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Green Men of Mars/Barsoom (version 1.8)
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<blockquote data-quote="Wolf72" data-source="post: 6259943" data-attributes="member: 265"><p>sooo I finally got around to watching John Carter ... it was ok, well worth the netflix. I liked the books more, but that's a whole 'nother thread and forum.</p><p></p><p>Where they fit in? 1.) nomadic desert dwellers on any world; 2.) raiders from another prime material plane (or world ... stargate/portal anyone?) 3.) as a non-evil but adversarial species ... they seemed less concerned with the overall good/evil axis.</p><p></p><p>Given the different hordes that make up the Green Men they could simply be a plague of locusts competing for territory and resources and honor.</p><p></p><p>anyway, here's my interpretation. I try to keep things grounded and not to powerful, if I want a really powerful beast I'd use a dragon ... for these things, I'd add some/several N/PC class levels.</p><p>[code]</p><p>Green Men of Barsoom</p><p>• CN, N, or LN Large Monstrous Humanoid</p><p>Initiative/Senses: +1/Low-light vision, Perception +5</p><p>Armor Class: 14, touch 10, flat-footed 14 (-1 size, +1 dex, +1 natural, +3 armor)</p><p>HD/HP: 2d10+2 (13 hp, max 22 hp)</p><p>Saves: Fort +1, Refl +4, Will +3</p><p>Spec Qualities: Multiple Limbs, naturally psionic (+2 power points, can take psionic feats)</p><p>Speed: 40 ft</p><p>Melee: Longsword +1 (2d6+2) and 2 handaxes +1 (1d8+1) and tusk -2 (1d6+1)</p><p>Ranged: Javelin +2 (1d8+2)</p><p>Space/Reach: 10 ft/10 ft (5 ft with tusk)</p><p>Spec Attk: Pounce (charge with full attack)</p><p>Spell-Like Abilities: Missive (1 pp, 35 ft, up to 10 words), Vim (1 pp, +1 hp, 2 min)</p><p>Abilities: Str 15 (+2), Dex 13 (+1), Con 13 (+1), Int 10, Wis 11, Cha 9 (-1)</p><p>BAB/CMB/CMD: +2/+4/15</p><p>Feats: Multi-weapon fighting (-2/-2)</p><p>Skills: Acrobatics 2/6, Climb 2/7, Craft 2/5 (weapon, armor, or jewelry), </p><p> Intimidate 2/4, Perception 2/5, Ride 2/6, Stealth 2/2, Survival 2/5</p><p> </p><p>Languages: Barsoom</p><p>Equipment: Longsword, 2 handaxes, MW Studded Leather Armor, 4 Javelins</p><p>Base Stat Mods: +4 Str, +2 Dex, +2 Con, -2 cha</p><p>Advancement: By character class</p><p>[/code]</p><p></p><p>Green men stand from 12-15 feet tall and their four-armed torsos are lean and muscular with two large up-turned tusks. The green men refer to their clan, tribal, and horde leaders as Jeddak. They are warlike, honorable, and practical. In combat green men prefer to open with thrown weapons then charge in using their pounce ability. The armor they wear doubles as a weapons harness. They are naturally aggressive and duels and challenges are quite common among them. Green men advance by character class. Fighting classes such as barbarian, fighter, ranger and warrior are popular, while some individuals pursue the path of psychic warrior. The green men are superstitious and the few that become adepts or clerics are met with equal amounts of awe, respect and fear.</p></blockquote><p></p>
[QUOTE="Wolf72, post: 6259943, member: 265"] sooo I finally got around to watching John Carter ... it was ok, well worth the netflix. I liked the books more, but that's a whole 'nother thread and forum. Where they fit in? 1.) nomadic desert dwellers on any world; 2.) raiders from another prime material plane (or world ... stargate/portal anyone?) 3.) as a non-evil but adversarial species ... they seemed less concerned with the overall good/evil axis. Given the different hordes that make up the Green Men they could simply be a plague of locusts competing for territory and resources and honor. anyway, here's my interpretation. I try to keep things grounded and not to powerful, if I want a really powerful beast I'd use a dragon ... for these things, I'd add some/several N/PC class levels. [code] Green Men of Barsoom • CN, N, or LN Large Monstrous Humanoid Initiative/Senses: +1/Low-light vision, Perception +5 Armor Class: 14, touch 10, flat-footed 14 (-1 size, +1 dex, +1 natural, +3 armor) HD/HP: 2d10+2 (13 hp, max 22 hp) Saves: Fort +1, Refl +4, Will +3 Spec Qualities: Multiple Limbs, naturally psionic (+2 power points, can take psionic feats) Speed: 40 ft Melee: Longsword +1 (2d6+2) and 2 handaxes +1 (1d8+1) and tusk -2 (1d6+1) Ranged: Javelin +2 (1d8+2) Space/Reach: 10 ft/10 ft (5 ft with tusk) Spec Attk: Pounce (charge with full attack) Spell-Like Abilities: Missive (1 pp, 35 ft, up to 10 words), Vim (1 pp, +1 hp, 2 min) Abilities: Str 15 (+2), Dex 13 (+1), Con 13 (+1), Int 10, Wis 11, Cha 9 (-1) BAB/CMB/CMD: +2/+4/15 Feats: Multi-weapon fighting (-2/-2) Skills: Acrobatics 2/6, Climb 2/7, Craft 2/5 (weapon, armor, or jewelry), Intimidate 2/4, Perception 2/5, Ride 2/6, Stealth 2/2, Survival 2/5 Languages: Barsoom Equipment: Longsword, 2 handaxes, MW Studded Leather Armor, 4 Javelins Base Stat Mods: +4 Str, +2 Dex, +2 Con, -2 cha Advancement: By character class [/code] Green men stand from 12-15 feet tall and their four-armed torsos are lean and muscular with two large up-turned tusks. The green men refer to their clan, tribal, and horde leaders as Jeddak. They are warlike, honorable, and practical. In combat green men prefer to open with thrown weapons then charge in using their pounce ability. The armor they wear doubles as a weapons harness. They are naturally aggressive and duels and challenges are quite common among them. Green men advance by character class. Fighting classes such as barbarian, fighter, ranger and warrior are popular, while some individuals pursue the path of psychic warrior. The green men are superstitious and the few that become adepts or clerics are met with equal amounts of awe, respect and fear. [/QUOTE]
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