Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
NOW LIVE! Today's the day you meet your new best friend. You don’t have to leave Wolfy behind... In 'Pets & Sidekicks' your companions level up with you!
Community
General Tabletop Discussion
*TTRPGs General
CORELINE (D20 Modern/D20 BESM Setting).
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="kronos182" data-source="post: 8600811" data-attributes="member: 6668634"><p>A NPC from mercenary group.. WERE-KLINGONS!!!</p><p></p><p><strong><span style="font-size: 26px">Snarling Targs</span></strong></p><p>The Snarling Targs are a mercenary group of Klingons that appear to be Were-Targs, offering their services as shock troops for any that have the latinum and promise of glory on the battlefield. There are typically 30 warriors, plus 10 support members, including those that man their older bird of prey they use as transport.</p><p>Hiring them is relatively easy, costing PDC 22 for a single warrior, +1 per additional 2 warriors, lasting 5 days. Increasing PDC +1 per additional 5 days. It is also expected to provide basic food supplies (including alcohol) and half fuel charges for their ship if they have to travel more than 50 light years to assignment.</p><p></p><p><strong>Typical Snarling Targ Warrior</strong></p><p>Type: humanoid, Klingon</p><p>Size: Medium</p><p>CR: 9</p><p>Hit Points: 6d8+6 plus 3d8+3, 65 hp</p><p>Mas: 12</p><p>Init: +0</p><p>Speed: 35 ft</p><p>Defense: 17, 14 touch, flat foot 16 (+1 Dex, +3 Class, +3 armour)</p><p>BAB/Grp: +6/+1 / +8</p><p>FS/Reach: 5 ft</p><p>Attacks: +8 melee bat'leth (2d6+4 slashing or 2d4+4 piercing) or +6 ranged disruptor pistol (3d10 x3, energy/fire 40 ft)</p><p>Special Attacks: +8/+3 melee bat'leth (2d6 slashing or 2d4 piercing), or +6/+1 ranged disruptor pistol (3d10 x3, energy/fire 40 ft)</p><p>Special Qualities: hot world adaptation, redundant organs, alternate form (su), curse of lycanthropy, low light, ferocity, damage reduction 15/silver (su), scent (ex), Targ Empathy (ex)</p><p>Allegiances: Snarling Targs, Family House</p><p>Saves: Fort +9, Reflex +3, Will +3</p><p>Reputation: +3</p><p>Abilities: Str 14, Dex 11, Con 16, Int 9, Wis 12, Cha 9</p><p>Skills: Climb +3, Jump +3, Intimidation +2, Listen +2, Spot +2, Survival +10, Swim +4</p><p>Feats: Simple Weapons proficiency, Personal Firearms proficiency, Combat Martial Arts, Power Attack, Brawl, advanced firearms proficiency</p><p>Possessions: disruptor pistol (TNG era), bat'leth, light armour</p><p></p><p></p><p><strong>Hybrid Form</strong></p><p>Same as humanoid with following changes:</p><p>Hit Points: 75 hp</p><p>Speed: 40 ft</p><p>Defense: 23, 14 touch, flat foot 22 (+1 Dex, +3 Class, +3 armour, +6 natural)</p><p>Grp: +10</p><p>FS/Reach: 5 ft</p><p>Attacks: +7 melee bat'leth (2d6+6 slashing or 2d4+6 piercing) or +7 melee gore (1d6+6) or +7 ranged disruptor pistol (3d10 x3, energy/fire 40 ft)</p><p>Special Attacks: +7 melee bat'leth (2d6+9 slashing or 2d4+9 piercing) and +2 melee gore (1d6+9), or +7/+2 ranged disruptor pistol (3d10 x3, energy/fire 40 ft)</p><p>Saves: Fort +10</p><p>Abilities: Str 18, Con 18</p><p>Skills: Climb +4, Jump +4, Intimidation +4, Survival +10 (+14 using scent)</p><p></p><p><strong>Alternate Form (Su)</strong></p><p>A were-targ can assume targ or hybrid form, but its gear is not absorbed into the new form. The bipedal hybrid form is just over 7 feet tall, with short fur except around the head, shoulders and upper back which is thick and long, both forms have spines coming out of the back, with a boar-like appearance and tusks. Hybrid form combines the features of a targ (like a terran boar only furrier and spines coming out of its back. Targ form is like a large terran boar, with thick fur around the head, shoulders and upper back, several spines coming out of its back.</p><p>Changing to or from targ or hybrid form is a moving action. Upon assuming either form, the were-targ regains hit points as if having rested for a day. A slain were-targ reverts to its klingon form, although it remains dead.</p><p></p><p><strong>Curse of Lycanthropy (Su)</strong></p><p>Any humanoid hit by a were-targ's gore attack (in targ or hybrid form) must succeed on a Fort save (DC 16) or contract lycanthropy.</p><p></p><p><strong>Ferocity (Ex)</strong></p><p>The Were-Targ in hybrid or targ form can continue to fight without penalty until reduce to -25 hit points, at -25 hit points they are slain.</p><p></p><p><strong>Damage Reduction 15/Silver (Su)</strong></p><p>A were-targ in hybrid or targ form ignores the first 15 points of damage by nonsilver or nonmagical weapon but takes full damage from silvered weapons or weapons with a +1 or better magic bonus.</p><p></p><p><strong>Scent (Ex)</strong></p><p>This ability allows the were-targ in hybrid and targ form to detect hidden foes. See Chapter 8: Friends and Foes in d20 Modern core book.</p><p></p><p><strong>Targ Empathy (Ex)</strong></p><p>A were-targ can communicate with targs in any form and gains a +4 species bonus on Diplomacy checks when influencing a targ's attitude. A friendly targ understands and heeds simple commands.</p><p></p><p></p><p><strong>Racial Traits:</strong></p><p>Ability Modifiers: +4 Strength, +2 Constitution, -1 Intelligence, -2 Charisma. Klingons are strong and hearty, but on average are not as intelligent, and their warrior ways and aggression, and honour system can make them difficult to understand or interact with.</p><p>Medium: As Medium creatures, Klingons have no special bonuses or penalties due to their size, however they tend to be larger than average humanoids, with 6 feet or taller being the average height.</p><p>Speed: Klingons base land speed is 35 feet.</p><p>Racial Skills: +1 Listen, +1 Spot and +1 Survival skills. Klingons evolved from predators, allowing them to find prey, and their multiple stomachs and redundant organs allow them to live off the land and eat things that most species find unpalatable.</p><p>Extreme Loyalty: Klingons are extremely loyal and honour bound, particularly to family, their Empire and their personal honour. Any skills, checks or rolls related to their allegiances gain +1</p><p>Planetary Adaptation: Hot World. Klingons come from a hot planet, Qonos, granting them +4 on Fort saves against extreme heat (but don't gain fire resistance as per d20 Future pg 13). Klingons suffer -1 to all rolls when in temperatures below freezing, they dislike the cold.</p><p>Redundant Organs: Due to the redundant organs Klingons have, any critical attack against them has a 50% chance to be considered a regular hit. When reduced to 0 hit points, the Klingon is not considered dying, and able to act normally until dead at -15 hit points. Taking actions while below 0 hit points does not cause additional hit point damage, unless suffering from effects such as from the wounding magical ability from weapons, or similar effects that continue to do damage over time.</p><p>Training: As a warrior race, all Klingons are taught how to use a number of traditional weapons, granting all Klingons Simple Weapon Proficiency, and proficiency in the Bat'leth, swords, gin'tak spears.</p><p>Reputation: Klingons are well known for being a proud warrior race, giving them +1 to Reputation. They also gain a +2 bonus to Intimidation checks.</p><p>ECL: +2</p><p> </p><p><strong><span style="font-size: 18px">Typical Disruptor Pistol (TNG+ Era 2330+)</span></strong></p><p>This is the modern version of the typical disruptor pistol, usually based on Klingon designs, has slightly improved damage, range and ammo capacity. The greatest improvement to disruptors has been increased range and ammunition capacity.</p><p></p><p><strong>Typical Disruptor Pistol (TNG+ Era PL 6, Personal Firearms Proficiency)</strong></p><p>Damage: 3d10</p><p>Critical: 20x3</p><p>Damage Type: Energy/Fire</p><p>Range Increment: 40 ft</p><p>Rate of Fire: Semi</p><p>Size: Medium</p><p>Weight: 4 lbs</p><p>Ammo: 30 internal</p><p>Purchase DC: 15 Res (+2)</p><p>Notes: Inaccurate - Suffers -1 to attack rolls.</p><p>Stun setting DC 16 (failed save by more than 5 rendered unconscious for 1d4 hours, successful save Stunned, otherwise stunned for 1d4 rounds). Upon regaining consciousness, the target will be -2 to all rolls (attack, skill, etc) for another 2d6 rounds due to the pain and sluggishness they feel as the after effects of a disruptor stun setting blast.</p><p>Disintegration Setting - This setting is designed for a target up to a medium sized creature (typical humanoid), uses 3 charges, requires the target to make a Fort save DC 27 or be disintegrated. A successful save deals 5d10 damage, if this is enough damage to kill/reduce to 0 hit points, target is disintegrated.</p><p></p><p>Klingon Disruptor Note: Klingon disruptors are amongst the most common found, and many races will base theirs on Klingon designs. However Klingon disruptors have more kinetic energy to their discharges. Anyone struck by a Klingon built disruptor must make a Reflex save DC 15 or be knocked prone. A failed save of more than 5 throws the target back 5 feet. Klingon disruptors also have 25% larger magazines.</p><p>Romulan Disruptor Note: Romulans also use disruptors, but with some notable differences. Romulan disruptors fire a beam, like phasers, instead of the typical bolt, which increases their accuracy and range, but decreases their damage slightly. Romulan disruptors do not suffer the -1 to attack rolls, increase their range by 25%, reduce damage by 1 die type (instead of d8, use d6).</p><p></p><p><strong><span style="font-size: 18px">Bat'leth</span></strong></p><p>The Bat'leth is a traditional weapon of Klingons for centuries and considered an honourable weapon. A crescent shape, with typically three hand holds along the outer curve, with typically at least two bladed protrusions along the inner bladed curve. The weapon is well balanced, sharp and deadly, able to remove an opponent's head in a single swing. Able to be wielded with one hand or two equally easily, a well versatile weapon, easily making slashing attacks, or piercing attacks with the protrusions or points at the ends of the crescent.</p><p></p><p><strong>Bat'leth (PL 4 Exotic Weapon Proficiency, Klingon)</strong></p><p>Damage: 2d6 / 2d4</p><p>Critical: x3 / 19-20 x2</p><p>Damage Type: Slashing / Piercing</p><p>Size: Large</p><p>Weight: 12.6 lbs</p><p>Purchase DC: 15 (13 for Klingons)</p><p>Notes: Can make piercing or slashing attacks, not both at same time. Can be wielding one or two handed. If wielding is holding one of the handles close to the end of the crescent with both hands, gains the benefit of the Power Attack feat even if they don't have it. If wielder has the Power Attack feat, deals 1.5 damage per -1 to attack roll. Also gains benefit of Strength bonus of x1.5 when wield two handed in any way.</p></blockquote><p></p>
[QUOTE="kronos182, post: 8600811, member: 6668634"] A NPC from mercenary group.. WERE-KLINGONS!!! [B][SIZE=7]Snarling Targs[/SIZE][/B] The Snarling Targs are a mercenary group of Klingons that appear to be Were-Targs, offering their services as shock troops for any that have the latinum and promise of glory on the battlefield. There are typically 30 warriors, plus 10 support members, including those that man their older bird of prey they use as transport. Hiring them is relatively easy, costing PDC 22 for a single warrior, +1 per additional 2 warriors, lasting 5 days. Increasing PDC +1 per additional 5 days. It is also expected to provide basic food supplies (including alcohol) and half fuel charges for their ship if they have to travel more than 50 light years to assignment. [B]Typical Snarling Targ Warrior[/B] Type: humanoid, Klingon Size: Medium CR: 9 Hit Points: 6d8+6 plus 3d8+3, 65 hp Mas: 12 Init: +0 Speed: 35 ft Defense: 17, 14 touch, flat foot 16 (+1 Dex, +3 Class, +3 armour) BAB/Grp: +6/+1 / +8 FS/Reach: 5 ft Attacks: +8 melee bat'leth (2d6+4 slashing or 2d4+4 piercing) or +6 ranged disruptor pistol (3d10 x3, energy/fire 40 ft) Special Attacks: +8/+3 melee bat'leth (2d6 slashing or 2d4 piercing), or +6/+1 ranged disruptor pistol (3d10 x3, energy/fire 40 ft) Special Qualities: hot world adaptation, redundant organs, alternate form (su), curse of lycanthropy, low light, ferocity, damage reduction 15/silver (su), scent (ex), Targ Empathy (ex) Allegiances: Snarling Targs, Family House Saves: Fort +9, Reflex +3, Will +3 Reputation: +3 Abilities: Str 14, Dex 11, Con 16, Int 9, Wis 12, Cha 9 Skills: Climb +3, Jump +3, Intimidation +2, Listen +2, Spot +2, Survival +10, Swim +4 Feats: Simple Weapons proficiency, Personal Firearms proficiency, Combat Martial Arts, Power Attack, Brawl, advanced firearms proficiency Possessions: disruptor pistol (TNG era), bat'leth, light armour [B]Hybrid Form[/B] Same as humanoid with following changes: Hit Points: 75 hp Speed: 40 ft Defense: 23, 14 touch, flat foot 22 (+1 Dex, +3 Class, +3 armour, +6 natural) Grp: +10 FS/Reach: 5 ft Attacks: +7 melee bat'leth (2d6+6 slashing or 2d4+6 piercing) or +7 melee gore (1d6+6) or +7 ranged disruptor pistol (3d10 x3, energy/fire 40 ft) Special Attacks: +7 melee bat'leth (2d6+9 slashing or 2d4+9 piercing) and +2 melee gore (1d6+9), or +7/+2 ranged disruptor pistol (3d10 x3, energy/fire 40 ft) Saves: Fort +10 Abilities: Str 18, Con 18 Skills: Climb +4, Jump +4, Intimidation +4, Survival +10 (+14 using scent) [B]Alternate Form (Su)[/B] A were-targ can assume targ or hybrid form, but its gear is not absorbed into the new form. The bipedal hybrid form is just over 7 feet tall, with short fur except around the head, shoulders and upper back which is thick and long, both forms have spines coming out of the back, with a boar-like appearance and tusks. Hybrid form combines the features of a targ (like a terran boar only furrier and spines coming out of its back. Targ form is like a large terran boar, with thick fur around the head, shoulders and upper back, several spines coming out of its back. Changing to or from targ or hybrid form is a moving action. Upon assuming either form, the were-targ regains hit points as if having rested for a day. A slain were-targ reverts to its klingon form, although it remains dead. [B]Curse of Lycanthropy (Su)[/B] Any humanoid hit by a were-targ's gore attack (in targ or hybrid form) must succeed on a Fort save (DC 16) or contract lycanthropy. [B]Ferocity (Ex)[/B] The Were-Targ in hybrid or targ form can continue to fight without penalty until reduce to -25 hit points, at -25 hit points they are slain. [B]Damage Reduction 15/Silver (Su)[/B] A were-targ in hybrid or targ form ignores the first 15 points of damage by nonsilver or nonmagical weapon but takes full damage from silvered weapons or weapons with a +1 or better magic bonus. [B]Scent (Ex)[/B] This ability allows the were-targ in hybrid and targ form to detect hidden foes. See Chapter 8: Friends and Foes in d20 Modern core book. [B]Targ Empathy (Ex)[/B] A were-targ can communicate with targs in any form and gains a +4 species bonus on Diplomacy checks when influencing a targ's attitude. A friendly targ understands and heeds simple commands. [B]Racial Traits:[/B] Ability Modifiers: +4 Strength, +2 Constitution, -1 Intelligence, -2 Charisma. Klingons are strong and hearty, but on average are not as intelligent, and their warrior ways and aggression, and honour system can make them difficult to understand or interact with. Medium: As Medium creatures, Klingons have no special bonuses or penalties due to their size, however they tend to be larger than average humanoids, with 6 feet or taller being the average height. Speed: Klingons base land speed is 35 feet. Racial Skills: +1 Listen, +1 Spot and +1 Survival skills. Klingons evolved from predators, allowing them to find prey, and their multiple stomachs and redundant organs allow them to live off the land and eat things that most species find unpalatable. Extreme Loyalty: Klingons are extremely loyal and honour bound, particularly to family, their Empire and their personal honour. Any skills, checks or rolls related to their allegiances gain +1 Planetary Adaptation: Hot World. Klingons come from a hot planet, Qonos, granting them +4 on Fort saves against extreme heat (but don't gain fire resistance as per d20 Future pg 13). Klingons suffer -1 to all rolls when in temperatures below freezing, they dislike the cold. Redundant Organs: Due to the redundant organs Klingons have, any critical attack against them has a 50% chance to be considered a regular hit. When reduced to 0 hit points, the Klingon is not considered dying, and able to act normally until dead at -15 hit points. Taking actions while below 0 hit points does not cause additional hit point damage, unless suffering from effects such as from the wounding magical ability from weapons, or similar effects that continue to do damage over time. Training: As a warrior race, all Klingons are taught how to use a number of traditional weapons, granting all Klingons Simple Weapon Proficiency, and proficiency in the Bat'leth, swords, gin'tak spears. Reputation: Klingons are well known for being a proud warrior race, giving them +1 to Reputation. They also gain a +2 bonus to Intimidation checks. ECL: +2 [B][SIZE=5]Typical Disruptor Pistol (TNG+ Era 2330+)[/SIZE][/B] This is the modern version of the typical disruptor pistol, usually based on Klingon designs, has slightly improved damage, range and ammo capacity. The greatest improvement to disruptors has been increased range and ammunition capacity. [B]Typical Disruptor Pistol (TNG+ Era PL 6, Personal Firearms Proficiency)[/B] Damage: 3d10 Critical: 20x3 Damage Type: Energy/Fire Range Increment: 40 ft Rate of Fire: Semi Size: Medium Weight: 4 lbs Ammo: 30 internal Purchase DC: 15 Res (+2) Notes: Inaccurate - Suffers -1 to attack rolls. Stun setting DC 16 (failed save by more than 5 rendered unconscious for 1d4 hours, successful save Stunned, otherwise stunned for 1d4 rounds). Upon regaining consciousness, the target will be -2 to all rolls (attack, skill, etc) for another 2d6 rounds due to the pain and sluggishness they feel as the after effects of a disruptor stun setting blast. Disintegration Setting - This setting is designed for a target up to a medium sized creature (typical humanoid), uses 3 charges, requires the target to make a Fort save DC 27 or be disintegrated. A successful save deals 5d10 damage, if this is enough damage to kill/reduce to 0 hit points, target is disintegrated. Klingon Disruptor Note: Klingon disruptors are amongst the most common found, and many races will base theirs on Klingon designs. However Klingon disruptors have more kinetic energy to their discharges. Anyone struck by a Klingon built disruptor must make a Reflex save DC 15 or be knocked prone. A failed save of more than 5 throws the target back 5 feet. Klingon disruptors also have 25% larger magazines. Romulan Disruptor Note: Romulans also use disruptors, but with some notable differences. Romulan disruptors fire a beam, like phasers, instead of the typical bolt, which increases their accuracy and range, but decreases their damage slightly. Romulan disruptors do not suffer the -1 to attack rolls, increase their range by 25%, reduce damage by 1 die type (instead of d8, use d6). [B][SIZE=5]Bat'leth[/SIZE][/B] The Bat'leth is a traditional weapon of Klingons for centuries and considered an honourable weapon. A crescent shape, with typically three hand holds along the outer curve, with typically at least two bladed protrusions along the inner bladed curve. The weapon is well balanced, sharp and deadly, able to remove an opponent's head in a single swing. Able to be wielded with one hand or two equally easily, a well versatile weapon, easily making slashing attacks, or piercing attacks with the protrusions or points at the ends of the crescent. [B]Bat'leth (PL 4 Exotic Weapon Proficiency, Klingon)[/B] Damage: 2d6 / 2d4 Critical: x3 / 19-20 x2 Damage Type: Slashing / Piercing Size: Large Weight: 12.6 lbs Purchase DC: 15 (13 for Klingons) Notes: Can make piercing or slashing attacks, not both at same time. Can be wielding one or two handed. If wielding is holding one of the handles close to the end of the crescent with both hands, gains the benefit of the Power Attack feat even if they don't have it. If wielder has the Power Attack feat, deals 1.5 damage per -1 to attack roll. Also gains benefit of Strength bonus of x1.5 when wield two handed in any way. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
CORELINE (D20 Modern/D20 BESM Setting).
Top