Yael
2014-06-23, 07:40 PM
My first published homebrew, maybe it is somewhat overpowered, so that's why it is here. Every tip will be read and considered, thank you in advance.
6/23/2014 First version.
6/23/2014 Changed Leap from Ex to Sp, Void spikes after a Leap changed to Swift from Free action, fixed the full attack seccion of the chart, changed True Evolution's Evolution advancement (free evolutions removed), "lesser" Kha'Kin removed, added a circumstance evolution to Claws.
Fixed the chart.
6/23/2014 Void Spikes bonus spike from +1d4/2HD beyond 6th to +1d4/2HD.
Added a bonus effect to Taste their Fear for Evolved Spikes
6/23/2014 Unseen Threat bonus to attack rolls changed to half HD from full HD and same bonus to damage rolls changed to HD from twice HD.
Void Spikes attack roll changed from ranged touch to ranged attack.
Kha'Kin, the Reavers of the Void.
From the deeps of the void, the supreme predator races dwell in dark places and hunt their food.
http://st.elohell.net/public/chill/e714282062bed10c8354aec9832c64fe.jpg
Kha'Kin.
Size/Type.Medium Aberration (Extraplanar)
Hit Dice.6d8+18 (38hp)
Initiative.+3
Speed.40ft (8 squares)
Armor Class.17 (+3 dex, +4 natural), Flat-footed 14, Touch 13
Base Attack/Grapple.+4/+8
Attack.Claw +9 melee (1d4+4, x2)
[/tr]
Full Attack.2 Claws +9 melee (1d4+4, x2)
Space/Reach.5ft. /5ft.
Special Attacks.Leap, Void Assault, Void Spikes
Special QualitiesAberration Traits, Darkvision 60ft, Taste their Fear, True Evolution, Unseen Threat
Saves.Fort +5, Ref +5, Will +5
Abilities.Str 19, Dex 17, Con 16, Int 12, Wis 10, Cha 8
Skills.Hide +11, Jump +15, Survival +6 (+10 track)
Feats.Improved Initiative, Stealthy, Track, Weapon Focus (Claw)
[B]Environment.Isolated Areas, Underdark, Void
[/tr]
[td]Organization.Solitary or squadron (3-4)
Challenge Rating.6
Advancement.6-12 (medium), 13-18 (large)
Level Adjustment.
Kha'kin are mantis-like aberrations that hunt in solitary or in group, they have two sharp claws that they employ to tear away flesh of their victims and devour them after the hunt is over. They posees very strong legs so they can jump far distances, and they have spikes on their shoulders that they can shoot to their enemies. There is also another capability of them, they can enter stealth for a brief period of time.
The Kha'Kin come from the void, a twisted plane where aberrations have their home. They also live on the underdark, their society is not well seen by any other underdwellers, but they are feared as enemies, so as long as Kha'Kin are on their cities (dens), other races do not fight them.
Kha'Kin speak common, undercommon and Voidkin.
Lesser Kha'Kin get a +4 racial bonus on jump checks, also they get a +4 racial bonus on survival checks when tracking.
Combat.
Claws.
The Kha'Kin claws are threated as magic weapons for the purpose of overcoming damage reduction and hitting incorporeals.
Evolved Claws.
When the Kha'Kin claws are evolved, they grow bigger and sharper, perfect for assasination, and hunting. When evolved, Kha;Kin claws are treated as large (now dealing 1d6), their crit multiplier damage is increased from x2 to x3.
A Greater version of Kha'Kin obtaining this evolution will have their claws being threated as having the Vorpal ability (this ability only will activate if the critical hit was a result of a natural 20), this means they do not get the bonus crit multiplier.
Sp: Leap.
The Kha'Kin can attempt a jump check without running, this ability is exatly the same as the Sudden Leap maneuver, except for the following: If the Kha'Kin is unseen (as hidden or invisible), they get a +5 on its jump check. Also, if they land on an adjacent square to an enemy, adjacent creatures take 1d8+1d8/4HD (Reflex save DC 10 + 1/2 HD + Str halves). After a successful leap (landing adjacent to a creature) the Kha'Kin may now do its Void Spikes attack as a swift action that does not provokes attacks of oportunity.
Evolved Wings.
If the Leap ability was evolved, the Kha'Kin grows insect-like wings, which helps it to jump harder and glide, its racial jump bonus increases from +4 to +8, also, if they jump from unseen, they get a +8 bonus on its jump check. If the Kha'kin hits an enemy, the damage is increased from d8's to d10's. The Kha'Kin gets the Gliding extraordinary ability if their Leap is evolved (see Races of the Wild, p68 for more details on the Gliding ability.)
Ex: Taste their Fear.
If an enemy is isolated (separated at least in a 20ft-radius from any nearby ally of their), the Kha'Kin get a +5 bonus to his leap if used against a single target, the void spikes get a +2 bonus on the attack roll (evolved void spikes get a +2 to the DC) and 1d4 extra damage dice, and a bonus equal to half the Kha'Kin HD to attack and damage rolls.
Evolved Thrirst.
If the Taste their Fear ability is evolved, the thrirst of blood increases (similar to Unseen Threat evolution), the Kha'Kin gets an agressive instinct to fulfill his thirst. Any bonus from Taste their Fear is doubled, the radius range that the enemies must be separated by remains the same.) The Kha'Kin enhances his racial bonus to survival when tracking by +4 (to a total of +8.)
Ex: True Evolution.
The Kha'Kin are known to be special by their own way, they can evolve any of their basic abilities to enhance their hunting capabilities. A Lesser Kha'Kin begins with one evolution of its choice, which must be available for him (see below.)
They can evolve the following abilities once for every every 3HDs beyond 6th (they get their first evolution at 6th): Claws, Leap, Taste their feat, Unseen Threat, Void Assault, Void Spikes.
Also, depending on the rank of the Kha'Kin, there is a limit of which evolutions may be taken.
Kha'Kin: Evolved Active Camouflage, Evolved Claws, Evolved Void Spikes & Evolved Wings.
Greater Kha'Kin: Evolved Active Camouflage, Evolved Claws, Evolved Danger, Evolved Thrirst, Evolved Void Spikes & Evolved Wings.
Ex: Unseen Threat.
The Kha'Kin are hunters, they stalk their prey until they get the chance to deal a single and lethal blow. As long as the Kha'Kin remains unseen (hidden or invisible), they get a bonus to its attack rolls equal to half their HD and a bonus to their damage rolls equal to its HD. This bonus remains also one round after exiting stealth (the same round that stealth was exited.)
Evolved Danger.
When their unseen threat ability is evolved, their hunger of flesh increases, resulting in honer senses. They get a +2 bonus on each roll they do, also, if they were unseen (hidden or invisible), the bonus is +4 (this applies to every roll the Kha'Kin do.) Also, their claws may injure deeply their victims, causing bleeding (only affects living creatures with discernible anatomiesundead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to this bleeding effect). The bleed deals 1d4 points of damage every turn until it was properly treated by a DC10 heal check or any magical healing (such as the cure wounds line of spells.)
Su: Void Assault.
The skin of the Kha'Kin is made of active cells that can adapt to its environment, resulting in a camouflage that the Kha'Kin use to stealth in or out. Once per day, as a free action that does not provoke attacks of oportunity, the Kha'Kin may enter stealth (as the Invisibility, Swift spell.) This ability may be used again after the first time was used, however it must be within one minute or the second use is lost for the rest of the day. When stealthed, every other Kha'Kin ability that triggers while hidden or stealth gets its boost. While the Kha'Kin is on its stealth mode, they get a +10ft enhancement bonus to their movement speed.
Evolved Active Camouflage.
The Kha'kin gets rid of the old skin to get a new skin with sharper cells that mimic better the environment around, as a detail, its skin changes to red. The Kha'Kin gets a +4 natural armor bonus. The Kha'Kin now may use its Void Assault two times per day, also the duration of the stealth increases to two rounds and the enhancement bonus to movement speed rises to +20ft. The invisibility effect is threated as a Greater Invisibility with a 2 round duration. The re-use time window to this second use of this ability increases to two minutes. While in stealth, the Kha'Kin is threated as having Damage Reduction 15/-, and Spell Resistance 15 (this resistances bonus remains even if they are seen such as a see invisibility spell.)
Ex: Void Spikes.
The Kha'Kin can shot the spikes that reside on their shoulders. This is a standard action that does not provoke attacks of oportunity, the Kha'kin make a ranged attack (15ft range increment) to deal 1d4+1 piercing damage to a single target. If the Kha'Kin is adjacent to the target, they heal equal to the damage dealt (when the spikes hit, they release a spore that its created from the victim's blood, which the Kha'Kin absorbs.) The damage increases by +1d4 for every 2 HD. When the spikes are launched, the Kha'Kin needs to grow new ones, after the ability is used, it may not be used until 1d4 rounds later.
Evolved Spikes.
If the Void Spikes ability was evolved, the spikes on their shoulder grow bigger and sharper. When using their spikes ability, the range changes from ranged attack to a 15ft cone, the damage increases to 1d6+2 force damage, the heal, however, remains to 1d4+1 (roll separately.) The save DC is 10+ 1/2 HD + Con. Because the spikes are sharper, they grow faster; after being used, they may not be used until 1d4-1 rounds later (minimum 1.)
Tactics.
The Kha'Kin will typicaly engage on a solitary target, as they benefit for more damage. The Kha'Kin usually leaps from stealth (to get extra damage from Unseen Threat) to its isolated target (at least 20ft away from any ally), damaging and getting a void spikes attack by free, then they do a full attack as all this damage is enhanced. If the target didn't die, they retreat and try again from stealth, this tactic varies depending on which ability was evolved, as every Kha'Kin evolve what they want.
Original idea by Riot Games for the League of Legends (http://na.leagueoflegends.com/en) game, any question regarding the original Kha'Zix (http://gameinfo.na.leagueoflegends.com/en/game-info/champions/khazix/) idea should be posted on the League of Legends forums (http://forums.na.leagueoflegends.com/board/), all credit to Riot.
6/23/2014 First version.
6/23/2014 Changed Leap from Ex to Sp, Void spikes after a Leap changed to Swift from Free action, fixed the full attack seccion of the chart, changed True Evolution's Evolution advancement (free evolutions removed), "lesser" Kha'Kin removed, added a circumstance evolution to Claws.
Fixed the chart.
6/23/2014 Void Spikes bonus spike from +1d4/2HD beyond 6th to +1d4/2HD.
Added a bonus effect to Taste their Fear for Evolved Spikes
6/23/2014 Unseen Threat bonus to attack rolls changed to half HD from full HD and same bonus to damage rolls changed to HD from twice HD.
Void Spikes attack roll changed from ranged touch to ranged attack.
Kha'Kin, the Reavers of the Void.
From the deeps of the void, the supreme predator races dwell in dark places and hunt their food.
http://st.elohell.net/public/chill/e714282062bed10c8354aec9832c64fe.jpg
Kha'Kin.
Size/Type.Medium Aberration (Extraplanar)
Hit Dice.6d8+18 (38hp)
Initiative.+3
Speed.40ft (8 squares)
Armor Class.17 (+3 dex, +4 natural), Flat-footed 14, Touch 13
Base Attack/Grapple.+4/+8
Attack.Claw +9 melee (1d4+4, x2)
[/tr]
Full Attack.2 Claws +9 melee (1d4+4, x2)
Space/Reach.5ft. /5ft.
Special Attacks.Leap, Void Assault, Void Spikes
Special QualitiesAberration Traits, Darkvision 60ft, Taste their Fear, True Evolution, Unseen Threat
Saves.Fort +5, Ref +5, Will +5
Abilities.Str 19, Dex 17, Con 16, Int 12, Wis 10, Cha 8
Skills.Hide +11, Jump +15, Survival +6 (+10 track)
Feats.Improved Initiative, Stealthy, Track, Weapon Focus (Claw)
[B]Environment.Isolated Areas, Underdark, Void
[/tr]
[td]Organization.Solitary or squadron (3-4)
Challenge Rating.6
Advancement.6-12 (medium), 13-18 (large)
Level Adjustment.
Kha'kin are mantis-like aberrations that hunt in solitary or in group, they have two sharp claws that they employ to tear away flesh of their victims and devour them after the hunt is over. They posees very strong legs so they can jump far distances, and they have spikes on their shoulders that they can shoot to their enemies. There is also another capability of them, they can enter stealth for a brief period of time.
The Kha'Kin come from the void, a twisted plane where aberrations have their home. They also live on the underdark, their society is not well seen by any other underdwellers, but they are feared as enemies, so as long as Kha'Kin are on their cities (dens), other races do not fight them.
Kha'Kin speak common, undercommon and Voidkin.
Lesser Kha'Kin get a +4 racial bonus on jump checks, also they get a +4 racial bonus on survival checks when tracking.
Combat.
Claws.
The Kha'Kin claws are threated as magic weapons for the purpose of overcoming damage reduction and hitting incorporeals.
Evolved Claws.
When the Kha'Kin claws are evolved, they grow bigger and sharper, perfect for assasination, and hunting. When evolved, Kha;Kin claws are treated as large (now dealing 1d6), their crit multiplier damage is increased from x2 to x3.
A Greater version of Kha'Kin obtaining this evolution will have their claws being threated as having the Vorpal ability (this ability only will activate if the critical hit was a result of a natural 20), this means they do not get the bonus crit multiplier.
Sp: Leap.
The Kha'Kin can attempt a jump check without running, this ability is exatly the same as the Sudden Leap maneuver, except for the following: If the Kha'Kin is unseen (as hidden or invisible), they get a +5 on its jump check. Also, if they land on an adjacent square to an enemy, adjacent creatures take 1d8+1d8/4HD (Reflex save DC 10 + 1/2 HD + Str halves). After a successful leap (landing adjacent to a creature) the Kha'Kin may now do its Void Spikes attack as a swift action that does not provokes attacks of oportunity.
Evolved Wings.
If the Leap ability was evolved, the Kha'Kin grows insect-like wings, which helps it to jump harder and glide, its racial jump bonus increases from +4 to +8, also, if they jump from unseen, they get a +8 bonus on its jump check. If the Kha'kin hits an enemy, the damage is increased from d8's to d10's. The Kha'Kin gets the Gliding extraordinary ability if their Leap is evolved (see Races of the Wild, p68 for more details on the Gliding ability.)
Ex: Taste their Fear.
If an enemy is isolated (separated at least in a 20ft-radius from any nearby ally of their), the Kha'Kin get a +5 bonus to his leap if used against a single target, the void spikes get a +2 bonus on the attack roll (evolved void spikes get a +2 to the DC) and 1d4 extra damage dice, and a bonus equal to half the Kha'Kin HD to attack and damage rolls.
Evolved Thrirst.
If the Taste their Fear ability is evolved, the thrirst of blood increases (similar to Unseen Threat evolution), the Kha'Kin gets an agressive instinct to fulfill his thirst. Any bonus from Taste their Fear is doubled, the radius range that the enemies must be separated by remains the same.) The Kha'Kin enhances his racial bonus to survival when tracking by +4 (to a total of +8.)
Ex: True Evolution.
The Kha'Kin are known to be special by their own way, they can evolve any of their basic abilities to enhance their hunting capabilities. A Lesser Kha'Kin begins with one evolution of its choice, which must be available for him (see below.)
They can evolve the following abilities once for every every 3HDs beyond 6th (they get their first evolution at 6th): Claws, Leap, Taste their feat, Unseen Threat, Void Assault, Void Spikes.
Also, depending on the rank of the Kha'Kin, there is a limit of which evolutions may be taken.
Kha'Kin: Evolved Active Camouflage, Evolved Claws, Evolved Void Spikes & Evolved Wings.
Greater Kha'Kin: Evolved Active Camouflage, Evolved Claws, Evolved Danger, Evolved Thrirst, Evolved Void Spikes & Evolved Wings.
Ex: Unseen Threat.
The Kha'Kin are hunters, they stalk their prey until they get the chance to deal a single and lethal blow. As long as the Kha'Kin remains unseen (hidden or invisible), they get a bonus to its attack rolls equal to half their HD and a bonus to their damage rolls equal to its HD. This bonus remains also one round after exiting stealth (the same round that stealth was exited.)
Evolved Danger.
When their unseen threat ability is evolved, their hunger of flesh increases, resulting in honer senses. They get a +2 bonus on each roll they do, also, if they were unseen (hidden or invisible), the bonus is +4 (this applies to every roll the Kha'Kin do.) Also, their claws may injure deeply their victims, causing bleeding (only affects living creatures with discernible anatomiesundead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to this bleeding effect). The bleed deals 1d4 points of damage every turn until it was properly treated by a DC10 heal check or any magical healing (such as the cure wounds line of spells.)
Su: Void Assault.
The skin of the Kha'Kin is made of active cells that can adapt to its environment, resulting in a camouflage that the Kha'Kin use to stealth in or out. Once per day, as a free action that does not provoke attacks of oportunity, the Kha'Kin may enter stealth (as the Invisibility, Swift spell.) This ability may be used again after the first time was used, however it must be within one minute or the second use is lost for the rest of the day. When stealthed, every other Kha'Kin ability that triggers while hidden or stealth gets its boost. While the Kha'Kin is on its stealth mode, they get a +10ft enhancement bonus to their movement speed.
Evolved Active Camouflage.
The Kha'kin gets rid of the old skin to get a new skin with sharper cells that mimic better the environment around, as a detail, its skin changes to red. The Kha'Kin gets a +4 natural armor bonus. The Kha'Kin now may use its Void Assault two times per day, also the duration of the stealth increases to two rounds and the enhancement bonus to movement speed rises to +20ft. The invisibility effect is threated as a Greater Invisibility with a 2 round duration. The re-use time window to this second use of this ability increases to two minutes. While in stealth, the Kha'Kin is threated as having Damage Reduction 15/-, and Spell Resistance 15 (this resistances bonus remains even if they are seen such as a see invisibility spell.)
Ex: Void Spikes.
The Kha'Kin can shot the spikes that reside on their shoulders. This is a standard action that does not provoke attacks of oportunity, the Kha'kin make a ranged attack (15ft range increment) to deal 1d4+1 piercing damage to a single target. If the Kha'Kin is adjacent to the target, they heal equal to the damage dealt (when the spikes hit, they release a spore that its created from the victim's blood, which the Kha'Kin absorbs.) The damage increases by +1d4 for every 2 HD. When the spikes are launched, the Kha'Kin needs to grow new ones, after the ability is used, it may not be used until 1d4 rounds later.
Evolved Spikes.
If the Void Spikes ability was evolved, the spikes on their shoulder grow bigger and sharper. When using their spikes ability, the range changes from ranged attack to a 15ft cone, the damage increases to 1d6+2 force damage, the heal, however, remains to 1d4+1 (roll separately.) The save DC is 10+ 1/2 HD + Con. Because the spikes are sharper, they grow faster; after being used, they may not be used until 1d4-1 rounds later (minimum 1.)
Tactics.
The Kha'Kin will typicaly engage on a solitary target, as they benefit for more damage. The Kha'Kin usually leaps from stealth (to get extra damage from Unseen Threat) to its isolated target (at least 20ft away from any ally), damaging and getting a void spikes attack by free, then they do a full attack as all this damage is enhanced. If the target didn't die, they retreat and try again from stealth, this tactic varies depending on which ability was evolved, as every Kha'Kin evolve what they want.
Original idea by Riot Games for the League of Legends (http://na.leagueoflegends.com/en) game, any question regarding the original Kha'Zix (http://gameinfo.na.leagueoflegends.com/en/game-info/champions/khazix/) idea should be posted on the League of Legends forums (http://forums.na.leagueoflegends.com/board/), all credit to Riot.