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Kasatha

These four-armed humanoids travel the desert, either in caravans or alone. They are deeply secretive and their first loyalty is always to their family and head mother. They were cast out of the Nameless Realm for the sin of carelessness, being too free with their honesty. The Kasatha took the lesson their god meant to convey to heart. Many have sworn an oath of silence when outside their family dwellings. Grandmother Keheni’i handles the inter-house coordination, being the most proven secret-keeper.

This currency takes the form of bronze coins stamped with four crossed curved swords.

4 kasatha bronze = 1 standard gold

Music

Town Music

Battle Music

Services

Apothecary - Medraut keeps shop in a large tent when he isn’t out foraging ingredients. He does not speak.

Smith - Geraint is an old man. He runs the forge in its sandstone walls but most of the work is done by his young assistants. He is a gossip but won’t speak to customers where his assistants can hear him.

Tailor - Guinevere likes to model her own clothes when she’s out and about and when she’s in her canvas tent shop. She sells clothes of cotton and linen, but other materials are available on request. She doesn’t hold with the taboo against speaking, considering it silly and unnecessary.

Grocer - Culhwch sells meat and spices from his tent that builds onto his wagon. Pickled vegetables are for sale under the counter, being considered unworthy of display. He will only speak to name prices.

Magic Shop - Uther travels in an enchanted wagon that has camel legs instead of wheels. If you find him he offers enchantment services but other than for business he doesn’t talk.

Public House - Grandmother Keheni’i serves food from a large pavilion with canvas walls. At night the tables are cleared away to make room for bedrolls. Only people who she judges worthy may buy a bowl of stew and a place on the floor.

NPCs

Grandmother Keheni’i

Female Kasatha Rogue 10/Master Spy 10

LE Medium Humanoid(kasatha)

Init +7; Senses Perception +35

DEFENSE

AC 35, touch 27; +3 dodge vs traps

HP 138

Fort +9, Ref +19, Will +15; +3 Ref vs traps; +4 Fort vs fatigue, exhaustion, and other ill effects from running, forced marches, starvation, thirst, and hot or cold environments

Defensive Abilities

Uncanny Dodge: never flat-footed.

Improved Uncanny Dodge: cannot be flanked.

Slippery Mind: 1 round after failing enchantment save, reroll save.

Fool Casting: when Master Spy saves vs Charm or Dominate, may allow partial effect; caster believes save was failed but Master Spy is not controlled, telepathic link functions normally.

Hidden Mind: constant Mind Blank spell CL 20.

Spell Resistance 21

OFFENSE

Speed 30ft

Melee Vorpal Spinal Sword +16 1d6/x3+behead on crit, Black Adder Venom 1d2 Con for 6 rounds Fort DC 11; Shock Shocking Burst x2 Spinal Sword +11 1d6+3d6electric/x3+4d10electric, Wyvern Poison 1d4 Con damage for 6 rounds Fort DC 17 2 consecutive saves; Frost Icy Burst x2 Spinal Sword +6 1d6+3d6cold/x3+4d10 cold, Spiny Eurypterid Poison 1d4 Con and 1d2 Dex for 6 rounds, Fort DC 21 2 consecutive rounds; Flaming Flaming Burst x2 Spinal Sword +1 1d6+3d6fire/x3+4d10fire, Deathblade 1d3 Con for 6 rounds Fort DC 20 2 consecutive saves

Ranged Endless Ammunition Frost Icy Burst Shortbow: +21 1d6+2d6ice+7/x3+2d10ice, Drow Poison Unconscious for 2d4 hours Fort DC 13; Endless Ammunition Flaming Flaming Burst Shortbow +16 1d6+2d6fire+7/x3+2d10fire, Spider Vine Poison Paralysis and 1d2 Con damage for 6 rounds Fort DC 15 2 consecutive saves

Special Attacks

Sneak Attack +9d6+9bleed.

Death Attack: study opponent for 3 rounds and make successful Sneak Attack, Fort DC 27 to resist death or paralysis 1d6 rounds, on successful save deal normal Sneak Attack damage.

STATISTICS

Str 14, Dex 24, Con 16, Int 24, Wis 20, Cha 20

Base Atk +14; CMB +16; CMD 33

Feats Deceitful, Iron Will, Multiweapon Fighting, Martial Weapon Proficiency: Spinal Sword, Shortbow

Skills Appraise +20, Bluff +42(take 10 at will), Craft (smithing) +20, Diplomacy +32(roll twice and take better roll)(take 10 at will), Disable Device +20(+5 to disable traps including magic), Disguise +30, Escape Artist +20, Handle Animal +15, Intimidate +32(take 10 at will), Knowledge (arcana) +20, Knowledge (dungeoneering) +20, Knowledge (engineering) +20, Knowledge (geography) +20, Knowledge (history) +20, Knowledge (local) +20, Knowledge (nature) +20, Knowledge (nobility) +20, Knowledge (planes) +20, Knowledge (religion) +20, Perception +35(+5 to find traps)(take 10 at will), Perform (dance) +28, Profession (mediator) +38(take 10 at will), Sense Motive +38(take 10 at will), Stealth +20, Use Magic Device +18(take 10 at will)

Language Kasatha

SQ

Jumper: Kasathas are always considered to have a running start when attempting Acrobatics checks to jump.

Desert Stride: Kasathas move through non-magical difficult terrain in desert environments at normal speed.

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.

Rogue Talent (Bleeding Attack, Canny Observer, Charmer: roll twice on Diplomacy and take better result, Convincing Lie: Those who believe your lies use your Bluff skill when repeating the lies).

Advanced Rogue Talents: Skill Mastery: take 10 on 7 skills. Master of Disguise: create a Disguise in half time, penalty for disguise of a different gender, race, age, or size reduced by 1. Glib Lie: CL check DC 25 for truth-discerning magic to work. Mask Alignment: can display false alignment. Nonmagical Aura: Magic Aura 2/day to make object appear nonmagical. Superficial Knowledge: can make any Knowledge or Profession check as trained, +10 bonus. Concealed Thoughts: decide what thoughts Detect Thoughts. Quick Change: Assume Disguise in 2d4 rounds at +5 penalty. Elude Detection: at will Nondetection CL 20. Slippery Mind: 1 round after failing enchantment save, reroll save. Shift Alignment: when masking alignment all magical effects apply as the false alignment. Hidden Mind: constant Mind Blank spell CL 20. Assumption: full round action to touch helpless creature and shift her aura to her target to confuse divination spells, 1 creature at a time.

Gear Vorpal Spinal Sword, Shock Shocking Burst x2 Spinal Sword, Frost Icy Burst x2 Spinal Sword, Endless Ammunition Frost Icy Burst Shortbow, Endless Ammunition Flaming Flaming Burst Shortbow, Hide Shirt +5, Belt of Physical Perfection +6, Mantle of Spell Resistance, Truesight Goggles: continuous Trueseeing, 1/day cast Analyze Dweomer, Judge's Wig: at will Discern Lies, Headband of Mental Superiority +6, Bracers of Armor +8, Ring of Telekinesis: at will Telekinesis

Kasatha Trader

Kasatha Rogue 5

LE Medium Humanoid(kasatha)

Init +5; Senses Perception +13

DEFENSE

AC 21, touch 17; +1 vs traps

HP 45

Fort +4, Ref +9, Will +4; +4 Fort vs fatigue, exhaustion, and other ill effects from running, forced marches, starvation, thirst, and hot or cold environments; +1 Ref vs traps; +2 to overcome continuing effects

Defensive Abilities

Evasion: no damage on successful Ref save.

Uncanny Dodge: never flat-footed.

Should the wearer of the Aegis of Recovery ever drop below 0 hit points, the aegis heals the wearer for 2d8+3 points of damage and then crumbles to dust.

OFFENSE

Speed 30

Melee Spinal Sword +1, +9 (1d6+1+5/x3, 1d3 Con damage 6 rounds Fort DC 13)

Ranged Shortbow +1, +9 (1d6+1+5/x3, 1d3 Con damage 6 rounds Fort DC 13)

Special Attacks Sneak Attack +3d6+3bleed

STATISTICS

Str 14, Dex 20, Con 16, Int 12, Wis 12, Cha 8

Base Atk +3; CMB +5; CMD 20

Feats Martial Weapon Proficiency: Spinal Sword, Shortbow, Weapon Finesse

Skills Appraise +9, Bluff +7, Craft(smithing) +9, Diplomacy +7, Handle Animal +4, Intimidate +7, Perception +13, Profession(trader) +9, Sense Motive +7, Stealth +10; +2 to Perception and Disable Device to handle traps including magic

Languages Kasatha

SQ

Desert 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.

Jumper: Kasathas are always considered to have a running start when attempting Acrobatics checks to jump.

Desert Stride: Kasathas move through non-magical difficult terrain in desert environments at normal speed.

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.

Rogue Talents (Bleeding Attack, Canny Observer)

Gear Spinal Sword +1, Shortbow +1, Hide Shirt +1, Aegis of Recovery, if outside town bag of holding I, Flaying Spider Poison x3, blanket, folding chair, folding table, cot, medium tent, compass, silk rope, everburning torch, coffee, tea, trail rations x10, incense, tobacco, poppy tears, camel, dandy brush, animal feed x10, pack saddle, cypher book, journal, ink, pen, traveller's outfit, hat, filter scarf, Kasatha jewelry (100), waterskin x4, coffee pot, cup, food and spices, textiles and furs, Glasses, Metals, and Woods (not including Adamantine, Mithral, or Platinum), grooming kit, perfume kit, masterwork survival kit, ball, 954 Kasatha Bronze