SPACE MARINE GENE-SEED here
Grey Knight Space Marine(Prestige Class)
Requirements
To qualify to become a Grey Knight
Race: Human
Gender: Male
Base Attack Bonus:
Skills:
Feats:
Special: Must pass a test of strength and will. Often fatal. age 10-14
Game Rule Information
Vitality: Grey Knights are Space Marines, and receive d12 vitality points per level. Their Constitution modifier applies. a space marine is Str 20, Dex 16, Int 14, Wis 14, Con 20, Cha 14 Focus on Wisdom, Con and Cha. Can eat damn-near anything.
Class Skills: The Grey Knight's class skills are Alchemy (Int), Concentration (Con), Craft(Int), Knowledge (Int), Profession (Wis), Scry (Int), Search (Int), Spellcraft (Int), Spot (Int).
Weapon and Armor Proficiency: High Mages gain no proficiency in any weapon or armor.
Skill Points per level: 2 + Int modifier
| Level | BAB | Fort | Ref | Will | Defense Bonus | Reputation Bonus | Rank | Special | ||||||||
| 1 | +1 | +2 | +0 | +0 | +0 | +0 | -- | Gene-Seed (initial) | ||||||||
| 2 | +2 | +3 | +0 | +0 | +0 | +0 | -- | Bonus Feat TBA | ||||||||
| 3 | +3 | +3 | +1 | +1 | +0 | +0 | -- | Bonus Feat | ||||||||
| 4 | +4 | +4 | +1 | +1 | +0 | +0 | Battle-Brother | Grey Knight-package Bonus Feat | ||||||||
| 5 | +5 | +4 | +1 | +1 | +0 | +0 | -- | TBA | ||||||||
| 6 | +6 | +5 | +2 | +2 | +0 | +0 | -- | Bonus Feat | ||||||||
| 7 | +7 | +5 | +2 | +2 | +0 | +0 | -- | TBA | ||||||||
| 8 | +8 | +6 | +2 | +2 | +0 | +0 | Justicar | Leadership, Tactics, Minions, Bonus Feat | ||||||||
| 9 | +9 | +6 | +3 | +3 | +0 | +0 | -- | TBA | ||||||||
| 10 | +10 | +7 | +3 | +3 | +0 | +0 | -- | Bonus Feat | ||||||||
| 11 | +11 | +2 | +0 | +0 | +0 | +0 | -- | TBA | ||||||||
| 12 | +12 | +3 | +0 | +0 | +0 | +0 | Terminator | Bonus Feat | ||||||||
| 13 | +13 | +3 | +1 | +1 | +0 | +0 | -- | TBA | ||||||||
| 14 | +14 | +4 | +1 | +1 | +0 | +0 | -- | Bonus Feat | ||||||||
| 15 | +15 | +4 | +1 | +1 | +0 | +0 | -- | TBA | ||||||||
| 16 | +16 | +5 | +2 | +2 | +0 | +0 | Brother-Captain | Leadership, Improved Tactics, Exceptional Minions, Requisition Supplies, Bonus Feat | ||||||||
| 17 | +17 | +5 | +2 | +2 | +0 | +0 | -- | |||||||||
| 18 | +18 | +6 | +2 | +2 | +0 | +0 | -- | Bonus Feat | ||||||||
| 19 | +19 | +6 | +3 | +3 | +0 | +0 | -- | Damage Bonus +9 | ||||||||
| 20 | +20 | +7 | +3 | +3 | +0 | +0 | Grand Master | Force Weapon, Legendary Commander, Bonus Feat |
CLASS FEATURES
All of the following are class features of the Grey Knight prestige class.
Gene-Seed: Every Space marine, Grey Knights included, possesses what is known as a gene-seed. The in game effects of this vary as the character's level increases. The initial boosts can be rather profound, but the successive ones are not quite as impressive. When a Space Marine first receives his gene-seed, his body is wracked by pain, and he is debilitated for several days. At the end of the time, he must make a Fortitude save (DC 18), or die from the strain of the change. If successful, the character, now a Space Marine increases his stats to the following level (Str 20, Dex 16, Int 14, Wis 14, Con 20, Cha 14), unless they already possess a score that is higher. As they continue to grow as a Space Marine, over the decades of service, they receive additional gene-seed supplememnts. As said, these are much less than the initial, but they can still be fatal, and are still debilitating for a day. Focus on Wisdom, Con and Cha.)
Gene-Seed (initial): Str 20, Dex 16, Int 14, Wis 14, Con 20, Cha 14), unless they already possess a score that is higher.
Gene-Seed (physical): +1 Strength, +1 Constitution
Gene-Seed (mental): +1 Wisdom, +1 Charisma
Bonus Feat: as the Soldier ability, p.51 of the Star Wars Revised Core Rulebook.
Favored Enemy: All Grey Knights receive the Favored Enemy ability, and it is always Daemon/Warp Entities. This grants them a +2 Attack Bonus versus such beings.
Inspire Fear: as the ability on page 266 of the Star Wars Revised Core Rulebook. -1 at 1st level, -2 at level, -4 at level, and -6 at level.
Legendary Commander: Upon becoming a Grand Master, the Grey Knight has proven his ability as a leader of men. His total maximum levels of allowable minions is 5x Reputaion score.
Justicar: .
Terminator: If a Justicar chooses to be inducted into the ranks of Terminators, he receives more prestige, and somewhat improved equipment, but his Justicar abilities (Leadership, Tactics, Minions) are suspended. On the plus side, Terminators have mastered their nemesis-force weapons to the extent that they now ignore damage reduction, just as lightsabers do.
Brother-Captain: A Brother-Captain leads Terminators, just as, as Justicars, they once led Battle-Brothers. Upon becoming a Brother-Captain, the Justicar abilites above are reinstated, and added to those received.
Grand Master: Grand Masters are the mightiest of ALL Space Marines, and leaders of the Grey Knights. A Grand Master has learned how to focus his psychic might through his nemesis-force weapon. So long as it is the weapon he is wielding, the Grand Master may use the devastating strike ability a number of times a day equal to his level of Grey Knight.
Psychic Power: As Grey Knights become more skilled, they often learn to use their psychic potential. At each even character level (2nd, 4th, 6th, 8th, 10th) they can choose one of these seven powers.
• Breath Stun: .
• Breach Attack: .
• Dodge Attack: .
• Double Damage: .
• Great Blow: .
• Weapon Throw: .
• Wing Attack: .
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