Shire Man (New Monster)
Profession (Counterfeiter)
(Wis; Trained Only)
You are skilled at producing phony copies of the coins of the realm and passing them off as the real thing. Used by crooks, forgers, and rogues of many stripes, a character with this skill can make money while other professionals make money.
Check: As with all other Profession skills, you earn half your Profession (counterfeiter) check result in gold pieces per week of dedicated work. However, unlike other Profession skills any monies gained in this way are in fact clever forgeries.
Other Denominations: A professional counterfeiter need not limit himself to producing faux gold coins. If the counterfeiter wishes to produce false coins in other denominations, apply one of the following appropriate modifiers to the skill check: Copper +10 Silver +5 Gold +0 Platinum -10
Special: A counterfeiter may forge paper money and letters of credit in settings where such things exist. Specific bonuses and penalties are left to the GM's discretion, though the monetary value of the paper money should be in keeping with the value of coinage used on most fantasy campaigns.
Special: You may use Profession (counterfeiter) in place of Bluff to pass counterfeit money off as the real thing. Likewise, you may use Profession (counterfeiter) in place of Appraise to identify counterfeit money.
Spotting Counterfeit Money: Anyone who suspects they may have been passed funny money may make an Appraise Skill Check (DC 10 + counterfeiter's skill rating) to spot the forgery.
Convincing Forgeries: At the GM's discretion, a counterfeiter may choose to make particularly convincing forgeries, accepting a -1 penalty on the Profession (counterfeiter) Skill Check for every +1 he wishes to add to the DC of identifying the true nature of any false money produced.
Rate of fire: Single shot
Weight: 5.5 lbs
Range: Effective 150’, Maximum 500’ (MF Range 150’/300’)
Magazine capacity: 8
Inherit Accuracy: 0
Base Damage: 3d6 / 1d6
Condition Level Damage Resistance: -2 to saves.
Possible Accessories:
- ARMAT B15 Timed Explosive: This gives the weapon a 10’ burst radius. Anything within the target is subjected to 3d6 explosive damage and is allowed a saving throw versus energy. If it succeeds, those in the burst radius take half damage.
- ARMAT R1 Flechette Rounds: This shotgun round is filled with tightly packed needles, rather than round shot. It is not very effective against heavy armor (such as metal, Kevlar, and any monster AC of 2 or better), inflicting -3 damage per die. But against soft armor or unarmoured targets, the round does +3 damage per die. Range is reduced by 50%. This type of ammunition can be made Toxic as well. Also the inherit accuracy increases to +1
- ARMAT B3 Barrel Choke Tube: This new barrel threads into the M37A2 regular barrel and ensures a more efficient release of gas, resulting in tighter spread. + 1 to hit, and Condition level damage resistance saving throw is increased to +1
- AMRAT C8 Custom Loading Port: Weapon modification consisting increases the reloading rate of the weapon and allows for one additional shot per round.
- ARMAT M37A2 Stock Iron Sight: Standard configuration ARMAT M37A2 iron sight gives a +1 to hit.
- Laser Targeting System: Side-mounted red LED targeting laser attachment for under-barrel weapon. + 2 to hit with launcher or shotgun.
- ARMAT S11 Expanding Shot: An anti-personnel solid slug that is designed to mushroom upon impact. The result is that the weapon damage is increased by +2 per dice against unarmoured or organic targets, but suffer a -1 per dice against armored (AC 5 or better) or non-organic targets.
Number Encountered: 1d6
Movement: 90' (30')
30’ Vertical jump
AC: -1
HD: 10
Attacks: 1 (weapon) or 2 punches
Damage: By weapon (if a melee weapon add 3d6) or 1d8 + 3d6 / 1d8 + 3d6
Save: L10
Morale: 7
Colossal Hill Giant
Hit Dice: 36d8+432 (594 hp)
Initiative: –2
Speed: 30 ft. in hide armor (6 squares); base speed 40 ft.
Armor Class: 21 (–8 size, –2 Dex, +21 natural), touch 0, flat-footed 23
Base Attack/Grapple: +27/+55
Attack: Slam +39 melee (2d6+19) or rock +27 ranged (4d8+19)
Full Attack: Two slams +39 melee (2d6+19) or rock +27 ranged (4d8+19)
Space/Reach: 30 ft./30 ft.
Special Attacks: Rock Throwing, Tremors
Special Qualities: Damage Reduction, Low-Light Vision, Resistance to Energy, Rock Catching
Saves: Fort +26, Ref +6, Will +8
Abilities: Str 49, Dex 6, Con 35, Int 6, Wis 10, Cha 7
Skills: Balance -4, Climb +25, Escape Artist -4, Jump +25, Listen +9, Move Silently -4, Sleight of Hand -4, Spot +12, Swim +15, Tumble -4
Feats: Awesome Blow, Cleave, Diehard, Endurance, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Overrun, Improved Sunder, Iron Will, Lightning Reflexes, Power Attack, Weapon Focus (Rock), Weapon Focus (Greatclub), Weapon Focus (Slam)
Defects: Fat, Obese
Environment: Temperate hills
Organization: Solitary, chain (2–5), or range (6–9)
Challenge Rating: 16
Treasure: Standard
Alignment: Often chaotic evil
Advancement: —
Level Adjustment: —