Kasatha - Pathfinder 1e Stat Block


For more information on kasatha, see the full article: Kasatha
The following is the mechanical implementation of kasathas for the Pathfinder 1e system. For implementations in other systems, please see the full article linked above.

Standard Racial Traits


+2 Dexterity, +2 Wisdom, –2 Charisma
Kasathas are nimble and live steeped in tribal traditions, making them inept at dealing with outsiders.

Kasatha
Kasathas are humanoids with the kasatha subtype.

Medium
Kasathas are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed
Kasathas have a base speed of 30 feet.

Languages
Kasathas begin play speaking Common and Kasathan. Kasathas with high Intelligence scores can choose from the following languages: Draconic, Gnoll, and Orcish.

Offensive Racial Traits


Weapon Familiarity
Kasathas are proficient with klars and kasathan spinal swords, and treat any weapon with the word “kasathan” in its name as a martial weapon.

Defensive Racial Traits


Endurance Runner
Kasathas have a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue, exhaustion, and other ill effects from running, forced marches, starvation, thirst, and hot or cold environments.

Feat & Skill Racial Traits


Natural Hunter
Kasathas receive a +2 racial bonus to Perception and Survival checks.

Movement Racial Traits


Desert Stride
Kasathas move through non-magical difficult terrain in deserts, hills, and mountains at their normal speed.

Other Racial Traits


Four-Armed
A kasatha has four arms. One hand is considered its primary hand; all others are considered off hands. It can use any of its hands for other purposes that require free hands. While their multiple arms increase the number of items they can have at the ready, it does not increase the number of attacks they can make during combat.

Alternate Racial Traits


Replaces Endurance Runner


Masked
Some kasathas have learned to leverage the concealment of the face when dealing with other races. When their faces are obscured, such kasathas gain a +2 racial bonus to Bluff checks, and others take a -1 penalty to Sense Motive checks made against the kasatha. This racial trait replaces Endurance Runner.

Replaces Natural Hunter


Stalker
Some kasathas train to stalk prey without sound, learning patience and the art of stillness. Kasathas with this trait gain a +2 racial bonus on Stealth checks, and Stealth is always a class skill for them. This racial trait replaces Natural Hunter.

Replaces Languages


Xenophobic
Isolationist kasathas despise non-kasathan humanoids. They speak only Kasathan and do not gain any bonus languages from possessing a high Intelligence score. In addition, they learn only one language per 2 ranks of Linguistics they possess. However, their untrusting nature gives them a +1 bonus against mind-affecting effects, except for fear affects. This racial trait replaces a kasatha’s normal languages.

Replaces Weapon Familiarity


Bonesmith
Some kasathas devote themselves to the sacred art of bonesmithing, learning to craft from bone and horn. Kasathas with this trait gain a +2 racial bonus on Craft (weapons, armor, or jewelry) checks and can use Craft to repair bone or horn weapons as if they had access to a forge. This racial trait replaces Weapon Familiarity.

Favored Class Options


Instead of receiving an additional skill rank or hit point whenever they gain a level in a favored class, kasathas have the option of choosing from a number of other bonuses, depending upon their favored class. The following options are available to all kasathas who have the listed favored class.

  • Barbarian: Add +⅓ to the bonus granted by the barbarian’s trap sense.
  • Bard: Add +½ to the bard’s bonus on saving throws granted by inspire courage.
  • Cleric: Add +½ to the bonus granted by the cleric’s channel energy when used to heal creatures in the kasatha’s favored terrain (desert, hills, or mountains).
  • Druid: The druid’s animal companion gains +⅓ natural armor bonus.
  • Fighter: Reduce the penalty for fighting with multiple weapons (such as using more than one off-hand attack) by ¼, to a minimum of 0.
  • Monk: Add +¼ to the monk’s CMD against grapple or trip attempts.
  • Ranger: Add +⅓ bonus on attack rolls made against creatures of the ranger’s favored enemy.
  • Rogue: Add +½ to Acrobatics checks made to move through an enemy’s threatened area.
  • Sorcerer: Add +½ to concentration checks when casting spells while threatened.
  • Summoner: The summoner's eidolon gains +⅓ natural armor bonus.

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