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Khaasta

The khaasta are a race of lizard-like creatures who trade with, steal from, and do dirty work for all manner of unsavory individuals across the planes. Their hides are fairly resplendant, each detailed with a resplendant series of small, durable scales, which glint a variety of colors. They have long, powerful tails and blunt lizard-like snouts, with a small crest running the length of the head and back.

A race obsessed with progression by a convoluted set of social imperatives, the khaasta are normally untrustworthy and self-serving. But, as we have often seen, so can PCs. Normal khaasta morals include the right to take from the weak, the need for ascension through the outfighting and backstabbing of your bretheren, bringing down the strong, and doing anything to assert your dominance over others. Unlike many believe, however, khaasta are not actually evil. They are simply as individualistic and power-hungry as any slaad, and will do whatever it takes to ge tot the top. Not that they get to the top, not because they enjoy it, but because they feel they must.

A khaasta PC is probably an orphan of sorts, not raised by a khaasta band, and thus exposed to more social ideas. Alternatively, they could have gone off on their own once they reached majority to seek out bigger and better things. The khaasta are a shoe-in for the Fated (because they believe in taking what you can hold), the Free League (who like to be left to their own devices), the Revolutionary League (because they strive to bring down the strong), and the Godsmen (who believe in bettering oneself, sometimes to gain power). Unusual but interesting possibilities would be the Guvners (seeking power through loopholes), the Signers (who have a very self-centered mindset), and the Converts (backstabbing your bretheren to gain power). Mainly through predjudice, there are very few (if any) Harmonium khaasta.

ABILITY ADJUSTMENTS: Khaasta are powerful warriors, getting a +1 to Strength and Constitution. However, they are fairly clumsy, getting a -1 to Dexterity. They are also not social experts, getting a -1 to Charisma.

SPECIAL ABILITIES: Khaasta scales are quite durable, giving the PC an AC of 5 unarmored. Their large, toothed maws can bite for 1d6 point of damage, though Strength modifiers to damage may not be added. A khaasta PC is assumed to be profficient in his bite, and can always bite once per round, in addition to other attacks. Further, they are trained from birth to ride giant lizards as mounts (as opposed to horses). They are considered automatically proficient inthe care and riding of such a beast (though the tricks one can do with the proficiency Land Based Riding are unknown). Plus, they get a +1 THAC0 bonus while attacking others on foot from lizardback. This, however, makes it impossible for the to use their bite attack. Khaasta recieve a +1 THAC0 bonus with all bows, regardless of how they are used, due to racial skill.

SPECIAL HINDRANCES: Khaasta, being hindered by their bulky physique and long tails, have a movement rate of 9. Further, the khaasta are notorious for their chaotic natures (on the whole). This affects their relations with others. All henchmen and NPCs recieve a -1 to Loyalty Base and Reaction Adjustment, double that if the NPC is lawful. Many khaasta who are lawful themsleves are treated poorly based on judgements made about their entire race. Finally, Outer Planar merchants who have been attacked by khaasta recieve a -3 penalty (not cumulative with the previous penalty).

CLASS OPTIONS: Khaasta can be fighters, clerics, or thieves. They lack the education and concentration, generally, to become wizards. They also lack the selfless nautres required for paladins, druids, and rangers. They are not nearly friendly enough to become bards. It is possible that they might become specialty priests of a Power of independance or lizards, but this must be decided by the DM. Khaasta may multiclass as fighter/thieves.


Vital Statistics

ABILITY REQUIREMENTS (before ability adjustments are added or subtracted):

STRENGTH
DEXTERITY
CONSTITUTION
INTELLIGENCE
WISDOM
CHARISMA

KHAASTA

10/18
4/18
8/18
3/18
3/17
4/15

ABILITY ADJUSTMENTS

STRENGTH
DEXTERITY
CONSTITUTION
INTELLIGENCE
WISDOM
CHARISMA

KHAASTA

+1
-1
+1
-
-
-1

AVERAGE HEIGHT AND WEIGHT

HEIGHT
WEIGHT

BASE
MODIFIER
BASE
MODIFIER

KHAASTA

68/70
4d4
160/180
6d10

AGE

STARTING AGE
MAXIMUM AGE

BASE
MODIFIER
BASE
MODIFIER

KHAASTA

10
1d6
100
2d20

AGING EFFECTS

MIDDLE AGE*
OLD AGE**
VENERABLE***

KHAASTA

50
67
100

( * -1 Str/Con; +1 Int/Wis, ** -2 Str/Dex, -1 Con; +1 Wis, *** -1 Str/Dex/Con; +1 Int/Wis)

LEVEL LIMITS

FIGHTER
RANGER
PALADIN
WIZARD
CLERIC
DRUID
THIEF
BARD
PSIONICIST

KHAASTA

14
n/a
n/a
n/a
9
n/a
12
n/a
n/a

RACIAL ADJUSTMENTS FOR THIEVES

PP
OL
FRT
MS
HS
DN
CW
RL

KHAASTA

+10%
+5%
+5%
-5%
-15%
+5%
-5%
-5%

Copyright 2000 by Greg Jensen


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