Kasatha
Exiles from an arid world circling a red star, modern kasathas have no idea how they left their home or how to return, but they keep searching for a way back. A clannish and secretive people, they have a matriarchal society, but other races have difficulty recognizing any physical difference between females and males. Kasathas keep their mouths hidden behind clothing, and don't remove this clothing in the presence of other races. They are omnivores, but prefer meat and salty foods.
Upon reaching adulthood, many kasathas leave their clans to search the world for adventure, treasure, and ways to return to their homeworld.
Kasathas are defined by their class levels—they do not possess racial Hit Dice. They have the following racial traits.
- HP
- 10 (1d8+2)
- AC
- 18, touch 18, flat-footed 13 (+3 Dex, +2 dodge, +3 Wis)
- Speed
- 30 ft.
- Init
- +3
- Melee
- sai +3 (1d4+1) or unarmed strike +3 (1d6+1) or flurry of blows +2/+2 (1d6+1)
- BAB
- +0
- CMB
- +1
- CMD
- 19
- Fort
- +3
- Ref
- +5
- Will
- +5
Weapons: Simple
flurry of blows
stunning fist (1/day, DC 13)
Desert Runner — A kasatha has 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.
Desert Stride — A kasatha moves through nonmagical difficult terrain in desert environments at normal speed.
Jumper — A kasatha is always considered to have a running start when attempting Acrobatics checks to jump.
Multi-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.
Stalker — Perception and Stealth are class skills for a kasatha.
<p class="stat-block-1"> You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.</p>
<p class="stat-block-1"> You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.</p>
<p class="stat-block-1"> You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can't take actions, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.</p>
<p class="stat-block-1"> With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.</p>
Acrobatics +7, Climb +5, Escape Artist +7, Survival +4
- Type
- Humanoid
- Alignment
- LN
- Size
- Medium
- Environment
- warm deserts
- Organization
- solitary, band (2–6), sect (2–20), or tribe (20–60)
- Treasure
- NPC gear (sais [2], other treasure)
- Senses
- Perception +3
- Languages
- Common, Kasatha
- Source
- Bestiary 4
-
Uses feat: Combat Reflexes (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Improved Unarmed Strike (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Stunning Fist (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Weapon Finesse (Feat)House/Core — covered by the site's Section 15.
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