half-raksasha%20colors.jpg

Half-Rakshasa1
Feared and hated even more than other half breeds such as half-orcs and half-cyclops, the half-rakshasa must work hard for acceptance. Their forceful personalities and connection to strange, supernatural powers make them natural oracles, sorcerers, and witches. A few take up the role of rogue, employing innate abilities to beguile and entrance others to con and steal. Some instead decide on the path of the bard, realizing their heritage gifts them with unique abilities to influence and entertain.

Physical Description: Though half-rakshasa are humanoid, they always possess some mark or physical feature that sets them apart from other humanoids. Most have distinct bestial features and tapered ears, fur and stripes patches, scales or snouts. A halfrakshasa must disguise itself to conceal these features.

Society: Half-rakshasa possess no culture of their own. They adopt the laws and mores of the creatures who raise them, usually other rakshasa or halfrakshasa. Half-rakshasa raised in a rakshasa clan are most often slaves or laborers. The rare half-rakshasa raised in a humanoid setting are often only tolerated because the half-rakshasa’s true parentage is unknown or a secret.

Relations: The half-rakshasa learns early in life to hide its ancestry. The reputation of the rakshasa causes most other humanoids to fear and hate half-rakshasa. This hatred is often expressed through violence against the half-rakshasa. A half-rakshasa raised in a rakshasa clan might also have problems relating to other races because they are accustomed to viewing sentient humanoids as either slaves, vehicles for pleasure or food.

Alignment and Religion: Half-rakshasa rarely worship a deity. Those from a rakshasa clan learn to disdain religion. Those raised among humanoids find themselves scorned and hated and do not care
to pay respects to a superior being that allowed their lives to become nothing but a series of torments. The natural inclination of half-rakshasa is take on an evil alignment.

Adventurers: Half-rakshasa find it easiest to take the roles of fighter, rogue and sorcerer.


Half-Rakshasa Racial Characteristics

  • +2 to Dexterity, +2 to Charisma, -2 to Intelligence: Half-rakshasa are agile and skilled manipulators but their animalistic natures have dulled their wits.
  • Medium: Half-rakshasa are Medium creatures and have no bonuses or penalties due to their size.
  • Normal Speed: Half-rakshasa have a base speed of 30 feet.
  • Darkvision: Half-rakshasa can see in the dark up to 60 feet.
  • Shapechanger: Half-rakshasa can use the spell alter self as a spell-like ability three times per day with a caster level equal to its character level
  • Spell Resistance: Half-rakshasa possess spell resistance equal to 5 + their character level.
  • Inscrutable: Half-rakshasa are strange and mysterious creatures. They add a +4 to the DC of Sense Motive checks made against them.
  • Outsider Blood: Half-rakshasa count as humans and outsiders for any effect related to race.
  • Languages: Half-rakshasa begin play speaking Common and the Rakshasa dialect. Half-rakshasa with high Intelligence scores can choose from the following: Abyssal, Aklo, Draconic, and Undercommon.

Alternate Racial Traits
The following racial traits might be selected instead of existing half-rakshasa racial traits. Consult your GM before selecting any of these new options.

Adept (Ex): The magical energy in a half-rakshasa allows him to easily manipulate arcane energy. He may use his Charisma instead of his Intelligence or Wisdom when determining class abilities for a spellcasting class that relies on one of these characteristics. When this trait is selected he must determine which ability (Intelligence or Wisdom) to which this trait applies. This racial trait replaces the inscrutable racial trait.

Animal Nature (Ex): The half-rakshasa who identifies with his parent’s animal half gains some of
the natural instincts of that animal. Half-rakshasa with this racial trait gain a +2 bonus on Handle Animal and Survival checks. This replaces the inscrutable racial trait.

Detect Thoughts (Sp): Rakshasa are deadly because of their ability to read minds. A half-rakshasa with this racial trait can use detect thoughts three times per day as a spell-like ability with a caster level equal to his character level. This replaces the shape changer racial trait.

Evil incarnate (Ex): A few half-rakshasa so embody the evil nature of the outsider parent their
flesh becomes resistant to physical damage. A halfrakshasa with this racial trait gains DR 1/good. This increases to DR 2/good at 7th level and to DR 3/good at 11th level. This does not make the half-rakshasa’s attacks evil for the purposes of overcoming damage reduction. This replaces spell resistance.

Guarded Thoughts (Ex): Steeped in deception and mind-reading magic, half-rakshasa know to keep their thoughts private is to keep themselves alive. A halfrakshasa with this racial trait gains a +4 racial bonus to saves against any form of mind reading. This replaces the shapechanger racial trait.

Predator’s Stare (Ex): Half-rakshasa sometimes possess the intimidating stare of the hunter. A halfrakshasa with this racial trait gains a +4 racial bonus on Intimidate checks. This replaces the inscrutable racial trait.

Favored Class Options
Instead of receiving an additional skill rank or hit point whenever he gains a level in a favored class, a half-raksha has the option of choosing from a number of other bonuses, depending upon his favored class. The following options are available to all halfrakshasa who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the listed favored class reward.

  • Alchemist: Add +1/2 to the number of bombs per day the alchemist can create.
  • Bard: Add +1/2 to the saving throw DC of the bard’s fascinate ability.
  • Druid: Add +1 hit point or +1 skill rank to the druid’s animal companion.
  • Ninja: Add a +1/2 on Acrobactics checks.
  • Ranger: Add +1/4 bonus on wild empathy checks to influence animals and magical beasts.
  • Rogue: Add +1/2 on Bluff checks.
  • Sorcerer: Add one enchantment spell known from the sorcerer spell list.
  • Summoner: Add +1 hit point to the summoner’s eidolon.
  • Witch: Treat the witch’s level as +1/2 higher for the purpose of determining the effects of the witch’s hexes.
  • Wizard: Add +1/2 to the saving throw DC of spells with the glamer descriptor.