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SilverLeaf167
2010-08-10, 12:42 AM
Exotic Weaponry
Hook Swords
This sword is a little longer than a shortsword and has a hooked tip. It can be used as a normal sword by itself, or the user can combine the hooks of two similar swords and use them as a single reach weapon. The hand-protector on the handle is bladed, so that it can deal damage when swung at an opponent. Combining the blades into a reach weapon takes a move action.
The swords, whether single-wielded or combined, CANNOT be used with two hands for a damage bonus.
When two swords are used separately, the swords are treated as light martial weapons, also granting the user a +2 bonus to disarm checks because of the hooks.
When the blades are combined, they are treated as a single, exotic, one-handed reach weapon, but are still affected by the weapon finesse feat. Upon combining the weapons, it is assumed, unless announced otherwise, that the user keeps his grip of the sword in the main hand and the off-hand sword is the one being swung around. In this situation, only the off-hand weapon's damage-regarding enhancements apply. However, only the main hand weapon's enhancements NOT regarding damage apply.
Damage: 1d6
Critical: 19-20, x2
Category: Martial Light Weapon (Exotic One-Handed Weapon)
Type: Slashing
Reach: When combined, 10 ft.
Weight: 3 lbs.
Standard Cost: 15 gp

Bladestaff
The bladestaff is a special kind of quarterstaff with an axe-like blade in the other tip and a spear in the other. It is commonly used by clerics of Seth. It can be used either as a one-handed weapon, allowing the user to choose which tip to use, or as a double weapon, allowing the user to hit with both tips on the same turn (with penalties as if holding a light weapon in the off-hand).
Damage: 1d8/1d8
Critical: x2
Category: Exotic One-Handed Weapon
Type: Slashing/piercing
Weight: 5 lb
Standard cost: 40 gp
Chupacabra
Chupacabra
Small Undead
Hit Dice: 2d12 (13 HP)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 15 (+1 Size, +2 Dexterity, +2 Natural Armor), Touch 13, flat-footed 13
Base Attack/Grapple: +1/+1
Attack: Bite +3 melee (1d8+2 plus blood drain) or claws +3 melee (1d6+2)
Full Attack: Bite +3 melee (1d8+2 plus blood drain) or claws +3 melee (1d6+2)
Space/Reach: 5 ft./ 5 ft.
Special Attacks: Blood drain, Improved Grab, grapple claws
Special Qualities: Darkvision 120 ft., silent run
Saves: Fort +3, Ref +3, Will +0
Abilities: Str 11, Dex 15, Con 0, Int 5, Wis 9, Cha 4
Skills: Hide +5, Move Silently +5, Listen +2, Spot +2
Feats: Weapon Finesse
Environment: Temperate plains
Organization: Solitary, pack (3-8)
Challenge Rating: 1

This small humanoid is truly an odd sight. It has an almost monkey-like physique, but there is no tail. Its skin is covered in bluish-gray scales and its reptilian feet are clawed. It stares at you with it’s large eyes of pure black and lets out a bonechilling scream, revealing a row of sharp fangs.

Chupacabras are small but terrifying undead, often created of goblins or other savage humanoids of the same size. They hunt for whatever prey is available, usually cattle, ripping them to pieces and drinking all their blood, resembling vampires in that matter.
Fortunately, an animal or person killed by a chupacabra doesn’t return as one, unlike with vampires.
A chupacabra stands up to 3,3 feet tall while on its rear feet. When running, it often descends to all fours, about 1,6 feet tall to it’s shoulders. They usually weight about 40 lbs. Their large, empty eyes are either pure black or dark red. A chupacabra’s whole body is covered by bluish-gray scales, sometimes with also black spots. Their whole physique is usually quite skinny, but that might vary if they have just fed.
Chupacabras don’t speak any language, they can only manage canine sounds like barking, howling and also a bone-chilling scream.

Combat
Chupacabras usually resort to battle if their prey fights back or if their hunt is disturbed. Due to their low intellect they cannot properly organize attacks, however sometimes hunting in small packs where they just attack simultaneously.
Improved Grab: To use this ability, a chupacabra must hit with its bite attack. It can then attempt to start a grapple as a free
action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can drain the victim’s blood.
Blood drain: After causing a bleeding wound to an opponent, a chupacabra can try to suck the victim’s blood out through it. This is accomplished through a grapple (1d4 Con per round). The chupacabra gains 5 temporary hit points per round.
Grapple claws: Chupacabra have sharp, curved claws, giving them a +4 bonus to normal grapple checks, but not for pinning checks or special maneuvers (already counted into the grapple modifier, without bonus the modifier is -3).
Silent run: Due to their stealthy nature, chupacabras can make a Move Silently check even while running or walking at normal speed.
Sethian
Sethian
Sethians are intelligent humanoids, living in the desert of Ankhimtra. Most of them lead nomadic lives, only settling down for short periods of time.
Personality: Regardless of what most might think of them, sethians are quite sophisticated, kind-hearted and social. However, just like with all races, this might vary greatly depending on the individual in question.
Sethians favor trade for a living, as they cannot properly farm or fish in the desert and even hunting is difficult. It also fits their nomadic ways very well, as they wouldn’t be able to settle at farms, anyway. However, due to their vast interaction with other intelligent communities at the edge of the desert, they often learn many languages.
Sethians usually live in tents on oasises one might find in the middle of the desert. They usually move their whole village into a new location every few months, taking all their belongings with them on massive lizards.
Physical Description: Sethians are somewhat similar to humans by physique, but there are some great differences. A sethian’s whole body is covered in a thin layer of golden fur. The head resembles that of a jackal, with a long muzzle and large, upward-pointing ears. Their rear limbs resemble those of a canine, while still allowing them to walk upright, and both their toes and fingers have sharp claws. Their feet are also special by the way that they divide the walker’s weight perfectly, stopping them from sinking into sand.
Regardless of their odd features, sethians generally act just like humans. They are at least as intelligent and capable of speaking almost any language properly, even if with a raspy voice (they can also produce canine sounds). Their eyes resemble those of a dog, but with more human intelligence.
Sethians have a special metabolic system that allows them to live in the hot desert for days without any food aor water. They tire very slowly and if they so wanted, could probably walk the whole time between their meals. However, when they finally get nourishment and rest after a long period of stress, they eat very large amounts of food and might sleep for a whole day.
Relations: Due to their lack of bad experiences and prejudices about other races, sethians go quite well together with just about anyone. They however very rarely leave the desert, so most never get to actually spend more time with members of other races. When leaving to trade in desert-side cities, sethians think of themselves as guests, act properly and thank the “hosts” for their hospitality. However, if they might happen to encounter someone in the desert, they’ll usually get suspicious, as very few venture into the desert by themselves.
Alignment: Most sethians are good by nature, and their nomadic nature makes the chaotic alignment quite usual. Exceptions exist.
Sethian Lands: The only natural environment for Sethians is the large desert of Ankhimtra. Their physiques are suited to surviving in the extreme conditions of hot at day and cold at night. Very few intentionally leave the desert, except to trade with communities close to the desert.
Sethians usually live in tents on oasises one might find in the middle of the desert. They usually move their whole village into a new location every few months, taking all their belongings with them on massive lizards (see below).
Religion: Most sethians worship Seth at modest altars carved from rock or wood. They respect him so greatly, they even took their name from him.
Languages: All sethians are taught to speak and write Sethian, which consists entirely of symbolic pictures. Most traders also learn Common and any other languages their trading partners might speak. They are capable of learning almost any humanoid language.
Names: A sethian usually has a given name and a title. They are named almost immediately after they are born, and their names usually represent qualities the baby is wished to have. Titles are given when the sethian accomplishes a certain feat or takes a certain career, and usually represents the feat or career or question.
Male Names: Amun, Badru, Funsani, Hanif, Khufu, Nassor, Nkuku, Ramses, Sebak, Tarik, Zahur
Female Names: Anat, Bast, Dendera, Femi, Habibah, Jamila, Moswen, Nailah, Oseye, Safiya, Urbi
Titles: Usually in Common, such as Rockmaster, Clothmaker or Beastslayer.
Adventures: Sethians usually leave their village only to trade. However, if they somehow wind up on an adventure, the reasons are almost always personal.

Sethian Racial Traits
•+2 Constitution, -2 Strength. Endurance is very important for long walks under the scorching, while actual battles or tests of power are quite rare.
•Medium: As Medium creatures, sethians have no special bonuses or penalties due to their size.
•Sethian base land speed is 30 ft. They move at 20 ft. speed while wearing medium or heavy armor.
•Brightvision: Sethians can accurately see a very long distance away (250 ft.) in bright light and aren’t affected by spells utilizing flashes or otherwise bright light (such as flare).
•Canine senses: Sethians have very acute senses, granting them a +2 on all Spot and Listen checks. Their sense of smell also grants them the Scent ability, a +2 bonus to Survival checks when tracking by smell and a +4 on Sense Motive checks to identify a person trying to disguise themselves as a person known to the sethian.
•Weapon Familiarity: Sethians may treat bladestaffs (see below) as martial weapons, rather than exotic weapons.
•Great Endurance: Sethians require only one meal every three days or three meals every five days. Also, assuming that a normal person uses up one waterskin in a day, sethians can make it last for three days. They are also treated as having the feat Endurance.
•+4 bonus to Ride checks made when riding on any kind of reptilian: the sethian’s usual mount is a desert lizard.
•Automatic Languages: Common and Sethian. Bonus Languages: Dwarven, Elf, Gnome, Halfling, Draconic, Giant, Goblin, Gnoll, Orc, Terran.
•Favored Class: Cleric (of Seth). A multiclass sethian cleric of Seth class doesn’t count when determining whether he takes an experience point penalty for multiclassing. Sethians are very devoted to their god.

Seth True Neutral
Seth is the god of the desert and sandstorms, but also the oasises that give life to everything on the desert. He is the protector of Sethians, his devoted followers. He is said to be their creator. He is usually depicted as a black jackal. The domains he is associated with are Animal, Earth, Healing and Sun. His favored weapon is the bladestaff.
Desert Leaper/Walker
Desert Leaper
Large Animal
Hit Dice: 4d8+18
Initiative: +2
Speed: 60 ft. (12 squares)
Armor Class: 16 (-1 Size, +2 Dexterity, +5 Natural Armor), Touch 11, flat-footed 14
Base Attack/Grapple: +3/+11
Attack: Talons +6 melee (2d6+4)
Full Attack: Talons +6 melee (2d6+4) and bite +1 melee (2d4+2)
Space/Reach: 10 ft./ 5 ft.
Special Attacks: Pounce
Special Qualities: Scent, brightvision, great endurance
Saves: Fort +8, Ref +6, Will +2
Abilities: Str 19, Dex 15, Con 19, Int 2, Wis 12, Cha 10
Skills: Hide +8, Jump +25, Listen +10, Spot +10, Survival +10
Feats: Run, Track
Environment: Warm deserts
Organization: Solitary, pair, or pack (3-8)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 5-8 HD (Large)
Level Adjustment: -

You hear a sharp hiss and turn your head around. Two large reptilians have leaped from behind the sand dune and are already in the air, headed towards you and your camel. They have long, muscular legs, short foreclaws and very long tails, pointing straight backwards. A dog-like maw, full of long jagged teeth, is already open. The whole monstrosity is covered in sand-colored, small scales.

Most likely a close relative of the deinonychus, the desert leaper is a dangerous foe. It stands a little taller than an average man. It has a stout and muscular torso, from which a pair hind legs and a very long tail of similar build protrude. It has short forelimbs with three sharp claws each. It's canine-resemblant, earless head is in the end of a thick neck. It's long maw is filled with long, jagged fangs.
Sethians sometimes manage to either capture and tame or rear desert leapers to use as mounts for hunting, quick travel or battle.

Combat
Desert leapers usually hide behind sand dunes or any other cover available, waiting until the unsuspecting victim has already passed by and leap at their backs, pushing them to the ground and ripping them to pieces with their fangs.
Pounce (Ex): If a desert leaper charges, it can make a full attack.
Brightvision: Desert leapers can accurately see a very long distance away (250 ft.) in bright light and aren’t affected by spells utilizing flashes or otherwise bright light (such as flare).
Great Endurance: Desert leapers require only one meal every two days or three meals every five days. They are also treated as having the feat Endurance.


Desert Walker
Huge Animal
Hit Dice: 4d12+15
Initiative: +0
Speed: 15 ft. (3 squares)
Armor Class: 17 (-2 Size, +9 Natural Armor), Touch 8, flat-footed 17
Base Attack/Grapple: +1/+8
Attack: Bite +3 melee (2d6+6) or Tail +3 melee (3d6)
Full Attack: Bite +3 melee (2d6+6) or Tail +3 melee (3d6)
Space/Reach: 20x10 ft./5 ft.
Special Attacks: -
Special Qualities: Brightvision, great endurance, sluggish
Saves: Fort +2, Ref +0, Will +2
Abilities: Str 15, Dex 11, Con 25, Int 2, Wis 15, Cha 10
Skills: Listen +15, Spot +10, Survival +10
Feats: -
Environment: Warm deserts
Organization: Solitary, pair, or herd (5-10)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 11-20 HD (Huge)
Level Adjustment: -

This massive, sand-colored lizard is the size of a modern bus. It has an oval head with a large mouth, filled with square-shaped teeth. It's back is completely flat for some reason. It has a long, muscular tail, which lies comfortably on the ground while it gnaws on the grass of the oasis.

Desert walkers are grazing herbivores, usually living near or in oasises. Due to their massive size and thick hide, they are quite slow, but can take a lot of punishment. Sethians commonly use desert walkers to carry their belongings and tents around in the desert. They often build large, shaded wooden platforms on the backs of these lizards, as they have completely flat backs for some reason.

Combat
Desert walkers never fight, except to defend themselves and their young. However, if you get caught in the desert walker's massive jaws, they can easily crush you. As they are very slow to turn around, they also use their large tales as bludgeoning weapons.
Brightvision: Desert walkers can accurately see a very long distance away (250 ft.) in bright light and aren’t affected by spells utilizing flashes or otherwise bright light (such as flare).
Great Endurance: Desert walkers require only one meal every two days or three meals every five days. They are also treated as having the feat Endurance.
Sluggish: Desert walkers are very slow, so that turning 90 degrees takes them a move action and turning 180 degrees takes a full-round action.
Akateko
Akateko
Diminutive Yookai
Hit Dice: 1d12 (6 HP)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 15 (+2 Dex, +2 size, +1 natural), touch 14, flat-footed 13
Base Attack/Grapple: +3/(+5)
Attack: Claws +3 melee (1d4)
Full Attack: Claws +3 melee (1d4)
Special Attacks: Strangle (1d6)
Special Qualities: Blindsight, sneak grapple, strangle
Saves: Fort +1, Ref +4, Will +1
Abilities: Str 14, Dex 15, Con 11, Int 4, Wis 10, Cha 3
Skills: Hide +8, Move Silently +8, Jump +4, Climb +4
Feats: Dodge
Environment: Temperate forests
Organization: Solitary, pair
Challenge Rating: 1
Treasure: None
Alignment: Always chaotic evil
Advancement: 3-4 HD (Tiny)
Level Adjustment: -

You manage to shake the fiend off your neck and it falls on the ground. It looks like a detached human hand, running around on its fingers. It scitters back towards the trees from where it ambushed you.

The Akateko is a normal-sized human hand that appears to have been detached at the wrist. It has slightly reddish skin and long, black fingernails. It uses it’s fingers as legs, running on all five.
Akateko are cowardly, fiendish yookai. They lurk in treetops, ambushing unsuspecting travelers. As they do not need to eat, they seem to do so only because of ill will or hatred of life.

Combat
An Akateko usually sits on thick, leafy branches that reach over a path or road in the forest. When the victim passes under it, the Akateko jumps down and immediately starts to strangle the victim. When the victim is dead, it just leaves it there and goes somewhere else to wait for the next one. If it fails, it doesn’t stay to fight, but runs away.
Blindsight: Akateko can “see” by feeling disruptions in the air around it, made by anything moving in a 70 ft. range around it. Lacking eyes, ears and a nose, this is the only way for an Akateko to sense the presence of others. This allows it to feel the location of a being about as well as a human sees with normal sight.
Sneak grapple: If the Akateko manages to sneak on the opponent without being noticed, it gets an automatically successful grapple. It can be removed with a DC 20 Strength check either by the victim or a friend. Failing to hit it with a weapon results in dealing damage to the one being grappled. When grappling, it may use it’s strangle attack.
Strangle: When the Akateko has successfully grappled an opponent, it may choose to deal 1d6 damage per round to the opponent, without an Attack Check. This will continue until the Akateko is removed.
Apemutt
Apemutt
Large Magical Beast
Hit Dice: 5d10+4 (27 HP)
Initiative: +3
Speed: 60 ft.
Armor Class: 17 (-1 size, +3 Dex, +5 natural), Touch 12, flat-footed 14
Base Attack/Grapple: +5/+14
Attack: Claw +10 melee (1d6+5) or bite +4 melee (1d8+5)
Full Attack: 2 claws +10 melee (1d6+5) and bite +4 melee (1d8+5)
Space/Reach: 10 ft./5 ft.
Special Attacks: Pounce, Improved Grab, Rake
Special Qualities: Blindsight 100 ft., Scent
Saves: Fort +10, Ref +8, Will +2
Abilities: Str 21, Dex 17, Con 18, Int 2, Wis 16, Cha 6
Skills: +10 Jump, +10 Climb, +7 Listen, +10 Spot (without scent -10), +5 Survival (+10 when tracking by scent)
Feats: Track, Alertness, Combat Reflexes, WF: Claw
Environment: Temperate forests
Organization: Solitary, pack (2-6)
Challenge Rating: 5
Treasure: None
Alignment: Always chaotic neutral
Advancement: 6-10 HD (Large), 11-15 (Huge)
Level Adjustment: -

You hear feral grunts from behind the bushes. You sneak a peek and see an intimidating beast. It looks like a large ape, moving around on all fours. It’s head resembles that of a dog, with a gaping maw, jagged teeth and large nostrils, but no eyes at all.

Apemutts are feral hunters, tracking prey with their incredible sense of smell. Their nose has become so powerful, their eyes were practically useless and disappeared over generations.
An apemutt resembles a large gorilla 4-5 feet to the shoulder, with muscular forearms and short but powerful hind legs, complete with terrifying claws. It has a humped back, ending in bulbous shoulders between which sprouts a large, canine head with sharp, jagged teeth, slitted nostrils and no eyes at all. When it tracks, the nostrils open up into semi-oval holes. An apemutt can be orange, brown, black or gray in color.
Apemutts can recognize a person’s identity, race and even powerful emotions by mere scent, but have no way to know what they actually look like.
Apemutts cannot speak, but they communicate with each other by growls, grunts and roars.

Combat
An apemutt prefers to chase after it’s opponent and finally leap on them, ripping them to pieces with it’s claws and fangs. If the initial pounce fails, it will try again and again until it succeeds.
Pounce: If an apemutt hits with a charge, it may immediately follow it with a full attack.
Improved Grab: If an apemutt’s pounce attack succeeds, it may attempt a grapple without offering an attack of opportunity. If it succeeds, the opponent is immediately pinned-
Rake: While grappling, an apemutt may attack the grappled foe with two claw attacks without the usual penalty for attacking in a grapple.
Blindsight: Due to it’s extremely powerful sense of smell, an apemutt perceives the exact location of any living being in a 100 ft. range from itself. This is it’s only method of ”sight”, and if it’s nose is disabled, it suffers the usual penalties for being blinded.
Scent: An apemutt may track and perceive prey by their scent. It can determine the exact species, identity (if earlier encountered) and the most powerful emotions of the target.

Zeta Kai
2010-08-10, 06:22 PM
Just so you know, there's a thread just for people's homebrew compendiums (http://www.giantitp.com/forums/showthread.php?t=60676). I'm not saying that you can't make a thread just for yourself, I'm just saying that you didn't have to.

Also, the hooked swords are cool, but I would've made the Chupacabra at lease CR3; CR4-6 would be more appropriate, IMO.