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Cool, I want to use it in one of my campaigns(yes, you can) 0.44444444444444 44.4% [ 4 ]
Good, but it's not my cup of tea 0 0.0% [ 0 ]
Needs some tweaking 0.33333333333333 33.3% [ 3 ]
I saw the poll and came in(pollwhore option) 0.22222222222222 22.2% [ 2 ]
Total Votes:[ 9 ]
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There are two different types of the same monster, so to save space and time, I will separate the "stats" of the two with a slash.

Description: Komoka look relatively the same as humans, with a few keys differences. The first difference are the facial features. A Komoka's nose resembles that of a reptile, with two slits for nostrils, and nothing else. Also, Komoka rarely have eyebrows.Their skin is usually a dark grey-green colour, they have black or green hair, and they have sharp fangs and claws. Their feet are shaped like a lizard-folks, and they have a similar tail as well.

Komoka are a peaceful race, but will not hesitate to defend their home with force. They worship a variety of gods and do not condemn others for their beliefs.

When a Komokan child is born, he/she almost always has a twin, though the two are never the same. There are two types of Komoka, Reaver and Barbaros, and there is one of each at birth. Those born as Reavers, have a more spiked hairstyle when they mature, and are faster than Barbaros, both mentally, and physically. Barbaros, however, are much stronger and their hair simply grows straight down.

Reavers tend to favour classes such as Monk, Rogue, and Spellcaster types. Barbaros prefer Barbarian, Dragoon, or Samurai classes.

Komoka
Reaver/Barbaros
Medium Monstrous Humanoid
HD: 10d8+5/14d8+10
Initiative: 15/12
Speed: 50ft./30ft.
AC: 24(+3 natural, +4 Chain Shirt, +4 Dex, +3 misc.)/27(+4 natural, +8 mithrill full plate, +1 Dex, +2 heavy steel shield, +2 cloak of protection)

Attacks: Komokan Star +8 ranged, Komokan Claws +3 melee, tail slap +3 melee/ Komokan Star +5 ranged, Komoka Fang Axe +8 melee, tail slap+5 melee
Damage: Komokan Star 2d6+2, 2 Komokan Claws 2d4+1 each, tail slap 1d8+1/ Komokan Star 2d6+2, Komoka Fang Axe 2d8+3, tail 1d8+1
Special attacks: Acid Spit or Poison Bite
Special qualities: Infravision 100ft., underwater breathing, half damage from fire(anything less than 30 is simply negated), double damage from cold.

Abilities:
Str 14/20 Dex 22/16 Con 15/22 Int 16/15 Wis 18/15 Cha 12/10

Saves:
Fort.: +6/+10
Ref.: +12/+8
Will: +10/+10

Skills(for both types): climb+3, handle animal +1, hide +5, intimidate +7, jump +3, spot +5, move silently +2, ride +4, swim +10

Feats(for both): Weapon Focus(Komokan Star, Komokan Claws, Komoka Fang Axe), Improved Two-Weapon Fighting, Two-Weapon Defense, Improved Critical(Komokan Star), Improved Sundering(Barbaros), Combat Reflexes(Reaver).

Languages: Komokan, Draconic, Common, Elven, Infernal
Alignment: Any

Aging: Komoka are long-living and resilient. They begin adulthood after 40 years of life, and can live well past 200.
Adulthood: 40 years
Middle Age: 100 years
Old Age: 175 years
Venerable Age: 220 years
Maximum Age: Venerable +3d6 years


For players characters:
Reaver: +4 Dex, +4 Wis, -2 Cha, +3 natural armor, +15 ft. base land speed
Barbaros: +4Con, +4 Str, -2 Cha, +4 natural armor

For either type:
Special Attacks: Acid Spit or Poison Bite
Special qualities: Darkvision 80ft., underwater breathing, half damage from fire, double damage from cold.

Racial Abilities: +5 to swim rolls, +2 to intimidation rolls, +2 to jump attempts. Proficiency with Komokan Star.

For half-breeds
+2 Dex, +2 Wis, -2 Cha, +1 natural armor, +10 ft. base land speed for Reavers/+2 Str, +2 Con, -2 Cha, +2 natural armor for Barbaros
Darkvision reduced to 50 ft.
No underwater breathing
Fire resistance 15
Normal damage from cold

Whether half or full Komoka, a character is able to speak fluent Komokan, Elven, and either Draconic or Infernal. A Komoka PC does not know Common, but can learn it after being in a party with at least one Common speaking member for at least 6 months. Half-Komoka speak Common if it is a language of their base creature, otherwise, the same rule applies as if they were full Komokan.

I hope this makes sense as a monster/playable race.
If someone could help me figure out the CR for this, that would be great, as well as any suggestions, but please keep in mind, this monster is not meant for a low level party to face, and it will have a Level Adjustment once I've hammered out all the details and can figure it out.
Komokan Star
Racial Weapon(Komoka)


A Komokan Star resembles a large shuriken, but with six points rather than four.

Diameter: 4 ft.
Weight: 20 lbs.
Damage: 2d6+2
Critical: x3

Special qualities: Every Komokan star is a +2 masterwork weapon, and is enchanted to return to its wielder after being thrown. It is also enchanted to not cause harm to the wielder even when caught by the blades.

Komokan Claws
Racial Weapon(Komoka)


Admantine Gauntlets fitted with four sharp, foot-long claws.

Weight: 5 lbs.
Damage: 2d4+1
Critical: 19-20/x2

Komoka Fang Axe
Racial Weapon(Komoka)


A large axe, about the size of a great-axe, yet light enough to wield one-handed, with the blade shaped like an upward pointed fang. Usually made from mithrill.

Weight: 15 lbs.
Damage: 2d8+3
Critical: x3
Thread hijacking: This is now a custom race thread.
Homunculus:
No longer the diminutive construct familiars of arcane spell casters, advances in alchemy and magic have allowed these creatures to become their own. Built to the specific needs they are diverse in many aspects.
Personality: Homunculus usually take after their creators or may be quite the opposite if poorly treated or hoping to make something for themself.
Relations: Homunculus are watched with a mix of many emotions ranging from being offended by their mere existance, pitied for their terrible fate, or, as sometimes the case with their makers, somber love as the failed phantom of a passed love one. But whatever the case, they are seldom treated as equals.
Alignment: Just as their personality, a homunculus chooses many paths but may follow the moral choices of their maker.
Homoculus Lands: While posessing no lands of their own, they are frequently encountered in alchemist labs and places that could use a keen mind, nimble fingers, or a good back.
Religion: Just as they are treated only in extremes, so too are their sentiments towards religion. Some will become a zealous acolyte of a deity hoping to be blessed with reality while others feel its only nonsense.
Languages: Homunculus can speak two languages taught to them by their maker (or in some cases an inheirent knowledge), even secret languages if the maker knew one. But otherwise may be inarticulate with other tongues.
Names: Homunculus usually are given serial numbers like; E-116 Sigma or give themselves or are given a real name.
Adventures: A homunculus will usually adventure for one of three reasons, they were sent on a quest by their maker, their maker has passed and they seek a new place, or maybe they hope to make the most of the limited time they are given with life.

Homunculus Racial Traits:
Medium: As a medium size creature, a homunculus takes no special bonuses or penalities due to size.
Homoculus base speed is 30 feet.
+2 and -2 to any two ability score they choose. Homunculus are made for many different purposes and are designed to fulfill those roles.
Homoculus may choose one knowledge, craft, and profession (Heal is also a possibility) skills of related a nature as class skills and gain a +2 competency bonus to all check involving those choosen skills.
Favored Class: A homunculus may choose one favored class.
Automatic languages: Any two languages of player's choice. No bonus languages, further languages are recieved through the Speak Language skill.
Construction: To create this type of homoculus has different requirements from the familiar variant.
Materials required are a mixture of clay, the cremated ashes of another sentient humanoid, mandrake's root, spring water, a one pint concoction of holy, unholy, chaotic, and lawful water, and one pint of the creator's blood. The materials must be added together an then passed through all the elemental planes, the costs coming to (haven't figured this out yet.)
Special: Unlike other homunculus, this type is not a simple familiar and is treated as an NPC cohort.

Ages and Aging:
In reality, a homunculus, no matter how well made, lives a tragically short life span seldom living beyond their thirty fifth year.
Adulthood Begins at: 3 years old*
Middle age begins at: 16 years old
Old Age Begins at: 22 years old
Venerable Age Begins: 30
Maximum Age: Venerable + 2d6 years
*While this is what is considered adulthood, at 3 years age a homunculus will still bare the appearence of a person just entering their teenage years but have adult minds. By the end of this year of their life they take an adult form.
They have ten HD to start? That's pretty tough and it's not going to see much use as a monster race early on. The Barbaros shouldn't have d12 HD, humanoid standard HD is d8. There should only be one favored class, at least one for Reavers and one for Barbaros. Their speeds are pretty high too, the fastest humanoid I can think of is the Catfolk at 40'.

"Komoka are a peaceful race, but will attack anything that they see as a threat without much hesitation, and without mercy."
And they're a peaceful race how?

We need to see some detail on thier Acid Spit/ Poison bite attacks, like range, save DCs, that sort of thing. Infravision is a relic of 2e, They will have either darkvision or low-light vision, and 100' is pretty far, even for darkvision. what is their relationship with fire that they take more damage form cold, are they (fire) subtype creatures? How about (Reptilian) subtype? Their stat boosts are also pretty extreme, there's no way this is making a small LA. No creature gets an odd-numbered stat boost, the +3s should be rounded to either 4 or 2. And the racial weapons are ridiculously powerful. in summary: way too powerful.
nazgurath falanor talik
(snip)

Interesting race, to be sure, but my problem is with the stat bonuses. You never see racial stat bonuses that are odd numbers, so I would suggest slightly re-tooling the Barbaros stats. Also, as I recall, Infravision no longer exists, so that would need to be replaced with something different, not to mention the range on it is insanely far. Considering the snake-like nature, I'd recommend possibly tremor sense to 30 ft.

Another thing you seem to be missing, at least for the player character side of the spectrum, is an ECL. As is the -2 Cha that both get is not a good balancer for the other statistical bonuses, plus you have them with a bite attack, numerious racial skill bonuses, and underwater breathing. The double cold damage is a nice balancer, but the half fire damage cancels it out on the balance end of things. I'd consider this race to be at least a +3 ecl, if not a +4. That said, that should give you a good idea as to specific challenge ratings.
ArcVembris
They have ten HD to start? That's pretty tough and it's not going to see much use as a monster race early on. The Barbaros shouldn't have d12 HD, humanoid standard HD is d8. There should only be one favored class, at least one for Reavers and one for Barbaros. Their speeds are pretty high too, the fastest humanoid I can think of is the Catfolk at 40'.

"Komoka are a peaceful race, but will attack anything that they see as a threat without much hesitation, and without mercy."
And they're a peaceful race how?

We need to see some detail on thier Acid Spit/ Poison bite attacks, like range, save DCs, that sort of thing. Infravision is a relic of 2e, They will have either darkvision or low-light vision, and 100' is pretty far, even for darkvision. what is their relationship with fire that they take more damage form cold, are they (fire) subtype creatures? How about (Reptilian) subtype? Their stat boosts are also pretty extreme, there's no way this is making a small LA. No creature gets an odd-numbered stat boost, the +3s should be rounded to either 4 or 2. And the racial weapons are ridiculously powerful. in summary: way too powerful.

I stated that it's not meant to be an early monster. I admit that the hit die is high, but they're resilient. I'll put it down to d10 for the Barbaros. Their speed is because they're reptile-like. I was thinking of the basilisk lizard when I put the speed, because of the fact that they can run on water. I could put the Reaver speed down to 50 I guess.

They're peaceful as long as you don't attack them. They will attack back in self-defense if there is no reasoning with their enemies.
And yes, they are reptile subtype, which is why they have a resistance the heat and a weakness to cold.

The odd stat adjustment was because the Barbaros are equally strong in Str as Con, but I didn't want to put them both at 4, or have one at 2, so I took the middle with 3. 3 can still be used to boost stats well, like when you have an odd stat, it will make it an even one.

I also admit that the racial weapons are a little strong, namely the star and axe, so I will take one damage die off each, but the claws don't seem that overpowered to me.

@ cynder: would you suggest I switch the half fire damage for something more like fire resistance of 30 or so?
And they can see in the dark, almost as far as drow can. Would darkvision be a better word for it? And if I reduced it to 80 ft.?

As for the stat bonuses, this is meant to be a race that gives a level adjustment, so I'm purposely not balancing out every little detail.


I will consider all suggestions and fix some things.
Oh, and one more thing, they don't have "favoured classes", I just listed the classes they tend to choose because of their natural abilities. Nothing to do with the whole "no exp penalty" thing.
You should still change the +3 stat adjustments, there's no precedent for it. Wizards' desigers have said since the dawn on 3e that stat adjustments are even because ability bonuses accrue at every other stat point. Having an odd stat adjustment would weigh in favor of people with odd ability scores.

There's nothing about the reptilian subtype that grants cold vulnerability or fire resistance, it seems like a reach of logic. As for your d10 Barbaros? All humanoids have d8 for racial hit dice. The tougher ones just have more hit dice. Look at bugbears and gnolls, same deal.
ArcVembris
You should still change the +3 stat adjustments, there's no precedent for it. Wizards' desigers have said since the dawn on 3e that stat adjustments are even because ability bonuses accrue at every other stat point. Having an odd stat adjustment would weigh in favor of people with odd ability scores.

There's nothing about the reptilian subtype that grants cold vulnerability or fire resistance, it seems like a reach of logic. As for your d10 Barbaros? All humanoids have d8 for racial hit dice. The tougher ones just have more hit dice. Look at bugbears and gnolls, same deal.

Reptiles prefer the heat from the cold, that's why I gave Komokas heat resistance and cold vulnerability. They're not completely lizard-like, but they are similar.
Why does everyone assume that they're just a lizardfolk variation?

Once again, I didn't want to outweigh the Con and the Str for the barbaros, but since everyone keeps telling me to put it at 4, then I guess i'll also have to put the Reaver's Wis adjustment up to 4 as well, so that they're not left out.

As I've also stated, the barbaros are more resilient than most humanoids, that's why they get the d10 hit die and higher natural armor...which I forgot to put in the stats...I'm gonna go put that in there.
Preference to heat is not the same as heat resistance, there are plenty of other reptilians in D&D that have nothing like that.

I hear what you're saying about barbaros being tougher, but as I've already stated, humanoids don't get larger HD. If they're tougher they get more HD, or a higher con bonus.
ArcVembris
Preference to heat is not the same as heat resistance, there are plenty of other reptilians in D&D that have nothing like that.

I hear what you're saying about barbaros being tougher, but as I've already stated, humanoids don't get larger HD. If they're tougher they get more HD, or a higher con bonus.

Would you rather I put it as 12 or 14 d8? I'm just trying to make them have around 100HP everytime.
nazgurath falanor talik
ArcVembris
Preference to heat is not the same as heat resistance, there are plenty of other reptilians in D&D that have nothing like that.

I hear what you're saying about barbaros being tougher, but as I've already stated, humanoids don't get larger HD. If they're tougher they get more HD, or a higher con bonus.

Would you rather I put it as 12 or 14 d8? I'm just trying to make them have around 100HP everytime.


An average of 100hp on d8s with a +4 con bonus would mean around 18HD. This affects far more than their HP and you should take a look at what other creatures have that many hit dice. This also affects the numbers of feats, ability increases, skills and their Base Attack Bonus.
ArcVembris
nazgurath falanor talik
ArcVembris
Preference to heat is not the same as heat resistance, there are plenty of other reptilians in D&D that have nothing like that.

I hear what you're saying about barbaros being tougher, but as I've already stated, humanoids don't get larger HD. If they're tougher they get more HD, or a higher con bonus.

Would you rather I put it as 12 or 14 d8? I'm just trying to make them have around 100HP everytime.


An average of 100hp on d8s with a +4 con bonus would mean around 18HD. This affects far more than their HP and you should take a look at what other creatures have that many hit dice. This also affects the numbers of feats, ability increases, skills and their Base Attack Bonus.

I don't have any books with me, and I can't find any links, so I can't do much for that part.
nazgurath falanor talik
ArcVembris
nazgurath falanor talik
ArcVembris
Preference to heat is not the same as heat resistance, there are plenty of other reptilians in D&D that have nothing like that.

I hear what you're saying about barbaros being tougher, but as I've already stated, humanoids don't get larger HD. If they're tougher they get more HD, or a higher con bonus.

Would you rather I put it as 12 or 14 d8? I'm just trying to make them have around 100HP everytime.


An average of 100hp on d8s with a +4 con bonus would mean around 18HD. This affects far more than their HP and you should take a look at what other creatures have that many hit dice. This also affects the numbers of feats, ability increases, skills and their Base Attack Bonus.

I don't have any books with me, and I can't find any links, so I can't do much for that part.


Here, have a link:
http://www.d20srd.org/indexes/monsters.htm
Okay, I just realized that this is more of a Monstrous Humanoid than just plain Humanoid, but I still can't find anything that thoroughly explains the hit die thing.

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