Library / Bestiary

Samsaran

CR 1/2 Humanoid N Medium
This serene-looking slender young man has pale blue skin and solid black eyes, and is dressed in simple robes.

Samsarans are a race of humanoids whose spirits naturally reincarnate into another samsaran upon death. They have dark hair, pale bluish skin, and eyes with no visible pupil or iris. A samsaran's blood is clear like water.

Each samsaran is born with the knowledge that it has lived before, and shall continue onward after death through the cycle of reincarnation. When a samsaran dies, its body fades from sight, and another samsaran child appears somewhere and matures at the normal rate. Samsarans can reproduce with humans and produce true human offspring.

Typical samsarans pursue simple, ascetic lives apart from mainstream society. They live in small isolated farming communities as individuals or couples, with older samsarans adopting newly manifested children. Some work as consultants, mediators, prophets, or seers.

Samsarans are defined by class levels—they do not have racial Hit Dice. Samsarans have the following racial traits.

STR
8
DEX
14
CON
11
INT
12
WIS
14
CHA
15
HP
11 (1d8+3)
AC
15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
Speed
30 ft.
Init
+2
Melee
spear –1 (1d6–1)
Ranged
sling +2 (1d4–1)
BAB
+0
CMB
–1
CMD
11
Fort
+0
Ref
+2
Will
+4; +2 vs. death effects, negative energy effects, negative levels
Racial Modifiers
+2 Disable Device, +2 Perception

Weapons: Simple

Lifebound —

Samsarans gain a +2 racial bonus on saving throws against death effects, negative energy effects, saves to remove negative levels, and Con checks to stabilize.

oracle's curse (haunted)

revelations (think on it)

Shards of the Past —

A samsaran gains a +2 bonus on any two skills and these become class skills.

Toughness from Feat

<p class="stat-block-1"> You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).</p>

Diplomacy +6, Disable Device +7, Heal +6, Knowledge (religion) +5, Perception +8, Spellcraft +5

spell-like abilities:
1/day—Comprehend Languages, 1/day—Deathwatch, 1/day—Stabilize
oracle spells known:
1st (4/day)—Command, 1st (4/day)—Cure Light Wounds, 1st (4/day)—Sanctuary, At will—Ghost Sound, At will—Guidance, At will—Light, At will—Mage Hand, At will—Resistance
Details
Type
Humanoid
Alignment
N
Size
Medium
Environment
any land
Organization
solitary or clan (3–12)
Treasure
NPC gear (studded leather, spear, sling with 10 bullets, thieves' tools, other treasure)
Senses
low-light vision; Perception +8
Languages
Celestial, Common, Draconic, Samsaran
Source
Bestiary 4
Sources Used in This Record
12 House/Core
  • Uses feat: Toughness (Feat)
    House/Core — covered by the site's Section 15.
  • Knows spell: Comprehend Languages (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Deathwatch (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Stabilize (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Command (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Cure Light Wounds (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Sanctuary (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Ghost Sound (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Guidance (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Light (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Mage Hand (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Resistance (Spell)
    House/Core — covered by the site's Section 15.
OGL 1.0a Notice. Pathfinder-derived Open Game Content on this page is used under the Open Game License v1.0a and Section 15 notice.