CORELINE (D20 Modern/D20 BESM Setting).

kronos182

Adventurer
A Bacta Suit I guess is like a Bacta Tank, only that you can move around with it... with a lot of caution. It only provides an extremely meager amount of cushioning (mostly in case you fall over, not attacks). Because it lacks face covering, I guess it's meant as a kind of "portable Bacta Tank" and only to be used if there aren't head injuries.

I just haven't gotten to that one yet.
 

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Doc_Pippin

Explorer
A Bacta Suit I guess is like a Bacta Tank, only that you can move around with it... with a lot of caution. It only provides an extremely meager amount of cushioning (mostly in case you fall over, not attacks). Because it lacks face covering, I guess it's meant as a kind of "portable Bacta Tank" and only to be used if there aren't head injuries.

It would also work great against bludgeoning attempts and it would use/waste less Bacta than a traditional tank
 



Doc_Pippin

Explorer
If I had to guess, the design has enough sturdiness for a degree of rough stuff happening while attending a patient (GM call on what, of course).

Exactly, plus the durability of materials are much much higher in the SW universe, for all we know its a super thin layer of dura-plastic and is all but impenetrable to normal bludgeoning attacks, like a baseball bat would just be stopped by the fluid padding. The portable briefcase sized control and Bacta filter thing means it was built to be mobile if needed to I would guess it is hardier than it looks. I think it would be great for high speed impacts or falls kind of like a Zorb as well as protecting a patient from self harm via flailing etc. when they wake up in an unfamiliar location. The only thing that would likely ruin it is a slashing or piercing attack draining the cushioning Bacta padding, after which the suit would only serve to be a hindrance. Also movement speed would be limited by carrying capacity because even with reduced Bacta in use it would still be pretty heavy.
 

kronos182

Adventurer
Mid Level TIE Pilot
These TIE pilots have survived multiple battles, making them far more skilled than other TIE pilots, usually leading squadrons or moved to elite squadrons and given the chance to pilot more advanced craft such as the TIE Interceptors, Strikers, or even TIE Advanced and Defenders.

TIE Pilot Mid Level (Ordinary Fast 3/Dedicated 3)
Type: Human
Size: Medium
CR: 6
Hit Points: 33 hp (3d8+6 plus 3d6+6)
Mas: 13
Init: +2
Speed: 30 ft (30 ft)
Defense: 19 (Class +6, +3 Dex, +3 equipment armour)
BAB/Grp: +4 / +6
FS/Reach: 5 ft/ 5 ft
Attacks: +6 melee unarmed strike (1d3+1 nonlethal), +7 ranged blaster pistol (3d8, 20x2, fire, 40 ft, 50 box)
Special Attacks: Co-Ordinate Attack
Special Qualities: Co-Ordinate Defense, Formation Flying
Allegiances: Galactic Empire
Saves: Fort +3, Reflex +6, Will +3
Reputation: +2
Abilities: Str 14, Dex 16, Con 13, Int 10, Wis 12, Cha 8
Occupation: Military (Knowledge Tactics, Pilot)
Skills: Balance +4, Computer Use +4, Drive +4, Knowledge Tactics +6, Jump +2, Listen +5, Hide +5, Move Silently +5, Navigate +3, Pilot +10, Profession (Soldier) +4, Read/write Common, Search +4, Spot +5, Survival +4, Tumble +4
Feats: Simple Weapons Proficiency, Light Armour Proficiency, Personal Firearms Proficiency, Starship Operation (Ultralight), Starship Gunnery, Starship Dodge, Starship Strafe
Talents:
Possessions: TIE Pilot Armour, Blaster Pistol, 3 power packs, comlink (military radio),
Action Points:

Combat
TIE Pilots are trained in basic combat tactics for when they are caught outside their fighters, but they shine when in their craft. Trained to work in groups making their attacks even more effective.

Imperial Indoctoration
Due to the physical and mental conditioning members of the Imperial academies receive, graduates are conditioned and are incredibly loyal to the Empire and the Emperor. Imperials gain +1 to saves against fear and +1 to all Cha checks related to their allegiance: Galactic Empire.

Co-Ordinate Attack
When the TIE Pilot is part of a wing made up of other TIE Pilots, each TIE pilot successfully using the Aid Other action to increase the wing commander's attack roll also adds half their weapon damage, similar to fire-linked weapons. This is due to the pilots training to work together for concentrated attacks.

Co-Ordinate Defense
Not only is TIE pilot training help to co-ordinate their attacks, but also for their defense. Instead of the normal +1 cover bonus to the wing commander's Defense, adds the normal +1 plus an additional +1 per 2 wingman in the wing.

Formation Flying
Due to their extensive training in flying in groups and co-ordinating their movements, allowing them to move in large groups. TIE pilots can create a wing of up to 8 TIE fighters of the same type. However for each craft above the standard four increases any Pilot checks DC's for maneuvers by +1.


Stormtrooper Mid Level
These stormtroopers have survived many battles and become squad leaders or move on to elite squads, some even eventually moving to command positions or joining the Deathtrooper corps.

Stormtrooper Mid Level (4 Tough Ord/ 2 Strong)
Type: Human
Size: Medium
CR: 5
Hit Points: 43 hp (4d10+4 plus 2d8+2)
Mas: 12
Init: +6
Speed: 20 ft (30 ft)
Defense: 23 (Class +5, +2 Dex, +6 equipment armour)
BAB/Grp: +5 / +7
FS/Reach: 5 ft/ 5 ft
Attacks: +7 ranged E-11 blaster rifle (3d10, 20x2, fire, 60 ft), or +7 melee unarmed (1d3+2 nonlethal), or other weapons equipped
Special Attacks:
Special Qualities: Imperial Indoctoration, Co-Ordinate Attack, Co-Ordinate Defense, Wall of Stormtroopers
Allegiances: Galactic Empire
Saves: Fort +5, Reflex +4, Will +2
Reputation: +1
Abilities: Str 14, Dex 14, Con 13, Int 12, Wis 10, Cha 10
Occupation: Military (Knowledge Tactics, Survival)
Skills: Balance +4, Climb +4, Computer Use +2, Concentration +4, Demolitions +2Intimidate +4, Knowledge (Tactics) +5, Listen +2, Move Silently +4, Read/Write Basic, Speak Basic, Search +5, Spot +5, Survival +7
Feats: Simple Weapons Proficiency, Light Armour Proficiency, Personal Firearms Proficiency, Medium Armour Proficiency, Advanced Firearms Proficiency, Point Blank Shot, Improved Initiative
Talents:
Possessions: E-11 blaster, Stormtrooper armour, 1d4 thermal detonators, grapple tag and 50 ft line, 3 power packs

Combat
In combat, Stormtroopers are shoot first and ask questions later type unless ordered to use stun, they will use lethal force always. Groups of stormtroopers can be particularly deadly as they put up a wall of blaster fire.

Imperial Indoctoration
Due to the physical and mental conditioning members of the Imperial academies receive, graduates are conditioned and are incredibly loyal to the Empire and the Emperor. Imperials gain +1 to saves against fear and +1 to all Cha checks related to their allegiance: Galactic Empire.

Co-Ordinate Attack
When the stormtrooper is part of a squad of other stormtroopers (of any type up to 5 troopers total) within 15 feet, each stormtrooper successfully using the Aid Other action to increase the squad leader's attack roll also adds half their weapon damage, similar to fire-linked weapons. This is due to the troopers training to work together for concentrated attacks.

Co-Ordinate Defense
Not only is stormtrooper training help to co-ordinate their attacks, but also for their defense when using the Aid Other for defense. Instead of the normal +1 cover bonus to the trooper's Defense, adds the normal +1 plus an additional +1 per 2 stormtroopers in the squad up to 5 troopers in total all within 15 feet of each other.

Wall of Stormtroopers
Stormtroopers training is designed around strength in numbers. The more Empire allies around them, the better they function. For every 5 Empire allies, the Stormtrooper gains +1 morale bonus to Defense and Attack rolls within 30 feet, up to a maximum bonus of +5.

Scout Trooper
Scout troopers, also known as biker scouts, are specially trained stormtroopers, used in a range of missions mostly involved in reconnaissance and sniper work. They were also trained in melee combat and crowd control as they were at times the first on the scene. To aid the scout troopers in getting around for their patrols and reconnaissance work, they were usually assigned 614-AvA speeder bikes, then later the newer 74-Z speeder bikes.

Scout Trooper Low Level (1 Tough Ord/ 1 Fast Ord)
Type: Human
Size: Medium
CR: 2
Hit Points: 15 hp (1d10+1 plus 1d8+1)
Mas: 12
Init: +2
Speed: 30 ft (30 ft)
Defense: 20 (Class +4, +2 Dex, +4 equipment armour)
BAB/Grp: +0 / +2
FS/Reach: 5 ft/ 5 ft
Attacks: +2 ranged EC-17 hold-out blaster (3d6, 20x2, fire, 30 ft), or +2 melee unarmed (1d3+2 nonlethal), or other weapons equipped
Special Attacks:
Special Qualities: Imperial Indoctoration, Co-Ordinate Attack, Co-Ordinate Defense, Wall of Stormtroopers, Cover Use
Allegiances: Galactic Empire
Saves: Fort +2, Reflex +3, Will +0
Reputation: +1
Abilities: Str 13, Dex 14, Con 12, Int 12, Wis 10, Cha 10
Occupation: Military (Knowledge Tactics, Survival)
Skills: Balance +3, Climb +3, Concentration +3, Drive +4, Intimidate +2, Knowledge (Tactics) +3, Listen +2, Move Silently +4, Navigate +2, Read/Write Basic, Speak Basic, Search +2, Spot +2, Survival +2
Feats: Simple Weapons Proficiency, Light Armour Proficiency, Medium Armour Proficiency, Personal Firearms Proficiency, Advanced Firearms Proficiency
Talents:
Possessions: EC-14 hold-out blaster pistol, Scout trooper armour, 1d4+2 thermal detonators, grapple tag and 50 ft line, 3 power packs, electrobinoculars. Alternate weapon E-11s Sniper rifle.

Scout Trooper Mid Level (2 Tough Ord/ 4 Fast Ord)
Type: Human
Size: Medium
CR: 6
Hit Points: 38 hp (2d10+2 plus 4d8+4)
Mas: 12
Init: +2
Speed: 30 ft (30 ft)
Defense: 23 (Class +7, +2 Dex, +4 equipment armour)
BAB/Grp: +4 / +6
FS/Reach: 5 ft/ 5 ft
Attacks: +6 ranged EC-17 hold-out blaster (3d6, 20x2, fire, 30 ft), or +6 melee unarmed (1d3+2 nonlethal), or other weapons equipped
Special Attacks:
Special Qualities: Imperial Indoctoration, Co-Ordinate Attack, Co-Ordinate Defense, Wall of Stormtroopers, Cover Use
Allegiances: Galactic Empire
Saves: Fort +4, Reflex +4, Will +1
Reputation: +2
Abilities: Str 13, Dex 15, Con 12, Int 12, Wis 10, Cha 10
Occupation: Military (Knowledge Tactics, Survival)
Skills: Balance +3, Climb +5, Concentration +5, Drive +6, Intimidate +2, Knowledge (Tactics) +5, Listen +4, Move Silently +4, Navigate +4, Read/Write Basic, Speak Basic, Search +4, Spot +6, Survival +6, Swim +3
Feats: Simple Weapons Proficiency, Light Armour Proficiency, Medium Armour Proficiency, Personal Firearms Proficiency, Advanced Firearms Proficiency, Athletic, Surface Vehicle Operation (speeder bike), Far Shot
Talents:
Possessions: EC-14 hold-out blaster pistol, Scout trooper armour, 1d4+2 thermal detonators, grapple tag and 50 ft line, 3 power packs, electrobinoculars, speeder bike. Alternate weapon E-11s Sniper rifle.

Combat
The scout troopers are stormtroopers that are discovered to have an aptitude for sniper work, reconnaissance and able to work alone or small groups. Usually found individually or in pairs, they use their speeder bikes to move about quickly. If they have time to prepare, they will find a good spot to act as a sniper and support other stormtroopers.

Imperial Indoctoration
Due to the physical and mental conditioning members of the Imperial academies receive, graduates are conditioned and are incredibly loyal to the Empire and the Emperor. Imperials gain +1 to saves against fear and +1 to all Cha checks related to their allegiance: Galactic Empire.

Co-Ordinate Attack
When the stormtrooper is part of a squad of other stormtroopers (of any type up to 5 troopers total) within 15 feet, each stormtrooper successfully using the Aid Other action to increase the squad leader's attack roll also adds half their weapon damage, similar to fire-linked weapons. This is due to the troopers training to work together for concentrated attacks.

Co-Ordinate Defense
Not only is stormtrooper training help to co-ordinate their attacks, but also for their defense when using the Aid Other for defense. Instead of the normal +1 cover bonus to the trooper's Defense, adds the normal +1 plus an additional +1 per 2 stormtroopers in the squad up to 5 troopers in total all within 15 feet of each other.

Wall of Stormtroopers
Stormtroopers training is designed around strength in numbers. The more Empire allies around them, the better they function. For every 5 Empire allies, the Stormtrooper gains +1 morale bonus to Defense and Attack rolls within 30 feet, up to a maximum bonus of +5.

Cover Use
The scout trooper is trained to use cover and concealment to their best advantage while lying in wait for a target. As a full round action, they can secure him or herself better than normal. So long as the scout trooper does not move, the scout trooper will now gain cover or concealment, as appropriate, one step better than normal. For example, if the trooper has positioned around a corner, they would normally gain one-half cover. By spending a full round action positioning properly, the scout trooper will now gain three-quarters cover. Note that this can effectively place the scout trooper in total cover while still able to fire, if he/she uses nine-tenths cover.

Equipment

EC-17 Hold-Out Blaster

This blaster is standard issue hold-out blaster pistol assigned to scout troopers. The compact designed features a built-in targeting scope. A pressure-sensitive grip is located on the weapons left side made it easier to fire while wearing gloves.

EC-17 Hold Out Blaster (PL6 Personal Firearms Proficiency)
Damage: 3d6
Critical: 20
Damage Type: fire
Range Increment: 30 ft
Rate of Fire: Semi
Size: small
Weight: 2.5 lbs
Ammo: 50 box
Purchase DC: 18 Mil (+3)
Notes: Can be fired even with heavy gloves.

E-11s Sniper Rifle

The E-11s is a sniper rifle version of the E-11 built by BlasTech Industries, using the frame and internal systems of the successful E-11, but the frame is modified with a larger stock and a long barrel for greater range and accuracy.

E-11s Sniper Rifle (PL6 Personal Firearms Proficiency)
Damage: 3d10
Critical: X3
Damage Type: Fire
Range Increment: 130ft.
Rate of Fire: Single
Weight: 9.5 lbs.
Magazine: 100 Box.
Size: Large
Purchase DC: 23
Restriction: Mil (+3)
This weapon came from the factory with a scope, and HUD targeting link. However, the HUD program is incompatible with most systems on the market, and requires a DC 30 computer use check to align it properly

Scout Trooper Scout Armour (Medium)
Type: Tactical
Equip. Bonus: +4
Nonprof. Bonus: +2
Max Dex Bonus: +5
Armor Penalty: -3
Speed (30 ft): 30 ft.
Weight: 21 lb.
Purchase DC: 20
Restriction: Mil (+3)
A lighter variety of stormtrooper armor are the scout armors. These lighter suits allow for increased movement and are used by the snipers and scouts of the Empire. Some suits have camo patterns painted on them, providing a +6 bonus to Hide checks in the environment the camo is designed for.
 

kronos182

Adventurer
614-AvA Speeder Bike
The 614-AvA speeder bike, also known as the Lothal Speeder Bike, manufactured by Aratech Repulsor Company is a small, fast, lightweight speeder designed as a portable scout vehicle that can be packed into a larger vehicle. It is more akin to a swoop than a full-fledge speeder as it consisted of little more than a combination repulsor drive-thurster pack, control pod, a set of variable geometry control surfaces mounted on a pair of stout frame rails. The rails are telescopic, allowing the bike to collapse to roughly a third of its full size with no tools. With the push of a button, the rails retract and control surfaces fold to collapse it into a roughly 4 foot square for easier transportation. A pair of blasters are fitted under the forward control surfaces.
The 614-AvA is 15 feet long (3 squares) and 3.5 feet wide (1 square),

Crew: 1
Passengers: 1
Cargo: 30 lbs
Init: +0
Maneuver: +2
Top Speed: 410 (41)
Defense: 10
Hardness: 8
Hit Points: 18
Size: Huge
Purchase DC: 25
Restriction: Mil (+3)
Accessories: Fold System
Fold System - With a push of a button, the bike retracts as a full round action, filling only a 5 foot by 2.5 foot area. Pushing the button again the bike will expand to its full size as a full round action.

WeaponDamageCriticalDamage TypeRange IncrRate of FireMagazine
Twin Blasters4d1020Fire90 ftS, AUnlimited

74-Z Speeder
The 74-Z Speeder is the standard speeder bike used by the Galactic Empire roughly around the time of the destruction of the first Deathstar. The bike is designed for speed and maneuverability, and unfortunately isn't as well reinforced as other military bikes. A pair of tiny ion turbines provide thrust, and a surprisingly intelligent fly-by-wire system controlled the forward-mounted steering vanes and mid-mounted maneuver control unit to keep the bike upright and on the level. The 74-Z is controlled by a set of handlebars and rear-set foot pegs with foot-controlled yaw and pitch controls. While the instrument panel is rudimentary at best, with indicators for heat, boost, coolant and turbine pressure, the onboard simple optical sensors, and comlink can link to the scout trooper's helmet HUD. The 74-Z also came with a close range comlink jammer to prevent communications of rebel insurgents. For weapons, the 74-Z is fitted with a light blaster cannon fitted under the body below the rails that connect the control vanes.

Crew: 1
Passengers: 1
Cargo: 25 lbs
Init: +1
Maneuver: +2
Top Speed: 545 (54)
Defense: 10
Hardness: 6
Hit Points: 20
Size: Huge
Purchase DC: 26
Restriction: Mil (+3)
Accessories: HUD uplink, military radio/comlink, comlink jammer (500 ft radius),
Fold System - With a push of a button, the bike retracts as a full round action, filling only a 5 foot by 2.5 foot area. Pushing the button again the bike will expand to its full size as a full round action.

WeaponDamageCriticalDamage TypeRange IncrRate of FireMagazine
Blaster Cannon4d1020Fire110 ftS, AUnlimited
 

kronos182

Adventurer
Corporal Drelosyn, Scout Trooper
Corporal Drelosyn is a scout trooper from Coruscant, where he honed his piloting skills by racing swoops in the underworld. He isn't as good as a sniper, but few other scout troopers can match his skills on a speeder bike, making him a deadly opponent while controlling one.

Scout Trooper Mid Level (2 Tough Ord/ 3 Fast Ord)
Type: Human
Size: Medium
CR: 5
Hit Points: 33 hp (2d10+2 plus 3d8+3)
Mas: 12
Init: +2
Speed: 30 ft (30 ft)
Defense: 23 (Class +7, +3 Dex, +4 equipment armour)
BAB/Grp: +4 / +6
FS/Reach: 5 ft/ 5 ft
Attacks: +7 ranged EC-17 hold-out blaster (3d6, 20x2, fire, 30 ft), or +5 melee unarmed (1d3+1 nonlethal), or other weapons equipped
Special Attacks:
Special Qualities: Imperial Indoctoration, Co-Ordinate Attack, Co-Ordinate Defense, Wall of Stormtroopers, Cover Use
Allegiances: Galactic Empire
Saves: Fort +4, Reflex +5, Will +1
Reputation: +2
Abilities: Str 11, Dex 17, Con 12, Int 12, Wis 10, Cha 9
Occupation: Military (Knowledge Tactics, Survival)
Skills: Balance +4, Climb +4, Concentration +4, Drive +9, Knowledge (Tactics) +5, Listen +4, Move Silently +5, Navigate +4, Read/Write Basic, Speak Basic, Search +4, Spot +6, Survival +3, Swim +2
Feats: Simple Weapons Proficiency, Light Armour Proficiency, Medium Armour Proficiency, Personal Firearms Proficiency, Advanced Firearms Proficiency, Athletic, Surface Vehicle Operation (speeder bike), Drive-By Attack
Talents:
Possessions: EC-14 hold-out blaster pistol, Scout trooper armour, 1d4+2 thermal detonators, grapple tag and 50 ft line, 3 power packs, electrobinoculars, speeder bike. Alternate weapon E-11s Sniper rifle.

Combat
Drelosyn is a typical scout trooper except for his skills with a speeder bike, which lands him assignments as first responder and interception of insurgents. He is a deadly vehicle combatant, making him a bane against any infantry that he hunts down.

Imperial Indoctoration
Due to the physical and mental conditioning members of the Imperial academies receive, graduates are conditioned and are incredibly loyal to the Empire and the Emperor. Imperials gain +1 to saves against fear and +1 to all Cha checks related to their allegiance: Galactic Empire.

Co-Ordinate Attack
When the stormtrooper is part of a squad of other stormtroopers (of any type up to 5 troopers total) within 15 feet, each stormtrooper successfully using the Aid Other action to increase the squad leader's attack roll also adds half their weapon damage, similar to fire-linked weapons. This is due to the troopers training to work together for concentrated attacks.

Co-Ordinate Defense
Not only is stormtrooper training help to co-ordinate their attacks, but also for their defense when using the Aid Other for defense. Instead of the normal +1 cover bonus to the trooper's Defense, adds the normal +1 plus an additional +1 per 2 stormtroopers in the squad up to 5 troopers in total all within 15 feet of each other.

Wall of Stormtroopers
Stormtroopers training is designed around strength in numbers. The more Empire allies around them, the better they function. For every 5 Empire allies, the Stormtrooper gains +1 morale bonus to Defense and Attack rolls within 30 feet, up to a maximum bonus of +5.

Cover Use
The scout trooper is trained to use cover and concealment to their best advantage while lying in wait for a target. As a full round action, they can secure him or herself better than normal. So long as the scout trooper does not move, the scout trooper will now gain cover or concealment, as appropriate, one step better than normal. For example, if the trooper has positioned around a corner, they would normally gain one-half cover. By spending a full round action positioning properly, the scout trooper will now gain three-quarters cover. Note that this can effectively place the scout trooper in total cover while still able to fire, if he/she uses nine-tenths cover.

Vehicle Combatant
Drelosyn is quite skilled at using the weapons of the vehicle he is piloting, particularly speeders. While driving a vehicle, gains +1 to attack rolls with a single onboard weapon. While piloting a speeder, gain +2 to attack rolls with one on board weapon, deals 1 extra die of damage on the first attack that round with the weapon and gains a +1 bonus to Dodge. Drelosyn can only gain the bonus to attack roll and damage with one selected weapon, He can change the weapon selected at the beginning of his next turn.

Speeder Bike Expert
While driving a speeder bike or swoop, Drelosyn gains +1 to Initiative and the vehicle gains +1 maneuver and with a Pilot check DC 19 can increase speed by 25% for 1d4+1 rounds but suffers -2 to Drive checks to perform maneuvers and tricks.


EC-17 Hold-Out Blaster
This blaster is standard issue hold-out blaster pistol assigned to scout troopers. The compact designed features a built-in targeting scope. A pressure-sensitive grip is located on the weapons left side made it easier to fire while wearing gloves.

Damage: 3d6
Critical: 20
Damage Type: fire
Range Increment: 30 ft
Rate of Fire: Semi
Size: small
Weight: 2.5 lbs
Ammo: 50 box
Purchase DC: 18 Mil (+3)
Notes: Can be fired even with heavy gloves.

Scout Trooper Scout Armour (Medium)
Type: Tactical
Equip. Bonus: +4
Nonprof. Bonus: +2
Max Dex Bonus: +5
Armor Penalty: -3
Speed (30 ft): 30 ft.
Weight: 21 lb.
Purchase DC: 20
Restriction: Mil (+3)
A lighter variety of stormtrooper armor are the scout armors. These lighter suits allow for increased movement and are used by the snipers and scouts of the Empire. Some suits have camo patterns painted on them, providing a +6 bonus to Hide checks in the environment the camo is designed for.

Edit: updated Vehicle Combatant with a little bonus damage with the first attack, and the bonus only affects 1 weapon for the round, but can switch weapons if the vehicle has more than one weapon the next round.
 
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kronos182

Adventurer
Here's another Tetsu Fiend to throw against your PCs

Tetsu Hi No Kawa
The Hi No Kawa, or Iron Fire River appears as an armoured centaur wearing samurai-like armour, but instead of human skin on the upper body and hair on the horse part are covered in red scaly skin. The face is slightly elongated with the mouth is filled with needle-like teeth, but the fiend usually has a stern determined expression. Two large, thick, sharp curved horns jut from its forehead. Instead of a tail made of hair, the tail is made five long rat-like tails that end in bone clubs with spikes sticking out. The Tetsu Hi No Kawa excel at charging into combat, impaling them on their lances and crushing them beneath their hooves. After their initial charge, they will circle around infantry and slash with their swords. When they can't charge into melee combat they will use their bows.


Tetsu Hi No Kawa Fiend
Size: Large
Type: Outsider
CR: 7
Hit Dice: 8d8+24; 63 HP
Mas: 16
Init: +1
Speed: 50 ft
Defense: 21, touch 11, flat-footed 20 (+1 Dex, -1 Size, +8 Natural, +3 light samurai armour)
BAB: +8/+3
Grapple: +15
Attack: lance +15 melee (2d6+7 plus 1d6 fire, 20x3) or tachi +15 melee (2d8+7 plus 1d6 fire, 20x2), or long bow +8 ranged (1d8+5)
Full Attack: lance +15/+10 melee (2d6+5 plus 1d6 fire, 20x3) and hooves +8 (1d6+3) or
tachi +15/+10 melee (2d8+7 plus 1d6 fire, 20x2) and hooves +8 (1d6+3) or
Long bow +8/+3 ranged (1d8+5)
FS: 10 ft by 5 ft
Reach: 5 ft, 10 ft with lance
Special Attack: Fiery Charge
Special Qualities: Damage reduction 15/ballistic, darkvision 60 ft, fire resistance 20, immunities, Cavalry Charge, wounding weapon;
Alignment: evil, law
Saves: Fort +9, Ref +7, Will +7
Abilities: Str 20, Dex 12, Con 16, Int 10, Wis 12, Cha 10
Skills: Balance +6, Escape Artist +4, Hide +4, Intimidate +10, Jump +9, Knowledge (arcane lore) +4, Knowledge (behavioral science) +4, Knowledge (Tactics) +6, Listen +11, Move Silently +5, Read/Write Abyssal, Japanese, English, Search +9, Speak Abyssal, Japanese, English, Spot +11 Survival +7
Feats: Archaic Weapons Proficiency, Simple Weapons Proficiency, Weapon Focus (tetsu hi no kawa tachi), Weapon Focus (tetsu hi no kawa lance), Power Attack
Possessions: Light Samurai armour, masterwork (+1) composite long bow (Str +5), 50 arrows.
Advancement: By character class.

Combat
The Tetsu Hi No Kawa lives for combat, charging in with its lance then switching to its tachi once in close. It will use its Fiery Charge typically in the first round of combat if it can, and if facing particularly powerful foes, or those of holy types will rush out of melee combat and use its Fiery Charge again once its recharged.

Damage Reduction 15/Ballistic (Ex): A Tetsu Hi No Kawa ignores the first 15 points of damage by any non-ballistic weapon.
Fire Resistance 20 (Ex): A Tetsu Hi No Kawa ignores the first 20 points of damage from any attack that deals fire damage.
Immunities (Ex): A tetsu hi no kawa is immune to slashing weapons.
Cavalry Charge (Ex): A tetsu hi no kawa is considered to be mounted for determining the effects of a charge attack with lances. Gains +4 to attack rolls while charging with a lance and does not take penalty to its Defense as a result of its charge.
Tetsu Hi No Kawa Tachi (Su): The sword wielded by the Tetsu Hi No Kawa is an extension of the fiend itself, counts as a magical +2 weapon, aligned with evil and deals an additional 1d6 points of fire damage. If the fiend is disarmed, the sword disappears immediately and returns to the fiend's hand the next round.
Tetsu Hi No Kawa Lance (Su): The lance wielded by the Tetsu Hi No Kawa is an extension of the fiend itself, counts as a magical +2 weapon, aligned with evil and deals an additional 1d6 fire damage, and on a critical hit deals 2d6 fire damage. If the fiend is disarmed or lets go of the lance, it reappears in a holder or its hand if so desired the next round.
Wounding Weapon (Su): weapons wielded by the Tetsu Hi No Kawa can inflict terrible wounds that bleed profusely. In addition to the normal damage the weapon deals, the target takes 1 point of damage that round and each subsequent round from bleeding. Multiple wounds from a wounding weapon result in cumulative bleeding loss (two wounds for 2 points of damage per round, and so on). A successful Treat Injury check (DC 15) or the application of any cure spell stops the bleeding. The weapon does not retain this ability out of the fiend's hands, although any wounds it has inflicted continue to bleed.
Fiery Charge (Su): Once every 1d6 rounds usable only 4 times per day, the Tetsu Hi No Kawa can engulf itself in unholy flames and make a powerful charge attack as a full round action. This attack can be made against a single target within 150 feet, suffers -3 to attack rolls (after bonuses from Cavalry Charge) and the attack is considered a critical on a natural roll of 19 or 20 and deals x4 damage instead of the weapon's normal critical modifier, deals weapon damage plus an additional 5d6 fire and unholy damage (half fire, half unholy damage, which is doubled against celestials and good or holy creatures). The 5d6 fire/unholy damage is not multiplied on a critical hit. From the point where the Tetsu Hi No Kawa starts from to where it ends its Fiery Charge, a line of fire, that is 10 feet high, is left for 1d4+1 rounds that deals 2d6 fire before they are extinguished. The flames can only be put out by being smothered completely or holy water is used.
 

kronos182

Adventurer
Maggia
The Maggia is an international crime syndicate that originated in southern Europe but has expended throughout Europe and the Americas. Their primary activities revolve around loan-sharking, illegal gambling, narcotics, protection rackets and prostitution.
The Maggia is consisted of many 'families', which are all independent of each other, with each controlling a different territory. While they don't cooperate much less coordinate with each other, they normally agree not to interfere with each other, although some families have alliances with others, or control groups of families.


Maggia Bodyguard
The Maggia bodyguard are some of the more visible members of the Maggia, protecting important members, homes and businesses. They are often seen wearing suits and hats, with the more well off families providing expensive suits with concealed armour built into the suits. They are armed with weapons that are modelled after the infamous tommy guns to give them a 'classic gangster' look.

Maggia Bodyguard Low-Level (Tough Ord 1/Strong Ord 1)
CR: 1
Size: Medium
Type: Human
Hit Points: 1d10+2 plus 1d8+2, 14 HP
Mass: 15
Init: +1
Speed: 30 ft
Defense: 16, touch 13, flat-footed 15 (+1 Dex +2 class +3 undercover vest)
Base Attack Bonus: +1
Grapple: +3
Attack: +3 melee rifle butt (1d6+2 bludgeon), or +2 ranged Maggia Tommy Gun Special (2d10 ballistic)
Full Attack: +3 melee rifle butt (1d6+2 bludgeon), or +2 ranged Maggia Tommy Gun Special (2d10 ballistic)
Special Attack:
Special Qualities: Bodyguard, Hair Trigger, Take 'em Outside
FS: 5 ft by 5 ft
Reach: 5 ft
Allegiance: Maggia, specific Maggia family
Saves: Fort +4, Ref +1, Will +0
Rep: +1
Abilities: Str 14, Dex 12, Con 15, Int 13, Wis 10, Cha 8
Occupation: Blue collar (Climb, Drive, Intimidate)
Skills: Climb +2*, Concentration +4, Drive +5, Intimidate +5, Knowledge (current events) +2, Listen +1, Profession +1, Read/Write English, Read/Write Italian, Search +1, Speak English, Speak Italian, Spot +3, Swim +1*
Feats: Armour Proficiency (light), Personal Firearms Proficiency, Simple Weapons Proficiency
Possession: Maggia Tommy Gun Special, 5 magazines or 2 drums of ammunition, Suit (functions as under cover vest), various gear and personal possessions.

Maggia Bodyguard Mid-Level (Tough Ord 3/Strong Ord 3)
CR: 5
Size: Medium
Type: Human
Hit Dice: 3d10+6 plus 3d8+6, HP 45
Mass: 15
Init: +1
Speed: 30 ft
Defense: 18, touch 15, flat-footed 17 (+1 Dex +4 class +3 undercover vest)
Base Attack Bonus: +5
Grapple: +7
Attack: +7 melee rifle butt (1d6+2 bludgeon), or +6 ranged Maggia Tommy Gun Special (2d10 ballistic)
Full Attack: +7 melee rifle butt (1d6+2 bludgeon), or +6 ranged Maggia Tommy Gun Special (2d10 ballistic)
Special Attack:
Special Qualities: Bodyguard, Hair Trigger, Take 'em Outside, Fish In A Barrel
FS: 5 ft by 5 ft
Reach: 5 ft
Allegiance: Maggia, specific Maggia family
Saves: Fort +6, Ref +3, Will +2
Rep: +2
Abilities: Str 15, Dex 12, Con 15, Int 13, Wis 10, Cha 8
Occupation: Blue collar (Climb, Drive, Intimidate)
Skills: Climb +3*, Concentration +5, Drive +8, Intimidate +6, Jump +1*, Knowledge (current events) +3, Listen +3, Profession +5, Read/Write English, Read/Write Italian, Search +2, Speak English, Speak Italian, Spot +7, Swim +2*
Feats: Alertness, Armour Proficiency (Light), Personal Firearms Proficiency, Simple Weapons Proficiency, Advanced Firearms Proficiency
Possessions: Maggia Tommy Gun Special, 5 magazines or 2 drums of ammunition, Suit (functions as under cover vest), various gear and personal possessions. Can be assigned specialty ammunition.

Bodyguard
Once per turn, the Maggia Bodyguard can pick a friendly within 10 feet of him and apply half his Class bonus to Defense to that target. However he can't move more than 10 feet from the target, and applies only half his class bonus to Defense to himself.

Hair Trigger
Maggia Bodyguards are charged with protecting important members, and thus must react quickly. If they are attacked by a ranged weapon within 50 feet of them, they can use one of their attack of opportunity for the round to attack the attacker with a ranged weapon in hand, but at -4 to attack roll.
Fish in a barrel - burst fire, extra damage against stunned targets

Take 'em Outside
When the bodyguard makes a melee strike against a target, the target must make a Fort save DC 10 + damage dealt or be Dizzy. On a successful critical hit, the target is Stunned on a failed save, or Dizzy on a successful save.

Fish In A Barrel
When the Maggia Bodyguard makes a successful ranged attack against a Stunned target, they deal double damage.

Dizzy
The effected has suffered a blow that makes them dizzy, such as a critical hit to the head, falling from a great height, or some psychic attacks. The effected suffers a -1 to attack, Reflex and Balance and Climb checks. This condition typically lasts 1 round.

Maggia Tommy Gun Special
This weapon is modelled after the old Tommy Gun, using 7.62mm ammunition with a either a standard 40 round box, or 140 round drum.

Maggia Tommy Gun Special (PL5 Personal Firearms Proficiency)
Damage: 2d10
Critical: 20
Damage Type: ballistic
Range Increment: 60 ft
Rate of Fire: S, A
Size: Medium
Weight: 13 lb
Ammo: 30 box or 120 drum
Purchase DC: 19 Res (+2)
Notes: Looks almost identical to the old Thompson submachine gun, a small digital ammo counter is on the left side, automatically detects if a 30 round box or 120 round drum is attached, which adds 5 lb.

Maggia Hitman
Hitman are enforcers and also higher level bodyguards assigned to top family members, special VIPs, or leading groups of bodyguards. They are also used when the families wants to make a show of force.

Maggia Hitman Mid-Level (Tough Ord 4/Strong Ord 4)
CR: 7
Size: Medium
Type: Human
Hit Dice: 4d10+8 plus 4d8+8, HP 60
Mass: 15
Init: +1
Speed: 30 ft
Defense: 20, touch 17, flat-footed 19 (+1 Dex +6 class +3 undercover vest)
Base Attack Bonus: +7
Grapple: +9
Attack: +9 melee rifle butt (1d6+2 bludgeon), or +9 ranged Maggia Tommy Gun Special mk2 (2d12+2 ballistic)
Full Attack: +9 melee rifle butt (1d6+2 bludgeon), or +9 ranged Maggia Tommy Gun Special mk2 (2d12+2 ballistic)
Special Attack: Outta My Way
Special Qualities: Bodyguard, Hair Trigger, Take 'em Outside, Fish In A Barrel
FS: 5 ft by 5 ft
Reach: 5 ft
Allegiance: Maggia, specific Maggia family
Saves: Fort +6, Ref +3, Will +2
Rep: +3
Abilities: Str 15, Dex 12, Con 15, Int 13, Wis 10, Cha 8
Occupation: Blue collar (Climb, Drive, Intimidate)
Skills: Climb +3*, Concentration +5, Drive +8, Intimidate +8, Jump +2*, Knowledge (current events) +4, Listen +4, Profession +5, Read/Write English, Read/Write Italian, Search +4, Speak English, Speak Italian, Spot +7, Swim +2*
Feats: Alertness, Armour Proficiency (Light), Personal Firearms Proficiency, Simple Weapons Proficiency, Advanced Firearms Proficiency, Combat Reflexes, Burst Fire
Possessions: Maggia Tommy Gun Special, 5 magazines or 2 drums of ammunition, Suit (functions as under cover vest), various gear and personal possessions. Can be assigned specialty ammunition.

Bodyguard
Once per turn, the Maggia Hitman can pick a friendly within 10 feet of him and apply half his Class bonus to Defense to that target. However he can't move more than 10 feet from the target, and applies only half his class bonus to Defense to himself.

Hair Trigger
Maggia Hitmen are charged with protecting important members, and thus must react quickly. If they are attacked by a ranged weapon within 50 feet of them, they can use one of their attack of opportunity for the round to attack the attacker with a ranged weapon in hand, but at -4 to attack roll.
Fish in a barrel - burst fire, extra damage against stunned targets

Take 'em Outside
When the hitman makes a melee strike against a target, the target must make a Fort save DC 10 + damage dealt or be Dizzy. On a successful critical hit, the target is Stunned on a failed save, or Dizzy on a successful save.

Fish In A Barrel
When the Maggia hitman makes a successful ranged attack against a Stunned target, they deal double damage.

Outta My Way
As a full round melee attack, typically using the butt of the rifle, the hitman can Stun a target for 1d4+1 rounds, making a melee attack at -2, dealing damage, plus the target must make a Fort save DC 13 + damage dealt. On a successful save the target is only dizzy for 1d4 rounds.

Maggia Tommy Gun Special mk2
This is an upgraded version of the Maggia Tommy Gun Special, using larger .50cal ammunition, greater manufacturing making it more accurate, with magnetic assist to give it better range and a little more power.

Maggia Tommy Gun Special mk2 (PL5 Personal Firearms Proficiency)
Damage: 2d12+2
Critical: 20
Damage Type: ballistic
Range Increment: 80 ft
Rate of Fire: S, A
Size: Medium
Weight: 13 lb
Ammo: 25 box or 110 drum
Purchase DC: 20 Mil (+3)
Notes: Looks almost identical to the old Thompson submachine gun, a small digital ammo counter is on the left side, automatically detects if a 30 round box or 120 round drum is attached, which adds 5 lb. +1 to attack rolls.
 

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