also club faces in with a Blazing Maul and throw Intimidation around) and Superior/Ophanim (Storm Bolter with all ammo types + Flamer, causing Burnination to spread like... wildfire, can increase RoF of allied assault weapons if they're not using their Immediate Actions, has a few boosts to throw around the place on teammates like Freedom of Movement).

The latter explicitly gets a Rhino with driver, which could just provide an easy way of getting to the location (potentially entering via what used to be a wall, if I requisition up to an Immolator, then dropping us off and reversing out over any survivors), as well as a getaway vehicle if need be.
Count Arioch the 28th wrote:There is NOTHING better than lesbians. Lesbians make everything better.
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Post by radthemad4 »

We use:
9, 11, 14, 16, 17, 18
for stats and get 5 feats right? Do sisters and assassins get one extra feat for being human?
Last edited by radthemad4 on Fri Sep 26, 2014 6:16 am, edited 2 times in total.
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Post by Maxus »

Rad: Correct on all counts.

Koumei: The adventure literally starts with you being at the front gate. It's a pretty self-contained dungeon crawl. I'd go Avenging Angel unless you just want the vehicle to roll the first few fights.
Last edited by Maxus on Fri Sep 26, 2014 6:30 am, edited 1 time in total.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
Koumei
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Post by Koumei »

Avenging Angel it is.

Rad: humans get a Background (from the start of the book) instead of the extra feat. It's generally not as good as a feat, although the "bit which isn't a Favoured Enemy and a Skill Bonus" can be pretty rad, depending on the one you choose.

Sister Serenity Euphrates
Human Female Adepta Sororitas 6/Seraphim 4/Avenging Angel 3
Background: Veteran of Apocalypse
STR 14 (18) +4
DEX 18 +4
CON 11 +0
INT 16 +3
WIS 14 +2
CHA 20 (25) +7

HP: 9d8+4d10 (66/66) FH 3 DR 30/Adamantine and 13/Chaos
Initiative +4
Speed: 30' Fly 50' (Perfect)
BAB +13 Grapple +17
-Chainsword +22/+20/+20 (1d8+11, 19-20/x2) [Chain] Wounding
-2 Bolt Pistols +25/+25/+23/+23/+23/+23 (3d6+16, 20/x3)
-Blazing Maul: +24/+22/+22 (1d12+1d6+13, 20/x5) [Power] Flaming Burst
AC: 33 (+15 Armour +3 Dexterity +5 Deflection) flat 30 touch 18
Saves +14 +20 +18 (+18 +24 +22 vs Psykic)

Skills:
-Survival +22
-Spot +18 (+20 vs Chaos)
-Treat Injury +19
-Know: Religion +19
-Hide +14 in armour
-Intimidate +23
-Diplomacy +23
-Perform: Song +23

Feats:
Point-Blank Shot
-Shooting does not provoke
-Shoot as AoO within 30' (not for moving)
Blitz
-Charge: can go flat-footed, +1d6 damage
-May provoke and add BAB to damage
-May Intimidate whenever damaging in melee
Horde-Breaker
-7 AoO per round
-Great Cleave (uses AoO)
-Drop foe in combat: 10' Aura of Fear (DC = 10 + HD of slain)
Combat School: Hammer of the Emperor (Two-Handed Smashing)
-Stunning Blow DC 20
-Take 10 on attack rolls
Ghost Hunter
-I see dead people. And invisible.
-All attacks are Ghost Touch.
-Hear ethereal/incorporeal regardless of those traits

Preferred Enemy: +2 to Spot and hit [Chaotic] Outsiders
Tactical Cover (Ex): increase benefits of Cover by one stage
Deep Strike (Ex):
-Surprise!: Free Hide attempt or Move Action when Initiative is rolled
-Seize the Initiative: first turn: Move, Full Attack, Move, Full Attack, Fatigued
Pistolier (Ex): basic TWF benefit & special ability
-Execution: Standard Action attack against an adjacent foe (can dual-wield). If the attack hits, it is an automatic Critical Hit. If this kills the target, all allies with line of sight are instantly freed of any detrimental [Mind Affecting] effects or [Fear] effects.
Stubborn (Ex): never takes penalties to Will Saves

Acts of Faith (Su):
-Smite Chaos 7/day +2 to hit +16 damage
-Turn Daemons 1/day
-Faith Healing 1/hour 2d8+10
-Radiant Assault: 1/round Know: Religion check on attack. DC 15/20/25 +1d6/2d6/3d6 Light, Dazzle
-Angelic Descent: when Charging, glow - removes Morale penalties in 30' and Demoralise enemies (starting point and finishing point)
-Adamantine Wing: 1/minute Immediate Intimidate to replace AC and gain DR /Adamantine 1 turn
-Brilliant Assault: 1/round on attack, Know: Religion >= AC causes Touch Attack, double damage
-Vengeance: at will, Standard Action attack, +1d6 Light per Wounded ally in 30'
*Faithful or Dead/below 0 HP grant +2d8, Faithful AND Dead/below 0 grant +3d10
-Eyes of Fire 1/3 rounds, Twinned Split Ray Scorching Ray
-Emperor's Light 1/minute 20' radius 200' tall Pillar, 13d6 Light Stun 1d4 Fort Partial DC 23
*Any allies in 30' are Faithful and under 50% HP, Maximise all effects

Twin Pistols (Ex): Twin-Linked
Fleet of Wing (Ex): Immediate 5' step, Hover
Hit and Run (Ex): Move Action after Charging, does not Provoke
Pounce (Ex)
Valkyrie Grace (Su):
-5' aura grants allies and self Fast Healing 3
-Standard Action 1/day Revive within 1 minute, 1/2 total HP but Fatigued
Aura of Hope (Su): 100' radius aura grants Immunity to Paralysis, Stunning, Dazing
Winged Form (Ex):
-Armour against Incorporeal Touch, Perfect Flight
-Not Flying: 2 Touch Attacks +17 to hit, 1d8+7 Light Damage
Aura of Radiance (Su): 60' aura radiates:
-Daylight
-Globe of Invulnerability
-Hallow
-Consecrate
-Invisibility Purge

Supremely Faithful (Ex): she or any Faithful within 60' gets bonus? All do
Celestial Traits (Ex):
-Outsider [Good, Native]
-DR 13/Chaotic

Equipment:
-Power Armour (AC +15 Max Dex +3 Penalty -6)
-Sororitas Jump Pack
-Frag Grenades (throw 40' w/ 20' radius Blast, 4d6 Fire/Bludgeoning and Prone, Ref DC 15 for half and not Prone)
-Krak Grenades (throw 25' w/ 5' radius Blast, 8d6 Fire/Piercing, Ref DC 17 half)
-Comm Bead (500' radio communication)
-Ring of Suffrage
-Rule of the Sororitas
-Daily Prayers
-Scoriada
-Cloak of Charisma (+5)
-Rosarius
-Choke Grenades (throw to 50', 30' radius, lingers 1d4 rounds, Concealment, Fort DC 17 vs Prone+Nauseated 1 round)

Ongoing Effects, Immunities and Such:
25% Critical Immunity
Fast Healing 3 (all in 5')
No Will Save Penalties
DR 30/Adamantine and 13/Chaotic
Daylight to 60'
Globe of Invulnerability to 60' (4th level spells and lower)
Hallow to 60' (-4 to Command Undead, no Undead Spawning)
Consecrate to 60' (Undead are -1 to attack rolls)
Invisibility Purge to 60'
Perfect Flight w/ Hover
Armour applies against Incorporeal Touch Attacks
Immune to Paralysis/Stun/Daze to 100'
Immune to being forced to act against her nature if the effect grants a bonus/extra save in those conditions
Protection Against Chaos and Evil
Immune to Possession
Last edited by Koumei on Sat Oct 04, 2014 2:10 am, edited 4 times in total.
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radthemad4
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Post by radthemad4 »

What stat determines the save DCs of Psychic powers? Does Caster level equal HD?
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Post by Koumei »

I thought I'd specified that it's Charisma somewhere. If not, well, it's Charisma, the standard "using supernatural and spell-like powers and shit" stat. So yeah, 10 + half HD (round down) + Cha + any bonus to DC you swindle from Feats or Items.

Caster Level always equals Hit Dice for everything as far as I'm concerned.
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radthemad4
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Post by radthemad4 »

The sanctioned psycher and knight of the flame have specific powers which are declared to be charisma based, but I didn't see anything about save DCs from the spell likes granted by the psychic feats. Thanks for the clarifications.

Just to make sure I didn't mix up the timezones, the game is roughly 8 and a half + 24 hours from now right?
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Post by Maxus »

More like 8 + 24 from when you posted. Or one day, one hour, and forty-three minutes from the timestamp on this. I'm in GMT -6 (or central time).
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
Koumei
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Post by Koumei »

radthemad4 wrote:The sanctioned psycher and knight of the flame have specific powers which are declared to be charisma based, but I didn't see anything about save DCs from the spell likes granted by the psychic feats. Thanks for the clarifications.
Ah right, gotcha.

If this is going to be a partly ongoing thing, I should fix up small things like that, I guess. And maybe add more Psi-feats to cover the spread currently available in tabletop (Clairvoyance, Pyrokinesis, Telekinesis, Telepathy, Biomancy, Anti-Daemonic Warding, Daemonic Summoning, and arguably "Warp-based Shit (not particularly Daemonic)").

But then I'd be adding a Mad Grenadier feat so people can throw bundles of them (hi, DoW2Retribution!), the weird weapons from obscure books like the Spectris-Pattern Bolter, the Grigor Bolt Pistol and so on. And start unifying "Weapon-Based Special Abilities" (hi, DoW2Retribution!), and other such nonsense.
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Maxus
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Post by Maxus »

I'm kinda digging the idea of making DCA a play-by-post here on the Den, after we do this adventure.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
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Post by Koumei »

I'm all for that. I might tinker with rules a bit, post them up here, and then if I make enough changes I'll redo the document. Possibly as text-only, removing the atrocious artwork (or just flat-out stealing existing GW/BL/FW/YM artwork).
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Count Arioch the 28th wrote:There is NOTHING better than lesbians. Lesbians make everything better.
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Post by radthemad4 »

Can psychic powers be used with both hands full?
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