Difference between revisions of "Flamespitter"

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|name=Flamespitter |tier=Elite |points=20
 
|name=Flamespitter |tier=Elite |points=20
 
|descriptors=[ [[Blooded]] ], [ [[Bony]] ], [ [[Living]] ]
 
|descriptors=[ [[Blooded]] ], [ [[Bony]] ], [ [[Living]] ]
|basicspecialties=Avoider, Ungrabbable, Offensive, Sturdy, Violent
+
|basicspecialties=Avoider, Ungrabbable, Offensive, Sturdy, Brutal
 
|advancedspecialties=Aggressive, Sturdy
 
|advancedspecialties=Aggressive, Sturdy
 
|extras=Big
 
|extras=Big
|ad=7 |gd=7 |will=0
+
|ad=6 |gd=7 |will=0
|accuracy=2 |agility=0 |stealth=1 |perception=0
+
|accuracy=1 |agility=-2 |stealth=1 |perception=0
 
|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=6
|attacks=3 |savedc=6 |damage=0
+
|savedc=6 |strongman=3
|size=2 meters |reach=1.5 meters |carrying=100 [[Kilograms]] |strongman=5 |weight=600 [[Kilograms]]
+
|size=2 meters |reach=1.5 meters |weight=600 [[Kilograms]]
 
}}
 
}}
  
The flamespitter's [[unarmed]] attacks deal 1d6 damage, and it can use up to two of its legs as "hands".
+
The flamespitter's [[unarmed]] attacks deal 1d6+3 damage ([[Strongman]] included), and it can use up to two of its legs as "hands".
  
 
The Flamespitter has [[resistances|Heat Resist 1]].
 
The Flamespitter has [[resistances|Heat Resist 1]].
  
It has a [[Heavy]] '''Fiery Gout''' weapon that targets every creature and unattended object in a 10 meter, 90 degree conical [[blast]] for 1d6 Heat damage. Wounded targets are lit [[on fire]].
+
It has a [[Heavy]] '''Fiery Gout''' weapon that targets every creature and unattended object in a 10 meter, 90 degree conical [[blast]] for 1d6+3 Heat damage ([[Strongman]] 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+2 Heat damage at each creature and unattended object within a 10 meter [[blast]]. The glob of fire lights wounded targets [[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+5 Heat damage ([[Strongman]] included) at each creature and unattended object within a 10 meter [[blast]]. The glob of fire lights wounded targets [[on fire]].
  
 
===== Advancement =====
 
===== Advancement =====

Revision as of 09:14, 29 January 2015

Flamespitter

Flamespitter.jpg

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   —   20 points
AD  6     GD 7     Will 0     HP  2     Toughness 6
Accuracy  1     Save DC 6
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
Weight 600 Kilograms
Basic Specialties  Avoider, Ungrabbable, Offensive, Sturdy, Brutal
Advanced Specialties  Aggressive, Sturdy
Extras  Big

The flamespitter's unarmed attacks deal 1d6+3 damage (Strongman included), and it can use up to two of its legs as "hands".

The Flamespitter has Heat Resist 1.

It has a Heavy Fiery Gout weapon that targets every creature and unattended object in a 10 meter, 90 degree conical blast for 1d6+3 Heat damage (Strongman 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+5 Heat damage (Strongman included) at each creature and unattended object within a 10 meter blast. The glob of fire lights wounded targets on fire.

Advancement

Water Strider (10 points): The Flamespitter's sink distance decreases by 50 meters. It gets +10 meters to its movement speeds. It gains four 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 four Advanced Specialties.