Space Marines

Type, Speed, Languages: Medium Humanoid (Augmented Human), 30ft., speaks Low Gothic and High Gothic
Abilities: +2 Constitution, +2 Strength or Dexterity, +2 Charisma or Intelligence
Hit Dice: The rigorous training regimen that Space Marines must endure makes them hardier than normal humans, represented by two extra hit dice (d8). They have +2 to their Base Attack Bonus, +3 Fortitude, and +3 Will.
Weapon and Armor Proficiencies: All Space Marines are proficient with bolters, chainswords, sniper rifles, and missile launchers, as well as combat armor and power armor.
Skills: A Space Marine has (2+Int modifier) x2 skill points from his extra hit dice, which he may spend on Climb, Diplomacy, Intimidate, Knowledge (dungeoneering), Knowledge (engineering), Profession, Ride, Survival, and Swim. He gains a +2 racial bonus to Perception.
Bonus Feats: Combat Armor Proficiency, Improved Initiative, Power Armor Proficiency, Toughness
Organ Implants: Space Marines have undergone extensive genetic modification, resulting in the following special qualities:

Senses (Ex): Darkvision 60ft., Scent. Space Marines can identify and locate foes within 30ft. by smell.
Natural Armor: Their hardened bone structure give Space Marines +2 natural armor
Damage Reduction (Ex): 3/- Space Marines are resistant to all physical damage, though energy still affects them as usual.
Restful Watch (Ex): Space Marines do not fully “sleep”; rather, they enter a state of reduced function for 4 hours a day. During this time they take no penalty to Listen or Spot checks, though they cannot move or interact while resting.
Hold Breath (Ex): Hold breath for 1 minute per point of Constitution.
Stability (Ex): Gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
Resist Poison (Ex): 2/4 racial bonus on saving throws against inhaled/ingested poisons
Acid Spit (Ex): May spit acid once/round as a natural attack using either Strength or Dexterity. Causes 1d8+Con damage in melee, or 2d8+Con damage with sustained contact (usually to objects).
Power Armor Familiarity: Treat the armor check penalty of power armor as 1 better
Suggested Class: Tactical Marine (Fighter). Space Marines tend to emphasize their martial prowess.

Space Marines are massive, towering over standard humans. They range from 6’6" to 7’6", and weigh between 350 and 450lbs. They receive a +2 Level Adjustment due to their various special abilities, most of which are derived from their extensive implants and genetic modification. All Space Marines are male and sterile. They are the dauntless heroes of mankind, able to shift the course of whole worlds with their intervention. Aggressively xenophobic, the warriors of the Adeptus Astartes will nonetheless cooperate with other races when more pressing threats arise. There are roughly 1,000 Space Marines in a Chapter, and roughly 1,000 Chapters in the galaxy, making one million in total—less than one for every planet in the Imperium of Man.

For more information, see the Space Marine page of the Warhammer 40k wiki.

In a game starting below level 5, Space Marines are part of the following monster class:

Table: The Space Marine

Level Hit Dice BAB Fort Save Ref Save Will Save Skill Points Special
1st 1d8 +1 +2 +0 +2 2 + Int mod Naturally Skilled, Rigorous Training, Occulobe and Lyman’s Ear, Catalepsean Node, Ossmodulla, Haemastamen
2nd 1d8 +1 +2 +0 +2 Biscopea, Oolitic Kidney, Preomnor, Neuroglottis, Omophagea
3rd 2d8 +2 +3 +0 +3 2 + Int mod Betcher’s Gland, Secondary Heart
4th 2d8 +2 +3 +0 +3 Larraman’s Organ, Multi-lung, Carapace

Naturally Skilled: +2 Charisma or Intelligence. Space Marines boast great tactical and political prowess.
Rigorous Training: Space Marine initiates gain proficiency with combat armor, bolters, chainswords, sniper rifles, and missile launchers as part of their initial training regimen.
Occulobe and Lyman’s Ear: Darkvision 60ft., +2 Perception, gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
Catalepsean Node: Restful watch, as above
Ossmodulla: Natural armor +2
Haemastamen: Toughness. A Space Marine’s enhanced blood allows him to withstand forceful attacks.
Biscopea: +2 Strength or Dexterity, Improved Initiative. This organ can be directed to provide augmentation of either the gross or fine muscles, increasing reaction times and combat effectiveness.
Oolitic kidney and preomnor: 2/4 racial bonus on saving throws against inhaled/ingested poisons
Neuroglottis/Omophagea: Gains the scent special quality; can identify poisons by taste, and learn about a creature through consuming it.
Betcher’s Gland: May spit acid once/round as a natural attack using either Strength or Dexterity. Causes 1d8+Con damage in melee, or 2d8+Con damage with sustained contact (usually to objects).
Secondary Heart: +2 Constitution. A second heart makes the Space Marine more hardy.
Larraman’s Organ: Damage Reduction 3/-
Multi-lung: Can hold breath for 1 minute/point of Constitution
Carapace: Power Armor Proficiency, and treat the max dex bonus of power armor as 1 better

Space Marines

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