PC Race; alt.rakshasa at ECL +4

seasong

First Post
I'm working on a setting with a different set of races, and this is one of them. This is NOT the rakshasa of myth, nor the one from the Monster Manual I; rather, it is a mid-ECL PC race inspired by both, but made semi-mundane. I used Upper Krust's thread as an essential method for calculating the ECL, but I very much appreciate commentary on balance issues you see.

Note on the ability scores: for purposes of my campaign, no race adds to ability scores - their modifiers merely affect the maximum the player is allowed to buy. For other campaigns, the rakshasa has STR +2, DEX +4, CON +2, INT +2, WIS +2, CHA +6... and an ECL +5 instead.

Rakshasa (ECL +4, +5 with ability scores)

Elegant and charismatic, rakshasa are a race of shapeshifting, sentient tigers. Although there is some tendency to viciousness, most tales of their tendency to cruelty are merest prejudices, inspired by primitive fear of efficient predators. Just ask any rakshasa. Socially, they tend to be advisors and performers rather than leaders, and operate with maximum flair and pomp.

Medium Humanoid (Rakshasa)
Hit Dice: 4d8 (21 hp).
Movement: 40 ft.
AC: +1 natural.
Natural Attacks: 2 claws.
Damage: claw 1d4.
Face/Reach: 5 ft by 5 ft/5 ft.
Special Abilities: Spells, Detect Thoughts, Alter Self, Scent, Low-light Vision.
Ability Scores: STR 12, DEX 14, CON 12, INT 13, WIS 13, CHA 17
Racial BAB: +2 (progression as wizard)
Racial Saves: Fort +1, Ref +1, Will +3 (ability scores not factored)
Racial Skills (9 + "7 x INT bonus"): Bluff (CHA), Diplomacy (CHA), Disguise (CHA), Gather Information (CHA), Intimidate (CHA), Listen (WIS), Move Silently (DEX), Perform (CHA), Sense Motive (WIS)
Racial Feats: Spell Focus (Enchantment), Weapon Finesse (Claws)
Advancement: By PC Class.
Favored Class: Sorcerer.

Spells (Su): A rakshasa casts spells as a 4th-level sorcerer.

Detect Thoughts (Su): A rakshasa can continuously detect thoughts as the spell cast by an 4th-level sorcerer (save DC 12 + INT bonus). He can suppress or resume this ability as a free action.

Alter Self (Su): A rakshasa can assume any humanoid form, or revert to his own form, as a standard action. This ability works like the alter self spell cast by a 4th-level sorcerer.

Scent: The rakshasa can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges. The rakshasa detects another creature's presence but not its specific location. Noting the direction of the scent is a standard action. If it moves within 5 feet of the scent's source, the creature can pinpoint that source. Rakshasa can identify familiar odors just as humans do familiar sights.

The rakshasa can follow tracks by smell, making a Wisdom check to find or follow a track. The typical DC for a fresh trail is 10. The DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. Rakshasa tracking by scent ignore the effects of surface conditions and poor visibility. Water, particularly running water, ruins a trail. False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base Wilderness Lore DC to track becomes 20 rather than 10.

Low-light Vision: The rakshasa can see twice as far in dim light as a human.

Skills: When using Alter Self, the rakshasa gains an additional +10 circumstance bonus to Disguise checks. If reading an opponent’s mind, his circumstance bonus to Bluff, Disguise and Sense Motive checks increases by a further +4.
 
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