Difference between revisions of "Flamespitter"
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Foxwarrior (Talk | contribs) (more artilleryish this way, and the flamespitter is still good for plenty of reasons) |
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==== Flamespitter ==== | ==== Flamespitter ==== | ||
− | + | {{Jpeg|Flamespitter|500px}} | |
− | This imposing insect's six legs are splayed out in all directions, with a large head jutting out from its round, centrally located body | + | This imposing insect's six legs are splayed out in all directions, with a large head jutting out from its round, centrally located body. |
− | + | ||
− | + | ||
Flamespitters are not particularly smart, and can only speak Bug languages. | Flamespitters are not particularly smart, and can only speak Bug languages. | ||
{{Creature | {{Creature | ||
− | |name=Flamespitter |tier=Elite |points= | + | |name=Flamespitter |tier=Elite |points=25 |
|descriptors=[ [[Blooded]] ], [ [[Bony]] ], [ [[Living]] ] | |descriptors=[ [[Blooded]] ], [ [[Bony]] ], [ [[Living]] ] | ||
− | |basicspecialties= | + | |basicspecialties=Physical Evasion, Stubborn, Offensive, Sturdy, Brutal |
− | |advancedspecialties=Aggressive | + | |advancedspecialties=Aggressive |
|extras=Big | |extras=Big | ||
− | + | |ad=3 |gd=5 |will=1 | |
− | |ad= | + | |accuracy=2 |agility=-2 |stealth=1 |perception=0 |
− | |accuracy=2 | | + | |
|movement=30 meter [[land speed]] with 8 meter jump. 10 meter [[swim speed]] with 5 meter sink. | |movement=30 meter [[land speed]] with 8 meter jump. 10 meter [[swim speed]] with 5 meter sink. | ||
|hp=2 |toughness=5 | |hp=2 |toughness=5 | ||
− | | | + | |savedc=4 |muscle=3 |magic=0 |
− | |size=2 meters |reach=1.5 meters | + | |size=2 meters |reach=1.5 meters |weight=600 [[Kilograms]] |
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}} | }} | ||
+ | |||
+ | The flamespitter's [[unarmed]] attacks deal 1d6+3 damage ([[Muscle]] included), and it can use up to two of its legs as "hands". | ||
+ | |||
+ | The Flamespitter has [[resistances|Heat Resist 1]]. | ||
+ | |||
+ | It has a [[Heavy]] [[loud|Loud 300 meters]] '''Fiery Gout''' weapon that targets every creature and unattended object in a 10 meter, 90 degree conical [[blast]] for 1d6+3 Heat damage ([[Muscle]] included). Wounded targets are lit [[on fire]]. | ||
+ | |||
+ | As a [[standard action|Standard]] AND [[move action|Move]] action, the Flamespitter can spew a glob of fire on a long, arcing trajectory, a distance of up to 1 kilometer. The glob of fire travels 250 meters per round, starting immediately, but deals -2 damage if it explodes after traveling 250 meters or less. Upon colliding with a solid or liquid surface, the glob of fire detonates, making an attack against [[AD]] for 1d6+4 Heat damage ([[Muscle]] included) at each creature and unattended object within a 10 meter [[blast]]. The glob of fire lights wounded targets [[on fire]]. The detonation is audible from 1000 meters away. Firing globs of fire is inaccurate, and each glob misses by 2d6 meters in a random direction. | ||
===== Advancement ===== | ===== Advancement ===== | ||
− | '''Water Strider (10 points):''' The Flamespitter's sink distance decreases by 50 meters. It gets +10 meters to its movement speeds. It gains | + | '''Water Strider (10 points):''' The Flamespitter's sink distance decreases by 50 meters. It gets +10 meters to its movement speeds. It gains two [[Advanced Specialties]]. |
− | '''Minelayer (10 points):''' The Flamespitter can deposit globs of fire on the ground, for the same action and detonation properties as its glob-shooting ability. They explode when dealt 3 or more points of damage, or when the Flamespitter lays three more globs after this one, whichever comes first. It gains | + | '''Minelayer (10 points):''' The Flamespitter can deposit globs of fire on the ground, for the same action and detonation properties as its glob-shooting ability, without the damage penalty for not traveling far. They explode when dealt 3 or more points of damage, or when the Flamespitter lays three more globs after this one, whichever comes first. It gains two [[Advanced Specialties]]. |
Latest revision as of 19:07, 4 April 2018
Flamespitter
This imposing insect's six legs are splayed out in all directions, with a large head jutting out from its round, centrally located body.
Flamespitters are not particularly smart, and can only speak Bug languages.
Flamespitter Elite — 25 points
| |
AD 3 GD 5 Will 1 HP 2 Toughness 5 | |
Muscle 3 Accuracy 2 Save DC 4 Magic Power 0 | |
Stealth 1 Perception 0 Agility -2 | |
Descriptors [ Blooded ], [ Bony ], [ Living ] | |
Movement 30 meter land speed with 8 meter jump. 10 meter swim speed with 5 meter sink. | |
Size 2 meters Reach 1.5 meters | |
Carrying Capacity 80 kilograms Weight 600 Kilograms | |
Basic Specialties Physical Evasion, Stubborn, Offensive, Sturdy, Brutal | |
Advanced Specialties Aggressive | |
Extras Big |
The flamespitter's unarmed attacks deal 1d6+3 damage (Muscle included), and it can use up to two of its legs as "hands".
The Flamespitter has Heat Resist 1.
It has a Heavy Loud 300 meters Fiery Gout weapon that targets every creature and unattended object in a 10 meter, 90 degree conical blast for 1d6+3 Heat damage (Muscle included). Wounded targets are lit on fire.
As a Standard AND Move action, the Flamespitter can spew a glob of fire on a long, arcing trajectory, a distance of up to 1 kilometer. The glob of fire travels 250 meters per round, starting immediately, but deals -2 damage if it explodes after traveling 250 meters or less. Upon colliding with a solid or liquid surface, the glob of fire detonates, making an attack against AD for 1d6+4 Heat damage (Muscle included) at each creature and unattended object within a 10 meter blast. The glob of fire lights wounded targets on fire. The detonation is audible from 1000 meters away. Firing globs of fire is inaccurate, and each glob misses by 2d6 meters in a random direction.
Advancement
Water Strider (10 points): The Flamespitter's sink distance decreases by 50 meters. It gets +10 meters to its movement speeds. It gains two Advanced Specialties.
Minelayer (10 points): The Flamespitter can deposit globs of fire on the ground, for the same action and detonation properties as its glob-shooting ability, without the damage penalty for not traveling far. They explode when dealt 3 or more points of damage, or when the Flamespitter lays three more globs after this one, whichever comes first. It gains two Advanced Specialties.