Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
CORELINE (D20 Modern/D20 BESM Setting).
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="kronos182" data-source="post: 8760092" data-attributes="member: 6668634"><p><strong><span style="font-size: 26px">Tetsu Supitta (Iron Spitter)</span></strong></p><p>The tetsu supitta, or Iron Spitter Fiend, is another basic soldier fiend, equipped with a primitive form of firearm, a teppo. These fiends are similar to the Iron Arrow fiends, but are slightly more muscular, as they have to carry the much heavier teppo. The teppo is a metal tube that has one opening which looks like a demonic face, with the opening making up the mouth. A heavy wooden handle comes out of the other end that acts as a stock as well as a handle when it is wielded as a heavy club. The teppo, while a powerful weapon, was not very accurate and short ranged, but could fire various types of ammunition.</p><p></p><p><strong>Tetsu Supitta (Iron Spitter Fiend)</strong></p><p>Size: Medium</p><p>Type: Outsider</p><p>CR: 4</p><p>Hit Dice: 5d8+8; 30 HP</p><p>Mas: 14</p><p>Init: +4</p><p>Speed: 30 ft</p><p>Defense: 23, touch 14, flat-footed 19 (+4 Dex, +6 Natural, +3 light samurai armour)</p><p>BAB: +5</p><p>Grapple: +5</p><p>Attack: +8 melee teppo club (1d8+3 bludgeon), or +8 ranged teppo (varies*)</p><p>Full Attack:</p><p>FS: 5 ft by 5 ft</p><p>Reach: 5 ft</p><p>Special Attack:</p><p>Special Qualities: Damage reduction 10/ballistic, darkvision 60 ft, fire resistance 20, immunities, magic ammunition;</p><p>Alignment: evil, law</p><p>Saves: For +6, Ref +8, Will +5</p><p>Abilities: Str 14, Dex 18, Con 14, Int 14, Wis 12, Cha 10</p><p>Skills: Balance +8, Bluff +4, Escape Artist +8, Hide +8, Knowledge (arcane lore) +6, Knowledge (behavioral science) +6, Listen +5, Move Silently +8, Read/Write Abyssal, Japanese, English, Speak Abyssal, Japanese, English, Spot +5</p><p>Feats: Archaic Weapons Proficiency, Simple Weapons Proficiency, Weapon Focus (tetsu Supitta teppo), Point Blank Range</p><p>Possessions: Light Samurai armour, casual outfit, Tetsu no ken bow.</p><p>Advancement: By character class.</p><p></p><p><strong>Combat</strong></p><p>Tetsu Supitta favour ranged combat, moving forward enough to get within range of their weapons, and selecting the correct ammunition type for the situation. Typically standard shot, but switching to burst against large groups of targets, or fast moving targets, then scatter for anti-infantry or low flying enemies, and wall buster against heavily armoured targets, or when breaching a structure. Once in melee, they use their teppos as large clubs.</p><p></p><p><strong>Damage Reduction 10/Ballistic (Ex):</strong> A Tetsu Supitta ignores the first 10 points of damage by any non-ballistic weapon.</p><p><strong>Fire Resistance 20 (Ex):</strong> A Tetsu Supitta ignores the first 20 points of damage from any attack that deals fire damage.</p><p><strong>Immunities (Ex):</strong> A Tetsu Supitta is immune to slashing weapons.</p><p><strong>Tetsu Supitta Teppo (Su):</strong> The teppo, or hand cannon, wielded by the Tetsu Supitta is an extension of the fiend itself, counts as a magical +1 weapon, aligned with evil, range varies by ammunition type, but maximum range is out to 5 range increments. If the fiend is disarmed, the weapon disappears immediately and returns to the fiend's hand the next round. The teppo is heavy and reinforced, making it an excellent club or mace, dealing 1d8+1 bludgeoning damage, giving the fiend a melee weapon. When the fiend fires the weapon by placing a finger over a hold on the top, it selects one of several choices of ammunition, which is created magically, or use its Magic Ammunition ability.</p><p><strong>Ammunition:</strong> 1) Standard Shot - a ball of iron dealing 2d8+1 ballistic damage, 20x2, range incr 75 ft. 2) Scatter Shot - fires multiple small balls of iron filling a cone that is 60 feet long, 30 ft wide, 3d6+1 ballistic damage, Reflex DC 17 for half. 3) Burst Shot - a large ball that upon impact deals 2d6+1, half ballistic half fire to a 10 foot radius, Reflex save DC 16 for half except the target struck suffers full damage, range incr 50 ft. 4) Wall Breaker Shot - a heavy egg shaped ball of iron that is designed to break through armour and walls, dealing 2d10 ballistic damage, 20x2, range incr 45 ft, ignores 10 points of hardness/dr.</p><p><strong>Magic Ammunition (Su):</strong> Once ever 1d4 rounds, the Tetsu Supitta can create 1d4 shots of ammunition of a single type that can deal an additional 1d6 points of energy damage, selected at the time the ability is used. These shots last for 1 minute or until used, held in the fiend's hand, ready to be fired. Each shot created at the use of this ability will all have the same energy type, chosen from fire, cold, electricity and acid.</p></blockquote><p></p>
[QUOTE="kronos182, post: 8760092, member: 6668634"] [B][SIZE=7]Tetsu Supitta (Iron Spitter)[/SIZE][/B] The tetsu supitta, or Iron Spitter Fiend, is another basic soldier fiend, equipped with a primitive form of firearm, a teppo. These fiends are similar to the Iron Arrow fiends, but are slightly more muscular, as they have to carry the much heavier teppo. The teppo is a metal tube that has one opening which looks like a demonic face, with the opening making up the mouth. A heavy wooden handle comes out of the other end that acts as a stock as well as a handle when it is wielded as a heavy club. The teppo, while a powerful weapon, was not very accurate and short ranged, but could fire various types of ammunition. [B]Tetsu Supitta (Iron Spitter Fiend)[/B] Size: Medium Type: Outsider CR: 4 Hit Dice: 5d8+8; 30 HP Mas: 14 Init: +4 Speed: 30 ft Defense: 23, touch 14, flat-footed 19 (+4 Dex, +6 Natural, +3 light samurai armour) BAB: +5 Grapple: +5 Attack: +8 melee teppo club (1d8+3 bludgeon), or +8 ranged teppo (varies*) Full Attack: FS: 5 ft by 5 ft Reach: 5 ft Special Attack: Special Qualities: Damage reduction 10/ballistic, darkvision 60 ft, fire resistance 20, immunities, magic ammunition; Alignment: evil, law Saves: For +6, Ref +8, Will +5 Abilities: Str 14, Dex 18, Con 14, Int 14, Wis 12, Cha 10 Skills: Balance +8, Bluff +4, Escape Artist +8, Hide +8, Knowledge (arcane lore) +6, Knowledge (behavioral science) +6, Listen +5, Move Silently +8, Read/Write Abyssal, Japanese, English, Speak Abyssal, Japanese, English, Spot +5 Feats: Archaic Weapons Proficiency, Simple Weapons Proficiency, Weapon Focus (tetsu Supitta teppo), Point Blank Range Possessions: Light Samurai armour, casual outfit, Tetsu no ken bow. Advancement: By character class. [B]Combat[/B] Tetsu Supitta favour ranged combat, moving forward enough to get within range of their weapons, and selecting the correct ammunition type for the situation. Typically standard shot, but switching to burst against large groups of targets, or fast moving targets, then scatter for anti-infantry or low flying enemies, and wall buster against heavily armoured targets, or when breaching a structure. Once in melee, they use their teppos as large clubs. [B]Damage Reduction 10/Ballistic (Ex):[/B] A Tetsu Supitta ignores the first 10 points of damage by any non-ballistic weapon. [B]Fire Resistance 20 (Ex):[/B] A Tetsu Supitta ignores the first 20 points of damage from any attack that deals fire damage. [B]Immunities (Ex):[/B] A Tetsu Supitta is immune to slashing weapons. [B]Tetsu Supitta Teppo (Su):[/B] The teppo, or hand cannon, wielded by the Tetsu Supitta is an extension of the fiend itself, counts as a magical +1 weapon, aligned with evil, range varies by ammunition type, but maximum range is out to 5 range increments. If the fiend is disarmed, the weapon disappears immediately and returns to the fiend's hand the next round. The teppo is heavy and reinforced, making it an excellent club or mace, dealing 1d8+1 bludgeoning damage, giving the fiend a melee weapon. When the fiend fires the weapon by placing a finger over a hold on the top, it selects one of several choices of ammunition, which is created magically, or use its Magic Ammunition ability. [B]Ammunition:[/B] 1) Standard Shot - a ball of iron dealing 2d8+1 ballistic damage, 20x2, range incr 75 ft. 2) Scatter Shot - fires multiple small balls of iron filling a cone that is 60 feet long, 30 ft wide, 3d6+1 ballistic damage, Reflex DC 17 for half. 3) Burst Shot - a large ball that upon impact deals 2d6+1, half ballistic half fire to a 10 foot radius, Reflex save DC 16 for half except the target struck suffers full damage, range incr 50 ft. 4) Wall Breaker Shot - a heavy egg shaped ball of iron that is designed to break through armour and walls, dealing 2d10 ballistic damage, 20x2, range incr 45 ft, ignores 10 points of hardness/dr. [B]Magic Ammunition (Su):[/B] Once ever 1d4 rounds, the Tetsu Supitta can create 1d4 shots of ammunition of a single type that can deal an additional 1d6 points of energy damage, selected at the time the ability is used. These shots last for 1 minute or until used, held in the fiend's hand, ready to be fired. Each shot created at the use of this ability will all have the same energy type, chosen from fire, cold, electricity and acid. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
CORELINE (D20 Modern/D20 BESM Setting).
Top