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Fax Celestis
2007-07-31, 09:11 PM
http://www.joshsingh.net/images/oldstuff/clay_golem.jpg

Kamapalolo are humanoids who are born of earth. They share a strong bond to the earth itself and are preternaturally tough. They appear as short and stockily built humanoids who appear to be composed entirely of shifting clay.

Alignment: Most Kamapalolo tend towards law and good, but this is by no means a hard rule. Some of the most prominent earthchildren were chaotic or evil--or sometimes both.

Lands: Kamapalolo tend to live in mountainous areas, though they are also found in deserts and prairie regions. They are least common in very wet areas, such as rainforests or oceanside regions.

Religion: Most Kamapalolo worship deities of weather, nature, and the earth. Occasionally, they venerate elements other than earth, but these usually take a second rank.

Language: Kamapalolo speak Common as well as Terran.

Player Character Kamapalolo
Strength -2, Dexterity -2, Constitution +4, Wisdom +2. Despite their build, Kamapalolo are not very physically strong or dextrous. They are very tough, however, and their form belies a keen perception.
Kamapalolo are Small sized. As Small creatures, Kamapalolo gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but also use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of a Medium character.
A Kamapalolo's base land speed is 20 feet.
Monstrous Humanoid: Kamapalolo are Monstrous Humanoids with the (Earth) subtype. This means they are not eligible targets for spells that specifically target Humanoids.
Racial Hit Dice: Kamapalolo start with one Monstrous Humanoid Hit Die, making them first level characters. This gives them 1d8 HP, a Base Attack Bonus of +1, saves of Fort +0, Ref +2, and Will +2, and (2+Int)*4 skill points. Their racial skills are Climb, Concentration, Intimidate, Listen, Sense Motive, Spot, and Survival.
Earth Channeling: Kamapalolo receive a +2 racial bonus on all saving throws against spells, spell-like abilities, and supernatural abilities with the Earth subtype or used by creatures with the Earth subtype, including extraplanar creatures from the Elemental Plane of Earth. Kamapalolo also increase their effective caster level by 2 when casting spells with the Earth descriptor.
Water Weakness: Kamapalolo take a -2 penalty all saving throws against spells, spell-like abilities, and supernatural abilities with the Water subtype or used by creatures with the Water subtype, including extraplanar creatures from the Elemental Plane of Water. Kamapalolo also decrease their effective caster level by 2 when casting spells with the Water descriptor.
Stability: A Kamapalolo gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
Arcane Body: Kamapalolo use their Constitution modifier as their casting statistic for arcane spellcasting classes that use Charisma as their primary casting statistic.
Spell-Like Abilities: 3/day—Magic Stone; 1/day—Soften Earth and Stone
Automatic languages: Common, Terran
Bonus Languages: Dwarven, Gnomish
Favored Class: Sorceror

Kyace
2007-07-31, 10:08 PM
+4 for their primary casting ability (via Arcane Body) combined with small size might make them worth a LA for spellcasting classes.

Fax Celestis
2007-07-31, 10:16 PM
Arcane Body altered as per suggestions. Now only affects Cha only.

Zeta Kai
2007-08-01, 08:03 AM
EDITED

Kamapalolo Monster Entry
Small Monstrous Humanoid (Earth)
Hit Dice: 1d8+4 (9HP)
Initiative: -2
Speed: 20’ (4 squares)
Armor Class: 9 (+1 size, -2 Dex); touch 9; flat-footed 9
Base Attack/Grapple: +1/-1
Attack: Club +1 melee (1d4-1)
Full Attack: Club +1 melee (1d4-1)
Space/Reach: 5’/5’
Special Attacks: Spell-Like Abilities
Special Qualities: Arcane Body, Earth Channeling, Earth traits, Monstrous Humanoid traits, Stability, Water Weakness
Saves: Fort +3, Ref +0, Will +5
Abilities: Str 8 (-1), Dex 6 (-2), Con 19 (+4), Int 13 (+1), Wis 16 (+3), Cha 12 (+1)
Skills: Climb +1, Concentration +5, Intimidate +3, Listen +4, Sense Motive +5, Spot +4, Survival +6
Feats: Lightning Reflexes
Environment: temperate mountains
Organization: solitary, pair, hunting party (3-6), or tribe (15-60 + 30% noncombatants)
Challenge Rating: 1
Treasure: standard
Alignment: often Lawful Good
Advancement: by character class
Level Adjustment: +1

• Earth Channeling: Kamapalolo receive a +2 racial bonus on all saving throws against spells, spell-like abilities, and supernatural abilities with the Earth subtype or used by creatures with the Earth subtype, including extraplanar creatures from the Elemental Plane of Earth. Kamapalolo also increase their effective caster level by 2 when casting spells with the Earth descriptor.
• Water Weakness: Kamapalolo take a -2 penalty all saving throws against spells, spell-like abilities, and supernatural abilities with the Water subtype or used by creatures with the Water subtype, including extraplanar creatures from the Elemental Plane of Water. Kamapalolo also decrease their effective caster level by 2 when casting spells with the Water descriptor.
• Stability: A Kamapalolo gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
• Arcane Body: Kamapalolo use their Constitution modifier as their casting statistic for arcane spellcasting classes that use Charisma as their primary casting statistic.
• Spell-Like Abilities: 3/day—Magic Stone; 1/day—Soften Earth & Stone

Armads
2007-08-01, 08:31 AM
It's LA +0? For unbalanced ability scores and a +4 to a stat?

Fax Celestis
2007-08-01, 09:57 AM
It's LA +0? For unbalanced ability scores and a +4 to a stat?

Mostly due to the Water Weakness and elemental subtype, yes.

jindra34
2007-08-01, 10:04 AM
Mostly due to the Water Weakness and elemental subtype, yes.

Water Weakness is countered by Earth Channeling. And what is bad about the earth subtype?

Tormsskull
2007-08-01, 10:09 AM
This is one of those situations where the entry feels unbalanced, and that is thinking only versus Core stuff.

I'm just guessing that using non-core this race could be stretched and exploited even more.

Arbitrarity
2007-08-01, 10:09 AM
<--- does not like the concept of 40 CON (44 for bonus spells) sorcerors running around. Admittedly, it's a bit of a stretch :smallbiggrin:

But still, you can make sorcerors/bards with obscene hit points, a bonus to primary casting stat, small size, and... I guess that's it. It makes for insane synergy, seeing as con is the secondary stat anyway, which leads to nearly single attribute dependancy.

The subtype seems a minor penalty, and water weakness is a situational issue.

*Thinks about lvl 20 sorceror with 351 hp (average, rounding down)* Ow. Note also, 9 9'th level spells/day.

Whee, DC 25+ spell level, and no aging penalties this time!

EDIT: Thanks Fax :smallbiggrin:

Fax Celestis
2007-08-01, 10:30 AM
Oh, all right. *adds two Monstrous Humanoid HD*

Arbitrarity
2007-08-01, 11:22 AM
It'd be nice if you could add one racial HD, instead of "none" or two.

EDIT: Cool. Hey, hobgoblins might like that.

Fax Celestis
2007-08-01, 11:22 AM
It'd be nice if you could add one racial HD, instead of "none" or two.

So let it be written, so let it be done.

blue_fenix
2007-08-01, 11:45 AM
i can has kamapalolo sorcceror?

on a 28 point buy you could get
str 10 (4)
dex 10 (4)
con 22 (16)
int 10 (2)
wis 10 (0)
cha 10 (2)
On bigger point buys (which are not all that uncommon) it gets even worse.

This strikes me as the absolute opposite of MAD. Con is the only thing this character will ever need, especially if they are smart enough to pick the right spells, items, etc.

For any non-charisma caster or melee class, LA+1 OR 1 racial HD is fine. For a charisma caster, I would put this as at least ECL 3 with no class levels, maybe even ECL 4.

Fax Celestis
2007-08-01, 11:47 AM
i can has kamapalolo sorcceror?

on a 28 point buy you could get
str 10 (4)
dex 10 (4)
con 22 (16)
int 10 (2)
wis 10 (0)
cha 10 (2)

This strikes me as the absolute opposite of MAD. Con is the only thing this character will ever need, especially if they are smart enough to pick the right spells, items, etc.

Sorcerors are already pretty SAD, so I don't see it as too big a deal.

Arbitrarity
2007-08-01, 11:47 AM
i can has kamapalolo sorcceror?

on a 28 point buy you could get
str 10 (4)
dex 10 (4)
con 22 (16)
int 10 (2)
wis 10 (0)
cha 10 (2)

This strikes me as the absolute opposite of MAD. Con is the only thing this character will ever need, especially if they are smart enough to pick the right spells, items, etc.

But it now has the equivalent of +1 LA, which makes it a bit of an iffy idea.

Tormsskull
2007-08-01, 12:17 PM
So let it be written, so let it be done.

Yup, that definitely helps to even them out. Nice job overall.