Kojin (3.5e Race)

From D&D Wiki

Jump to: navigation, search


Author: Spywez Modifications for Aging, Height and Weight by Dowanroden

"In many ways I envy humans, for you do not hear the call of the land. You are content, even happy, to build grand cities and homes to call your own. The only way I ever feel at home is with the land beneath my feet, travelling between mountains or in a valley's lows seeking some new lands to call my own, but there is always another hill or wind swept plain I must travel to, for if I stop moving I am no longer home." - Kitral explaining his need to move to a Caravan Barkeeper.

"Yes, I was there, in the tall grass with my fallen comrades behind me. I took no shame in running from those monsters, for I hardly knew if I was running away or deeper into their murderous spears. I figure they knew I would never come back, and let me live. Perhaps so I could advise any wise man such as yourself to do the same, to live another day and not wage a war you cannot win." - Lorth Pertik advising his Royal Commander, Prince Urdain on the expansion of his realms.


In the wild, clans of nomadic Kojin roam vast plain-lands in relative peace. Outsiders are not unknown to Kojin, but are so rare, that their influences are hardly felt. Feral in nature, Kojin roam freely and value this freedom. Kojin have a keen sense of the way things work and are hardly limited by their lack of hierarchal social structure. Kojin often excel into becoming great Hunters and often clan leaders in their own right.


Kojin are courageous, removed, and yet attentive to their needs, whatever they may be. Often Kojin do not place loyalty or trust in individuals but rather, if their trust is earned, in the group. Abrasive socially, partly do to their wild look, habits, and their cold nature, Kojin do not place title or value upon those who do not deserve it. Often times, a Kojin can come across as tactless, or crass in diplomatic exchanges. A Kojin can get themselves into trouble without a reference, or a group to call their own.

A Kojin sees everything in a state of change and have an according outlook to match. Dungeons, Cities, and Undead, are obscene to a Kojin, for they conflict this very fundamental view: that everything is in a state of change. Kojin value efficiency, courage, rarely boast, and are always "on the move."

Physical Description[edit]

Kojin stand about 3 to 4 feet tall and weigh 45 to 70 pounds. Their skin is often dark tan. Their fur color ranges widely, though earth tones of yellow and brown seem more prominent than others. A fine fur coat covers most of their bodies. Their large feline ears, whiskers, semi-feline eyes, and tail are unmistakable from a distance though some less than observant people may mistake them for Were-Cats. Kojin have padded feet, slightly padded hands, and retractable claws on both hands and feet.

Kojin are famous for their ablity to take cat-naps. Often a Kojin will be able to fall into a light sleeping state when their attention is not needed. If provided the opportunity a Kojin will sleep for eight hours a day. These hours do not have to be consecutive for the Kojin to be rested, but are needed for standard rest. This ability however, enables Kojin to stay awake seemingly for days at a time, never really asleep and always alert.

Kojin have shorter lifespans than most other Humanoids and only commonly enjoy 150 years, often maturing early on at the age of 20 years.


Kojin remove themselves from other peoples and cultures that conflict with their own. Their nomadic nature puts them at odds with the other more "Civilized" races. Kojin do value individuals who live a settled lifestyle but can never fully related to the appeal of "Standing still in one place for so long". Consequently they are isolationists compared to other races. More expansionist races, such as Humans, are treated as a threat to their nomadic way of life and promptly dealt with if they should intervene into Kojin affairs. The more destructive races, such as Orc, are not tolerated and are often hunted and relentlessly destroyed. Even large bands of Ogres have been known to be wiped out by bands of Kojin Rangers.


Looking out for their clan's affairs, persuing personal interest, or living a chaotic, day to day existence, Kojin favor non-lawful Alignments, but can be from any backround, usually dependent on clan upbringing.

Kojin Lands[edit]

Kojin mostly live in far off plains-land that span for thousands of miles. Other, stranger, more fearsome, clans of Kojin have been reported to live in vast jungles and forests. Undisturbed by creatures their own size Kojin rarely have territory disputes with rival Kojin clans. Nomadic in nature Kojin do not make homes, but do have favorite areas they could call homelands.

Kojin often prefer the company of other trusted individuals and work extremely well in smaller groups. The average Kojin clan consists of ten to thirty members. Every member is valued for the skills and prestige they bring to the clan and their status as individuals is respected. Kojin often form Sister clans, where any number of regular clans join together to form a larger network of cooperative alliances. If a smaller clan is divided into too small of a group to sustain itself, the remaining Kojin will absorb into one of their past or present Sister groups. Many of these Sister groups come and go as the clans travel the wilderness, often separated by thousands of miles, but a Kojin clan is never completely without the aid of a nearby Sister group.

Kojin rarely settle in foreign lands, such as a Human settlement, but it is not unheard of. Former adventurers who are too old or wounded to return to their homelands and the rare Ambassador often find reason to take up residence in the more tolerant settlements. Kojin are always more at home in the wilderness.


Depends on setting, but Kojin worship nature loving gods, gods of Travel, and gods who are courageous.


The Kojin language is unique to other languages. Using a combination of vocal and physical (tail) sign language Kojin can vocally or non-vocally communicate. For more intricate, formal, conversation both vocal and physical communication is necessary. A Kojin can hold entire conversations with just their tail streaming out a steady flow of beats and intricate patterns. Vocal communication is perfectly fine, but a Kojin always prefers not to give their position away to potential prey/threats. Mimicking fluency in Kojin is next to imposable short of magical means.


Kojin embrace a first name structure. Last names are only given to more respected Kojin, and often the last name is a reflection of the clan they came from. If two Kojin have the same name it is considered a faux paus culturally.


A Kojin that leads the life of an adventurer outside of their homeland are often interesting characters in and of themselves, but are often shunned for leaving their clan. Wanderlust, Religion, knowledge, and many other motivations sometimes call across the plains-land to a Kojin who holds an exceptional interest in "outside" affairs, and who holds great courage to leave their beloved homelands. Kojin rarely become Wizards but they are not unheard of.

Kojin Racial Traits[edit]

  • -2 Strength, +2 Dexterity
  • Small: As Small creatures, Kojin gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but must use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those Medium-size creatures.
  • Low-light Vision: Kojin can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain they ability to distinguish color and detail under these conditions.
  • Racial Trait: Retractable Claws. Kojin have retractable claws which provide the following benefits. In unarmed combat a Kojin inflicts nonlethal or lethal damage. Kojin gain a +2 to Climb checks when attempting to climb soft surfaces, such as trees.
  • +2 racial bonus on Listen, Move Silently and Survival checks: Kojin have keen ears, are naturally agile and stealthy and a lifetime of hunting have made Kojin natural survivalists.
  • +1 racial bonus on Reflex Saving Throws: Kojin inherently avoid danger, even if caught unaware.
  • Automatic Languages: Common and Kojin. Bonus Languages: Dwarven, Elven, Gnome, Goblin, Orc and Gnoll.
  • Favored Class: Ranger. A multiclassing Kojin's Ranger class does not count when determining whether she suffers an XP penalty for multiclassing. Kojin are generally removed from urban countries, fierce, hold grudges, and highly skilled hunters, the vocation of Ranger comes naturally to them.

Vital Statistics[edit]

Table: Kojin Random Starting Ages
Adulthood Simple Moderate Complex
20 years +1d6 +2d6 +3d6
Table: Kojin Aging Effects
Middle Age1 Old2 Venerable3 Maximum Age
50 years 75 years 100 years +5d10 years
  1. At middle age, -1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  2. At old age, -2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  3. At venerable age, -3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
Table: Kojin Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 3' 2" +1d10 45 lb. × (1d3) lb.
Female 3' +1d12 35 lb. × (1d3) lb.
Table: Kojin Base Movement Rates
Weight Load Movement Description
Light 30' moving on all fours
Light 20' bipedal
Medium 20' moving on all fours
Medium 15' bipedal
Heavy 10' no difference to mode of travel
Also special armor has to be made to enable a Kojin
to travel on all fours and effectivly fight in combat.
Another consideration would be how weapons are
carried/used while a Kojin would be traveling on all
fours. Larger weapons would have to be sheathed
and then used. Lighter, less cumbersome weapons,
probably could be held in some manner while in
combat and moving on all fours.

Back to Main Page3.5e HomebrewRaces

Home of user-generated,
homebrew pages!