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D&D Older Editions, OSR, & D&D Variants
Time of Ages | Steampunk Spelljammer (UPDATED: March 2021)
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<blockquote data-quote="Knightfall" data-source="post: 5424372" data-attributes="member: 2012"><p><strong><span style="color: YellowGreen">MARONEL</span></strong></p><p><strong>Medium Humanoid (Goblinoid)</strong></p><p><strong>Hit Dice:</strong> 3d8+9 (22 hp)</p><p><strong>Initiative:</strong> +5 (Dex, Improved Initiative)</p><p><strong>Speed:</strong> 30 ft. (6 squares)</p><p><strong>Armor Class:</strong> 15 (+1 Dex, +2 natural, +2 leather armor), touch 11, flat-footed 14</p><p><strong>Base Attack/Grapple:</strong> +1/+3</p><p><strong>Attack:</strong> Fist +3 melee (1d3+2) or dagger +3 melee (1d4+2) or steamlock pistol +2 ranged (1d10)</p><p><strong>Full Attack:</strong> 2 fists +3 melee (1d3+2) or dagger +3 melee (1d4+2) or steamlock pistol +2 ranged (1d10)</p><p><strong>Space/Reach:</strong> 5 ft. / 5 ft.</p><p><strong>Special Attacks:</strong> Ambush</p><p><strong>Special Qualities:</strong> Darkvision 60 ft.</p><p><strong>Saves:</strong> Fort +5, Ref +2, Will +1</p><p><strong>Abilities:</strong> Str 15 (+2), Dex 13 (+1), Con 15 (+2), Int 12 (+1), Wis 10 (+0), Cha 8 (-1).</p><p><strong>Skills:</strong> Hide +5, Jump +5, Move Silently +5, Spot +3, Use Steamcraft Device +5*</p><p><strong>Feats:</strong> Exotic Weapon Proficiency (firearms) [sup]B[/sup], Improved Initiative, Improved Unarmed Strike.</p><p></p><p><strong>Environment:</strong> Rielun, Jarad, and the Aether</p><p><strong>Organization:</strong> Solitary or clan (30–100 plus 50% noncombatants plus 1 4th-level sergeant per 10 adults, 3 6th-level lieutenants, and 1 8th-level captain).</p><p><strong>Challenge Rating:</strong> 4</p><p><strong>Treasure:</strong> Standard</p><p><strong>Alignment:</strong> Often neutral good</p><p><strong>Advancement:</strong> By character class</p><p><strong>Level Adjustment:</strong> +3</p><p>* See pages 101-102 in L&L Sorcery & Steam.</p><p></p><p>The maronel are race of high goblins that were bred to fight in the Dominance War. They are larger, tend to stand more erect and are considerably stronger than normal goblins. Their bodies are also evenly proportioned and they have a keen wit and are even-tempered.</p><p></p><p>Maronel skin is always either a dark shade of red or dark brown. Maronel have a longer lifespan than regular goblins. Those that survive to old age can live to 60, even 70 years.</p><p></p><p>Unlike regular goblins, maronel teach their young to keep themselves as clean as possible and show above average intelligence and loyalty. Facing well-armed maronels in a fight has been known to frighten even the most seasoned troops (even drow). Maronel have a complicated set of rituals in regards to disputes, based on honor and fights won.</p><p></p><p>Maronel speak Goblin and Common.</p><p></p><p><strong><span style="color: YellowGreen">Combat</span></strong></p><p>Unless a group of maronels succeeds in an ambush (see below) they will fight with daggers and steamlocks, trying to flank opponents. If caught unaware (without weapons) they will pummel opponents with their bare fists and improvise with whatever is at hand. They are known for using unconventional tactics and are expert marksmen. Once in a fight, maronel will not retreat unless a ranking officer orders them to, fighting to the death if their leader goes down.</p><p></p><p><em>Ambush</em> (Ex): Maronels that make a successful spot check and remain hidden from a group of characters can set up a complicated ambush in 1d4 rounds that uses the surrounding terrain to their best advantage. PCs that fail to spot this ambush (DC 20, -1 for every maronel above 15) are in big trouble as each maronel gains an Attack of Opportunity as if they had flanked the closest character. The number of opponents limits this and whether the PCs were ready for an ambush as they approached.</p><p></p><p><em>Skills</em>: Maronel has a +4 racial bonus to Move Silently and Hide checks.</p><p></p><p><strong><span style="color: YellowGreen">Maronels as Characters</span></strong></p><p>A maronel's favored class is fighter; maronel commanders tend to be multiclassed fighter/pilots. Maronel clerics rarely worship any one deity. More often they are unaligned clerics that worship Jaua Ae-rielun. Maronel often take the Spelljamming Ace or Stellar Corsair prestige classes from Spelljammer: Shadow of the Spider Moon.</p><p></p><p><strong>Maronel Racial Traits</strong></p><p>Maronel characters possess the following racial traits.</p><p>● +4 to Strength, +2 to Dexterity, +4 to Constitution, +2 to Intelligence, -2 to Charisma.</p><p>● Medium-size.</p><p>● A maronel’s base land speed is 30 feet.</p><p>● Darkvision out to 60 feet.</p><p>● Racial Hit Dice: A maronel begins with three levels of humanoid, which provide 3d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +3, Ref +1, and Will +1.</p><p>● Racial Skills: A maronel’s humanoid levels give it skill points equal to 6 x (2 + Int modifier). Its class skills are Hide, Jump, Move Silently, Spot, and Use Steamcraft Device. A maronel has a +4 racial bonus to Move Silently and Hide checks.</p><p>● Racial Feats: A gargoyle’s monstrous humanoid levels give it two feats. Maronel gain Exotic Weapon Proficiency (firearms) as a bonus feat at 1st-level.</p><p>● +2 natural armor bonus.</p><p>● Special Attacks (see above): Ambush.</p><p>● Special Qualities: Darkvision 60 ft.</p><p>● Automatic Languages: Goblin, Common. Bonus Languages: Draconic, Elven, Giant, Gnoll, and Orc.</p><p>● Favored Class: Fighter.</p><p></p><p><strong><span style="color: YellowGreen">Steamlock Pistol</span></strong></p><p><strong>Steamlock Pistol [Small Exotic Weapon (Firearm) - Ranged]:</strong> Cost 500 gp; Damage 1d10; Critical x3; Range 75ft.; Weight 1lb.; Type Piercing.</p><p></p><p>A steamlock pistol works a lot like a revolver pistol in the DMG v.3.5. It fires once a round maximum, but it can fire six times before it needs reloading (which requires a full-round action). Unlike a revolver, its range isn't as good and the weapon must be cleaned between each use of the weapon or it will jam or misfire. (A misfire usually means the weapon is ruined and the character using the steamlock takes 1d10 damage.)</p><p></p><p>Steamlocks use the same bullets as Renaissance pistols (DMG v.3.5, pg. 145) but require a special steam-propellant cartridge to fire the bullets. Steamlocks don't use gunpowder / smokepowder in their design. Rumors exist of a cabal of steam sorcerers that have developed a magical steam cartridge that doesn't need to be replaced and prevent a steamlock from jamming or misfiring.</p><p></p><p><strong>Steam-propellant Cartridge:</strong> Cost 20gp; Damage —; Critical —; Range —; Weight 1lb.; Type —.</p></blockquote><p></p>
[QUOTE="Knightfall, post: 5424372, member: 2012"] [B][COLOR="YellowGreen"]MARONEL[/COLOR][/B] [B]Medium Humanoid (Goblinoid)[/B] [B]Hit Dice:[/B] 3d8+9 (22 hp) [B]Initiative:[/B] +5 (Dex, Improved Initiative) [B]Speed:[/B] 30 ft. (6 squares) [B]Armor Class:[/B] 15 (+1 Dex, +2 natural, +2 leather armor), touch 11, flat-footed 14 [B]Base Attack/Grapple:[/B] +1/+3 [B]Attack:[/B] Fist +3 melee (1d3+2) or dagger +3 melee (1d4+2) or steamlock pistol +2 ranged (1d10) [B]Full Attack:[/B] 2 fists +3 melee (1d3+2) or dagger +3 melee (1d4+2) or steamlock pistol +2 ranged (1d10) [B]Space/Reach:[/B] 5 ft. / 5 ft. [B]Special Attacks:[/B] Ambush [B]Special Qualities:[/B] Darkvision 60 ft. [B]Saves:[/B] Fort +5, Ref +2, Will +1 [B]Abilities:[/B] Str 15 (+2), Dex 13 (+1), Con 15 (+2), Int 12 (+1), Wis 10 (+0), Cha 8 (-1). [B]Skills:[/B] Hide +5, Jump +5, Move Silently +5, Spot +3, Use Steamcraft Device +5* [B]Feats:[/B] Exotic Weapon Proficiency (firearms) [sup]B[/sup], Improved Initiative, Improved Unarmed Strike. [B]Environment:[/B] Rielun, Jarad, and the Aether [B]Organization:[/B] Solitary or clan (30–100 plus 50% noncombatants plus 1 4th-level sergeant per 10 adults, 3 6th-level lieutenants, and 1 8th-level captain). [B]Challenge Rating:[/B] 4 [B]Treasure:[/B] Standard [B]Alignment:[/B] Often neutral good [B]Advancement:[/B] By character class [B]Level Adjustment:[/B] +3 * See pages 101-102 in L&L Sorcery & Steam. The maronel are race of high goblins that were bred to fight in the Dominance War. They are larger, tend to stand more erect and are considerably stronger than normal goblins. Their bodies are also evenly proportioned and they have a keen wit and are even-tempered. Maronel skin is always either a dark shade of red or dark brown. Maronel have a longer lifespan than regular goblins. Those that survive to old age can live to 60, even 70 years. Unlike regular goblins, maronel teach their young to keep themselves as clean as possible and show above average intelligence and loyalty. Facing well-armed maronels in a fight has been known to frighten even the most seasoned troops (even drow). Maronel have a complicated set of rituals in regards to disputes, based on honor and fights won. Maronel speak Goblin and Common. [B][COLOR="YellowGreen"]Combat[/COLOR][/B] Unless a group of maronels succeeds in an ambush (see below) they will fight with daggers and steamlocks, trying to flank opponents. If caught unaware (without weapons) they will pummel opponents with their bare fists and improvise with whatever is at hand. They are known for using unconventional tactics and are expert marksmen. Once in a fight, maronel will not retreat unless a ranking officer orders them to, fighting to the death if their leader goes down. [I]Ambush[/I] (Ex): Maronels that make a successful spot check and remain hidden from a group of characters can set up a complicated ambush in 1d4 rounds that uses the surrounding terrain to their best advantage. PCs that fail to spot this ambush (DC 20, -1 for every maronel above 15) are in big trouble as each maronel gains an Attack of Opportunity as if they had flanked the closest character. The number of opponents limits this and whether the PCs were ready for an ambush as they approached. [I]Skills[/I]: Maronel has a +4 racial bonus to Move Silently and Hide checks. [B][COLOR="YellowGreen"]Maronels as Characters[/COLOR][/B] A maronel's favored class is fighter; maronel commanders tend to be multiclassed fighter/pilots. Maronel clerics rarely worship any one deity. More often they are unaligned clerics that worship Jaua Ae-rielun. Maronel often take the Spelljamming Ace or Stellar Corsair prestige classes from Spelljammer: Shadow of the Spider Moon. [B]Maronel Racial Traits[/B] Maronel characters possess the following racial traits. ● +4 to Strength, +2 to Dexterity, +4 to Constitution, +2 to Intelligence, -2 to Charisma. ● Medium-size. ● A maronel’s base land speed is 30 feet. ● Darkvision out to 60 feet. ● Racial Hit Dice: A maronel begins with three levels of humanoid, which provide 3d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +3, Ref +1, and Will +1. ● Racial Skills: A maronel’s humanoid levels give it skill points equal to 6 x (2 + Int modifier). Its class skills are Hide, Jump, Move Silently, Spot, and Use Steamcraft Device. A maronel has a +4 racial bonus to Move Silently and Hide checks. ● Racial Feats: A gargoyle’s monstrous humanoid levels give it two feats. Maronel gain Exotic Weapon Proficiency (firearms) as a bonus feat at 1st-level. ● +2 natural armor bonus. ● Special Attacks (see above): Ambush. ● Special Qualities: Darkvision 60 ft. ● Automatic Languages: Goblin, Common. Bonus Languages: Draconic, Elven, Giant, Gnoll, and Orc. ● Favored Class: Fighter. [B][COLOR="YellowGreen"]Steamlock Pistol[/COLOR][/B] [B]Steamlock Pistol [Small Exotic Weapon (Firearm) - Ranged]:[/B] Cost 500 gp; Damage 1d10; Critical x3; Range 75ft.; Weight 1lb.; Type Piercing. A steamlock pistol works a lot like a revolver pistol in the DMG v.3.5. It fires once a round maximum, but it can fire six times before it needs reloading (which requires a full-round action). Unlike a revolver, its range isn't as good and the weapon must be cleaned between each use of the weapon or it will jam or misfire. (A misfire usually means the weapon is ruined and the character using the steamlock takes 1d10 damage.) Steamlocks use the same bullets as Renaissance pistols (DMG v.3.5, pg. 145) but require a special steam-propellant cartridge to fire the bullets. Steamlocks don't use gunpowder / smokepowder in their design. Rumors exist of a cabal of steam sorcerers that have developed a magical steam cartridge that doesn't need to be replaced and prevent a steamlock from jamming or misfiring. [B]Steam-propellant Cartridge:[/B] Cost 20gp; Damage —; Critical —; Range —; Weight 1lb.; Type —. [/QUOTE]
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