DM Caleth's Homebrew Stuff


Homebrew and House Rules


This thread is intended as a reference for those in my PbP games covering various homebrew options I have come up with over the years. Because of the editing restrictions on posts, this thread is likely to eventually become entirely disorganized. Someday, if I accrete enough material I will put it all up on a proper site.

Even if you are not in one of my games, feel free to look around and appropriate my ideas if they strike your fancy, since what are homebrew ideas for, but to be used in a game.

To start out, here are some common races which inhabit different parts of the Multitude, originally conceived in the days of yore (3.5) and recreated for PF according to the Advanced Race Playtest.

Darravi:

The Darravi, despite the name, are half-human hybrids; as they are the offspring of the monstrous natives of Darrav and the humans who found themselves exiled to that plane. They have had a tumultuous history since their birth, having hidden from the kingdom which exiled their human ancestors and fought and conquered them them when hiding was no longer possible. However, their empire was overthrown in turn by the legions of the Dyties and now they yearn to restore the glories which they remember from their past. It is certain, that they will someday become a great power again, as they possess the full spirit and resiliency of their human ancestors.
Physical Description: Darravi stand about as tall as their human parents, however, they have the red skin of their Full-Blooded Darravi side. Darravi also typically have a pair of spines projecting downwards from the corners of their mouths and upwards and sideways from their foreheads. These spines are far more pronounced in males than females. Darravi hair ranges from as red as their skin to deep black and their eyes follow a whole range of iridescent hues from blue to black to violet, often several shades at once.

Racial Traits:

  • +2 to One Ability Score: Darravi characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
  • Medium: Darravi are Medium creatures and have no bonuses or penalties due to their size.
  • Normal Speed: Darravi have a base speed of 30 feet.
  • Low-Light Vision: Darravi can see twice as far as humans in conditions of dim light.
  • Darravi Blood: Darravi count as both Darravi and Humans for the purposes of
  • Magic Resistance: The mixture of their blood gives Darravi an unusual hardiness against magic. Darravi characters gain Spell Resistance equal to 6+their character level.
  • Latent Telekinesis: Full-Blooded Darravi sometimes manifest telekinetic powers. The influx of human blood has only amplified this tendency. A Darravi character with a Charisma of at least 11 may choose one of the following: Jump, Stone Fist, Farshot, or Floating Disk as a spell-like ability useable 1/day.
  • Predatory Decent: Full-Blooded Darravi are excellent hunters and teach their half-blood children to share this talent. Darravi characters always treat Perception and Stealth as class skills.
  • Sprinter: When the hulking legs of the Full-Blood Darravi are combined with the slighter human form, it produces an exceptionally good sprinter. A Darravi character gains a +10 ft. racial bonus to their speed when using the charge, run or withdraw actions.
  • Glib: The Darravi were trained well in the paranoia of their outcast human parents. Darravi Characters gain a +1 bonus to Bluff, Disguise and Knowledge(Local) checks.
  • Dytie:

    The harsh, red eyed men who call themselves Dyties knew nothing of the planes around them before the humans from Canvar discovered them on a plane with abundant natural resources. The Canvarans began to colonize and exploit the resources with little thought to the inhabitants, but the Dyties were cunning and studied the newcomers, their magic and their technology. Once they had learned enough they struck, driving the humans off their world and the embarking on a wave of conquest. With their legions wielding guns and cannon originally taken from the Canvarans they revolutionized warfare and were able to topple even the Darravi empire. That was a century ago. Now the Dytie Empire groans under the weight of its rapid expansion and the conquered races begin to see a chance to throw off their oppressors forever.
    Physical Description: Dyties look nearly like elves, tall and slender, graceful and wiry in comparison to humans. Their distinguishing trait is their baleful solid red eyes which seem to flash with ripples of many other colors. Dyties otherwise look very similar to humans or elves, usually having black, or at least dark hair and unusually pale skin. Most Dyties bear tattoos, usually on their face, telling their rank and achievements within the militarized and hierarchical society in which they live.

    Racial Traits:

  • +2 DEX, +2 WIS, -2 STR: Dyties are lithe like elves and have a surprising perspicacity.
  • Low-Light Vision: Dyties can see twice as far as humans in low-light conditions.
  • Darkvision 120’: The striking eyes of a Dyties give them the ability to see in the dark better even than that of the dwarves.
  • Imperial Indoctrination: Dyties have an unshakeable faith in their might as a race and the power of their empire. Dyties gain a +2 racial bonus on saving throws against fear and despair effects. Also, once per day, after a natural roll of 1 on a d20, Dyties may reroll and use the second result.
  • Perspicacity: From their powerful eyesight, Dyties may choose either Perception or Sense Motive. They gain a +1 racial bonus to that skill.
  • True Insight: Dyties have a nearly uncanny ability to see to the heart of a situation. They gain a +2 racial bonus of saving throws against illusion spells or effects.
  • Military Drill: The Dyties have an entirely militarized and regimented society, and their adoption of firearms has lead to their stunning success at conquest. All Dyties are proficient with the Pistol and Axe-Musket.
  • Kajra'vir:

    The mysterious Kajra’vir dwell in the Astral Plane between the worlds of the multitude, either wandering in small bands in caravans of planeships or inhabiting their remote monasteries hidden in the corners of the planes. It is said that the Kajra’vir were the first to travel between the planes, from their long lost homeworld and that they are among the most ancient of races. Even the most cosmopolitan inhabitants of the Multitude have likely never seen a Kajra’vir and no outsider has ever been privy to the secrets of their history.
    Physical Description: The Kajra’vir stand marginally shorter than humans, and inhumanly slender. Their most noticeable feature is a long skinny tail, which continuously twitches behind them. Kajra’vir have grey to purplish skin and pale eyes in nearly every color imaginable. Their hair is a similar color to their skin, although a little darker.

    Racial Traits:

  • +2 DEX, +2 CHA, -2 CON: Kajra’vir are small and slender, with a surprising presence for their size.
  • Latent Teleportation: Their long inhabitance of the paths between worlds has given the Kajra’vir flashes of magical travel and teleportation. Kajra’vir can use Baleful Transposition* and Benign Transposition* each once per day as spell like-abilities with a caster level equal to their character level. The save is Charisma based.
  • Tail: The trait which makes Kajra’vir instantly recognizable is their long and prehensile tail. They have a flexible tail that can be used to carry objects. They cannot wield weapons with their tail, but they can retrieve small stowed objects carried on their persons as a swift action.
  • Uncanny Movement: Kajra’vir have a climb speed of 20 ft., and gain the +8 racial bonus on Climb checks that a climb speed normally grants.
  • Atavastic Spell Knowledge: The Kajra’vir have an innate understanding of magical transport abilities. A Kajra’vir who has Plane Shift on their class spell list automatically adds it to their spellbook or spells known once they are high enough level to cast it.
  • Racial Knowledge: In their long travels, the Kajra’vir have amassed a large amount of knowledge about the planes. Kajra’vir gain a +2 racial bonus on Knowledge(Arcana) checks.
  • Full-Blood Darravi:

    The Full-Blood Darravi are the stock from which an empire was spawned a millennia ago. When humans first came to their world in the distant past, they found themselves a small number among the savage and primitive natives. However through interbreeding between Full-Blood Darravi and Humans, the Darravi race was born. As the numbers of their half-human offspring grew to outnumber them, the Full-Bloods found themselves marginalized and turned into second class citizens within the empire. However now, with the empire mostly in tatters, there is a chance for them to remind their children that however savage and brutish they may appear, the true children of Darrav have a place in the world which only exists because of them.
    Physical Description: Darrav is a harsh world, and the Full Blood Darravi who call it home evolved to be as monstrous and tough as the creatures with which they shared the world. They stand nearly 7 feet tall on average with hulking shoulders and a massive upper body giving them a slightly hunched over appearance. Their brows and heads are covered by a series of spiny horn-like spikes, shortest above the eyes but lengthening to looks somewhat like hair flowing back from the tops of their heads. Males have a similar beard looking collection of spines on their chins. Their skin is thick and ranges in color from red to nearly black. Ritual scars and tattoos are common.
    Racial Traits:
  • +2 INT/WIS/CHA +4CON -2DEX: Darravi are massive and hulking, well adapted for their desert and mountain home, and far more intelligent than their form might suggest.
  • Medium: Darravi are Medium creatures and have no bonuses or penalties due to their size.
  • Hulking Limbs: Darravi have a base speed of 40 ft to keep up with the large creatures that they traditionally hunt.
  • Darkvision 60ft: As native outsiders Darravi get Darkvision.
  • Magic Resistance: The world of Darrav is a harsh and unforgiving place both naturally and supernaturally. Full-Blood Darravi characters gain Spell Resistance equal to 6+their character level.
  • Shoulder Slam: With all of their strength behind a blow with the shouders or upper arms, a Full-Blooded Darravi gains a primary Slam attack dealing 1d6 points of damage.
  • Predator’s Strike: All Full-Blooded Darravi retain their predator’s instincts for battle. They gain Improved Initiative as a bonus feat.
  • +2 Natural Armor: The naturally thick hide of a Full-Blooded Darravi combined with the ritual tattoos and scars which they bear mean that they can shrug off blows which would harm a lesser race.
  • Ferocity: The fury of a roused Darravi is something to be truly feared. When a Full-Blooded Darravi’s hit points fall below 0 but it is not yet dead, it can continue to fight. If it does, it is staggered, and loses 1 hit point each round. Darravi still die when their hit points reach a negative amount equal to their Constitution score.
  • Massive Form: The massive upper body of a Full-Blooded Darravi gives them a +4 racial bonus to CMD against Bull-Rush and Trip attempts when they are standing on the ground.

  • Be aware I had to make the Full-Blood Darravi as a 20 point race, so any Full-Blood Darravi character begins 1 level behind the given starting level.

    * This is 3.5 material which I could not find an analouge to in PF


    While there are uncountable deities on the worlds of the Multitude, there are some whose worship crosses the boundaries between planes...

    Marduk
    One of the oldest gods, Marduk is a deity of magic and culture. He is credited on many worlds and by many races as teaching them the arts of civilization. Marduk appears as a tall and alien looking six-armed humanoid with unnaturally long limbs and a strange but beautiful face. I have ultimately made a special exception to allow paladins of Marduk as defenders of civilization even though he should not have LG priests.
    Alignment: N Favored Weapon: Quarterstaff. Domains: Magic, Nobility, Knowledge, Artifice.

    Ramlor
    Ramlor is the barbarian god of strength and valor. He is sometimes known by different names among the tribes of different worlds, but his fiery strength is respected far and wide. Ramlor appears as a giant of a man with a great spill of red hair and beard which when viewed from the corner of one's eye seems almost to dance and flicker in the manner of a flame.
    Alignment: CN Favored Weapon: Greataxe Domains: Strength, War, Travel, Luck, Chaos, Fire

    Dwarven Ancestors
    The Dwarves on all worlds have had a civilization which was ancient long before even Marduk incarnated himself among mortals. Thus their divine spellcasters have always been granted powers by the collective will of the ancestors, who the dwarves venerate with careful attention to genealogical records going back millennia, and have taught this practive to many human kingdoms. The ancestors have no physical form, but are portrayed much as they appeared in life.
    Alignent: LN Favored Weapon: Warhammer Domains:Rune, Protection, Community, Repose, Healing.

    Azrael
    Azrael is the Keeper of the Underworld, who sees it as his mission to collect all mortal souls for the end of time. He appears as a tall and slightly hunched skeletal figure with one empty eye socket in which is mirrored the black endlessness of eternity. Despite his sinister appearance he is not evil, as death takes the righteous and the wicked just as inevitably.
    Alignment: N Favored Weapon: Dagger. Domains: Death, Knowledge, Repose, Magic.

    Setebos
    Setebos is the god of madness and the freedom that it can bring. While not evil per say, most people assume that he is, due to the appearance and public personas of his followers. Setebos appears as a large, misshapen humanoid who walks on a dozen spindly arms where his legs should be.
    Alignment: CN Favored Weapon: Kukri Domains: Magic, Knowledge, Void, Madness, Luck

    Uriel
    Uriel is the leader of The Host, a group of deities who represent the implacable power of righteousness. He appears as a flawless angelic humanoid with wings made of vast curtains of fire
    Alignment: LG Favored Weapon: Greatsword Domains: Good, Law, War, Fire, Destruction

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