Homangui: masters of adaptation (PEACH) [Archive] - Wizards Community

Post/Author/DateTimePost
snakeman830

10-13-07, 10:36 PM
The moonless sky masked the goblins' approach as they positioned themselves to attack. The small adventuring group had been coming back to this same camp for a few days now, and they looked particularly beat today. Now was the time to remove the threat.

Kurlukan had planned well. The running stream would drown out the sound of the worg's padding paws and the trees would help hide them until it was too late. The time of night would mean most, if not all of the targets would be asleep. Indeed, there was only one figure awake. He was unarmored, but had a mace in his hands as his only weapon. The human seemed oblivious to the goblins' presence. It was time to begin.

Kurlukan raised his hands to his mouth, preparing to give the owl call that was to signal the distractions to begin. A rustling in the tree above him made him hesitate as he looked up. Seeing nothing, he decided it must have been a raccoon and he returned his hand to his mouth.

A spear dropped from above and penetrated Kurlukan's mount through the head, killing the worg without so much as a struggle. The goblin quickly looked up again and was pinned to the ground, a dagger protruding from each of his wrists, pinning them to the earth. The goblin warrior beside him only had a moment to stare in shock before an axe cleft his head, folowing though and changing to a sword on its way to cut off the worg mount's head. The third goblin managed to swing his hammer before being impaled on a flaming blade. His blow never made contact.

"The rest of your strike force is dead, goblin. Soon, you will join them."

Kurlukan looked up at the reptillian figure looming above him that had just defeated him and his best warriors faster than he could even draw a weapon. The flaming sword had retracted into a rod and was now over Kurlukan's head. "What are you?" he managed to choke out before the spiked head of the rod crushed his skull.

Sirun pressed the fifth button on the rod again. The homangui then retrieved his friends' weapons from the goblin and worg corpses. Wiping blood off of all three weapons, Sirun returned to his sleeping friends, enjoying how well the illusion decoy had worked. He picked up the now blank card off the ground and sat back to continue his watch. He had a feeling they wouldn't be bothered again that night.


Homngui Racial traits

Humanoid (reptilian)
-2 Strength, +6 Dexterity: homangui are lean, but incredebly quick and agile.
Base land speed 40 ft, swim 40 ft, climb 40 ft
+2 Natural Armor
Medium size
Amphibious(Ex): homangui have gills as well as lungs and can switch between them at will.
Blindsense 30 ft(Ex): homangui have a sort of electric sonar that tells them where things are.
Blindsight 30ft(Ex): (though not effective against elementals, constructs, oozes, undead, objects or plants unless they have either the fire or cold subtypes (flaming and frost weapons are also detected)) Homangui have heat-sensing pits much like that of a viper and can sense incredibly small variants in temperature.
low-light vision(Ex)
Darkvision 60ft (Ex)
Quickness 1/minute(Ex): Homangui get an additional standard or move action once per minute, due to their incredible speed.
Scent/Keen Scent(Ex): when out of the water, Homangui pick up scents like a snake does, giving them the scent quality. When in the water, they have the keen scent ability (se the shark enteriy in the MM)
Disarm(Ex): Disarm is a dexterity-governed class skill for homangui. A homangui attempting a disarm may use the skill check in place of an attack roll. In addition, homangui recieve Improved Disarm as a bonus feat when they reach 5th level. The bonus for this feat applies to the skill check as well as the attack roll (if they choose to do that instead)
+2 racial bonus on saves versus poison and disease.
+8 racial bonus on swim and climb. A homangui uses it's Dex modifier or Str modifier for climb and swim checks, whichever is higher. A homangui can always take 10 on a swim or climb check.
+4 racial bonus on hide checks: Homangui can change their coloring at will.
Feats: Homangui get Versatile Unarmed Strike and Prehensile Tail as bonus feats, even if they don't meet the prerequisites.
Homangui do not need to check for non-lethal damage because of heat as often as other creatures. They check only once a day.
Level adjustment +3
Favored class: any, but most NPC's are monks instead of warriors. Not because of any alignment tendencies (in fact, they tend twoard neutrailty), but because they prefer to fight unarmed.


Homangui can be found anywhere on the Material Plane, even in the most inhospitable places. Their ability to survive and thrive absolutely anywhere has made them some of the most accomplished explorers in the world. Despite this, they are incredibly outnumbered by the other humanoid races. They simply don't usually come into contact with one-another very often.

Physical description
Homangui average about 6'5" in height and all are slender in build. There are no immedietly noticeable differnces between the three genders, and it is not uncommon for the females and hermaphrodites to be confused for males. Because they look so much alike, some jokesters will pretend to be each-other when in a group. These disguises never fool other homangui, however.

Homangui have heads very much like those of a human, but lacking hair and prominent noses and ears. The nose is a pair of slits (flanked by the heat pits) and the ears are just holes on either side of the head. The gills normally lay concealed on the sides of the neck, but flare out slightly when being used or when the homangui is overheating (whether from the environment or from putting out great physical activity). The gills double as a cooling system, since homangui do not sweat.

Their tails are normlly about 4'9" long and are prehensile. Also, the tail is very strong, almost as strong as the rest of the body combined.

The feet resemble long-fingered hands and are prehensile as well. The "thumb" is normally tucked behind the other four toes (in the manner it is on predatory birds) and remains lifted off the ground. All five toes sport wicked talons.

The skin is covered in scales, helping to protect them from the unexpected. In addition, their skin can change it's coloration under their control. This ability plays a major role in their nonverbal communication. About a third of all homangui can also change their eye color as well.

Inside the body lie even more survival adaptations. Instead of the normal single heart, homangui have three. Since each one can do the work of a normal humanoid's heart, they can easily survive heart attacks. Their digestive system is very efficient, capable of breaking down almost anything for nourishment. As such, homangui can survive on almost any diet imagineable. However, their bodies do not absorb alcohol, making it impossible for them to get drunk (Homangui Drunken Masters do not get any of the bonuses or penalties to abilities from drinking, but they get full use of all other class features). A final adaptation is that they are warm-blooded below 95 degrees farenhiet, but cold blooded above that threshold.

Scociety
Homangui scociety is interesting. Although they are eager to explore new places, they enjoy calling one place home above all others. They also hold the laws of their people in high esteem. The laws aren't restrictive in any way, as homangui love freedom. Instead, the laws are to help them survive. According to the homangui, treason is the single greatest crime someone can commit. When trust is key to survival, betraying it spells doom for all. Because of their free attitudes and stong belief in their laws (the laws of others are a different story), homangui often lean twoard chaos over law, but are more often neutral (homangui monks are not restricted to a lawful alignment).

homangui are creative thinkers. If faced with a problem, they adapt to it. Whether in combat tactics or in changing trade routes, they try and either solve the problem or use it to their advantage.

Homangui also have a strong set of survival instincts, and think to their own lives beofre those of others. They aren't self-centered, but they will always look to their own lives first. After all, there's no use in charging in to save someone else when you die before you get to them. Very few homangui can overcome this line of thinking to become Palidans or Knights.

Lands
As mentioned before, Homangui settlements can be found almost anywhere. Wherever they are, however, homangui try to build into existing features rather than raise new structures. Some homangui settlements have been built into cliff faces, rock formations, caves, large trees, and even a glacier. Underwater communities are just as common, and it's not uncommon for a coastal settlement to be both above and below the surface.

Adventures
Homangui may adventure for any number of reasons, but are more likely than not to leave home. Exploring is what they do best, and they don't let those abilities go to waste. Even so, they always enjoy returning to their homes, even if it is just for a short time.

Race Base height height modifier Base weight weight modifier
Homangui (male) 5'10" +2D6 120 lbs. x1D4
Homangui (female) 5'10" +2D6 120 lbs. x1D4
Homangui (hermaphrodite) 5'10" +2D6 120 lbs. x1D4

Adulthood Middle Age Old Venerable Maximum
16 130 180 220 +3D10
gullas

10-14-07, 06:20 AM
ok , obviusly you have put a lot of work into this race.

I must say that i like it but I don't know why this race strikes me as a "better" lizardfolk:P , but anywho I like it really much :D
mind if I used it in my campaign?
snakeman830

10-14-07, 03:52 PM
The work has only begun. I plan on expanding the "fluff" text later (it was late when I posted this). Expansions include physical descriptions and Homangui settlments.

Do I mind you using them? Not at all. Let me know if the LA is right (or if they seem overpowered).
snakeman830

10-14-07, 06:56 PM
Added more "fluff". Please read!
snakeman830

10-15-07, 08:50 PM
Added a Constrict special attack. Just calling attention to that.
happy_fuzzy

10-15-07, 09:55 PM
Im sorry but this really seems like a LA+3 class, though Im not really good at figuring that kind of stuff out
snakeman830

10-16-07, 04:09 PM
Im sorry but this really seems like a LA+3 class, though Im not really good at figuring that kind of stuff out

1. classes do not have level adjustments.

2. This is a race, not a class

3. Yes, I am making fun of you.

That's okay, I'm not really great with LA either. I just think Homangui are about even with Githzeri (same Dex bonus, lower strength, no mental boosts, no psi-like abilities, no power resistance, but more senses and better speed).

Perhaps this is a little strong for LA+2, but I don't think it's worth LA +3 either.
gullas

10-16-07, 06:43 PM
snakeman830 , with those minor tweaks I think you pushed 'em into LVL adjustment +3...
happy_fuzzy

10-16-07, 08:18 PM
sorry for the typo
but i still think it might be 3.
If you compare:
Githzerai/Homangui
+6 dex -2 Intl +2 wisdom/= /-2 str +6 dex (str is generally considered to be equal to 2 mental stats so the penalty to int and bonus to wis balance -str)
medium/=/medium
base land speed 30 ft./<--/ 40 ft base speed, 40 ft climb, and 40 ft swim
Darkvision 60 ft/<--/Drk Vision 60 ft. and Lowlight Vision
Racial Feats: none/<--/Prehensile tail, Versatile Unarmed Strike, eventual improved disrm
Psionics (3/day daze, feather fall, shatter, late 1/day plane shift)/
->/effectively 1 round haste/minute.
+4 armor bonus to AC/=/+2 natural armor bonus. (Though the armor bonus is higher and most githzerai will be monks so they won't wear reg armor the fact is this bonus is armor bonus so a fighter githzerai will lose this bonus if he wears something thiat gives another armor bonus (like reg armor), howver natural armor is more rare and most char will not have a prob with having another source of natural armor that clashes with this one, therefore more usable for most characters.)
spell Resistance/<--/Amphibious, Constrict, bonuses on saves against poison, bonuses to hide, swim, and climb, blindsense, blindsight, scent/keen scent. I don't like to lump a bunch of random abiltiies against a single one but there is nothing else to balance out the other abilities and this is simply another reason to consider LA+3

For every time each race wins lets say they get 1 point, adding it up- Homungui get 3 to githzerai 1. Effectively a 2 pt. difference. This may not warrant a boost to la3 but also consider that in terms of LA+2 githzerai are near the upper curve due to the fact that their LA and abilities aren't balanced out by racial HD, when you compare Homungui to lizardfolk, grimlocks, centaurs, satyrs you can see that homungui are clearly superior due to the fact that while centaurs (for ex.) get decent speed and ability score boosts they also have 6 racial HD effectively making them nearly unplayable.
Sorry for the long-winded argument, hope you consider it.
-hf
Aleolus

10-17-07, 01:59 AM
...Dude, this seems way overpowered for a +2 race, possibly even somewhat overpowered for a +3, though admittedly, I don't know how D&D figures LAs. I'm just looking at everything they have, and I can't find another +2 race that has anywhere near the bonuses and abilities that these things have. Not even Half-Celestials or Half-Dragons get that much stuff, and Half-Dragons have a +6LA!
Ecalsneerg

10-17-07, 11:54 AM
Not even Half-Celestials or Half-Dragons get that much stuff, and Half-Dragons have a +6LA!

Half-dragons have only +3 LA.
Aleolus

10-17-07, 02:14 PM
My mistake, I just looked them up. However, the abilities of these Homungui are comparable to the Half-Fiend or Half-Celestial's abilities, and both of them have a +4 LA. Therefore, these should probably have the same.
snakeman830

10-17-07, 08:18 PM
Okay, I cut out the constrict attack (and changed it into a racial feat, see below) and bumped the LA up to +3.



Half Dragon: +16 total bonus to stats (+8 Str, +4 Con, +2 Int, +2 Cha)
Homangui: +4 total to stats (+6 Dex, -2 Str)
Half dragon wins

Natural Armor: Half Dragon: +4 increase over base creatures > Homangui: +2 Natural armor. Again, the half-dragon wins.

Half-Dragon: Natural attacks (2 claws and bite) > Homangui: No natural attacks

Half Dragon: Speed dependent on base creature, large and larger get fly speed. Homangui: 40ft base land, climb, and swim speeds. Usually, Homangui win here.

Half-Dragon: Immunity to sleep and paralysis > Homangui: +2 poison and disease with immunity to alcohol. This isn't even a contest, half-dragon all the way.

Half-Dragon: Immunity to a type of energy. Homangui: amphibious
This one depends on your type of campagin, but 9 times out of 10, the half-dragon wins out.

Half Dragon: Darkvision 60ft, low-light vision < Homangui: Darkvision 60ft, Low-light vision, Scent/Keen scent, Blindsense 60ft, limited Blindsight 60ft
Here the homangui wins for the second time.

Half-Dragon: Breath weapon Homangui: Disarm as a skill.
This one depends completely on the DM. In a campaign where you're fighting a lot of humanoids, Disarm wins. Otherwise, the breath weapon is superior. This one won't count on the tally.

Half-Dragon: larger racial HD and (usually) more skill points for racial HD. Homangui: Versatile Unarmed Strike and Prehensile tail as bonus feats. Here, it depends on what the half-Dragon's base race is, but we'll throw it to the homangui anyway.

So, we have the final score:
Half-Dragon: 5
Homangui: 3

Homangui Constriction [Racial]
Prerequisites: Improved Grapple, Homangui
Benefit: You can now choose to constrict when grappling (this is an automatic hit). The constrict attack does 1D4 + 1-1/2 * Strength Modifier damage. This attack can only effect one target, no matter how many are in the grapple.
snakeman830

10-19-07, 10:28 PM
What? No more comments?
Aleolus

10-20-07, 02:13 AM
Well, I think they look good as is, though they're probably on the strong side for a +3, while not enough for a +4. You might want to consider giving them some Racial Hit Die as well, to further balance that out a bit by boosting the playable level up a bit.
snakeman830

10-20-07, 08:27 AM
Racial HD are the thing I most want to avoid, to be honest. I don't have any good pictures right now, but I'll see if I can't draw one and put it up. I think you'll agree they don't look like they have any racial HD once I do (after all, they are "slender", they just don't have the natural bulk for racial HD).