Making a Space Marine PC, in PF


Conversions

Sczarni

Now, I am kind of a WH40K fanboi, and love the Adeptus Astartes a little bit. Perhaps more than that.

After playing the recent Space Marine game on Xbox 360, and having just lost my witch PC in our Age of Worms campaign, I thought it might be fun to try to recreate a Battle Brother in Pathfinder.

Here's what I've got, so far:

Tybelore, Paladin of Apsu 3

Spoiler:
Tybelore Jogum
LG Medium Humanoid (Human)
Init +2 Senses: Detect Evil 60’; Perception +0
Speed 20, Languages: Common
Height: 6’2” Weight: 225 lbs Hair: White Eyes: Silver Age: 18

Defense
AC 22 Touch 11 FF 21 (Armor +9, Shield +2, Dex +1)
HP 31 (3d10+9)
Fort +7 Ref +5 Will +6
Immune: fear effects, disease

Offense
Melee: Masterwork longsword +7 (1d8+6 19-20/x2) [including Power Attack]
Or spiked shield bash +7 (1d6+2)
Or bill +6 (1d8+9 20/x3) brace/reach/disarm/+1 shield AC if fight defensively
Ranged: masterwork composite longbow +6 (1d8+4 20/x3) Range 110’ Ammo 20_______
BAB 3 CMB 7 (9 Bull Rush/Overrun) CMD 19 (21 Bull Rush/Overrun)

Abilities: Str 19, Dex 14, Con 15, Int 11, Wis 11, Cha 15
SQ: Skilled, Favored Class: Paladin (HP), Aura of Good, Aura of Courage, Divine Grace, Divine Health
SA: Smite Evil (+2 to hit, +2 deflection to AC, +3 dmg) 1/day, Lay on Hands (2d6; 3/day; removes fatigue)
Traits: Armor Expert, Indomitable Faith
Feats: Power Attack (-1/+2), Improved Bull Rush, Improved Overrun
Skills: (ACP -4) Diplomacy +8, Knowledge (Religion) + 6, Sense Motive +6
Combat Gear: Sunrod (2) (1lb), oil (1lb) (2), tindertwig (4), alchemist fire (2) (1lb), potion cure light wounds
Gear: masterwork full plate (50 lbs), masterwork heavy steel shield with spikes & shield sconce (20.5 lbs), masterwork longsword (4 lbs), bill (11 lbs), masterwork composite longbow (+4) (3 lbs), 20 arrows (3 lbs), club (3 lbs), dagger (1 lb), spell component pouch (2lb) belt pouch (.5 lbs), flint & steel, whetstone (1 lb), wooden holy symbol, backpack (2lb), 50’ hemp rope (10 lbs), torches (5) (1lb), trail rations (7) (1lb)
Coin: 19 gp, 5 sp
Carrying Capacity: Light 116 lbs Medium 233 lbs Heavy 350 lbs Lift 700 lbs Drag 1650 lbs
Carried Weight: 129 lbs (33 lbs backpack, .5 lbs coin, 95.5 lbs weapons & armor)

Obviously, he won't have all the super-awesome-ness that comes from being a Space Marine right now, but I think he's got the gist down.

Imp Bull Rush & Imp Overrun are for Charge Through, and to generally model the "Shoulder Charge" common to the Astartes in many artists' renderings and the game itself.

Anything I'm missing here? I know a Bolter or Bolt pistol seem all but necessary, but I don't want to mess with the campaign world that much (it would be wicked neat if there were a re-skinned variant 1-handed ranged weapon, but I don't know of any). The longbow suffices for ranged combat as is.

Possible feats for the future: Quick Draw, Toughness, Rhino Charge (worth it?), and possibly Combat Reflexes/Improved Unarmed Strike/Vicious Stomp. All of them are thematically appropriate, and will add little bits of extra functionality to a badass walking death machine.

Further suggestions / tweaks / all-out revisions are welcome, since he won't see play until next Friday (9/19/11) at the earliest.

The Emperor Protects!


Pathfinder Adventure Path Subscriber

Paladin works, but I'd suggest using a half-giant as that would make him look more like a traditional Space Marine. The fluff even works to some extent.

Half-Giant

Also, you definitely need to make him a worshiper of Aroden, the dead god of Man. There's no other choice for a Pathfinder Space Marine character really.

Sczarni

Son of the Veterinarian wrote:

Paladin works, but I'd suggest using a half-giant as that would make him look more like a traditional Space Marine. The fluff even works to some extent.

Half-Giant

Also, you definitely need to make him a worshiper of Aroden, the dead god of Man. There's no other choice for a Pathfinder Space Marine character really.

D'oh, had completely forgotten about the Aroden/Emperor angle. Good catch.

I will have to run the Half-Giant by my GM, but if that's allowed, totally going that route as well!

thanks.


I don't know your GM and his attitude towards psionics and 3rd party material, but... I'd drop the psionic racial traits. (Or, since that stomp-ability would thematically be nice, at least re-skin them that they are not psionic, but a matter of faith. Psykers are brought to the inquisition. For security reasons.)

You definitely need either a +1 wounding thundering keen longsword to simulate a chainsword, or even better, ask your gm if it's possible to get a good-aligned, holy longsword version of that:

Fanged Falchion:
Specific Magic Item: Fanged Falchion

Source: Pathfinder 5: Sins of the Saviors

Aura moderate transmutation; CL 11th
Slot weapon; Price 22,375 gp; Weight 8 lbs.
Description

The blade of this brutal-looking falchion is serrated, forming fangs for the stylized etching of a jackal’s profile on the shimmering metal. These weapons are fashioned in honor of Lamashtu and are favored by her most powerful cultists as weapons not only for battle, but for sacrifice.

A fanged falchion is a +1 unholy falchion — wounds caused by the weapon’s serrated edge are horrifically ragged and bleed profusely. Whenever a fanged falchion scores a successful critical hit, the sword’s blade animates and “chews” at its victim. In addition to doing damage for the critical hit, this horrific chewing deals 2 points of Constitution damage and forces the victim to make a DC 15 saving throw to avoid being stunned for 1 round. Creatures immune to critical hits are immune to this Constitution damage and the stun effect.
Construction Requirements

Craft Magic Arms and Armor, harm, unholy blight, creator must be evil; Cost 11,375 gp.

Otherwise, get a melee weapon with +1 brilliant energy, shock (or shocking burst) if you want a power weapon.

Then either get a terminator shield or take on the difficult task of recreating a bolter or bolt pistol.
If you want to try that, I'd say it depends hugely on wether you have guns in your campaign world and how advanced they are.

If you have advanced guns, just grab a revolver with special ammunition

Burrowing Bullet:

Aura moderate necromancy; CL 9th (burrowing bullet) or 13th (greater burrowing bullet)

Slot none; Price 1,722 gp (burrowing bullet) or 3,447 gp (greater burrowing bullet); Weight —
Description

This +1 firearm bullet deals normal damage, but when it hits a living creature, it burrows into the creature’s flesh, causing wracking pain until removed or until the bullet burrows its way out of the creature. While these bullets burrow, the creature is staggered. This effect lasts for 1d3 rounds or until the bullet is removed with a DC 15 Heal check made as a standard action. Greater burrowing bullets take longer to pass though the bodies of living creatures (the staggered effect lasts 1d3+2 rounds) and are harder to remove (DC 20 Heal check as a standard action).
Construction Requirements

Craft Magic Arms and Armor, symbol of pain (burrowing bullet) or symbol of stunning (greater burrowing bullet); Cost 861 gp (burrowing bullet) or 1,723 gp (greater burrowing bullet)

If you want to go further, try to make your pistol a magic weapon with thundering and flame burst, or convince your gm to let you create something along the lines of these special bolts/arrows...

Spoiler:
Screaming Bolt

Aura faint enchantment; CL 5th Slot none; Price 267 gp; Weight 1/10 lb.
Description

These +2 bolts scream when fired, forcing all enemies of the wielder within 20 feet of the path of the bolt to succeed on a DC 14 Will save or become shaken. This is a mind-affecting fear effect.
Construction Requirements

Craft Magic Arms and Armor, doom; Cost 137 gp

Searing Arrow

Source: Advanced Player's Guide

Aura moderate evocation; CL 9th Slot none; Price 1,516 gp; Weight —
Description

This +1 flaming arrow continues to burn its target each round, dealing 1d6 fire damage on the attacker’s turn for the next 3 rounds. Removing the arrow requires a DC 10 Heal check and prevents any further damage from the arrow (the DC increases to 15 if the target tries to remove the arrow from himself.) Removing the arrow destroys it, and it burns up once the 3 rounds pass.
Construction Requirements

Craft Magic Arms and Armor, flame blade, flame strike, or fireball; Cost 758 gp

Anyway... You'll need a mithral full plate.
Or even better, take the hellknight prestige class and reshape one of the orders into your favorite space marines order. ;)
I mean... Really, look at the abilites of that PrC. If those don't scream "Space Marine"...


Actually, I would consider making it a monstrous humanoid with a few racial HD of its own. You can't tell me a Space Marine (you know, spits acid, ribcage you can't pierce with a steam drill, can take your memories by eating your flesh) should be equal to a regular human of the same experience...


For a full on 3.5/PF Space Marine conversion, check out this thread, by Koumei

Space Marines and other beasts from the 41st Millenium

Link to .pdf

Original development thread

Shadow Lodge

psionichamster wrote:

Now, I am kind of a WH40K fanboi, and love the Adeptus Astartes a little bit. Perhaps more than that.

After playing the recent Space Marine game on Xbox 360, and having just lost my witch PC in our Age of Worms campaign, I thought it might be fun to try to recreate a Battle Brother in Pathfinder.

Here's what I've got, so far:

Tybelore, Paladin of Apsu 3
** spoiler omitted **...

take one level of spell slinger (wizard archetype), so you can have a plasma pistol (magic missile) you'll always hit on a 1+ lol. archetype is found in the ultimate combat

Sovereign Court

had to post before this gets moved over to Conversions. Consider:

Dark Angel Space Marine:

DARK ANGEL CR 7
Male Human (Azlanti, Pureblooded) Fighter (Unbreakable) 4 Gunslinger (Gun Tank) 4
LG Medium Humanoid (Human)
Init +8; Senses Perception +11
--------------------
DEFENSE
--------------------
AC 22, touch 13, flat-footed 19 (+9 armor, +3 Dex)
hp 108 (8d10+24)
Fort +11, Ref +9, Will +4
Defensive Abilities Unflinching +1
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee Adamantine Longsword +10/+5 (1d8+4/19-20/x2) and
Gauntlet (from Armor) +12/+7 (1d3+4/20/x2) and
Unarmed Strike +12/+7 (1d3+4/20/x2)
Ranged Masterwork Ironwood Revolver +10 (1d8/20/x4)
--------------------
STATISTICS
--------------------
Str 18, Dex 18, Con 17, Int 13, Wis 14, Cha 9
Base Atk +8; CMB +12; CMD 25
Feats Combat Reflexes (5 AoO/round), Diehard, Endurance, Gunsmithing, Point Blank Shot, Rapid Shot, Snap Shot, Two-weapon Fighting, Weapon Focus: Longsword, Weapon Focus: Revolver
Traits Iron Liver, Reactionary
Skills Acrobatics +9, Climb +9, Escape Artist +1, Fly +1, Handle Animal +3, Heal +10, Intimidate +10, Perception +11, Ride +7, Stealth +1, Survival +10, Swim +6
Languages Azlanti, Common, Thassilonian
SQ Armor Training 1 (Ex), Armor Training 1 (Ex), Bullet Defection (+4) (Ex), Deadeye (Ex), Deeds, Grit (Ex), Gun Tank's Resolve (25%) (Ex), Gunslinger Initiative (Ex), Pistol-whip (Ex), Quick Clear (Ex), Utility Shot
Combat Gear Adamantine Full Plate, Adamantine Longsword, Masterwork Ironwood Revolver;
--------------------
SPECIAL ABILITIES
--------------------
Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Bullet Defection (+4) (Ex) A gun tank is adept at modifying and using her armor to stop firearm attacks. Starting at 2nd level, a gun tank wearing medium or heavy armor gains half the armor's bonus plus the armor's enhancement bonus (if any) as a deflection bonus against any n
Combat Reflexes (5 AoO/round) You may make up to 5 attacks of apportunity per round, and may make them while flat-footed.
Deadeye (Ex) At 1st level, the gunslinger can resolve an attack against touch AC instead of normal AC when firing beyond her firearm's first range increment. Performing this deed costs 1 grit point per range increment beyond the first. The gunslinger still takes
Deeds Gunslingers spend grit points to accomplish deeds. Most deeds grant the gunslinger some momentary bonus or effect, but there are some that provide longerlasting effects. Some deeds stay in effect as long as a gunslinger has at least 1 grit point. The
Diehard You are stable and can choose how to act when at -1 to -9 HP.
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Grit (Ex) A gunslinger makes her mark upon the world with daring deeds. Some gunslingers claim they belong to a mystical way of the gun, but it's more likely that the volatile nature of firearms simply prunes the unlucky and careless from their ranks. Whatever
Gun Tank's Resolve (25%) (Ex) At 1st level, the gun tank can shrug off the most serious of attacks. When the gun tank is wearing medium or heavy armor and is subject to a critical hit or sneak attack, she can spend 1 grit point as an immediate action to attempt to negate the crit
Gunslinger Initiative (Ex) At 3rd level, as long as the gunslinger has at least 1 grit point, she gains the following benefits. First, she gains a +2 bonus on initiative checks. Furthermore, if she has the Quick Draw feat, her hands are free and unrestrained, and the firearm i
Gunsmithing You know the secrets of repairing and restoring firearms.

Benefit: If you have access to a gunsmith's kit, you can create and restore firearms, craft bullets, and mix black powder for all types of firearms. You do not need to make a Craft c
Pistol-whip (Ex) At 3rd level, the gunslinger can make a surprise melee attack with the butt or handle of her firearm as a standard action. When she does, she is considered to be proficient with the firearm as a melee weapon and gains a bonus on the attack and damage
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Quick Clear (Ex) At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform t
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Snap Shot Threaten squares within 5 feet of you when wielding a ranged weapon
Unflinching +1 (Ex) +1 Will save vs. mind-affecting effects
Utility Shot At 3rd level, if the gunslinger has at least 1 grit point, she can perform all of the following utility shots. Each utility shot can be applied to any single attack with a firearm, but the gunslinger must declare the utility shot she is using before

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Sovereign Court

TheSideKick wrote:
psionichamster wrote:

Now, I am kind of a WH40K fanboi, and love the Adeptus Astartes a little bit. Perhaps more than that.

After playing the recent Space Marine game on Xbox 360, and having just lost my witch PC in our Age of Worms campaign, I thought it might be fun to try to recreate a Battle Brother in Pathfinder.

Here's what I've got, so far:

Tybelore, Paladin of Apsu 3
** spoiler omitted **...

take one level of spell slinger (wizard archetype), so you can have a plasma pistol (magic missile) you'll always hit on a 1+ lol. archetype is found in the ultimate combat

Space Marines miss. I found this out much to my shame against the Xenos Filth of Eldar. They die just fine under my chain swords blade however. :)


For a techmarine I used the alchemist(internal) with the vestigial arm discovery refluffed as cybernetics. I also grabbed a level in gunslinger(guntank) to get heavy armor and firearms.

For discoveries I went with:
Strafe Bomb / Force Bomb (laser)
Breath Weapon Bomb (flamethrower)
Concussive Bomb (concussion grenade)
Preserve Organs
Mummification

Used a Heavy shield (thunder shield) and a battle axe in my other arms.

Sczarni

Some very nice ideas here, folks.

I'm leaning towards an "Assault Marine" specialist, with the suggested Half-Giant race from above. After talking with the GM, neither of us really want to introduce firearms into AoW, so will be going Sword & Shield variety. Additionally, we nixed the Psionic powers in favor of Large sized carry capacity.

Now, just gotta get my hands on a jump-pack and some frags...

Keep 'em coming, though, I love this stuff!


Damn. I totally forgot writing about using a plasma pistol shaped wand of fireball or some other magic item that matches the flavor of some of the technological weapons in WH40k...

Grab one with limited uses per day and require them to be connected to some other magical item (let's call it "recharging system") in order to get back their uses and you're as near as you can get to the energy packs most WH40k-weapons use. (As described in the stories of Tanith's First, you can also recharge the energy packs by putting them in a camp fire, although that seems to reduce their effectiveness and even damage them over time.)

Liberty's Edge RPG Superstar 2010 Top 16

Random thoughts:

If I was building a SM, I would try to get the Advanced creature template (+4 to all stats, +2 natural armour) with 1 level penalty.

If you want to be authentic, you gotta have a couple of ranger levels to denote all those years bumming around as a scout in the 10th Company.


You could always get a Hand Crossbow with the enchantment that gives it a 50 bolt magazine. Add the Force enchantment onto that and you've got yourself a plasma pistol. Combined with the snap shot feats and you've got an ASM, or a Black Templar Crusader.


psionichamster wrote:

Some very nice ideas here, folks.

I'm leaning towards an "Assault Marine" specialist, with the suggested Half-Giant race from above. After talking with the GM, neither of us really want to introduce firearms into AoW, so will be going Sword & Shield variety. Additionally, we nixed the Psionic powers in favor of Large sized carry capacity.

Now, just gotta get my hands on a jump-pack and some frags...

Keep 'em coming, though, I love this stuff!

Frag grenades can be as simple as some flasks of acid/alchemist fire, or as big as a necklace of fireballs.

Wings of flying can double as a jump pack, but I'd aim for an assault terminator in adamantine full plate (boots of teleportation optional) Thunder hammer/storm shield should be easy to do.


Dementrius wrote:

Random thoughts:

If I was building a SM, I would try to get the Advanced creature template (+4 to all stats, +2 natural armour) with 1 level penalty.

If you want to be authentic, you gotta have a couple of ranger levels to denote all those years bumming around as a scout in the 10th Company.

I agree an advanced human would be the way to create a spacemarine, though the advanced template seems to be on a different level than a one level difference creating some PC power disparity.

I considered a synthesist summoner with the eidolon being a battlesuit, though it might be a better fit for a demon prince/chaos marine, possibly mix a little anti-paladin in the mix here.


Son of the Veterinarian wrote:

Paladin works, but I'd suggest using a half-giant as that would make him look more like a traditional Space Marine. The fluff even works to some extent.

Half-Giant

Also, you definitely need to make him a worshiper of Aroden, the dead god of Man. There's no other choice for a Pathfinder Space Marine character really.

Wow, the half-giant is silly broken!

Powerful build alone is bad, but to add all the psychic stuff on top of that, and no CR up. Crazy


Captain Sir Hexen Ineptus wrote:
Son of the Veterinarian wrote:

Paladin works, but I'd suggest using a half-giant as that would make him look more like a traditional Space Marine. The fluff even works to some extent.

Half-Giant

Also, you definitely need to make him a worshiper of Aroden, the dead god of Man. There's no other choice for a Pathfinder Space Marine character really.

Wow, the half-giant is silly broken!

Powerful build alone is bad, but to add all the psychic stuff on top of that, and no CR up. Crazy

Still worse than the Drow Noble!


Cheapy wrote:
Captain Sir Hexen Ineptus wrote:
Son of the Veterinarian wrote:

Paladin works, but I'd suggest using a half-giant as that would make him look more like a traditional Space Marine. The fluff even works to some extent.

Half-Giant

Also, you definitely need to make him a worshiper of Aroden, the dead god of Man. There's no other choice for a Pathfinder Space Marine character really.

Wow, the half-giant is silly broken!

Powerful build alone is bad, but to add all the psychic stuff on top of that, and no CR up. Crazy

Still worse than the Drow Noble!

The drow noble is a little miss-understood from the way I read it, the CR increases as the character levels increase, thus actually taking away levels in your classes for PC as they progress. Same way you would handle and aging dragon PC that changes CRs due to age category change.


Captain Sir Hexen Ineptus wrote:
Cheapy wrote:
Captain Sir Hexen Ineptus wrote:
Son of the Veterinarian wrote:

Paladin works, but I'd suggest using a half-giant as that would make him look more like a traditional Space Marine. The fluff even works to some extent.

Half-Giant

Also, you definitely need to make him a worshiper of Aroden, the dead god of Man. There's no other choice for a Pathfinder Space Marine character really.

Wow, the half-giant is silly broken!

Powerful build alone is bad, but to add all the psychic stuff on top of that, and no CR up. Crazy

Still worse than the Drow Noble!
The drow noble is a little miss-understood from the way I read it, the CR increases as the character levels increase, thus actually taking away levels in your classes for PC as they progress. Same way you would handle and aging dragon PC that changes CRs due to age category change.

Nope! No level adjustment in this game.

You can be a Drow Noble if your GM is stupid enough to let you do it.

In particular: "Drow nobles are defined by their class levels—they do not possess racial Hit Dice. "


Cheapy wrote:

Nope! No level adjustment in this game.

You can be a Drow Noble if your GM is stupid enough to let you do it.

In particular: "Drow nobles are defined by their class levels—they do not possess racial Hit Dice. "

I still can't think this was RAI, RAI I think was that the CR went up by an additional +1 for every level they got. So with the buy off you would get a max oc 12-13 actual class levels at level 20 game. I just can't believe that this is correct.


Captain Sir Hexen Ineptus wrote:
Cheapy wrote:

Nope! No level adjustment in this game.

You can be a Drow Noble if your GM is stupid enough to let you do it.

In particular: "Drow nobles are defined by their class levels—they do not possess racial Hit Dice. "

I still can't think this was RAI, RAI I think was that the CR went up by an additional +1 for every level they got. So with the buy off you would get a max oc 12-13 actual class levels at level 20 game. I just can't believe that this is correct.

I don't see where you are getting this. A drow noble's CR is equal to her class level... says so in the book. I can't imagine being a CR 12-13 creature while everybody else is CR 20.


Talynonyx wrote:
Captain Sir Hexen Ineptus wrote:
Cheapy wrote:

Nope! No level adjustment in this game.

You can be a Drow Noble if your GM is stupid enough to let you do it.

In particular: "Drow nobles are defined by their class levels—they do not possess racial Hit Dice. "

I still can't think this was RAI, RAI I think was that the CR went up by an additional +1 for every level they got. So with the buy off you would get a max oc 12-13 actual class levels at level 20 game. I just can't believe that this is correct.
I don't see where you are getting this. A drow noble's CR is equal to her class level... says so in the book. I can't imagine being a CR 12-13 creature while everybody else is CR 20.

Your racial abilities actually get better with racial hit die. NO other race does that. It makes sense that if you get more abilities per class levels you would have to deal with more CR. Hitting level 20 is like being a CR 10 monster with 13 class levels! That is at least how I see it.

P.S. Looking at the Monsters as PC section, It would be 15-17 class levels leaving you with a SR of 26-28. Not bad especially considering everything else they get, and still monstrously powerful at lower levels.

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