Converting original D&D and Mystara monsters

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Who? Where?

:D

Back to the rakasta, in light of their stats in Red Steel, I'd have them be a 1-HD Humanoid with bonuses on Listen checks, favored class bard (civilized) or fighter (nomads) and the option of taking Scent as a feat. I'd drop their sonic vulnerability, unless that is used to counter some bonus. I'd avoid giving rakasta a fav. class of ranger (keeping that for the lupins - which are fairly similar to the laika, presented in the Savage Species web-enhancement).
 

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thanks john. when i offered to convert the module X1 monsters for you, i never imagined it would take this long to get through the rakasta! but yes, the phanaton is next.
 

Some of the resources from the aforementioned starflung.com site:

Savage Coast Races and 3E
by Tristan Dunigan
Rakastas
Medium Size: As medium size creatures, Rakasta have no special bonuses or penalties due to their size
Rakasta receive +2 DEX and a -2 WIS
Rakasta Base Speed is 30
Rakasta have Low-Light Vision
Rakasta get Blind Fighting Feat Free and a +2 racial bonus on hear, spot, search
Rakasta get a +1 racial bonus on REF Saves
Automatic Languages: Rakasta
New Feat: Roar - all Rakasta can roar, instilling fear in their opponents. Each time this feat is taken, the Rakasta gets a +1 in the Intimidate skill
Favoured Class: Rogue. Due to their "cat-like" reflexes A multi-classed Rakasta Rogue class does not count when determining whether it suffers an XP penalty for multi-classing.


And:


Rakasta
by Jim Lai
1. Ability Modifiers +2 Dexterity, -2 Constitution. The feline Rakasta are graceful, but lack endurance.
2. Rakasta are medium sized, with a base speed of 30 feet.
3. Their keen senses and natural grace +2 to Hide, Move Silently, and Listen checks.
4. Rakasta have claws, giving them +2 to Climb checks if they are barehanded and barefoot. Rakasta can also choose to use their claws and teeth in unarmed combat, giving them the option of doing lethal damage instead of subdual. Rakasta may purchase the Multiattack feat.
3. Rakasta may make a Will save vs. DC based on the caster's level (or creature hit dice) to detect invisible, ethereal, or phased beings within 10 feet.
4. Rakasta take half damage from any fall if they succeed in a Reflex save vs. DC (10+1 per 10' of distance)
5. Rakasta gain the bonus feat Blind Fighting.
6. Rakasta have good Night Vision, allowing them to see twice as far as a human in poor light and still distinguish colours and details.
7. Exceptionally tough Rakasta (those with a high Constitution) can call up a short burst of energy. They may add their Constitution bonus to their Strength score for a number of rounds equal to their Constitution or until they calm down (whichever comes first). After that, they must cat-nap for one minute per round they called on the energy burst before they can fight or perform other strenuous activity again. This requirement is above and beyond their normal sleep requirements.
8. Rakasta suffer a -2 to all saves vs. sound based attacks because of their keen senses.
9. Rakasta fear water. All Rakasta suffer -4 to Swim checks and if they get significantly wet, Rakasta suffer -2 to all rolls until they are dry. Rakasta may make a Will save (DC 12) to overcome this fear for 1 minute per character level.
10. Rakasta are attracted to catnip. In its presence, Rakasta must make a Will save vs. DC 12 to avoid touching it, rolling in it, or generally playing. If this save fails, the character will attempt to finish whatever he is doing as quickly as possible and play with the plant for at least (5 - Wisdom Bonus) minutes. Rakasta in this state may not cast any spells or activate magic items, but are not unaware of their surroundings, and may recover as a Free Action if attacked.
11. Rakasta rely on their whiskers for many of their exceptional abilities. If their whiskers are ever severed, they suffer 2 points of Dexterity damage and lose the innate Blind Fighting feat and the ability to detect invisible beings until the whiskers grow back (or the damage is healed through magical means). Burnt or severed Rakasta whiskers regrow in (1d4 - Constitution Bonus, minimum 1) weeks.
12. Rakasta are somewhat lazy. They must sleep a total of (16-Constitution Bonus) hours per day, though this can be broken up into shorter cat-naps. Adventuring Rakasta may make a Fortitude save vs. DC 15 to reduce this time to (12-Constitution Bonus) hours per day. A Rakasta's Constitution Bonus may never reduce the character's sleep requirement below 10 hours.
13. The preferred class of nomadic Rakasta is Rogue. The preferred class of Bellayne's urban Rakasta is Bard.
14. Automatic languages are Common and Rakasta. Additional languages include Draconic, Elven, Gnoll, Goblin, Halfling, Orc, Sylvan, and Undercommon (sign language)


and:


Savage Coast Races: Rakasta
by Trevor Mellis
Known as the "cat people" by neighbouring races, the rakasta are a proud, nomadic race of feline humanoids.
Personality: Rakastas tend to be proud and emotional; the nomads in particular are quick to anger. All are convinced of rakastan superiority over other races. Still, most are extremely interested in the world at large, explore and experience all things for themselves, while for the town-dwellers, it becomes an intense curiosity about visitors and a penchant for puzzles of any type.
Physical Description: A rakasta looks like a furry human with the head of a cat. Its short fur is usually soft and ranges in colour from light tan to dark brown. Many rakastas have a darker hue on the ears and muzzle. Some specimens have white highlights and the ears and muzzle instead or even white or dark patches at the extremities (feet, hands, and tail). Older rakastas show a whitening around the face and ears.
Rakastas have a build similar to that of humans; nomad rakastas tend to be slender, while those who live more sedentary lives tend to weigh more, ranging from slightly chubby to downright obese. The creatures have cat eyes, with vertical pupils. The irises are usually green, but some are yellow or even blue or hazel; a few rare individuals have two colours, most commonly one blue and one green.
Rakastan hands and feet are like those of humans, except for the fur and retractable claws. Rakastas also have non-prehensile tails. Nomads usually have tails between two and four feet long, though a few have no tail at all. The tails of town dwellers range from four to six feet in length; most are covered with short fur. Rakastas are very proud of their tails and spend a great deal of time each day grooming them.
Relations: Rakastas often seem arrogant and defiant while in the presence of the other races. For this reason they are very well respected by isolationist races such as elves and half-orcs, but the more civil and personable races like halflings and humans tend to dislike them.
Alignment: Most rakastas are usually neutral where law and order is concerned, and are indifferent about the affairs of good and evil as well (this is especially common among the nomadic rakastas). Town-dwellers fit equally well into all alignments, favouring Chaos over Law and favouring Neutral over Good and Evil. Truly the most arrogant of races, the rakastas rarely favour anything more or less important than themselves.
Rakastan Lands: These feline humanoids seem to have originated in the Yazak Steppes. While Rakastas are found in steppes, savannas, and plains throughout the world, they are most common on the Savage Coast, where they have adopted a feudal style of government mixed with their ancient nomadic ways, warrior traditions, and mystical predilection. They are the dominant race of the nation of Bellayne.
Religion: The favoured deity among the rakastan people is Fellpurr the Great. Fellpurr is a patron of art, war, and travel.
Language: The main language of the rakasta is Rakastan, which has both ancient rakastan and Traladaran roots. In some ways it sounds like the common tongue, but it is different enough that the similarities are more confusing than helpful. However, common is spoken by town-dwelling rakastas.
Names: Rakastas generally have only one name, especially among the nomadic rakastas. Town-dwelling rakastas have been known to adopt a clan name along with their "first name," to draw distinction.
Rakasta Racial Traits
· +2 Dexterity, -2 Constitution. Rakastas are quick and graceful, but they lack fortitude.
· Medium Size. Rakastas gain no special bonuses or penalties due to their size.
· Rakastan base speed is 30 feet.
· Darkvision 60': Rakastas can see in the dark up to 60 feet away. Darkvision is black and white only, but it is otherwise like normal sight, and rakastas can function just fine with no light at all.
· +2 racial bonus on Hide, Move Silently, Balance, Tumble, and Spot checks. A rakasta is very light on his feet and graceful.
· Half damage from falls: Because of their light frame and excellent reflexes, rakastas automatically take half damage from all falls from less than 50 feet.
· Claws: Rakastas have one-inch long claws on their hands and feet, which they may attack with in melee. Each paw does 1-3 points of damage. A barefoot rakasta who grapples his opponent may rake with his back legs, for 1-3 points of damage per hit.
· Whiskers: Rakastas have 4 to 8 inch long whiskers on their face, which gives them the Blind Fighting feat for free as long as the whiskers are not cut. Cut whiskers may be healed magically as any wound; otherwise they regrow in 2d4 days.
· Automatic Languages: Common and Rakastan. Bonus Languages: any except secret languages (like Druidic) and ancient tongues (such as Nithian).
· Favoured Class: Rogue or Bard. Nomadic rakastas are usually bandits and rogues, while the "domestic" town-dwellers make excellent Bards. A multiclass rakasta's favoured class does not count when determining whether he suffers an XP penalty.


Keep in mind, I think all of that is 3E.
 

by the way, updated the stats in homebrews. for the most part, all we have left to figure out is the "rakasta as characters" section.
 

BOZ said:
by the way, updated the stats in homebrews. for the most part, all we have left to figure out is the "rakasta as characters" section.

Boz, shouldn't Init and Dex bonus to AC each be +2? I think Reflex save should be +5.

Speed 25 seems odd for such an agile humanoid. Why not 30?

Environment does not overlap that of the smilodon. I'd say change Rakasta environment to any warm land or else change Smilodon entry to include warm plains.

Other than that, they're Grrrrreat! (Sorry.)
 

Zaster said:
Boz, shouldn't Init and Dex bonus to AC each be +2? I think Reflex save should be +5.

oversight - fixed! :) (on my copy)

Speed 25 seems odd for such an agile humanoid. Why not 30?

maybe that's why they ride tigers. ;) speed =/= agility. :)

Environment does not overlap that of the smilodon. I'd say change Rakasta environment to any warm land or else change Smilodon entry to include warm plains.

i might change the smilodon, sooner or later.

Other than that, they're Grrrrreat! (Sorry.)

thanks. :D
 

I strongly agree with the thing about smilodons' environment, due to the fact that they were in fact limited exclusively to the warm plains of areas like California, Mexico, and Argentina.
 

ok, the smilodon will be updated the next time i sign on to the CC admin...

ok, due to time constraints, i quickie-added shade's "Rakasta as characters" section, and am updating in homebrews. i await further comments. ;)
 

For bonus language choices, how about Draconic, Gnoll, Goblin, Halfling? Creatures that speak these languages share their environment.
 

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