I did not want to give them multi-weapon mastery (like a marilith demon). I feel a +6 represents their natural agility and use of their arms. Natural armor also represents a tougher exterior or muscular system capable of taking a beating, being a large monstrous humanoid, natural AC fitsĢ. in a non defense rating setting, armor is kind of necessary, I think of studded leather as their 'chainmail' bikini. They are however fully multi-dextrous, and can employ four melee weapons or two ranged weapons simultaneously.ġ. Ģ) A large sized humanoid with +6 dex is just a no-no. Clerical duties are the sole province of the Thern race, but of course, they are all false clerics.ġ) Green Men and martians in general don't wear armor. Tars Tarkus is a rare good aligned Green.Ħ) At least on Barsoom, Greens are never clerics. They enjoy cruelty and find other people's pain humorous. The Green lack of empathy makes them poor animal handlers and at understanding others (and even themselves).Ĥ) Green Men employ their tusks only when grappling, and not as part of their usual attackh reutine.ĥ) Racially they tend to evil. Personally, I'd give them the following attribute line: +4 str, +2 con, -2 wis, -2 chr. Green men are more slender for their size than other races. They are however fully multi-dextrous, and can employ four melee weapons or two ranged weapons simultaneously.ģ) I don't see any reason to give them more than the usual +4 racial bonus to strength. Personally, I'd drop the racial bonus to dexterity entirely but give them a racial bonus to hit with range weapons similar to halflings. It's rifles that have made the Green Men feared and successful. In fact, there is pretty good indication that they aren't strong enough relative to their bulk to jump, much less tumble about. Green Men are not particularly dextrous except when it comes to using ranged weapons, and they are certainly not acrobats. They are just green.Ģ) A large sized humanoid with +6 dex is just a no-no. There is also no reason to think Greens have natural armor. So there is no reason why 'armor' should appear in the AC line. In fact, they don't even wear clothing much by Earth standards. The green men are superstitious and the few that become adepts or clerics are met with equal amounts of awe, respect and fear.ġ) Green Men and martians in general don't wear armor. Fighting classes such as barbarian, fighter, ranger and warrior are popular, while some individuals pursue the path of psychic warrior. They are naturally aggressive and duels and challenges are quite common among them. The armor they wear doubles as a weapons harness. In combat green men prefer to open with thrown weapons then charge in using their pounce ability. They are warlike, honorable, and practical. The green men refer to their clan, tribal, and horde leaders as Jeddak. Green men stand from 12-15 feet tall and their four-armed torsos are lean and muscular with two large up-turned tusks. Intimidate 2/4, Perception 2/5, Ride 2/6, Stealth 2/2, Survival 2/5Įquipment: Longsword, 2 handaxes, MW Studded Leather Armor, 4 Javelinsīase Stat Mods: +4 Str, +2 Dex, +2 Con, -2 cha Skills: Acrobatics 2/6, Climb 2/7, Craft 2/5 (weapon, armor, or jewelry), Spec Attk: Pounce (charge with full attack) Space/Reach: 10 ft/10 ft (5 ft with tusk) Spec Qualities: Multiple Limbs, naturally psionic (+2 power points, can take psionic feats) Initiative/Senses: +1/Low-light vision, Perception +5Īrmor Class: 14, touch 10, flat-footed 14 (-1 size, +1 dex, +1 natural, +3 armor)
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