| Phillip Gastone |
Chaingang Bear Inspired by LemonBadger
Large Magical Beast
Hit Dice: 8d10+40 (84 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 18 (-1 Size, +1 Dex, +8 Natural), touch 10, flat-footed 17
Base Attack/Grapple: +8/+21
Attack: Claw +16 melee (2d6+9) or Spiked Chain +16 melee (2d6+13)
Full Attack: 2 Claws +16 melee (2d6+9) and 1 Bite +11 melee (2d8+4) or Spiked Chain +16/+11 melee (2d6+13)
Space/Reach: 10 ft./10 ft.
Special Attacks: Chaingang Bear!
Special Qualities: Darkvision 60 ft., Scent, DR 10/-
Saves: Fort +11, Ref +7, Will +3
Abilities: Str 28, Dex 13, Con 20, Int 13, Wis 12, Cha 13
Skills: Bluff +5, Gather Information +5, Hide +0, Intimidate +3, Jump +10, Knowledge (Local) +7, Listen +4, Move Silently +4, Open Lock +4, Spot +4, Swim +9
Feats: Combat Expertise, Improved Disarm, Improved Trip
Environment: Any
Organization: Solitary, Pair, or Family (3-4)
Challenge Rating: 5
Treasure: None
Alignment: Always Chaotic Neutral
Advancement: 9-13 HD (Large), 14-27 HD (Huge)
Level Adjustment: ---
"The leather jackets are a nice touch."
"Thanks! We think it'll make for good advertising, seeing as they got the company logo on the back."
"I swear to Gawd if you say it.."
"Chaingang Bear!"
"And now the fight is on!"
This appears as a standard Chainsomething Bear carrying a spiked chain, and wearing a leather jacket with their particular BBEG's corporate logo. Far more popular than you would think.
Chaingang Bear! (Ex): As a Full Round Action, you can attack every creature in Reach once at your highest BAB with your Chain.
Combat: Chaingang Bears are more versatile than usual, and usually hang back to take advantage of their reach. Many of their employers give them modifications.
| Pizza Lord |
Chainfire Bear
Large Magical Beast
Hit Dice: 8d10+40 (84 hp)
Initiative: +3
Speed: 40 ft. (8 squares)
Armor Class: 20 (-1 Size, +3 Dex, +8 Natural), touch 10, flat-footed 17
Base Attack/Grapple: +8/+19
Melee: bite +13 (2d8+10) and 2 chain gun bash +9 (2d6+3)
Ranged: 2 integrated chain guns +11 (4d6/x4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Chainfire
Special Qualities: Cannibalize, Darkvision 60 ft., Scent, DR 10/-
Saves: Fort +11, Ref +9, Will +4
Abilities: Str 24, Dex 17, Con 20, Int 13, Wis 14, Cha 13
Skills: Hide +2, Intimidate +3, Jump +8, Listen +5, Move Silently +6, Spot +5, Swim +7
Feats: Point Blank Shot, Precise Shot, Weapon Focus (chain gun), Bullseye Shot (extra feat if Pathfinder progression used)
Environment: Any
Organization: Solitary, Pair, or Family (3-4)
Challenge Rating: 5
Treasure: None
Alignment: Always Chaotic Neutral
Advancement: 9-13 HD (Large), 14-27 HD (Huge)
Level Adjustment: ---
Chainfire bears have two integrated chain guns instead of the normal claw or augmented weaponry. They are slightly weaker, but are more agile and have sharper senses (–4 Strength, +4 Dex, +2 Wis). These bears work well in pairs, either with one guarding the other against close attackers while they fire, or concentrating their attacks with chainfire against one opponent.
Integrated Chain Guns (Ex): These advanced firearms have a range increment of 200 feet, automatically reload, and never misfire. Treat them as natural weapons that do not make iterative attacks. Integrated weapons can be targeted by effects that target manufactured weapons (such as magic weapon spells or sunder attempts) and do not provoke attacks of opportunity when fired in melee combat. Each chain gun stores enough ammunition to fire for 10 times before the chainsaw bear must rest for one hour to recharge them, They can also be reloaded with specialized ammunition with a successful technological Craft check an 10 minutes, though the chainfire bears cannot do this themselves.
The chainguns are considered secondary weapons when used in melee (–5 to hit and half Strength damage). Chainfire bears can bite during rounds they use their chain guns and have a –4 penalty to ranged attacks with their chain guns against adjacent targets while chainfiring (even with the gun that isn't chainfiring, see below).
Chainfire (Ex): As part of their ranged chain gun attack, the chainfire bear can opt to maintain its aim and continuously fire on a target. While chain-firing, the bear can move no more than 10 feet per round. Involuntary movement beyond this, such as being pushed, pulled, or dragged, ends it. It also ends if the target moves behind total cover and is out of the bear's line of sight (ie. not behind a pane of glass). Each round spent chain-firing at the same target adds +1 to both the attack and damage rolls for that chain gun. A chainfire bear may change its target (and keep the accrued bonuses) to a new creature that was within or adjacent to the last visible space its target was in. A chainfire bear can make attacks with their other chaingun during this time, but not at a target in the same square as one they are chainfiring at
A chainfire bear may maintain continuous fire for a number of rounds equal to their Constitution modifier +1. After that number of rounds, which need not be consecutive, they cannot chainfire again (with either chain gun) until three rounds have passed without firing the chain gun used. They can still make normal ranged attacks with either gun during that time (it just resets the cooldown if the one is used). A chainfire attack is treated as a pellet shot or scatter attack for effects that deflect, snatch, or block attacks.
Cannibalize (Ex): Once per day as an immediate action, a chainfire bear may convert some of its own body material into emergency ammunition for its chain guns. It gains the fatigued condition until it rests for one hour and this adds 5 rounds of firing to both its chain guns. This cannot be moved or transferred between guns, such as adding 10 rounds to one. If the chainfire bear cannot be made fatigued, it either becomes penalized equivalently to being fatigued, or this ability does not function (GM's call).