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Jgermonster

Medium Monstrous Humanoid (Augmented Human)


Jgerkin Fighter 1
Hit Dice: 1d10+7 (12 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 16 (+3 studded leather armor, +1 dexterity,
+2 natural armor), touch 11, flat-footed 15
Base Attack/Grapple: +1/+5
Attack: Longsword +5 melee (1d8+6/1920) or claw +5
melee (1d4+4), or javelin +2 ranged (1d6+4)
Full Attack: Longsword +5 melee (1d8+6/1920) or 2
claws +5 melee (1d4+4), or javelin +2 ranged (1d6+4)
Space/Reach: 5 ft./5 ft.
Special Qualities: Great act of strength, keen scent, low-
light vision
Special Attack:
Saves: Fort +6, Ref +4, Will +0
Abilities: Str 19, Dex 13, Con 18, Int 8, Wis 10, Cha 8
Skills: Climb +8, Intimidate +10, Swim +8
Feats: Power Attack, CleaveB, ToughnessB
Environment: Any
Organization: Solitary, pair, team (34), strike team (5 A Jgermonster in Wulfenbach uniform

8), squad (1120 plus 2 3rd-level sergeants and 1 leader of


3rd6th level), or contingent (30100 plus 1 3rd-level sergeant per 10 adults, 5 5th-level
lieutenants, and 3 7th-level captains)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually LN
Advancement: By character class (favored class: Fighter)
Level Adjustment: +1

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Jgermonsters are Monstrous Humanoids but they began as human fighters who have
taken the Jgerdrought and have been transformed. Jgermonsters are usually green of
skin but their skin tones vary from a pale tan to Orcish green. They usually have dark
black, brown, or purple hair, but an unassuming lavender and fair hair is not unheard of
on lighter jgermonsters

Jgermonsters have sharp, fang-like teeth, slightly pointed ears, and have short, sharp
claws. They prefer wearing clothing that is simple and serviceable. Usually, they wear
uniforms, but those on assignment or in wilder areas will dress in any striking style they
prefer. Their equipment is clean and well kept. They are inordinately fond of wearing hats.
They are obviously hardy, but vary in height and weight as humans do.

Jgermonsters speak a heavily accented Common.


Jgermonsters relish combat and tests of physical prowess, seeking out opportunities to
put their abilities to good use. While they are fierce combatants, they are just as fiercely
loyal to each other and to the Heterodyne family. Jgermonsters will follow orders of a
Heterodyne, however much they disagree with those orders, and have a strong sense of
honor and brotherhood.

Despite their ferocious reputation and love of battle, jgermonsters can (and
enthusiastically do) mate with humans. The offspring of such a union is always a normal
human.

Typically, jgermonsters live to 600-700 years.

COMBAT

Jgermonsters are proficient with all simple weapons, light armor, and two martial
weapons, as jgerkin always begin life after their creation as hardy warriors. When
jgermonsters receive training, they often become members of the fighter class, but some
with barbarian and ranger class levels are not unheard of. Jgermonsters who are on long
assignment, especially in wilderness areas, are far more likely to have ranger or barbarian
levels. While jgermonsters tend to favor light or no armor and tend not to use shields
because of their predilection to favor mobility, they will use heavier armor and shields if
their orders call for it.

Jgerkin take to combat with abandon. While they will not do anything overtly suicidal
unless they believe doing so serves the good of the Heterodynes, they are willing to take
risks and like to show off their abilities.

Feats: All jgermonsters begin as Human fighters; they gain the bonus feats for being
human and for being a fighter.

Great Act of Strength (Ex): Twice a day, a jgermonster can perform a great act of
strength, which temporarily doubles his strength score for 2d4 minutes. Jgermonsters
cannot apply this temporary strength bonus to attacks, but use it to carry great weights,
after which they are fatigued. If a fatigued jgerkin uses a second great act of strength,
he is instead exhausted.

Keen Scent (Ex): Jgermonsters have a keen sense of smell, and gain the scent ability
because of it. This functions in all ways like normal scent, but a jgerkin also has the
ability to identify individuals it has previously encountered as well as a persons major
bloodline. A jgermonster who takes a standard action to smell an individual is able to
identify that individual if they have previously met by making a Survival check, DC 10. If
that individual is directly related or a descendant of someone the jgerkin has met, the
jgerkin can identify the family line as well, at a DC of 15. Jgerkin receive a +2 bonus on
such checks, and are able to take 10 by using a full round action.

Skills: Jgermonsters have a +4 racial bonus to Intimidate and apply their Strength
bonus rather than Charisma bonus when using this skill.
JGERMONSTERS AS CHARACTERS
Jgermonster Traits (Ex): Jgerkin possess the following racial traits.
+4 Strength, +4 Constitution, -2 Intelligence, -2 Wisdom. Jgerkin are physically
capable, being far stronger and tougher than a normal human is. However,
jgermonsters typically lack foresight and planning abilities, causing them to be
rash and often acting without thinking of the consequences first.
As Augmented Humans, Jgermonsters begin with an extra feat.
+2 Natural Armor. Jgermonsters have extremely resilient skin that resists blows.
A jgermonsters base land speed is 30 feet.
Jgermonsters get a +4 racial bonus to Intimidate (and use Strength modifier
rather than Charisma modifier for this skill).
Low-light vision. This replaces the standard Darkvision that other Monstrous
Humanoids have.
Keen scent: Jgermonsters have the scent ability, as well as keen powers of
identification using it. This ability to identify individuals allows a jgerkin to take a
standard action to make a Survival check against DC 10. Jgerkin receive a +2
bonus to this check.
Great Act of Strength: Jgermonster can lift items at double their strength twice
per day for 2d4 minutes after which they are fatigued.
Jgermonsters are proficient with light armor, simple weapons, and any two martial
weapons.
Jgermonsters have 2 claws that deal 1d4 points of slashing damage.
Automatic Languages: Common.
Favored Class: Fighter.
Level Adjustment: +1

Designer Notes: the jgermonster presented here had the following ability scores
before racial adjustments (elite array): Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 8.
It had 10 skill points. 4 points were put in Climb and Swim and 2 points were put in
Intimidate. It has a bonus feat for being human and a second bonus feat for being a
fighter.

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