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| leeeroy05-23-07, 05:27 PM | The Ordo Malleus Daemonhammer Inquisitor Cool Pic from Ioreck (http://uk.games-workshop.com/download/popup.htm?/daemonhunters/artwork/images/pic1-big.jpg) HD: d10 Skill Points: 4+ Class Skills: Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Knowledge (Arcana, Royalty, Nobility, Religion, History, Psionics) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int) Good Save: Will BAB: Full Requirements: Race/Gender:Human, Male Feats: Heavy Shield Proficiency BAB: +6 Alignment: Any Lawful Skills: Knowledge (Religion) 10 Ranks, Sense Motive 11 Ranks, Gather Information 5 Ranks Special: You must have Weapon Focus with one of the following weapons: Any Hammer, Mace, or Flail. You must also have Proficiency with the Scythe or Headsman’s Axe. You must also worship The Emperor of Mankind Proficiencies: An Ordo Malleus Daemonhamer Inquisitor is proficient with all Simple and Martial Weapons, Armor, and Shields (including Tower Shields). Inquisitors may wield Holy weapons as if they were good. Spellcasting: An Inquisitor casts spells from the Paladin Spell List. An Inquisitor can cast any spell that has a level equal to or lower than his Charisma Score. The number of bonus spells an Inquisitor casts per day is determined by his Wisdom Score. An Inquisitor prepares and casts his spells like a Paladin does. He must pray to his God each day to regain his cast Spells. The Difficulty Class for saving throws against Inquisitor Spells is 10 + Spell Level + Charisma Modifier. Smite Corruption: Once per day per 2 levels of Inquisitor, you may smite a creature that you have deemed and openly declared corrupt with one normal melee attack. You add your Charisma bonus (if any) to your attack roll and deals 2 extra points of damage per Inquisitor level. This is a Supernatural Ability. Repent!: Starting at 2nd level, the Inquisitor may use Lesser Geas (CL = Your Character Level) once per day per 5 Character Levels. This ability improves to Geas/Quest at 6th and Greater Geas at 10th. This is a Spell Like ability. Judge, Jury, and Excecutioner: Starting at 3rd level, an Inquisitor adds his Charisma bonus to all Gather Information and Sense Motive checks against a creature he considers to be tainted. When performing a Coup de Grace, he deals double damage (this stacks with the Critical Damage modifier). He may not use any ability that reduces the amount of time it takes to perform a Coup de Grace, and this attack always provokes an Attack of Opportunity. Cleanse By Fire: Beginning at 5th level, Once per week, an Ordo Malleus Daemonhammer Inquisitor may call upon the power of The Emperor and call down 3 Flamestrike like effects* (CL = Your Character Level) per round for a number of rounds equal to 1/3 of your Character Level (round down). There is no restriction on the placement and targeting of the Orbital Bombardment, other than the fact that their centers must all be within 30 feet of each other and they may overlap (but new strikes must be within 10ft of one of the last round's strikes. However, while using this ability you cannot take any actions but concentrating on maintaining the beacon (This is a Full Round Action that provokes Attacks of Opportunity). If you stop prematurely, The rest of the bombardment continues to fall on the last given coordinates. You may not attempt to restart once your concentration has broken. This is an Extraordinary ability. Repel the Daemon: The Inquisitor acquires SR 15 + Inquisitor Level + Con Mod at 6th level. Bond With Machine Spirit: Shield: Your shield becomes Sentient; it gains a Defensive Ability and Blindsense and Telepathy out to 40ft and has Mental Ability Scores of 12, 14, and 16. The shield has a base Ego Score of 15 (see DMG, pg 268). Its purpose is to further the cause of the Ordo Malleus. If you are ever excommunicated or decide to leave the order, it turns on you. Hammer: Your hammer gains Sentience. It receives an Offensive Ability and Blindsense and Telepathy out to 40ft and has Mental Ability Scores of 12, 14, and 16. The hammer has a base Ego Score of 15. The weapon's purpose is to further the cause of the Ordo Malleus. If you are ever excommunicated or decide to leave the order, it turns on you. XP Cost to Reforge: 30% of total gp value Level/Spells per day(1st/2nd/3rd/4th) 1/(-/-/-/-) 2/(-/-/-/-) 3/(0/-/-/-) 4/(0/-/-/-) 5/(1/0/-/-) 6/(1/0/-/-) 7/(2/1/0/-) 8/(2/1/0/-) 9/(3/2/1/0) 10/(3/2/1/0) 11/(4/3/2/1) 12/(4/3/2/1) Fallen Inquisitors: If an Inquisitor goes against the precepts of the Ordo Malleus, he is excommunicated and may never take levels in the class again. He does not however, lose his class abilities. The same is true if he becomes Evil or Chaotic. If he transgresses against his will, he may seek atonement, although there is an XP cost. Paladins may freely Multiclass into this Prestige, but must remain Lawful Good to keep their abilities. The Code of Conduct for this class supercedes that of the Paladin class ------------------------- More on the actual organization and the code of conduct later when I'm not busy Level Smites/day Special 1 0 2 1 Smite Corruption, Repent! 3 1 Judge, Jury, and Excecutioner (Lesser Geas) 4 2 5 2 Cleanse by Fire 6 3 Repel the Daemon, Judge, Jury, and Excecutioner (Geas/Quest) 7 3 8 4 9 4 10 5 Judge, Jury, and Excecutioner (Greater Geas) 11 5 12 6 Bond With Machine Spirit ------------------------- Storm Shield: This ancient looking Spiked Heavy Steel Shield is typically only carried by members of the Ordo Malleus, since they are the only ones who can wield them properly (not even someone from their sister organization the Ordo Hereticus). Anyone else who attempts to wield it receives a -2 penalty to Attack and Damage Rolls, AC, and Skill Checks. Once per day, a member of the Ordo Malleus may call upon the power of The Emperor and gains a +5 Deflection Bonus to AC which lasts one round per 5 Character Levels, or 1 per 3 if you are an Inquisitor. It also has a constant Hallow effect as long as it is within 10ft of a Daemonhammer. This Shield bestows 1 negative level to any Evil or Chaotic creature attempting to wield it or 2 Negative Levels to any Chaotic Evil creature(this never results in actual level loss, nor can it be removed by any means short of putting down the Shield). Daemonhammer: This ancient looking Cold Iron or Adamantine Hammer, Mace, or Flail is typically only carried by members of the Ordo Malleus, since they are the only ones who can wield them properly (not even someone from their sister organization the Ordo Hereticus). Anyone else who attempts to wield it receives a -3 penalty to Attack and Damage Rolls and Skill Checks. Once per day per 5 Character levels (or 1 per 3 if you are an Inquisitor) the Daemonhammer allows you to use a Magic Circle Against Evil or Chaos at CL 15. It can also be used to Banish any Evil Outsiders (CL 10 or 15 against Outsiders with the Demon or Devil Subtype) as long as it is within 10ft of a Storm Shield. This Weapon bestows 1 negative level to any Evil or Chaotic creature attempting to wield it or 2 Negative Levels to any Chaotic Evil creature (this never results in actual level loss, nor can it be removed by any means short of putting down the Weapon). *Orbital Bombardment Evocation (Fire, Law) Level: OMDHI 7 Components: DF Casting Time: 2 Full Round Actions Range: Close (25ft + 5ft/2 levels) Area: Cylinder 5ft radius, xft high (where x is the point at which a Battle Barge would orbit) Duration: See Cleanse by Fire Saving Throw: Reflex Partial Spell Resistance: No An Orbital Bombardment calls down a Holy Scouring Fire from your Battle Barge. This column of divine flame smites anything in its path. It deals 1d6 damage per 2 caster levels (to a maximum of 20d6). Half the damage is Fire, and the other half is Divine in nature and is therefore not subject to reduction by immunity or resistance to fire. Upon contact with a creature of at least small size (or the ground or a building), the energy in the beam is released and detonates in a 10ft radius burst dealing 1d6 damage per 2 caster levels (to a maximum of 20d6). The damage from the explosion is the same as from the beam and destroys structures and digs into the ground creating a crater. Any creature that passes its Reflex save is not subject to the damage from the beam, and takes only half damage from the explosion. Note this is not actually a Spell, but it is a mundane equivalent. Skull Probe This tiny skull with various wires and a small infrared sensor in the right eye socket floats around about 5ft off the ground. Any Electricity damage Hastes it for 1 round per die of damage. It has construct immunities and traits and acts as a beacon for Orbital Bombardments (which it has a special shielding against), or a scout. If one is destroyed it can be replaced by the order for 2500gp. Skull Probe Size/Type: Tiny/ Living Construct HD: 4d10 (22) Initiative: +6 Speed: Fly 50ft (Perfect) AC: 29 (Size +2, Dex +2, Natural +10, Deflection +5) BAB/Grapple: +3/+5 Attack: Slam +1 Melee (1 damage), Bite +1 Melee (1d3-2 + Attach) Space/Reach: 1ft/0ft Special Attacks: Attach, Blood Suck Special Qualities: Spell-Like Abilities, Infravision 60ft, Dark Vision 60ft, Low-Light Vision 120ft, Beacon, Telepathy 150ft, Blindsense 30ft, Construct Traits Saves: Fortitude- +1 , Reflex- +3, Will- +1 Abilities: Str- 6 (-2), Dex- 15 (+2), Con- (-), Int- 10 (0), Wis- 11 (0), Cha- 10 (0) Skills: Listen +10, Search +10, Spot +10 Organization: Single, Pair, Squad (3-6), Shipment (13-24) CR: 3 Alignment: Always Neutral Advancement:4-6HD LA: +4 Cohort Combat Skull Probes generally avoid combat and attempt to remain hidden, but when forced to, charge with a slam attack and bite and begin to suck the blood from an opponent. Attach: After successfully hitting with a Bite attack, a Skull Probe will attempt to latch on. See rules for Improved Grab. Blood Suck: While maintaining a grapple after attaching, a Skull Probe drains Con at a rate of 1d3 points/round. Infravision: As Darkvision, except it can see through Fog, magical Darkness, and other effects that block normal Darkvision. This ability is fooled by excessive ambient temperatures or creatures that are the same temperature as the background (i.e. it would see a Fire Elemental in a room, but not in a forest fire). Conversely, it cannot see creatures that produce no heat unless in a fairly warm area (i.e. an Earth Elemental, most Constructs) Beacon: The Skull Probe acts as a targeting beacon for Orbital Bombardments (which it is immune to). Telepathy: Skull Probes may only communicate with other Skull Probes and a Commanding Officer. Construct Traits: As per normal rules except: Skull Probes have delicate circuitry and are thus subject to Critical Hits and Sneak Attacks (although they are very hard to sneak attack and are treated as having Moderate Fortification) and are partially sentient (because they use a Human Brain as a CPU) but have no free will and thus are subject to Mind-Affecting Effects, but not Charms and Compulsions. Skills: Skull Probes have a +10 Racial Bonus on Spot, Search, and Listen Checks Spell Like Abilities: 1/Hour- Greater Invisibility, Expeditious Retreat, True Seeing, Quickened True Strike (CL 10th) You may Telepathically controll a number of non-intelligent skull probes equal to your Int Mod + 2. You need not be in direct contact with each one, as they may relay orders to each other. Any Skull Probe cut off from control attempts to fulfill its orders to the best of its ability, although if it cannot, it simply hovers 5ft off the ground and defends itself if attacked. Approximately 3% of Skull Probes regain sentience through tinkering and modification and become cohorts. An "Awakened" Skull Probe has free will and gains a +3 bonus to Intelligence, Wisdom, and Charisma. |
| Ariath Ska'Vhor05-23-07, 05:29 PM | That name really rolls off the tongue. |
| leeeroy05-23-07, 05:37 PM | That name really rolls off the tongue. Is that a good thing or are you saying it's too long? |
| Ariath Ska'Vhor05-23-07, 05:45 PM | Is that a good thing or are you saying it's too long? It's a bit long. |
| leeeroy05-23-07, 08:51 PM | It's a bit long. I seriously doubt that it will be an issue. In fact, my NPCs (and most likely my players) will just say "Inquisitor" unless they are introducing themselves as one. |
| Captain_Kobold05-23-07, 10:02 PM | Await hearing about the Code and the Ordo with interest. The name and some of the flavor seem similar to a concept in a certain other setting, from a certain other company. :P However looking at the alignment restiction, I take it that they are rather different? The only thing that the Fighting style chosen at first level seems to determine is the powers bestowed by the Machine Spirit Bond. How do these interact with the ability to change style an inquisitor with the required proficiencies has? |
| Ioreck05-23-07, 11:25 PM | Ok, comments on this class. First, I think its a great idea. Theres alot to do though. The main class feature is basically getting powerups for your weapons. Which can be done either way. You don't even get to pick what your upgrades are. At the moment, I'm unimpressed. Basically, a paladin with a magic intelligent weapon, right? Wht intrigues me are the Stormshield and Daemonhammer. I get that its 40K, but if they aren't statted in any book, why not add them as gear that only the inquisitor can use? Stormshield, a tower shield with x ability tacked on. I suggest having the Shield Armour Bonus still count toward touch AC, like how it grants an invulnerable save in 40K. The Deamonhammer, probably a bonus 1d6 divine damage against evil outsiders? And counts as good aligned for damage reduction (holy will do this, but it'll be useful for lowe level inquisitors). I suggest removing the Ordo Malleus stuff, so that its more functional in other campaign settings. In yours, keep it, but for the boards, not everyone knows what you're talking about. Now, for the actual abilities. The weapon bond stuff is neat, but I'd rather see something more unique. Say, remove the Bond with Machine Spirit, since the a character can get +5 holy flaming burst eventually no prob. Instead, use the Bond for the some anti-evil outsider abilities. Make like 10-15, and have at every Bond with Machine Spirit Tier the character gains one. This makes the class more custom to the character, allowing for more flavour, and also makes it more interesting. Finally, get a wicked pic off the games workshop site and let everyone know just how badass this class is. I suggest: http://uk.games-workshop.com/download/popup.htm?/daemonhunters/artwork/images/pic1-big.jpg Good stuff, keep it up |
| ahiman05-24-07, 12:13 AM | Ioreck, I have that mini at home. Its a good one. Well as to the class I would say that it would be more interesting (and maybe even more "realistic") if you could make an ability that let you get the progretion but with a two handed hammer. I also think that making a storm shield just a tower shield that adds to your touch AC too would be great. Make the weapon and shield bonuses a little more variable an weaken them a bit (just a tad to strong). either tighten up the smite coruption ability to make it so he can't smite any one (or you could make that a higher level power) or get rid of it and let the inquisitor have an ability simmilar to leadership that lets him build a retineu (sp). Great idea and as a 40k player I love it, just a little more tightness to it and it will work great. Also if you want to make a restriction of him being a fallower of a god (god of all mankind for example). More thoughts later. |
| Ioreck05-24-07, 12:54 AM | The weapon bonuses aren't all that special... there are more powerful combinations. I just think its a fairly unimportant, borderline useless, ability to get more powerful weapons as you get stronger as a class feature, when its just as easy to do it normally. As for smites, just make it the same way the paladin's works. Smite Evil works fine. Or evil outsiders. Just going over your requirements, i suggest Smite Evil should be one. I really dont see why you have sense motive and gather information when there are no class features that would use them/ be affected by them. I'd say concentration or something instead. Also, Weapon Focus. |
| leeeroy05-24-07, 05:56 PM | I suggest removing the Ordo Malleus stuff, so that its more functional in other campaign settings. In yours, keep it, but for the boards, not everyone knows what you're talking about. I'm going to post about the organization itself when I have time, although I have no problem with you changing the flavor for your games. Sorry, but I'm gonna take a stand on this one. As soon as I come up with something decent, I'll replace the class abilities with something more...umm...usefull. I still get to keep the "Be cleansed by my Holy Fire" concept too (see bottom of first post). The weapon bonuses aren't all that special... there are more powerful combinations. I just think its a fairly unimportant, borderline useless, ability to get more powerful weapons as you get stronger as a class feature, when its just as easy to do it normally. As for smites, just make it the same way the paladin's works. Smite Evil works fine. Or evil outsiders. Just going over your requirements, i suggest Smite Evil should be one. I really dont see why you have sense motive and gather information when there are no class features that would use them/ be affected by them. I'd say concentration or something instead. Also, Weapon Focus. I changed the Prereqs like you suggested (mostly). Smite and the skills will make more sense (probably) when I post the organization stuff. Not to mention he is at heart an inquisitor and needs to be able to gather info on targets, not to mention he must always be on the lookout for Taint. He's not just hunting demons, but also those who associate with them (such as Warlocks). Not everyone worthy of Smiting is Evil (such as Warlocks, Binders, Psions and other neutral characters who simply treat with demons). On a side note, If you have ever played Dawn of War, I remember a certain Inquisitor (I don't think he was from the Ordo Malleus but the point stands) saying that "To exterminate your own homeworld requires either guts or Taint" and he was seriously considering smiting Brother-Captain Gabriel, when he should have been eying Brother-Librarian Isador. This presents somewhat more of a challenge as far as choosing who to smite (with smite evil, if they aren't evil, it just goes "Oh well, wrong guy sorry". With this, you have a much greater responsibility to handle and a much greater chance of going down a dark path. |
| Ioreck05-24-07, 07:57 PM | Good stuff. Storm Shield looks cool, but I think having the Daemonhammer get flamestrike is a little bit too good. Its possible to get it with the intelligent weapon abilities it becomes, or it could be one of those abilities i was talking about. "Cleanse With Fire" or something. And you really need to clear up the smiting rules. It's hard, but necessary. Something like: "In addition to the ability to Smite Evil, the Inquisitor may now Smite Chaos." That should encompass everything that you need to smite. And if your adding the flavour, then its all good. If you werent it would have been confusing. I'm going to ask where you want this class to go? If you want to do an ability based idea, then I can help make a few pretty easily. There are so many ways to develop this class into its goal, and if you give direction, I'd be glad to contribute :) |
| leeeroy05-24-07, 09:13 PM | Fixed a lot of stuff. Actually, I pretty much re-did the class. More to come later if I think of anything, any contributions will be greatly appreciated. I also have to do the Ordo Hereticus, an OA campaign, more stuff for my almost epic campaign, and a survival horror campaign. Not to mention finish up with the Ordo Malleus, and get some things together for my characters in the 3 campaigns that some of my friends run. As you can see I am fairly busy. BTW, if anyone lives in Baton Rouge, we play our games at a friend's house and we both live in Shenhandoah (sp?). If you would like to play in one of my games, just give me a call at 368-6891 (that's my cell #, it's on most of the time unless the battery dies). If I don't answer, I'm taking a shower or sleeping. Call an hour later, and if I don't answer then, wait another 8 hours. Other than that, I can't guarantee a spot and we are a bit selective on who we play with (or I'd like to think that, but sometimes...). |
| Ioreck05-24-07, 09:32 PM | Cool stuff. A couple suggestions for the revision... Cleanse by Fire is too overpowered. Way too overpowered. Caster level should be character level only (practised spellcaster and such can bring it up though). Rather than 3 flamestrikes PER ROUND (this is absolutely overkill, you can't argue with that), I suggest firestorm, just say that the damage dealt is fire and divine. Also, the character shouldnt be able to make any other actions while doing this (this should be the very least you do). I get that its per week, but its still too good. You should be able to annihilate anything with this ability as long as you can survive the rounds. About your weapons, right now they're too good, especially if you can add enchantments to them (and then the intelligent weapon abilities). Either make them very specific weapons, maybe a little bit better than a standard tower shield and warhammer, or make them magic weapons, like the holy avenger or something. Other stuff: full BAB, d10 hit points, and 2 high saves are too good (and spellcasting on top of that). I suggest only one high save, or medium bab (i suggest high will). Everything else looks cool. Things like Cleanse by Fire make sense for the class, just need to be balanced. |
| Ecalsneerg05-25-07, 07:16 AM | Why restrict it to males only? In 40K, you do get Female inquisitors. Read "Grey knights", there is a female Ordo Malleus inquisitor i n it. |
| Captain_Kobold05-25-07, 08:46 AM | If the class were based on the Inquisition of 40K, I doubt it would allow Good alignments either. I imagine the gender requirement is also based on the differences between the OP's setting and the 40K flavor. Leeeroy, you might want to include some of the flavor info about the class, and its place in your setting. Also detailing the Code would be an idea. |
| leeeroy05-25-07, 10:51 AM | Leeeroy, you might want to include some of the flavor info about the class, and its place in your setting. Also detailing the Code would be an idea. Yeah, sorry, I'm just really busy right now and I haven't even put it into my campaign yet (in fact it exists in another dimension and won't be able to come to the PMP for 2 game months because of Elder Gods (not Eldar). Why restrict it to males only? In 40K, you do get Female inquisitors. Read "Grey knights", there is a female Ordo Malleus inquisitor i n it. Because in my game, the Ordo Hereticus is entirely devoted to women. But, please understand that I have no problems with you modifying my work (so long as I get credit. Or a cookie. I like cookies. Oh, and RPGs. I love RPGs.) |
| Kamin_Majere05-25-07, 11:13 AM | Intresting idea. But. First, why male only. There are plenty of Female =][= in the 40K universe. They most commanly are menbers of Hereticus or Xenos, but it isnt uncomman at all to see in malleus Second... Lawful Good? I mean the Imperium makes the devils of the nine hells look like innocent school girls trying to sell you yummy cookies. I mean if they just really dont like a race or a planet they have a bad tendency to declare an exterminitus and melta torpedo the rock into molten slag. On the class itself. Wouldnt psionics work better than a divine base for this class. The 40K universe is caught up in mysticism and miracles, but the basis for it all is psychic powers. The smite and everything works really well for it but i would give power points instead of spell slots (edit: seems you answered the gender questions as i post slowly) |
| leeeroy05-25-07, 02:57 PM | Intresting idea. But. First, why male only. There are plenty of Female =][= in the 40K universe. They most commanly are menbers of Hereticus or Xenos, but it isnt uncomman at all to see in malleus Second... Lawful Good? I mean the Imperium makes the devils of the nine hells look like innocent school girls trying to sell you yummy cookies. I mean if they just really dont like a race or a planet they have a bad tendency to declare an exterminitus and melta torpedo the rock into molten slag. On the class itself. Wouldnt psionics work better than a divine base for this class. The 40K universe is caught up in mysticism and miracles, but the basis for it all is psychic powers. The smite and everything works really well for it but i would give power points instead of spell slots (edit: seems you answered the gender questions as i post slowly) For me, Alignment is mostly about perspective. They are doing good in their eyes, it's just that their methods are a bit extreme. Good point about the Psykerness. Actually, I was Considering the Divine Mind. As a note, the Daemonhammer and Storm Shield are Minor Artifacts, and thus cannot be bought. Not nearly as hilarious as a Deck of Many things with a Suggestion or Sympathy though. |
| Ioreck05-26-07, 12:49 AM | Ok, you made Cleanse by Fire even better... 60d6 damage divine and fire damager per round. In a radius. Too good. This is high epic level. And oooh man. If you get into the perspective thing on alignments, its easier to do away with them. Seriously, the Inquisition is about Law, and obeying the rules, not about good or evil :P. (Which makes me think smite non-lawful a good idea) I'd say Lawful Neutral alignment restriction would be the best bet. They aren't exactly the good guys considering what they do to anyone they deem... wrong i guess :P If they're minor artifacts, stat them as one. Just make them only useable by the Inquisitor. I suggest the Daemonhammer: +3, +5 versus chaos, holy and flaming, and then what u said up there Stormshield: +3 med fort tower shield, 10/- energy reistance (all? not pos/neg/divine tho), and what u said |
| leeeroy05-26-07, 01:49 AM | Ok, you made Cleanse by Fire even better... 60d6 damage divine and fire damager per round. In a radius. Too good. This is high epic level. Burst effects overlap and do not stack. You take the highest damage and apply that (PHB pg. 172, 3rd full paragraph from the top, Same Effect More than Once in Differing Strengths). You take the highest damage from the 3 overlapping DOOOM RAZE and the other two don't get to touch you. Also, even if they stacked it would only be 60d6 at 20th level. Currently, when you get the ability at 13th level, you are dealing a total of 18d6 damage for 4 rounds. I can easily break that with a Half-Giant Psychic Warrior 6/ War Mind 8 weilding a Large Deep Crystal Greatsword of Speed and Frost with Augmented Dissolving Weapons thrown in every now and then, I can keep up quite a high damage total with 2 rounds of buffing prep. Not to mention Overchanneling/Wild Surging can really burn through enemies. |
| Captain_Kobold05-26-07, 07:33 AM | I too, think Cleanse by Fire is a little wonky. You would be better served by making it less powerful, but allowing it to be used on the scale of uses/day, not once a week. Having said that, its quite as overpowered as all that. Remember that flame strike maxes out at 15d6 damage, not 20d6. Smite Corruption: Require the target to actually be Chaotic or Evil. Not just smitable because the inquisitor says it is. Repel the Daemon: I would suggest making this SR against the spells and spell-like abilities of evil and Chaotic outsiders only. Drop the level at which it is gained, and then give the inquisitor immunity against suggestion, charm, and compulsion effects higher up. (Or even flat out all mind-affecting effects.) Skull probe: These are worth way more than 75gp. A construct with access to those powerful spells every hour, and a con-draining attack? How many of these little critters can the inquisitor have at once? Make them more like a homunculus variant, costing significant amounts of gold and XP to replace, and limiting the number a character can have active at any one time. Alignment: I'm with Kamin on this one: There is a reason that the GW games are about Law vs Chaos, and not good vs. evil mostly. The inquisitors work to protect their empire from the forces that threaten it. However the actions that they take in doing so are outright Evil. They might be dedicated to preserving the Empire, they might have the best interests of humankind at heart, but that does not stop their actions (and thus them) being Evil. I view them as somewhat similar to the Agent in Serenity. They freely acknowledge that they are Evil people, pursuing evil means for good ends. They look and work forward to the day in which they will no longer be neccessary. Pragmatic? Yes. Neccessary? Yes. Good? No. |
| Imrix05-26-07, 08:04 AM | Agreed. If the Inquisition is Good, I'm Malal. You say Alignment is about perspective? Okay, fine. What about other peoples perspective? The Inquisition is Evil. Lawful Evil, probably. They don't actively try to work the system in their favour (having absolute power means they don't need to), but there is no way that, however justifiable it may be, they can ay that ordering an Exterminatus is a Good act. Necessary, justifiable and a mercy for the poor souls on the planet, yes, but that doesn't change the fact that it is the callous murder of billions of people. |
| Ioreck05-26-07, 08:47 PM | Well, I've learned something new today! Excellent... but its still pushing it. And its is 20d6. He has the spell at the end of his post. You should change it so it says that rather than flame strike. Anyways, looking good man. |
| leeeroy05-27-07, 01:03 AM | I really have to apologize to all you people who know this much about WH40K. I've only played Dawn of War and Winter Assault. I'm just going off of what I can gather from that. And while I believe alignment is very much about perspective, my games use the regular hard-and-fast alignment rules because it is so much easier to have a clear line. In my campaign however, they are Lawful (and I guess I'll add LE). |
| Kamin_Majere05-27-07, 07:55 AM | Agreed. If the Inquisition is Good, I'm Malal. :P The coolest chaos god ever... slain by the lawful gods of copyright infringment... so sad:weep: I really have to apologize to all you people who know this much about WH40K. I've only played Dawn of War and Winter Assault. I'm just going off of what I can gather from that. Ah that explains alot then. As far as a DoW version of an =][= its not a bad representation then. For a more 40K setting it would be a bit off, but its your world so your call to the flavor. The skull probe is ok for the gold it cost, and its abilities are fine as it has like only a +1 to hit after the strength mod is calculated. (in 40K they are called Servo Skulls just for your own information) I still think the =][= should be based on psionics but if your wanting paladin > =][= then its pretty mechanically sound. Though why a 12 level prestige class? most are 5 and 10. You should be able to clean it up to a 10 level pretty easily. |
| kenji50806-05-07, 04:20 PM | Ok, cool idea, but you need to re-work the flavor text (aka to us wargamers, fluff). Male/female only classes arnt good, at all... take that out... You can say that only male npcs take the class, but never, never, NEVER punish players for being male or female... after all, the heros are... well... heros... they shatter expectations. You can also re-name some abilitys to work in a non si-fi setting. Power of the iorn spirit, bombardment from heaven, that sort of thing. but if you can change only one thing, make it the male/female stuff, seriously... |
| leeeroy06-05-07, 06:10 PM | Unfortunately, I've quit both games this was being designed for so I'm going to stop working on it. No sense wasting my time. Sorry to anyone who was excited about this. |