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Approved Homebrew Classes that we are using.

Posted by MagnusFor group 0
Magnus
GM, 531 posts
Sun 18 Aug 2019
at 03:15
  • msg #1

Approved Homebrew Classes that we are using.

Warden
Characteristics: Willpower, Strength, Constitution
Skills: Arcana, Athletics, Brawl, Common Lore, Ballistics, Perception, Scrutiny, Weaponry, Medicae, Intimidate
Sword Schools: Confused Turtle, Walking Avalanche
Gun Kata: Crimson Sickle, Last Line
Bonus for Completion: +1 ap from weapons

Bouncer
Level: 1
Prerequisites: Weaponry 3, Athletics 3
Feats:
Armor Proficiency (any)
Sound Constitution
*Headstrong
Guardian
Danger Sense
Weapon Proficiency (Melee 1)
*Weapon Proficiency (Basic)


Guardian
Level: 2
Prerequisites: Weaponry 3, Athletics 4, Guardian
Feats:
*Weapon Proficiency (Throwing)
Weapon Focus (Any Shield)
Armor Focus (Any)
Jaded
Shield Finesse
Light Sleeper
*Hurl Weapon


Warden
Level: 3
Prerequisites: Weaponry 4, Athletics 4, Ballistics 2, Light Sleeper
Feats:
*Rebound
Shield Wall
Weapon Specialization (Any Shield)
Armor Specialization (Any)
Nerves of Steel
Wall of Steel
*Taunt

Shield Knight
Level: 4
Prerequisites: Weaponry 5, Athletics 5, Ballistics 3, Shield Wall
Feats:
*Combat Master
*Far Guard
Improved Weapon Focus (Any Shield)
Improved Armor Focus (Any)
Perfect Parry
Counter Attack
Spell Parry

Demon Wall
Level: 5
Prerequisites: Weaponry 5, Athletics 5, Ballistics 5 Perfect Parry
Feats:
*Expert Assist
Return Postage
Iron Curtain
Improved Armor Specialization (Any)
Perfect Self
Improved Weapon Specialization (Any Shield)

New Feats

Armor Focus
You know how to move in armor. Choose a particular category of armor (Light, Medium, Heavy, Extreme, Power). The max dex of the chosen armor category increases by 1.

Shield Finesse
You move your shield arm like it is second nature. When wielding a Shields weapon it gains the Balanced quality and the Armor bonus applies to all body parts.

Shield Wall
Nothing gets past the Wall. You may choose to force attacks targeting something or someone adjacent to you to hit you instead, even if you can not parry them.

Far Guard
You may protect others near and far. When using a Thrown weapon, you may parry attacks with it at a distance equal or less than your Thrown Weapon's Range. This may be used with Guardian to block attacks against targets outside of Melee range so long as the person making the attack or being targeted by it is within your Thrown Weapon's Range.

Improved Armor Focus
You've realized armor works better when it is negating damage all together. Choose a particular category of armor (Light, Medium, Heavy, Extreme, Power). Your static defense in the chosen armor category increases by 5.

Perfect Parry
The light that burns twice as bright burns half as long. You may spend a hero point to have all your Parry actions add their full roll to your static defense until the end of your next turn.

Return Postage
You write upon it return to sender: address unknown. When you are targeted by an enemy with an effect requiring a saving throw, you may spend a Hero point to have the attacker need to save against the same tn as well.

Improved Armor Specialization
Even if a blow gets past your armor, it still helps with the effects. Choose a particular category of armor (Light, Medium, Heavy, Extreme, Power). Your resilience in the chosen armor category increases by 1.

OLD NEW FEATS:

Hurl Weapon
You can use any one-handed Melee weapon as a Thrown weapon with a range of 3m per dot of Strength.

Rebound
After using a thrown weapon, you can return it to your hand as a free action by making a successful Athletics + Dexterity test against TN 15 + 2 for every enemy around you. If you have another ability that would cause a thrown weapon to return to your hand, you may use that power instead.

Expert Assist
Ganging Up benefits increase by +0k1 for two-to-one outnumbering and +0k2 for three-to-one outnumbering.

Taunt
Force enemy to attack you if they fail in opposed Social Combat. You test Charisma+Intimidation as a half action against your target's Willpower+Scrutiny.
Magnus
GM, 532 posts
Sun 18 Aug 2019
at 03:18
  • msg #2

Approved Homebrew Classes that we are using.

Reigunner
Characteristics: Dexterity, Intelligence and Wisdom
Skills: Acrobatics, Arcana, Athletics, Balistics, Forbidden Lore, Perception, Performer and Scrutiny
Gun Kata: Clay Pidgeon, Daemon Trigger and Tin Star
Completion bonus: Your Spirit Guns can hold 1 more shot in their clip.



Fingergun Taunter
Level: 1
Prerequisites: Ballistics 2, Arcana 1, Acrobatics 1
Feats:
Gun Blessing
*Skill Focus(Arcana)
Spirit Gun
Warning Shot
Weapon Prof. (Basic)
Wholeness of Body

Fingerslinger
Level: 2
Prerequisites: Ballistics 2, Arcana 2, Acrobatics 2, Spirit Gun
Feats:
*Catfall
Combat Sense
Evasion
*Fleet of Foot
Power Shot
Soul Bullet Factory
Spirit Blaster

Reigunner
Level: 3
Prerequisites: Ballistics 3, Arcana 3, Acrobatics 3, Improved Spirit Gun
Feats:
Double Tap
Hip Shooting
Jaded
*Skill Focus(Ballistics)
Spirit Cannon
Weapon Specialization (Spirit Gun)

Dual Fingerslinger
Level: 4
Prerequisites: Ballistics 4, Arcana 4, Acrobatics 3, Spirit Cannon
Feats:
*Blind Fighting
Danger Sense
Defensive Mobility
Fast Reflexes
Twin Spirit Guns
Two Weapon Fighting

Spray and Reigunner
Level: 5
Prerequisites: Ballistics 5, Arcana 5, Acrobatics 5, Twin Spirit Guns
Feats:
Fan the Hammer
Nerves of Steel
Spirit Barrage
Improved Weapon Specialization (Spirit Gun)
*Skill Focus(Acrobatics)
Step Aside


Old New Feats

Power Shot (Loose Cannon)
If you hit, it hurts. IF you hit. When making a ranged weapon attack, you may choose to take -Xk0 to attack and gain +Xk0 to damage, where X is any number up to your Level. If you make Multiple attacks during a round you must decide to use this ability before making any attacks, and it applies to all your attacks that round.



Warning Shot (Danmaku Duelist)
You can make a shot hurt, but not kill. When dealing Critical Damage with a ranged attack, you may instead opt to inflict an equal amount of Fatigue.


New New Feats


Soul Bullet Factory
As a free action You can fully reload the clip of one of your spirit guns by Taking One Wound, Spending One Resource Point or Taking One Level of Fatigue.


Spirit Gun
Some people hold both there hands to their head and fire mind bullets.
Others point their finger at someone they don't like and shoot.
You gain a natural ranged weapon with the following profile
(Spirit Gun: Category Ordinary; Type Pistol; Damage 3k2 I; Pen 2; RoF S/-; Range 30m; Clip 5; Reload 4 Full; Special: Unreliable, -1k0 to attack Tests unless fired with 2 hands free)
You have infinite bullets for the Spirit Gun. It still provokes attacks of opportunities when you reload your Spirit gun.
Its presence can be detected by looking in the Umbra at the user or with an Arcana + Wisdom Test (TN 40, TN 20 if the observer spends a minute in concentration),
 but its use is immediately noticeable barring efforts or effects to hide it.
Effects that grant artifact material bonuses to unarmed attacks and natural weapons grant the corresponding ranged weapon bonus to this weapon.
As long as a hand capable of wielding a weapon is free, Your Spirit Gun counts as being readied. This does not interfere with any abilities that require your hand to be empty.
As long as a hand capable of wielding a weapon is free, it is just a matter of fluff where the shot comes from on your body and what form the shot takes.
Energy blasts, snowballs, eyebeams, atomic breath or lasers from your feet are all valid. But provide no additional properties to the your Spirit Guns unless backed up by some other effect.


Spirit Blaster
Your Spirit Gun increases its range by 5m, its Penetration by 1, its Clip by 1, decreases its reload time to 3 Full and loses the Unreliable property.


Spirit Cannon
Your Spirit Gun increases its range by 5m, its Penetration by 1, decreases its reload time to 2 Full and no longer takes a penalty to attack Tests from firing it one-handed.


Twin Spirit Guns
What's better than one Spirit Gun? Two Spirit Guns!
You gain a second Spirit Gun with the same profile, but it requires a different free hand to fire. (You can't fire both of your Spirit Guns with only one free hand, in other words.) Your Spirit Gun increases its range by 5m, its Penetration by 1, its Clip by 1, decreases its reload time to 1 Full, and gains the Reliable property.


Spirit Barrage
Your Spirit Gun increases its range by 5m, its Penetration by 1, its ROF to S/3, and decreases its reload time to 1 Half. You can reload both of your Spirit Guns with a Full Action.
This message was last edited by the GM at 17:27, Fri 25 Oct 2019.
Magnus
GM, 595 posts
Fri 25 Oct 2019
at 21:24
  • msg #3

Approved Homebrew Classes that we are using.

Knucklegunner
Level: 4
Prerequisites: Brawl 4, Ballistics 4, Spirit Cannon, Fiery Fist or Stunning Fist
Characteristics: Dexterity, Strength, Willpower
Skills: Acrobatics, Arcana, Athletics, Ballistics, Brawl, Intimidation, Weaponry
Gun Kata: Close Range!?, Recoil Reaper
Sword Schools: Dark Messiah, Lion Heart
Feats:
Daredevil Dodger
Fiery Fist or Stunning Fist
Knucklebuster
Perfect Self
Pointman
*Weapon Focus(Weaponless Attacks)
Bonus for Completion:Select a Sword School or Gun Kata. You may always advance that Sword School or Gun Kata as if it was part of your class.

New New Feats

Knucklebuster
Your Brawling attacks with Unarmed Strikes and Natural Weapons gain Trigger(+2k0 damage). This Trigger property shares a clip with your Spirit Guns. If you roll a jam while using the Trigger property gained from this feat, it jams both the Spirit Gun you used and this mod. Clearing the jam clears both the Spirit Gun and the Trigger mod
Your Spirit Guns gain the Melee Attach property, except it has the profile of your weaponless unarmed attack or one of your natural Brawling weapons chosen when you are called to make an attack with a Melee Attach mod.this choice is not permanent and you can switch profiles on each attack.



Old New Feats:


Daredevil Dodger (Danmaku Duelist)
After dodging, if an attack misses you by less than 5, you receive a +1k0 bonus to ranged attacks performed on your next turn. This stacks with itself, if you should happen to dodge multiple attacks in this manner.


Fiery Fist (Sohei)
Your fury ignites your ki and informs your victims the hard way of the heat of your passions. You may spend a Hero Point to give your unarmed strikes the Incendiary property for one round.

Pointman (Warfighter)
You have Combat Advantage against enemies within Point Blank Range when using ranged weapons. This effect negates the penalty Engaged in Melee imposes on your Ballistic tests.



Z Fighter
Level: 5
Prerequisites: Brawl 5, Ballistics 5, Twin Spirit Cannons, Unarmed Master, Knucklebuster
Characteristics: Dexterity, Strength, Willpower
Skills: Acrobatics, Arcana, Athletics, Ballistics, Brawl, Intimidation, Weaponry
Gun Kata: Close Range!?, Recoil Reaper
Sword Schools: Dark Messiah, Lion Heart
Feats:
Ambuscade Marksman or Assassin Strike
Competent Gunblader
Oversoul
Up Close and Anti-Personnel
Versatile Knucklebuster
*Weapon Specialization(Weaponless Attacks)
Bonus for Completion:Select a Sword School or Gun Kata. You may always advance that Sword School or Gun Kata as if it was part of your class.

New New Feats

Versatile Knucklebuster
You can meditate for an hour to change the effects of the Trigger mod gained from the Knucklebuster feat to (+2 pen, Razor Sharp) or (Tearing,Volatile). You can also meditate for an hour to change it back to the default (+2k0 Damage).
In addition, If you roll a jam while using the Trigger property gained from the Knucklebuster feat, the property instead just fails to activate - the mods and Spirit Gun are not jammed. But you use the ammo anyway.

Old new feats

Ambuscade Marksman (Insurgent)
As long as you remain on the move, you can continue fighting for the cause. Once per turn when you make a ranged attack, you may move at your Half Move rate as a free action. The target does not get a free attack against you for disengaging but other enemies in range can still do so.

Competent Gunblader (Monster Hunter)
Add your level in rolled dice when activating a Trigger weapon's mods.

Oversoul (Glamour Mage)
The soul has strengthened, protecting the body even more. The Aura granted by Perfect Self is increased by +4.

Up Close and Anti-Personnel (Loose Cannon)
Some people say it is harder to shoot someone that's swinging an axe at your head but you say it's hard not to shoot someone swinging an axe at your head. You are still considered to be in Point Blank range for Ranged Attacks while engaged in Melee.
This message was last edited by the GM at 21:49, Fri 25 Oct 2019.
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