The rakasta were a classic race of cat-men from the old D&D basic set. They originally appeared in module X1, The Isle of Dread and reappeared later in X2, Castle Amber. The rakasta eventually became an important part of the Mystara setting.
Often N Medium monstrous humanoid
Init +2; Senses darkvision 60 ft.; Listen +7, Spot +4
Languages Common
AC 14, touch 12, flat-footed 12
(+2 Dex, +2 leather)
hp 11 (2 HD)
Fort +1, Ref +5, Will +2
Spd 30 ft. (6 squares)
Melee 2 war claws +2 (1d4/19-20) and bite -3 (1d4) or
2 claws +2 (1d3) and bite -3 (1d4) or
scimitar +2 (1d6) and bite -3 (1d4)
Space 5 ft; Reach 5 ft
Base Atk +2; Grp +2
Special Atk improved grab, pounce, rake
Abilities Str 11, Dex 15, Con 13, Int 10, Wis 8, Cha 10
SQ weapon familiarity (war claws)
Feats Alertness, Blind Fight b
Skills Balance +8, Listen +7, Spot +4, Tumble +8
Environment any non-arctic
Organization scouts (1-2), band (2-12), or settlement (3-30)
Treasure standard
Advancement by character class; Favored Class fighter
Level Adjustment +2
Improved Grab (Ex) To use this ability, a rakasta must hit with both claw attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.
Pounce (Ex) If a rakasta charges a foe, it can make a full attack, including two rake attacks.
Rake (Ex) Attack bonus +2 melee, damage 1d3.
Skills Rakasta have a +4 racial bonus on Balance, Listen, and Tumble checks. The skill modifiers given in the statistics block include a -1 armor check penalty for wearing leather armor.
The rakasta are a race of nomadic, catlike humanoids. They walk erect, much like humans, but are covered with soft, tawny fur and have feline heads and features.
The rakasta fight with special metal war claws that fit over their natural claws. Without these special claws,the rakasta claw attacks do only 1d3 points of damage each. The rakasta can use normal weapons such as scimitars, but generally disdain them, preferring to use their "natural" weapons (the war claws). An unarmed rakasta instinctively attacks with claws and teeth when cornered. Any rakasta who hits with both claws in the same round of combat can hang on and bring the rear claws to bear; rakasta nomads make special sandals to leave their rear claws exposed for this type of attack. Because most rakastas follow a detailed code of honor, few of them ever use missile weapons, especially against intelligent opponents.
War Claws: These exotic weapons favored by the rakasta are made of metal and fit over their natural claws. A set of two war claws costs 120 gp and weighs 2 pounds. War claws do 1d4 points of piercing damage and have a critical threat range of 19-20/x2. An opponent cannot use a disarm action to disarm someone wearing war claws. Creatures that have a natural claw attack may use war claws as if they were natural weapons; for other creatures, an attack with war claws is considered to be an armed attack.
Rakasta characters possess the following racial traits.
The following table details rakasta as a monster class, in the manner of Savage Species. Rakasta are monstrous humanoids with starting ability adjustments of +2 Dex, -2 Wis. Rakasta have a base land speed of 30 ft., and Darkvision 60 ft. Their class skills are Balance, Listen, Spot, and Tumble.
| Level | Hit Dice | Base Attack Bonus | Fort Save | Ref Save | Will Save | Skill Points | CR | Special |
|---|---|---|---|---|---|---|---|---|
| 1st | 1d8 | +1 | +0 | +2 | +2 | (2 + Int mod) x 4 | 1/2 | 2 claws 1d3, feat, +2 racial bonus on Balance, Listen, and Tumble |
| 2nd | 1d8 | +1 | +0 | +2 | +2 | - | 1/2 | +2 Con, bite 1d4, pounce |
| 3rd | 2d8 | +2 | +0 | +3 | +3 | 2 + Int mod | 1 | Blind Fight, improved grab, weapon familiarity (war claws) |
| 4th | 2d8 | +2 | +0 | +3 | +3 | - | 1 | +2 Dex, rake, +4 racial bonus on Balance, Listen, and Tumble |