Koba (singular and plural) are simple, somewhat dim-witted creatures, quite primitive by most standards, yet quite passive and gentle as opposed to savage. They stand between five and six feet high, though their bulky frames make them quite heavy for their size. Males and females look almost identical; they have little use for clothing or armor. Koba have slightly wet-looking skin as opposed to scales, usually a drab olive green with lighter markings. Their upper bodies are narrow, tapering to heavy haunches, powerful legs, and large, webbed feet. Koba are good swimmers, though they prefer a medium between land and water, such as mud and swamp. Unlike reptiles, koba give birth to live young. They communicate through simple patterns of high-pitched chirps and whistles, and hiss loudly when angered.

        Koba have little need for the trappings of 'society'. Though not exactly animalistic, they derive much more from the natural world than they ever could from civilization. They move in small, nomadic tribes, inhabiting caves or ruins as opposed to building anything. Koba are pure herbivores, and thus have no need for even the most basic hunting weapons. If they carry or wear anything, it is generally something they've found. The saurians tend to be somewhat shy and naive, but are easily amused or bribed by offerings of shiny trinkets. They have a herd mentality, and tend to be very patient and tollerant of each other. They generally attempt to solve problems without violence, though their tempers can get the better of them, especially when they're forced to deal with rules and limitations they don't understand.

        Koba are not impressed by the thought of wealth or power. They are quite content and genuinely good-natured people, though their limited intelligence can make them hard to deal with. They tend to be rather afraid of certain magic or technologies at first, though they seem reasonably capable of adapting. If anything, koba are incredibly sturdy, stalwart companions, with an almost unbelievable loyalty to those close to them. They can be quite affectionate and playful at times, frequently breaking things in the process. This is a sort of natural clumsiness, perhaps one of the reasons they don't carry or wear much. Koba can also tactless at times, lacking the usual social restraints when expressing their anger, passion, or frustration.

        Essentially, the koba have no government. Most don't even understand the fundamentals of trade or warfare, and their scattered tribes do not have an organized backbone of any kind. Even at the tribal level, the koba have few desires other than to live and eat in peace. Most of their territory is swamp and wetland, environments that many of the other races find intollerable, and if it weren't for the fact that they make excellent work slaves, they would be left alone. Recently, however, the koba have started learning who their chief aggressors are by uniform and smell, and have taken sides with anyone opposing them whenever the opportunity has arisen. They are on good terms with the lutrai, as the two species frequently share territory and similar peaceful lifestyles.


Social Alignment: Koba possess an instinctive herd-mentality that governs much of their social behavior. Dominant members of any tribe dictate the actions of the rest, usually by example, and the instinctive nature of this form of leadership makes it surprisingly hard to abuse - less power means less corruption. The koba have a sort of communal mentality, and in their native environments, they rarely attempt to individualize themselves. Instead, they generally undertake the needs of the group or tribe as a whole, operating under the best examples set by the dominant caste. This is simply instinct.
Economic Structure: The koba don't really need anything, and thus their economy is virtually non-existant. They can eat leaves, grass, even wood, and sleep without the benefits of shelter or trappings. Most have a difficult time understanding the intrinsic value of things like gold and gemstones, and how such materials translate into material goods. Indeed, most material goods also elude them. To the koba, the only real currency is effort, making them surprisingly loyal and honest even in the worst of circumstances.
Family Structure: Koba generally have strong family units until the young are able to fend for themselves, at which point instinct tends to force them apart. Tribes are typically composed of several families which stict together during their wanderings for mutual protection. Males are generally responsible for defending the tribe, while females tend to the young and gather food. In defense of their young, however, females are far more devastating oponents than their male counterparts, and function in just the same respect when needed.
Taboos: Koba are naturally reluctant to enter most civilized areas, buildings in particular. They have a habbit of breaking things even when they're trying to be careful, and mistaking all manner of expensive items for food. They tend to feel rather cramped and confined when inside anything other than open caves, which are largely resistant to their destructive clumsiness. This gets ten times worse when they're drunk, alcohol only having recently been introduced to the hardy reptillians by the more 'advanced' races. Most koba won't enter strutures of 'butchered earth' unless persuaded by food and/or alcohol.
Names: Koba have short, simple names which always contain a Z. This naming ritual's origins are lost in antiquity, though it's still considered bad luck to deviate. Male and female names differ slightly, female names containing a prefix T' or R'. Zeza, Kazi, Zuraka, and Laz are all common, with the female equivalents being T'Zeza (Tah-zee-zah), T'Kazi, R'Zuraka (Ur-zur-ah-kah), and R'Laz. They more commonly identify each other by body patterns.
KOBA RACIAL TRAITS

  • +2 Constitution, +1 Strength, -2 Dexterity, -2 Intelligence: Koba are extremely strong, hardy, and graceless. They're not terribly bright, either.
  • Medium-size: As Medium-size creatures, koba have no special bonuses or penalties due to their size.
  • Koba base speed is 40 feet. Swimming speed it 20 feet.
  • Immunity to disease, and a +4 racial saving throw bonus against all poisons.
  • Low-light Vision: Koba can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. Koba cannot see color, however, which can be quite a disadvantage at times.
  • +2 racial bonus to AC (thick skin), Natural Weapons (kick, tail, head-ram) 1d6
  • Automatic Languages: Koba. Bonus Languages: Terran, Common, Sylvan, Lutraic, Czath. Koba talk with a curious lisp whenever they're forced to converse in anyhing other than their own sibiliant dialect. This is caused by their extremely long tongues.
    KOBA FEATS

    CAMOUFLAGE [General]

    You can change the patterns on your skin to a subtle degree, making it easier to hide.
    Prerequisites: Koba only.
    Benefit: You receive a +4 racial bonus to Hide checks.
    Special: On a Hide check of natural 20, you become Invisible as long as you do not move.

    STOMP [General]

    You can use your natural destructiveness to break things real good.
    Prerequisites: Koba only, base attack bonus +3, Sunder.
    Benefit: When breaking things with your kicks, you ignore half the object's hardness. Magic items ignore this effect.
    Special:You get a +2 bonus on any DC check to break something.

    BREAK [General]

    Even things that are supposed to be unbreakable suffer when you're around.
    Prerequisites: Koba only, base attack bonus +3, Sunder, Stomp.
    Benefit: You may score critical hits against undead, constructs, and inanimate objects. Treat these critical hits normally.
    Special: Incorporeal or liquid foes remain immune to your critical hits.

    HEAD RAM [General]

    On a charging head-ram, you can align your spine and tail, becoming a living battering ram.
    Prerequisites: Koba only, Power Attack
    Benefit: When performing a charging head-ram, you inflict double damage (2d6).
    Special: You get a +2 strength bonus to break down doors.

    POWER KICK [General]

    You can deliver extremely powerful kicks, usually from a jump.
    Prerequisites: Koba only, Power Attack
    Benefit: Anyone you kick must make a reflex save with a DC equal to the damage, or be knocked down.
    Special:This only works on humanoids of size Large or smaller.

    TAIL SLAM [General]

    You can use your tail to deliver powerful slam attacks, even to creatures behind you.
    Prerequisites: Koba only. Power Attack
    Benefit: You double your strength damage bonus on tail attacks.
    Special: On a natural 20, your tail inflicts triple damage (3d6). On a natural 1, it knocks you down.

    FOREST RUNE [Metamagic]

    You have one of the six elemental runes drawn somewhere on your body. This tattoo is permanent, and usually quite prominant.
    Prerequisites: Koba only. Spellcaster 4+
    Benefit: None.
    Special: When within 30 ft. of a Wind Rune, both marked individuals receive a +2 bonus on all saving throws. This is a supernatural ability.


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