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Machete
2007-09-19, 03:12 PM
Material

Obertum
Obertum is one of the strongest materials in existence. Its structure seems mostly metallic but some theorize it is actually more crystalline in structure. An inch of obertum has Hardness 100 and 10 Hitpoints. It doesn’t reflect light, giving it a dark black color. It is strangely immune to the hardness bypassing qualities of adamantine. Obertum and anything made from it has Spell Resistance 10 and it costs 5 times more than normal items to enhance with magical properties. Scrying spells take a -15 penalty working on finding an obertum object or its wielder. Arms, armor, and other things made from obertum are rare because it takes a Wish spell to make malleable for a week (often requiring multiple castings to finish the job) which also always has the side effect of reducing its Hardness to 50 permanently. A different technique, used by some smiths is to use a piece of raw obertum as the core of a metal weapon, giving it a +10 circumstance bonus to Sunder checks made to prevent one’s own item made with the oberum core from being sundered.
Armor made from obertum grants the wearer 3-/epic damage reduction for light armor, 6-/epic damage reduction for medium armor, and 10-/epic damage reduction for heavy armor and has +1 AC more than the usual armor of its type.
Open possession of an obertum object will draw the attention of thieves of all sorts seeking to take it from you. You do not usually buy obertum, it is too rare.


Weapon

Thinwire
Thinwire is a very fine wire made from mithral wires spun together that has many uses but is difficult to master. Its light weight and excellent strength make it a versatile tool. thinwire has Hardness 10 and 4 Hitpoints.


THINWIRE Feats

Basic Thinwire Proficiency
Prerequisites: Small, Medium, or Large Size; Dex 13
Effect: This gives you access to three techniques.
Improvised Garrote: You can use thinwire as a garrote of any size at a -2 penalty.
Snare: You can use a 10 foot section of thinwire to create a Snare as per the spell by taking 3 minutes to set it up.
Returning: By attaching thinwire to a gauntlet or specially made leather glove of equal price and their throwing weapons a character with this feat can pull their weapons back to them. Both of a character’s hands are considered full for wielding the thinwire in this way but the strength bonus to damage if any is only given as for throwing with one. A character can attach thinwire to a throwing weapon of up to 3 lb. and yank it back to their hand as per a returning weapon as a move action. The thinwire used can be no longer than 30 feet + 10 feet for every +1 that the character has on their strength ability modifier when pulling the weapon back(or -10 feet per each -1 penalty they have to their strength ability score when yanking back the weapon) . This can only be used with one weapon at a time and a character must yank back and sheath one weapon before using a second weapon with thinwire attached to be able to yank it back. Ammunition-like throwing weapons lose their magical properties after their first hit. (needs simplifying)

Thinwire Improved Throwing
Prerequisites: Basic Thinwire Proficiency, Dex 15
Effect: A character using this feat no longer has to sheath or yank back one weapon before throwing and yanking back another. Used in combination with the Quick Draw feat allows one to make a full attack and then on the next round yank all their thrown weapons back with a move action. In addition, the character’s non gauntleted hand is considered free but the strength bonus to damage if any is still only given as for throwing with one.

Thinwire Ranged Entangle
Prerequisites: Basic Thinwire Proficiency, Thinwire Improved Throwing,
Dex 15, Str 15
Effect: When a character with this feat has two or more thinwires crossing through the space of another character or object that is either the same size as them or one size smaller, they can choose to entangle that character as a standard attack action using a ranged touch attack. An entangled character is treated the same as the subject of an Entangle Spell. Either the entangled character or the thinwire user can initiate an opposed Strength check as a move action, the winner can either do nothing or pull the other character closer to them 5 feet for every point by which the winner won the opposed strength check. For latching onto an item when falling, make a climb check as per climbing an unknotted rope for climbing up a thinwire.

Thinwire Improved Snare
Prerequisites: Basic Thinwire Proficiency, Dex 15,
A thinwire snare only takes 2d6 rounds to set up instead of 3 minutes.


Items

Alchemical Copy Paper
This paper absorbs loose ink off of documents printed with ink to create an imperfect copy that takes a DC 5 Forgery check to detect as being a copy. It takes a full round action to press the copy paper and the original together and rub across the surface against a hard object or surface such as a desk or wall or shield to create the copy for each square foot copied.
10 gp per square foot, no weight, Craft: Alchemy DC 15 to make

Adventurer’s Clay
This green clay is extremely versatile and comes in a small wooden jar with a screw on lid.
-When pressed onto a carving or engraving it will retain the imprint for 1 hour, 1 square foot can be copied per container and a full round action to press and peel it off.
-If pressed onto a document printed in the last month, it will retain a faint but readable copy of the text on its surface for 1 hour 1 square foot per container and a full round action to press and peel it off.
-If balled up into a sphere as a full round action it can be used as per a rubber ball (Dungeonscape) for two rounds before losing its bounciness and just staying where it lands.
-It is not water soluble and hardens after 3 rounds into stone when mixed with a cup of flour. Each container produces 1/2 cubic foot of stone when mixed with flour.
-When in an environment with less than 15% oxygen in the air, the clay turns bright orange and doesn’t turn back green ever.
30 gp per container, .1 lb., Craft: Alchemy DC 20 to make

Signal Kites
These kites can come in pairs or higher numbered groups with an instruction book for their use. They can be seen from up to 6,000 feet away (when not unobstructed by fog or dust which reduces the effective range to 2,000 feet or less depending on the DMs decision) or 12,000 feet with a spyglass.
It takes a DC 15 Use Rope check to operate a signal kite in optimal weather, a DC 20 Use Rope Check in high or erratic winds or a very light rain and a DC 30 Use Rope check to use in a normal rain or hurricane winds.
It takes a DC 10 Spot check to operate a signal kite in optimal weather to read a kite message being conveyed, a DC 15 Spot check in high or erratic winds or a very light rain, and a DC 30 Spot check to use in a normal rain or hurricane winds.
A kite cannot fly without at least a 15 mph wind.
A kite takes 10 minutes to assemble or disassemble.
To understand a Signal Kite Code takes 2 skill points and the code comes in the following types: Abyssal, Auran, Celestial, Dwarven, Elven, Raptoran, Catfolk -subspecies-, Gnome, Halfling, and Infernal. Not available in Common because every race tried to make its code the dominant one. A custom code could be created and then learned for 3 skill points.
250 gp for a pair and 75 gp for each additional kite. Kites weigh 10 lb. each and come with 300 feet of cord.


New Languages

Not available in Common because every race tried to make its code the dominant one.

Sign Language: - Various intelligent peoples have created hand signal versions of their languages. Great for if you can hear orver a noise or have been rendered deaf. Available in: Abyssal, Dwarven, Elven, Gnome, Halfling, and Infernal.

(2 skill points) Scratchtap: - A language made up of scratching and tapping to represent various letters of an alphabet. Great for use in jail or when secretly conveying a message. Used for secret messages. Available in: Abyssal, Dwarven, Gnome, Halfling, and Infernal.




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