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<blockquote data-quote="BOZ" data-source="post: 2065090" data-attributes="member: 1241"><p>#41 & 42 look good, thanks. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p>#40</p><p></p><p></p><p>good point. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>how does this guy look now? What should I do to make the attack lines look right?</p><p></p><p>Medium Humanoid (TIGERMEN)</p><p>Hit Dice: 2d8+2 (11 hp)</p><p>Initiative: +2</p><p>Speed: 30 ft. (6 squares)</p><p>Armor Class: 14 (+2 Dex, +2 hide armor), flat-footed 12, touch 12</p><p>Base Attack/Grapple: +1/+3</p><p>Attack: </p><p>Full Attack: Tiger claws +1/+1 melee (1d4+2/1d4+1) or javelin +3 ranged (1d6+2)</p><p>Space/Reach: 5 ft/5 ft.</p><p>Special Attacks: Poison</p><p>Special Qualities: Low-light vision, weapon familiarity</p><p>Saves: Fort +1, Ref +5, Will +0</p><p>Abilities: Str 14, Dex 15, Con 12, Int 9, Wis 10, Cha 11</p><p>Skills: Hide* +5, Listen +2, Move Silently +6, Spot +2</p><p>Feats: Two-Weapon Fighting</p><p></p><p>Environment: Warm forest</p><p>Organization: Solitary, pair, gang (2-5), band (10-100 plus 25% noncombatants plus 1 2nd-level barbarian champion per 20 adults and 1 ranger leader of 4th- to 6th-level), or tribe (20-200 plus 25% noncombatants plus 1 3rd level barbarian champion per 20 adults, 1 3rd- to 5th-level adept, 1 ranger leader of 5th- to 8th-level, and 2-5 tigers)</p><p>Challenge Rating: 1</p><p>Treasure: Standard</p><p>Alignment: Usually neutral evil</p><p>Advancement: By character class</p><p>Level Adjustment: ???</p><p></p><p>TIGERMEN are intelligent, bipedal creatures with the body structure of a man and the face of a tiger. Their bodies are often striped like tigers, and those few born without stripes are teased and ridiculed among the TIGERMEN. TIGERMEN are territorial tribal people that live in the jungles. They value strength, hunting, and martial pursuits, following the Tiger General in his conquests.</p><p></p><p>Combat</p><p>The TIGERMEN are masters of jungle warfare. They excel at hit and run tactics, emerging from the jungle without warning and then melting away after bloodying their opponents. Since jungle conditions are so claustrophobic, TIGERMEN favor short-ranged missile weapons like javelins. They let loose a rain of these and then close with their tiger claws. </p><p>Some TIGERMEN tribes favor the use of poison on their javelins, large scorpion venom being the most popular.</p><p>Poison (Ex): Injury, Fortitude DC 14, initial damage and secondary damage 1d4 Con. The save DC is Constitution-based.</p><p>Weapon Familiarity: TIGERMEN treat tiger claws as martial weapons, rather than exotic weapons.</p><p>Skills: TIGERMEN have a +2 racial bonus on Hide and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +4.</p><p></p><p>Tiger Claws: Also known as bagh nakh, the TIGERMEN favor these nasty paired weapons. Users grasp a metal crossbar, from which several curved blades protrude. A tiger claw is a light exotic weapon that deals 1d4 (Medium) of piercing damage on a hit with a critical range of x3. Cost: 4 gp (one pair of claws). Weight: 1 lb.</p></blockquote><p></p>
[QUOTE="BOZ, post: 2065090, member: 1241"] #41 & 42 look good, thanks. :) #40 good point. :) how does this guy look now? What should I do to make the attack lines look right? Medium Humanoid (TIGERMEN) Hit Dice: 2d8+2 (11 hp) Initiative: +2 Speed: 30 ft. (6 squares) Armor Class: 14 (+2 Dex, +2 hide armor), flat-footed 12, touch 12 Base Attack/Grapple: +1/+3 Attack: Full Attack: Tiger claws +1/+1 melee (1d4+2/1d4+1) or javelin +3 ranged (1d6+2) Space/Reach: 5 ft/5 ft. Special Attacks: Poison Special Qualities: Low-light vision, weapon familiarity Saves: Fort +1, Ref +5, Will +0 Abilities: Str 14, Dex 15, Con 12, Int 9, Wis 10, Cha 11 Skills: Hide* +5, Listen +2, Move Silently +6, Spot +2 Feats: Two-Weapon Fighting Environment: Warm forest Organization: Solitary, pair, gang (2-5), band (10-100 plus 25% noncombatants plus 1 2nd-level barbarian champion per 20 adults and 1 ranger leader of 4th- to 6th-level), or tribe (20-200 plus 25% noncombatants plus 1 3rd level barbarian champion per 20 adults, 1 3rd- to 5th-level adept, 1 ranger leader of 5th- to 8th-level, and 2-5 tigers) Challenge Rating: 1 Treasure: Standard Alignment: Usually neutral evil Advancement: By character class Level Adjustment: ??? TIGERMEN are intelligent, bipedal creatures with the body structure of a man and the face of a tiger. Their bodies are often striped like tigers, and those few born without stripes are teased and ridiculed among the TIGERMEN. TIGERMEN are territorial tribal people that live in the jungles. They value strength, hunting, and martial pursuits, following the Tiger General in his conquests. Combat The TIGERMEN are masters of jungle warfare. They excel at hit and run tactics, emerging from the jungle without warning and then melting away after bloodying their opponents. Since jungle conditions are so claustrophobic, TIGERMEN favor short-ranged missile weapons like javelins. They let loose a rain of these and then close with their tiger claws. Some TIGERMEN tribes favor the use of poison on their javelins, large scorpion venom being the most popular. Poison (Ex): Injury, Fortitude DC 14, initial damage and secondary damage 1d4 Con. The save DC is Constitution-based. Weapon Familiarity: TIGERMEN treat tiger claws as martial weapons, rather than exotic weapons. Skills: TIGERMEN have a +2 racial bonus on Hide and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +4. Tiger Claws: Also known as bagh nakh, the TIGERMEN favor these nasty paired weapons. Users grasp a metal crossbar, from which several curved blades protrude. A tiger claw is a light exotic weapon that deals 1d4 (Medium) of piercing damage on a hit with a critical range of x3. Cost: 4 gp (one pair of claws). Weight: 1 lb. [/QUOTE]
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