A Monster for Every Season: Summer 2
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    Barbarian in the Playground
    Join Date
    Dec 2015
    Location
    On the "Web"
    Gender
    Male

    Default God-Based Races (PEACH)

    Welp, this is gonna be a project I work on during downtime between recording sessions and other things. I'll try to get through a pantheon each time I work on it and will add a link to that post if it's not on the first page. Not all gods are going to be represented (since some, like the egyptians, have an insane number of them), just a number that I'm happy with/those most people know.

    Pantheons Covered:
    Egyptian


    The first races will be those from Khem, or The Land of Black Sands.

    Ahemaitian

    The above picture is that of a Ripper Ahemaitian.
    The woman before you snarls and raises her spear, ready to gut you should you try anything.

    The Ahemaitian are a very dangerous people, shunned by the other khemetic races for their likenesses. The Ahemaitians resemble humanoids, save for the constant, jagged-toothed, crocodilian smile that crosses their face, their fiery lion-like mane, clawed, almost lion paw-like hands, and legs ending in hippopotamus-like feet. There seems to be very little difference in the genders with both genders having a slight build with unseemingly strong muscles, wide hips, and thick, flowing hair that blends in seamlessly with their mane.

    Strangely enough, there seems to be two different kinds of ahemaitian. Although both types can interbreed the difference is commonly seen to be a status symbol amongst the different nations/tribes. The first kind, the rippers, have a grin with far more teeth than the second kind and a tail resembling a hippopotamus. The second kind, the smashers, have less teeth in their grin, buy have a crocodilian tail full of muscles. In some societies the rippers will be the higher class, in others its’ the smashers, and in yet others the two are equal in stature. They are on the goddess Ammit (also spelled Ammut, Ammet, Amam, Amemet and Ahemait).

    Ahemaitian
    Ahemaitian characters possess the following racial traits:
    • +4 Str, +4 Con, -2 Dex, -2 Int, -2 Wis, -2 Con (-4 App)
    • Medium Monstrous Humanoid
    • Speed: 30 ft., Swim 25 ft.
    • Special Qualities: Ahemaitian kind, darkvision 120 ft., heart-eater, hold breath, pounce, wasteland skin
    • Automatic Languages: Common, Khemet, and Scalik Bonus Languages: Dwarven, Gnoll, Giant, Goblin, Orc, Undercommon
    • Favored Class: Barbarian
    • Level adjustment: +1


    Ahemaitian Kind: At 1st level you must choose either ripper or smasher.
    • Ripper: The damage die for your racial bite attack increases to 1d8, the critical range increases to 18-20, and the critical multiplier increases to x3
    • Smasher: You gain a tail slap secondary natural attack that deals 1d8 damage and your swim speed increases to 35 ft.


    Heart-Eater: Whenever an ahemaitian scores a critical with it’s bite attack, it deals 1 point of constitution damage +1 additional point for every 4 HD it has. At level 12 this becomes Constitution Drain. Whenever a foe is dealt constitution damage or drain in this way the ahemaitian regains 1d4+Con hit points per damage dealt with the rest remaining as temporary hit points for 1 hour per HD. At 12th level the amount healed is increased to 1d6+Con.

    Hold Breath: An ahemaitian can hold its breath for a number of rounds equal to 8 × its Constitution score before it risks drowning.

    Natural Weapons: Ahemaitians have two primary claw attacks that deal 1d4 damage and a secondary bite attack that deals 1d6 damage and has a critical range of 19-20.

    Natural Armour: Ahemaitians have a +2 natural armour bonus.

    Wasteland Skin: Ahemaitians never take damage from high heat and take triple damage from cold temperatures. This does not function like fire resistance or weakness to cold, as it does not change the amount of damage taken from fire or cold attacks, just from ambient temperature.

    Amunis

    The ram-headed man looks at you and narrows his eyes, ready to protect himself.

    The amuni are a race of caramel skinned, human-like people with ram heads. They are fairly easy going and tend to keep out of combat as much as possible, preferring to instead negotiate with others. They are very good at hiding and sneaking around. They are based on the god Amun.

    Amunis
    Amuni characters possess the following racial traits:
    • +2 Con, +2 Int, +2 Wis, -2 Dex (+0 App)
    • Medium Humanoid
    • Speed: 30 ft.
    • Special Qualities: Hidden, Low-light vision
    • Automatic Languages: Common, Khemet, and Amuni Bonus Languages: Any, save secret.
    • Favored Class: Rogue
    • Level adjustment: +0


    Hidden: Amuni gain the Hide in Plain Sight ability of the shadowdancer at first level. At 10th level, the amunis is able to hide even within their own shadow.

    Natural Attacks: Amuni have a natural gore attack that deals 1d6 damage.

    Anubid

    Apophon

    The serpentine creature bursts out of the sand and attacks.

    The Apophon are a race of humanoids with a serpent tail in place of legs, a snake-like head, and are often shunned by the other khemetic races. The apophon are fairly laid back, but highly opportunistic, ready to use any weakness that shows to take down their enemies and will do anything to cast their enemies into chaos and destruction. There are two kinds of apophon, though they only differ in appearance and two racial traits.

    The Nighthood Apophon are reminiscent of cobras with dark scales. They have a cobra hood and burning red eyes. Their underbellies are a very light purple and their scales range between a dark purple, pitch black, and deep blue.

    The Flamescar Apophon are reminiscent of flame snakes. They have deep black eyes, bright red and orange scales, and a bright orange underbelly.

    They are based off of Apophis (also called Apep).

    Apophon
    Apophpn characters possess the following racial traits:
    • +2 Str, +2 Dex, +2 Con, -4 Int, -2 Wis (-6 App)
    • Large Monstrous Humanoid
    • Speed: 35 ft., Climb 30 ft.
    • Special Qualities: Apophon kind, constrict 1d8, darkvision 60 ft., firekind, poison
    • Automatic Languages: Common, Khemet, and Apoph Bonus Languages: Any, except secret
    • Favored Class: Rogue(nighthood) or Fighter (Flamescar)
    • Level adjustment: +1


    Apophon Kind: At first level, you must decide whether your character is an nighthood or flamescar apophon.
    • Nighthood: You gain a +6 racial bonus to hide, you have an extra dose of poison per day, and the DC uses your full HD and double your Con modifier instead of half your HD and your normal con modifier
    • Flamescar: You gain the Firey Body trait of the ra-lishan, may use light on yourself at will, and gain a breath weapon that deals 1d8 fire damage in a 30 foot cone with a reflex save (DC 10+½ HD+Con) for half.


    Firekind: At first level you gain fire resistance 5. This increases to Fire resistance 10 at level 5, 15 at level 10, 20 at level 15, and immunity to fire at level 20.

    Poison: The effects of your poison is dictated by your apophon kind:
    • Nighthood: Fortitude DC (10+HD+2xCon)Initial damage 1d6 Str and 1d6 Con. Secondary damage Paralysis for 1d10 rounds.
    • Flamescar: Fortitude DC (10+½ HD+Con), initial damage 1d6 Dex and 2d10 Fire. Secondary damage 1d8 Str and 3d12 fire. This fire damage bypasses fire resistance but not fire immunity.

    You have a number of doses per day equal to your Con modifier (min 1).

    Natural armour: Apophon have a +3 natural armour bonus.

    Natural Weapons: Apophon have two primary natural claw attacks that deal 1d6 damage, a secondary natural bite attack that deals 1d6 damage, and a secondary tail slap attack that deals 1d4 damage and has the grab quality.

    Orbic

    The strange creature before you speaks from the glowing orb that makes up it’s body. “Hello travelers and welcome to this land.”

    This race is very strange in appearance, but very warm in personality. They resemble a glowing orb, similar to an orb from the spell Dancing Lights or a Lantern Archon, with seven pairs of arms with hands coming out from the bottom. They have no distinguishable face, but nevertheless can speak, see, and the rest. They are based on the god Aten.

    Orbic
    Orbic characters possess the following racial traits:
    • +2 Dex, +2 Int, +2 Wis, -2 Str, -2 Con, -2 Cha (-6 App)
    • Medium Outsider (Native)
    • Speed: 35 ft.
    • Special Qualities: Kemetic Blood, Strange Physique, Light, Multiple Arms, All-around vision
    • Automatic Languages: Common, Khemet, Orbic Bonus Languages: Any, except secret
    • Favored Class: Rogue
    • Level adjustment: +1


    Kemetic Blood: Orbics count as aberrations, humanoids(orbic), and Outsider(natives) for anything that counts types.

    Strange Physique: Orbics have a very weird form. They have the following magic item slots:
    • One headband, hat, helmet, or phylactery on the head
    • One belt around the waist
    • Seven pairs of bracers or bracelets on the arms or wrists
    • Six gloves, pair of gloves, or pair of gauntlets on the hands
    • One ring on each hand (or two rings on one hand) for a max of 14 rings
    • One pair of boots or shoes


    Light: Orbics constantly emit light as a lantern. They can disable this as a free action, but cannot communicate if they do.

    Multiple Arms: Orbics have seven pairs of arms, with which they use to move and manipulate things with. They have a +10 bonus against trip attacks and can use up to four hands to wield weapons with while the rest must stay on the ground.
    All-Around Vision: An orbic can see in all directions simultaneously, providing a +4 racial bonus on Spot and Search checks. An orbic can’t be flanked.


    Bessan

    The dwarf-like man laughs at you while tending to your wounds, saying that you wouldn’t have been bitten if you’d just worn an amulet of Bes

    These people resemble umber dwarves with curly, lion-like manes and cat-eyes. They are a fairly hearty people who love a good laugh, but are fiercely protective of others. They have a high resistance to poisons and serpents tend to do anything but bite them for some reason. They are based on the god Bes.

    Bessan
    Bessan characters possess the following racial traits:
    • +2 Str, +4 Con, -2 Dex, -2 Cha (-2 App)
    • Medium Humanoid (Bessan)
    • Speed: 30 ft.
    • Special Qualities: Poison Resistance, Snakebite aversion
    • Automatic Languages: Common, Khemet, and Bessan Bonus Languages: Any, except secred.
    • Favored Class: Cleric
    • Level adjustment: +0


    Poison Resistance: Bessan gain a +4 racial bonus to saves against poison.

    Snakebite Aversion: Whenever a serpent-like creature is about to bite a bessan, it must make a will save (DC 10+½ HD+Con) or not bite the bessan, choosing instead to bite literally anything else. If a serpent-like creature bites a bessan it must make a fort save or be sickened for 1d8 rounds.

    Geblin

    The goose-headed man races to catch up with the strange creature that has given his partner a frightening shock an stolen his hat.

    The geblin are a fairly kind-hearted race with a fury that can rival the most furious orc warrior. They have a strange connection to the very earth, which is very strange considering that they resemble humans with the heads and necks of geese and feathers covering the shoulders.They are based on the god Geb.

    Geblin
    Geblin characters possess the following racial traits:
    • +2 Str, +2 Con, +2 Wis, -2 Dex, -2 Int, -2 Cha (+2 App)
    • Medium Humanoid(Geblin)
    • Speed: 30 ft.
    • Special Qualities: Earth connection, Earth Mastery Slow Burrow
    • Automatic Languages: Bonus Languages:
    • Favored Class:
    • Level adjustment:


    Earth Mastery: A geblin gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the geblin takes a -4 penalty on attack and damage rolls.

    Earth Connection: Spells of the Earth descriptor are cast at +1 caster level. In addition, while the geblin and its foe are touching the ground, all damaging spells deal an additional die of damage.

    Slow Burrow: At 2nd level, the geblin gains a burrow speed of 5 feet. At 4th level and every two levels afterwards, this speed grows by 5 feet. Until level 10, the geblin may only burrow through sand or very loose dirt. At level 10, the geblin’s burrow functions as normal for the burrow ability.

    Houran

    The hawk-headed man raises his sword and asks you what your business is in the town.

    The houran are an old people, who have tales about the first of their kind defeating some ancient god of chaos and storms. They resemble humans save for the hawk-like head and seemingly inborn regal stature.

    Houran
    Houran characters possess the following racial traits:
    • +2 Str, +2 Wis, +2 Cha, -4 Int (+2 App)
    • Medium Humanoid(houran)
    • Speed: 30 ft.
    • Special Qualities: Low-light vision, Unearthly Grace
    • Automatic Languages: Common, Khemet, and Houran Bonus Languages: Any, except secret
    • Favored Class: Fighter
    • Level adjustment: +0


    Unearthly Grace: A houran adds their Charisma modifier as a bonus on all their saving throws, and as a deflection bonus to their Armor Class.

    Natural Attack: Houran have a natural bite attack that deals 1d4 damage.

    Skills: Houran have a +4 racial bonus to spot and knowledge(nobility)

    Kepran

    The large beetle creature waves nods his head and continues on his way, pulling a cart of goods behind him as he does.

    Khepran are strange centaur-like insectoid creatures that resemble massive scarab beetles with gorgeous decoration in adulthood. Khepran can have carapaces of almost any colours, but tend to have either black with gold decorations or white with bronze decorations. They have four pillar-like insectoid legs that keep them stable on the ground and two hands capable of fine manipulation.

    Before adulthood, however, they resemble human children save for their insectoid legs and arms, the small chitinous spikes on their hips, and the small elytra on their back covering two sets of developing wings. During puberty they seal themselves into a cocoon. After close to a month inside, they come out an adult with the same colourings they had in their childhood. They are based on the god Khepri.

    Khepran
    Khepran characters possess the following racial traits:
    • +2 Str, +2 Dex, +2 Con, +2 Cha, -2 Int, -2 Wis (+2 App)
    • Large Monstrous Humanoids
    • Speed: 35 ft.
    • Special Qualities: Flight, link to Fire, low-light vision, slow burrow, tremorsense, wing aided movement
    • Automatic Languages: Common, Khemet, and Khepri Bonus Languages: Any, except secret
    • Favored Class: Fighter
    • Level adjustment: +1


    Flight: When a khepran reaches 3 Hit Dice, they become able to fly at a speed of 40 feet (average maneuverability). A khepran can't fly while carrying a medium or heavy load or while fatigued or exhausted. khepran can safely fly for a number of rounds equal to their Constitution modifier (minimum 1 round). They can exert themselves to fly for up to twice as long, but then they’re fatigued at the end of the flight. khepran are likewise fatigued after spending a total of more than 10 minutes per day flying. Because khepran can glide before, after, and between rounds of actual flight, they can remain aloft for extended periods (even if they can only use flight for 1 round at a time without becoming fatigued).

    When they reach 5 Hit Dice, khepran have enough stamina and prowess to fly for longer periods. They can fly at a speed of 40 feet (Good maneuverability), and flying requires no more exertion than walking or running. A khepran with flight can make a dive attack. A dive attack works like a charge, but the khepran must move a minimum of 30 feet and descend at least 10 feet. A khepran can make a dive attack only when wielding a piercing weapon; if the attack hits, it deals double damage. A khepran with flight can use the run action while flying, provided she flies in a straight line.

    Link to Fire: Spells of the Fire descriptor are cast at +1 caster level. In addition, while the khepran and its foe are within 50 feet of some form of fire or lava or within an area above 100 degrees Farenheit, all damaging spells deal an additional die of damage.

    Slow Burrow: At 2nd level, the khepran gains a burrow speed of 5 feet. At 4th level and every two levels afterwards, this speed grows by 5 feet. Until level 10, the khepran may only burrow through sand or very loose dirt. At level 10, the khepran’s burrow functions as normal for the burrow ability.

    Tremorsense: A khepran can detect and pinpoint any creature or object within 60 feet in contact with the ground.

    Wing Aided Movement: Khepran can use their wings to help with movement even if they can't fly yet. The extra lift from their wings gives a khepran a +10 racial bonus on acrobatics checks.

    Natural Armour: Khepran have a +5 natural armour bonus

    Natural Weapons: Khepran have two claw natural weapons that deal 1d6 damage.

    Ra-lishan

    The hawk-headed man waves you through the city gate with all the approval of a father trying to teach his kids not to eat insects.

    These people, upon first meeting, look similar to the houran what with the hawk-like head and regal bearing. However that is where the similarities end. Th Ra-lishan are very stoic and observant, with glowing eyes that resemble balls of flame within their eye sockets and cockatoo-like crest that when opened resembles a sun disk. They are a very regal people, saying that their lineage runs back to the god of the sun himself.

    Ra-lishan
    Ra-lishan characters possess the following racial traits:
    • +2 Dex, +2 Int, +2 Wis, +2 Cha, -2 Str, -2 Con (+2App)
    • Medium Humanoid(Ra-lishan)
    • Speed: 30 ft.
    • Special Qualities: Blessing of the sun god, breath weapon, fiery body, fire resistance 5, link to fire, low-light vision
    • Automatic Languages: Common, Ignan, Khemet, and Ra-thea Bonus Languages: Any, except secret languages
    • Favored Class: Cleric
    • Level adjustment: +1


    Blessing of the Sun God: Starting at level 5, ra-lishan can fly by using the power of their progenitor. They gain a fly speed of 30 feet (poor). At 10th level this increases to 40 feet (average). At 15th level this increases to 50 feet (Good). At 20th level this increases to 60 feet (Perfect).

    Breath Weapon: 20-foot line, once every 1d4 rounds, damage 1d6 fire, Reflex DC (10+1/2/Con) half.

    Firey Body: Whenever a ra-lishan hits an enemy with a natural weapon, it deals an extra 1d4 points of fire damage.

    Link to Fire: Spells of the Fire descriptor are cast at +1 caster level. In addition, while the ra-lishan and its foe are within 50 feet of some form of fire or lava or within an area above 100 degrees Farenheit, all damaging spells deal an additional die of damage.

    Natural Weapons: Ra-lishan have a bite natural weapon that deals 1d4 damage.

    Saerqan (Sar-ken)

    The person before you wears a blank look upon her face, her scorpion tail gently swaying behind her in boredom.

    The Saerqan are a fairly detached race, preferring to stay on the sidelines and watch how things play out. They make excellent doctors, diplomats, assassins, and referees. Saerqan are very similar to humans but with elfin features, a large scorpion-like tail, and randomly placed small clusters of chitinous plates along their hips, back, stomach, calves, forearms, and/or neck. The skin of saerqan tend to be of a dark caramel or chesnut colour, with black or brown chitin and hair, with eyes that are so darkly coloured that it is hard to tell the difference between their iris and pupil.

    Saerqan
    Saerqan characters possess the following racial traits:
    • +4 Dex, +2 Wis, +2 Cha, -4 Con, -2 Int (+2 App)
    • Medium Humanoid (Saerqan)
    • Speed: 30 ft.
    • Special Qualities: Distant, low-light vision, poison, poison resistance, stinger, weapon proficiency
    • Automatic Languages: Common, Khemet, and Serq Bonus Languages: Any, except secret
    • Favored Class: Rogue
    • Level adjustment: +1


    Distant: Saerqan are emotionally distant and have some trouble being invested in the present, or at least that’s what they’d like others to think. All sense motive checks against them take a -5 penalty and all negative emotion-based effects (such as fear, despair, rage, etc.) have a 50% chance of not working.

    Poison: At first level, saerqan are able to produce poison in the poison sac attached to their stinger. This poison is an injury poison that deals 1d4 initial and secondary damage to a single physical ability score chosen at first level and has a Save DC of (10+1/2 HD+Con modifier). The poison's damage increases to 1d6 at 8 HD and to 2d4 at 12. At 16 HD the poison's secondary damage becomes 1d6 rounds of either paralysis, unconsciousness, or nauseated (this effect is chosen at level 16 and cannot be changed). At 20th level the poison's initial damage becomes 1d8 rounds of the effect chosen at level 16 and the secondary damage becomes death, petrification, or blind and deaf along with 1d8 int.

    You have a number of doses per day equal to your Con modifier (min 1).

    Poison Resistance: Saerqan have a +6 racial bonus to saves against poison.

    Stinger: Saerqan have a scorpion-like stinger at the tip of their long, segmented, chitinous tail. This gives them the ability to use certain tail weapons that augment their tail slam and/or sting attack as written below. When you use your sting attack you can choose to inject a dose of poison or not, it is not an automatic thing like with many other attacks that use poison.

    Natural Armour: Saerqan have a +2 natural armour bonus.

    Natural Weapons: Saerqan have a primary natural sting attack that deals 1d6 piercing damage with the ability to inject a dose of poison and a secondary natural tail slam attack that deals 1d6 damage. You cannot use both of these natural weapon attacks in the same turn.

    Weapon Proficiency: Saerqan are automatically proficient with claw bracers, saerqan grippers, and all saerqan tail weapons.

    Feats:

    Lessen Poison[Racial]
    You have a greater number of poisons available for you.
    Prerequisites: Saerqan, 3HD
    Benefit: You may create an additional poison to inflict with your stinger. You make all the decisions about its effects upon taking this feat. This does not give you additional doses of poison. You may choose which poison to inject with each sting.


    Lessen Poison[Racial]
    You have a greater control over the poison you produce than most members of your species.
    Prerequisites: Manticore Nekomimi or Saerqan, 8 HD
    Benefit: You may choose for your poison to deal a lower type of damage than it would normally deal.

    Weapons:

    Saerqan Gripper
    Cost: 10 gold
    Damage: 1d6
    Critical: 19-20/x3
    Range Increment: melee
    Weight: 2 lbs
    Type: light one-handed, slashing or piercing
    Special: +2 to disarm, grab

    Weapon Description
    The saerqan grippers were made by saerqan smiths to mimic the claws of a scorpion along with the use of the hand claws. The gripper is a reinforced leather glove with two blades extending at slight angles from the back of the hand and a blade along the back of the thumb. The construction allows for the wearer to dig the claw-like blades into the flesh of an opponent and drag them close, allowing for a quick strike with the poisoned stinger of the saerqan wearing them. They are often worn by saerqan but can be found worn by anyone who wishes to. Another style of the gripper has only a single blade with a hook that is dug deep into their foe’s flesh.

    Grab Quality: When making an attack with this weapon, you may attempt to start a grapple as a free action without provoking an attack of opportunity. No initial touch attack is required.


    Saerqan Tail Weapons: Saerqan tail weapons function similarly to kobold tail weapons. They are able to be worn by any race with a scorpion-like tail and modify any tail slam or sting attack the creature may have as noted in its entry.

    Tail Spikes
    Cost: 5 Silver
    Damage: See Text
    Critical: See Text
    Range Increment: melee
    Weight: 1 lbs.
    Type: Piercing
    Special: Saerqan Tail Weapon

    Weapon Description
    This weapon is a leather harness that is strapped onto the tail. It has sharp spikes that cover the sides and the side facing away from the wearer. This weapon doesn’t actually deal damage itself, rather it just changes the damage type dealt by the tail slam attack used by the wearer and increases the critical multiplier of the tail slam attack by 1.

    Tail Blades
    Cost: 5 Silver
    Damage: See Text
    Critical: See Text
    Range Increment: melee
    Weight: 1 lbs.
    Type: Slashing
    Special: Saerqan Tail Weapon

    Weapon Description
    This weapon is a leather harness that is strapped onto the tail. It has large sharp blades along the sides. This weapon doesn’t actually deal damage itself, rather it just changes the damage type dealt by the tail slam attack used by the wearer and increases the critical threat range by 1.

    Tail Wrecker
    Cost: 1 Gold
    Damage: See Text
    Critical: See Text
    Range Increment: melee
    Weight: 1.5 lbs.
    Type: Slashing and Piercing
    Special: Saerqan Tail Weapon

    Weapon Description
    This weapon is a leather harness that is strapped onto the tail. It has large sharp blades and spikes along the sides and side facing away from the wearer. This weapon doesn’t actually deal damage itself, rather it just changes the damage type dealt by the tail slam attack used by the wearer and increases the critical threat range and critical multiplier by 1.

    Tail Beater
    Cost: 1 Gold
    Damage: See Text
    Critical: See Text
    Range Increment: melee
    Weight: 1.5 lbs.
    Type: Piercing and Bludgeoning
    Special: Saerqan Tail Weapon

    Weapon Description
    This weapon is a leather harness that is strapped onto the tail. It has large dense studs and spikes along the sides and side facing away from the wearer. This weapon doesn’t actually deal damage itself, rather it just changes the damage type dealt by the tail slam attack used by the wearer and increases the critical multiplier by 1.

    Tail Breaker
    Cost: 1 Gold
    Damage: See Text
    Critical: See Text
    Range Increment: melee
    Weight: 1.5 lbs.
    Type: Bludgeoning and Slashing
    Special: Saerqan Tail Weapon

    Weapon Description
    This weapon is a leather harness that is strapped onto the tail. It has large dense studs and sharp blades along the sides and side facing away from the wearer. This weapon doesn’t actually deal damage itself, rather it just changes the damage type dealt by the tail slam attack used by the wearer and increases the critical multiplier by 1.

    Tail Deluxe
    Cost: 1 gold and 5 silver
    Damage: See Text
    Critical: See Text
    Range Increment: melee
    Weight: 2 lbs.
    Type: Bludgeoning, Slashing, and Piercing
    Special: Saerqan Tail Weapon

    Weapon Description
    This weapon is a leather harness that is strapped onto the tail. It has large dense studs, spikes, and sharp blades along the sides and side facing away from the wearer. This weapon doesn’t actually deal damage itself, rather it just changes the damage type dealt by the tail slam attack used by the wearer and increases the critical multiplier and critical threat range by 1.

    Tail Thrower
    Cost: 15 gold
    Damage: 1d4
    Critical: 20/x3
    Range Increment: 50 ft.
    Weight: 3 lbs.
    Type: Piercing
    Special: Saerqan Tail Weapon

    Weapon Description
    Unlike many other saerqan tail weapons, this weapon does not truly modify the tail slam attack. Instead, it is strapped near the top of the tail and, when the tail slam attack is used, functions as an atlatl and fires a small spear at the enemies. This function can be used instead of the normal tail slam and it must be reloaded with atlatl spears after each throw, which takes a move action.

    Tail Launcher
    Cost: 15 gold
    Damage: See Text
    Critical: See Text
    Range Increment: 30 ft.
    Weight: 9 lbs.
    Type: See Text
    Special: Saerqan Tail Weapon

    Weapon Description
    Unlike many other saerqan tail weapons, this weapon does not truly modify the tail slam attack. Instead, it is strapped near the top of the tail and, when the tail slam attack is used, functions as a launching crossbow and fires a splash weapon at the enemies. This function can be used instead of the normal tail slam and it must be reloaded with a splash weapon after each throw, which takes a move action.

    Tail Crossbow, light
    Cost: 40 gold
    Damage: 1d8
    Critical: 19/x2
    Range Increment: 80 ft.
    Weight: 5 lbs.
    Type: Piercing
    Special: Saerqan Tail Weapon

    Weapon Description
    Unlike many other saerqan tail weapons, this weapon does not truly modify the tail slam attack. Instead, it is strapped near the top of the tail and, when the tail slam attack is used, functions as a light crossbow and fires a crossbow bolt at the enemies. This function can be used instead of the normal tail slam and it must be reloaded with a crossbow bolt after each throw, which takes a move action.

    Tail Crossbow, Heavy
    Cost: 55 gold
    Damage: 1d10
    Critical: 19/x2
    Range Increment: 120 ft.
    Weight: 9 lbs.
    Type: Piercing
    Special: Saerqan Tail Weapon

    Weapon Description
    Unlike many other saerqan tail weapons, this weapon does not truly modify the tail slam attack. Instead, it is strapped near the top of the tail and, when the tail slam attack is used, functions as a heavy crossbow and fires a crossbow bolt at the enemies. This function can be used instead of the normal tail slam and it must be reloaded with a crossbow bolt after each throw, which takes a standard action.
    Last edited by Aniikinis; 2020-08-24 at 04:17 AM.
    Quote Originally Posted by Quarian Rex View Post
    Sometimes you need more than well crafted crunch. Sometimes you need well crafted crunch that is playable in the game.
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