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Bring out your halfbreeds!

Krishnath

First Post
The title says it all, this thread is for your homebrew half-breeds. Be they half-dwarves, goblin/orcs, half-goblins, or whatnot. Only rule is that the creature must be an acceptable player race, with a total ECL no greater than +5.

Now, let's get this show on the road. Here's the Ogel (ogre/woodelf) to start things off:

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Ogel
Small Giant (Elf, Orge)
Hit Dice:
2d8+2 (11 hp)
Initiative: +1 (Dex)
Speed: 30'
AC: 13 (+1 size, +1 Dex, +1 natural)
Base Attack/Grapple: +2/-1
Attack: Longsword +3 melee, or Longbow +3 ranged
Full Attack: Longsword +3 melee, or Longbow +3 ranged
Damage: Longsword 1d8+1, Longbow 1d8
Face/Reach: 5'/5'
Special Attacks: Ogel traits
Special Qualities: Ogel traits
Saves: Fort +4, Ref +1, Will +2 (+2)
Abilities: Str 13, Dex 12, Con 13, Int 12, Wis 11, Cha 10
Skills: Craft +4 (any), Knowledge (Architecture and Engineering) +4, Listen +3, Spot +3, Survival +7 (+4),
Feats: Iron Will,

Climate/Terrain: Temperate Hills and Forest
Organization: Solitary
Challenge Rating: 1
Treasure: Standard
Alignment: Usually Neutral
Advancement: By character class.
LA: +2

An Ogel is usually the end result when a tribe of neutral ogres settle near a wood elf encampment.
Ogel inherit few traits from their parent races, they are significally shorter than other elves, and a lot shorter than any ogre, standing about 3'9'' in height. They are heavily built and strong like their ogre kin, and dexterous as their woodelf kin. Their skin is usually a light sandy brown, but other earth shades are not uncommon. They eyes are allways green or brown. Their hair is usually a redish brown or raven black. An ogels ears are long and pointed like those of an elf. They are also exceptionally intelligent compared to their parent races. The ogels biggest trait however, is it's very large nose, that some bullies compare to a potato, these bullies however soon end up with several broken bones.
An ogel has the same life expectancy as a dwarf.

Ogel Society:
Ogels have no society of their own, instead they tend to live among their parent races, more often than not, among the woodelves. Ogres tend to appreciate the ogels natural aptitude to build stuff, while elves tend to appreciate their calm heads and their logical nature. Although welcome among both elves and ogres, the ogels are never entirely accepted, often becoming the subject of cruel pranks as they grow up. Ogels get along better with gnomes and dwarves than with any other races, as they identify with the dwarves hard work and craftmanship, and the gnomes affinity for nature and building things. They are always welcomed and accepted among these two races, which causes many ogels to spend some time with either of the two races. The ogels however always feels the call of nature sooner or later, and will eventually return to the wilderness.

Combat:
Ogels do not really enjoy combat as much as their ogre parent, but they do not shy away from confrontations. They are intelligent combatants, and tend to focus primarily on spellcasters before turning on other opponents. They are quite capable of advanced tactics, and are often used as tacticians by both ogres and wood elves. If given time to prepare for an attack, the ogel will build traps and pitfalls to improve it's advantage over it's enemy.
Ogel Traits: Ogels have the following racial traits:
Giant Blood: An ogel is a giant despite it's size, and thus is immune to spells and effects that do not affect giants.
Elf Blood: An ogel is considered an elf, and thus is affected by spells or effects that specifically target elves. It may also choose elven racial prestige classes such as the Bladesinger without penalty.
Ogre Blood: An ogel is considered an ogre for any spell or effect that specifically work only on ogres.
Irresistably Cute (Ex): All non-elven humanoids find the ogel incredibly cute and cudly, which grants the ogel a +2 racial bonus on bluff and diplomacy checks against them. The bonus increases to +4 if the humanoids gender is the opposite of the ogels.
Magic Resistance (Ex): Ogels tend not to belive in things they cannot touch or feel, granting them a +2 racial bonus to will saves against spells, spell-like, and supernatural abilities.
Rage (Ex): If angered an ogel must make a will save (DC: 10 plus the ogels current HD/2) or go on a murderous rampage against whomever did them wrong that lasts for 10 rounds plus the ogels con mod. When raging the ogel looses complete control over itself, attacking with it's best weapon until either the rage ends or either it or it's opponent is dead. If someone tries to prevent this rage, the ogel will attack them aswell. If the ogel kills it's opponent, it must make a will save (same DC), or start eating the still fresh corpse. The ogel is not winded at the end of the rage, and can not choose to fail the will save or end the rage voluntarily.
Poison Resistance (Ex): Ogels get a +4 racial bonus on fortitude saves against all poisons.
Weapon Knowledge (Ex): An ogel is proficient with longswords and with all bows.
Survivalist (Ex): Ogels get a +4 racial bonus on survival checks.

Ogel Characters:
An ogels favored class is Expert, and most ogels take to this class with glee.Ogel adventurers however tend to become fighters or rangers. Ogel leaders are all but unheard of, but tend to be experts, or expert/druids. Ogel clerics favor the elven pantheon.
Due to it's many abilities, unbalanced ability scores and additional HD, the ogel has an LA of +2, for a total ECL of +4. Thus a 3rd level ogel ranger is the equivalent of a 7th level character.

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Please feel free to leave your comments, critizism, and homebrew half-breeds below. :D
 

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Ferret

Explorer
Gnelf
Medium Humanoid (Gnome)
Hit Dice: 1d8+1 (5 hp)
Initiative: +1
Speed: 20 ft.
AC: 16 (+1 dex, +4 chain shirt, +1 small shield)
Attacks: Short sword +2 melee; or light crossbow +2 ranged
Damage: Short sword 1d6-1; or light crossbow 1d8
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Gnelf traits, spells
Special Qualities: Gnelf traits, speak with animals
Saves: Fort +3, Ref +3, Will +0
Abilities: Str 8, Dex 12, Con 12, Int 13, Wis 11, Cha_11
Skills: Listen +6, Spot +6, Search + 5,
Feats: Weapon Focus (short sword)
Climate/Terrain: Any forest, hill, and underground
Organization: Solitary, group (2-4)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually neutral good
Advancement: By character class
Gnelves make their parent races look dull with, their unparalleled curiosity and inquisitiveness; they are the true wonderers, and wanderers. They have the natural talent of magic of both races, and the love of nature as much as is seen so strong in the two parents of this species.

Gnelves, stand almost 4’ foot high, and have an almost pixie like resemblance to fae, with pointy ears, amid the length of both species. Although not so skinny as their Elven cousins the are still as hardy as there gnomish relatives and there stature does nothing to down there natural nimbleness, and innate smarts; Inventors, adventurers, and craftsmen. They are likely entrepreneurs, rogues, wizards, and many other talents are open to them, although one rare thing is a Gnelvish cleric, or paladin, Gnelvish barbarians are only half as rare, but do not frequent the numbers as often as other class choices (other then the stuffy alternative of paladins and clerics).

Most Gnelves end up 606 at the concluding part of there years, some have been known to live up to 675 years. Most of this time is spent joking and laughing, and like gnome they adore practical jokes, almost even more then gnomes, but as gnomes they never harm (or intend to anyway).
• Immunity to magic sleep spells and effects.
• +2 racial bonus to Will saves against enchantment spells or effects.
• Low-Light Vision: Gnelves can see twice as far as a human in starlight, moonlight, torchlight, etc.
• +2 racial bonus to Search, Spot, and +3 Listen checks.
• +2 racial bonus to saving throws against illusions.
• +1 racial bonus to attack rolls against kobolds and goblinoids.
• +4 dodge bonus against giants
• +2 racial bonus to Alchemy checks
• +2 racial bonus to saving throws against enchantments
Spells: Gnelves with Intelligence scores of 10 or higher may cast dancing lights, ghost sound, prestidigitation, and daze each once per day as a 1st-level wizard (spell failure penalties for armor apply). Gnelves with Intelligence scores of 12 or higher may cast Colour spray, and sleep each once per day as a 1st-level wizard (spell failure penalties for armor apply).
Speak with Animals (Sp): Once per day a Gnelf can use speak with animals as a 1st-level druid to communicate with a Forest animal 1/day
Combat:
Gnelves prefer ambushes, with spell use then assault, seeing the show of combined enchantment and illusion magic is quite scary.

The favoured class is Bard

The way to determine the Weight height and age of Gnelves is thus:

Code:
Gnelf, man		Height		Base weight
			3’ 7” +2d8	60lb X1d4
Gnelf, woman		Height 		Base weight
 			3’ 5” +2d8	55lb X1d4
Gnelf			Adult hood	1st category	2nd category	3rd category
			75		4d6		6d6		10d6
Gnelf			Middle age	Old		Venerable	Max age
			137		206		275		+4d% years


Ecl +2

Half-Gnoll

Medium-Size Humanoid (Gnoll)
Hit Dice: 1d8 (4 hp)
Initiative: +0
Speed: 20 ft. (scale mail), base 30 ft.
AC: 17 (+1 natural, +4 scale, +2 large shield)
Attacks: Battleaxe +3 melee; or shortbow +1 ranged
Damage: Battleaxe 1d8+1; or shortbow 1d6
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Qualities: Darkvision 60 ft. +1 skill per level, Bonus feat at level 1
Saves: Fort +0, Ref +0, Will +0
Abilities: Str 13, Dex 10, Con 11, Int 11, Wis 11, Cha 8
Skills: Listen +4, Spot +5
Feats: Power Attack, Skill focus: Spot

Climate/Terrain: Temperate or warm land and underground
Organization: Solitary, pair
Challenge Rating: 1
Treasure: Standard
Alignment: Usually Neutral
Advancement: By character class
Half-gnolls speak Gnoll, common and sometimes Goblin or Orc.

A half-gnoll is obvious at first site a hybrid, it is already human-like appearance, is enriched, by the human heritage. They still retain some of their gnoll traits, the scruffy mane, and hyena-like paws and fur. They stand a rough 7 foot, but most do not use there overpowering looks in tactic, as they are not evilly inclined.

Combat

Because of its armor and shield, a Half-gnoll’s Hide score is -6, which means Half-gnolls always take special care to seek favorable conditions when laying ambushes (such as darkness, heavy cover, or some other form of concealment).

Half-gnoll Characters

A Half-gnoll’s favored class is ranger.
 
Last edited:

Krishnath

First Post
Indigo, hurt eyes bad, almost impossible to read.

Gnelf? Why not give them a favored class not tied to their parent races? But I like it, despite having trouble reading it. :D I am also fond of the half-gnoll. :D

Hmm... I wonder what a half-gnoll, half-orc would look like, and what stats it would have. :D
 

Sonikal

First Post
HUODAK
Huodaks are a race of Human Bodak hybrids. They look like pale, bald humans. They have white vestigal eyes. They are often feared (but not prejudiced apart by those who can fight them) and this fear isn't normally unjust. Although not cruel or malicous, not even evil, they are rarely good and are just as uncaring.

Huodaks Racial Traits

*+2 Dex, -2 Con, -2 Int; Huodaks are agile, but their undead ancestry makes them weak, and their intelligence can be debatable.
*Medium-sized
*Base speed 20 ft.
*Huodaks have a +2 racial bonus on all Move Silently and Spot checks; Huodaks are stealthy and aware.
*Huodaks have +1 racial bonus on all Will Saves.
*Huodaks have a +2 against all saves that involve electricity, magic or otherwise.
*Huodaks have a DR of 5/silver.
*Huodaks like their Bodak parents can injure others were a mere glance. 3/day, a Huodak can use the affects similar to a Bodaks death gaze attack, except instead of death it cause 2d8 points of damage (Fort DC 15).
*Huodaks speak Common and Abyssal.
*Huodaks favored class is Rogue.
 

Krishnath

First Post
Uhm, how exactly does the Huodak come about. I mean, the bodak is an undead that is created when a mortal is touched by ultimate evil. So how in hades can a huodak be created?
 


Krishnath

First Post
Personally I think that any fetus carried by a pregnant woman that was bodakised, would be irreversibly destroyed due to the transformational nature or the bodaks creation.

But, hey, whatever works in your campaign :D
 

Kitsunekaboom

First Post
Krishnath said:
Uhm, how exactly does the Huodak come about. I mean, the bodak is an undead that is created when a mortal is touched by ultimate evil. So how in hades can a huodak be created?

Would you really want to know? ;)
 



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