Rakasta Races for 3e
Compiled by Giles P. Kiser

This is a compilation of Rakasta sub-races for use with the Third Edition of the Dungeons and Dragons game.  This article lists all Ability score modifiers, size category, movement rates, bite and claw damage, and whether or not they have the “roar” ability and/or a fear of water.  There is a brief description of the races included as well.

Rakasta Racial Traits:
All Rakasta races have the below listed traits, unless otherwise noted.
Low-Light Vision and Darkvision (60ft)

Balance and Reflexes: +2 bonus to Balance skill checks and a +1 bonus to Reflex saves.  Sustain only half damage from falls.

Detect Invisible and Ethereal: Whenever a Rakasta is near an invisible or ethereal being or object, they get a Wisdom check with a +4 bonus to determine whether or not they detect the presence of the being or object.  DC for this is determined by the DM based on the level of the caster of the spell or the level of the creature using the power.

Start Play with the Blind-Fight feat

Natrual Concealment: +2 bonus to Hide skill checks

Detect Noise: +2 bonus to Listen checks

Roar: Once per round, the Rakasta may unleash a terrible roar that forces all opponents within 100 feet to make a Will save (DC equals 10 + half the level of the character beyond 1, round down).  Those that fail suffer a –1 penalty to attack and skill rolls and saving throws for 1d6+1 rounds.

Fear of Water: Some Rakasta are deathly afraid of water.  When in or around water, the rakasta halves his STR and DEX scores, and also halves his CHR score until dry.  Those listed with a moderate fear make an unmodified Will save (DC set by the DM) to withstand the effects, while those listed with a high fear suffer a –4 penalty to the save.  

-1 penalty to saving throws against sound-based attacks

Ancestor Breeds:

Cave Rakasta:
Cave Rakasta look like large humanoid lions.  Males sport flowing manes, while females have shorter hair on their scalps.  They would be confused with the Simbasta, but they stand about a foot larger and are more powerfully muscled.
Traits:
+6 STR, -4 DEX, -2 INT, -4 WIS, +2 CHA
Large-sized (-1 AC and –1 to attack rolls)
Speed of 30 ft
Bite does 1d12 damage
Claws do 1d4 damage
Roar: Yes (Anyone failing their save drop their weapons and flee in terror for 1d6+1 rounds)
Fear of Water: High
Favored Class: Fighter
CR: +2

Rakastodon Fatalis:
Rakastodon fatalises look like large, stump-tailed humanoid tigers.  Their most impressive feature is their large, dirk-like fangs that protrude from their mouths.
Traits:
+6 STR, -2 DEX, -4 INT, -4 WIS
Medium-sized
Speed of 30 ft
Bite does 2d6 damage
Claws do 1d4+1 damage
Roar: Yes
Fear of Water: Moderate
Favored Class: Fighter
Knock-down: Any successful claw attack on a foe that is at least 1 size category smaller than the Rakastodon is knocked prone.  If the rakastodon’s target is the same size or up to one size category larger, it must pass and opposed Strength check with a –2 penalty for each point of difference in STR scores to stay standing.  Foes knocked prone are subject to an automatic critical hit on the rakastodon’s next successful bite attack.
CR: +2

Greater Breeds:

Fast Runner:
Fast Runners are thin, lithe humanoid cheetahs.
Traits:
+4 DEX, -4 WIS
Medium-sized
Speed of 35 ft
Bite does 1d4+1 damage
Claws do 1d2 damage
Roar: No
Fear of Water: High
Favored Class: Fighter
Start with the Run feat for free
CR: +2

Jakar:
Jakar are heavily musceled humanoid jagaurs.
Traits:
+4 STR, +2 DEX, -2 CON, -4 WIS
Medium-sized
Speed of 25 ft
Bite does 1d8 damage
Claws do 1d3 damage
Roar: Yes
Fear of Water: None
Favored Class: Cleric
Claws act as magical weapons.  They do not have any actual bonuses, but they can strike creatures that reduce the damage of non-magical weapons (treat the claws as +1 weapons).  Every five levels, the jakar increase the effectiveness of this ability (claws act as +2 weapons at level 6, +3 at level 11 and so on).
CR: +2

Mountain Rakasta:
Mountain Rakasta are humanoid mountain lions.
Traits:
+2 STR, +4 DEX, -2 CON, -4 WIS
Medium-sized
Speed of 30 ft
Bite does 1d6 damage
Claws do 1d3 damage
Roar: No
Fear of Water: Moderate
Favored Class: Fighter
+4 bonus to Jump checks.  They can jump 3d6 + Dexterity outwards, 2d4 + half Dexterity upwards, and 3d12 + Dexterity downwards without any preparation or making running starts.  (All distances are in feet.)
CR: +2

Pardasta:
Pardastas are humanoid leopards.
Traits:
+2 STR, +2 DEX, -4 WIS
Medium-sized
Speed of 25 ft
Bite does 1d6 damage
Claws do 1d3 damage
Roar: Yes
Fear of Water: Moderate
Favored Class: Ranger
Immune to Mind-altering attacks
+2 Initiative
CR: +2

Sherkasta:
Sherkasta are humanoid tigers.
Traits:
+4 STR, -4 WIS
Medium-sized
Speed of 30 ft
Bite does 1d10 damage
Claws do 1d4+1
Roar: Yes
Fear of Water: None
Favored Class: Fighter
Sherkastas can shake off the effects of magic cast on them by lower level casters by passing a Will check.  Every five levels they can shake off the effects of spells one level higher (1st and 2nd level spells at level 6 for instance).  However, if the caster is of a higher level than the sherkasta, the effects of the spells stand.  This ability has no effect on area effect spells (such as a fireball) or spells not directly cast upon him.  
CR: +2

Simbasta
Simbastas are humanoid lions.  
Traits:
+4 STR, -4 WIS, +2 CHA
Medium-sized
Speed of 30 ft
Bite does 1d10 damage
Claws do 1d4 damage
Roar: Yes
Fear of Water: High
Favored Class: Paladin
Once per day for 1d4 rounds, simbastas can attack and save as though they are 3 levels higher in the class that they have the highest level in.
+2 bonus on all damage rolls
Subdued PC’s and NPC’s look upon the simbasta that defeated them with awe.  Those that dislike or hate the simbasta salute the creature and leave, meaning to never cross this simbasta’s path again.  Those that respect the simbasta may offer their service and loyalty to the creature.
CR: +2

Snow Pardasta
Snow Pardastas are white-furred humanoid leopards.
Traits:
+2 STR, +2 CON, -4 WIS
Medium-sized
Speed of 25 ft
Bite does 1d6 damage
Claws do 1d3 damage
Roar: No
Fear of Water: None
Favored Class: Cleric
Suffer no penalties for moving across snow and/or ice.
Same jumping distances as a Pardasta, only they don’t add their DEX scores to the rolls.  
+2 to Jump checks
They can meld with a stone the same size or larger for 1d4 rounds.  While in the stune they can see and hear everything that goes on around them, but they cannot cast spells or communicate.
-2 to attack rolls, skill checks, and saving throws when in warmer climates.
CR: +2

Wild Breeds:

Caracasta:
Caracastas have short reddish-brown fur with tufts of black fur tipping their pointed ears.  They twitch their ears as part of a racial language.
Traits:
+2 STR, +2 CON, -4 WIS
Medium-sized
Speed of 25 ft
Bite does 1d4+1 damage
Claws do 1d3 damage
Roar: No
Fear of Water: High
Favored Class: Druid
Non-spellcasting caracastas increase the range increment of their special Karakulakian bows (treat as normal short bows) by 20 and increase the damage by 1.  When entering into a fight, in which they will primarily use a bow, they get a +1 bonus to initiative.
Spell-casting caracastas can use their ears to cast spells that require only verbal or somatic components
CR: +1

Cloud Pardasta:
Cloud Pardastas have light brown to yellow base coats with grey blotches on their backs and white or tawny fur on their inner limbs and torsos.
Traits:
+2 STR, +2 DEX, -4 WIS
Medium-sized
Speed of 25 ft 
Bite does 1d4 damage
Claws do 1d3 damage
Roar: No
Fear of Water: Moderate
Favored Class: Druid
Whenever in a forest mist, cloud pardasta can create a dimension door to a distance of 10 feet per level to a limit of wherever the mist ends.
+10 to Climb skill checks.  They can even run, hands free on the underside of tree limbs.
+10 to Jump checks while in trees, and need not roll a skill check for distances up to 15 feet while in trees.
+4 Tumble checks
-2 Dexterity while moving on the ground.
CR: +1

Jakarundi:
Jakarundi look somewhat like a cross between with a rakasta and a weasel.  They have long, slender bodies covered in red, black, or dark brown fur.  Their pointed head sit atop a long neck.
Traits:
+2 DEX, +2 INT, -4 WIS
Medium-sized
Speed of 25 ft
Bite does 1d3 damage
Claws do 1d2 damage
Roar: No
Fear of Water: None
Favored Class: Wizard
Jakarundi can cast one 1st level spell as a wizard half of their own level (round up).  The spell is chosen randomly.  This can be done once per day per level, but the jakarundi must pass a Wisdom check (DC usually around 11-14 depending on the stress of the situation).  Non-spellcasters suffer a –2 penalty to the check, while spellcasters gain a +2 bonus to the check.
CR: +1

Lynxman:
Lynxmen are humanoid lynxes.
Traits:
+4 STR, -4 WIS
Medium-sized
Speed of 30 ft
Bite does 1d4 damage
Claws do 1d2 damage
Roar: No
Fear of Water: Moderate
Favored Class: Druid
Move across snow at normal speed.
Once per day, they can shake off the effects of any cold-based attack or situations in which the cold would be fatal.
CR: +1

Ocelasta:
Ocelastas are among the most beautiful rakastas.  Their tawny coats are covered in spots that at times join with the darker ring surrounding the spot’s pale interior making near stripes.  White spots on the back of their ears give the impression of eyes at great distances.
Traits:
+2 DEX, +2 CON, -4 WIS
Medium-sized
Speed of 25 ft
Bite does 1d3 damage
Claws do 1d2 damage
Roar: No
Fear of Water: None
Favored Class: Druid
Once per day, they can heal themselves for 1 point of damage per level, or 3 points per level of damage if the damage was mostly done by chaotic or evil spellcasters.
CR: +1

Servasta:
Servastas are lean and lanky.  They have small heads perched atop long necks and surmounted by large bat-like ears.  Black spots cover their tawny coats with dark rings and black tip marking their tails.
Traits:
+4 DEX, -4 WIS
Medium-sized
Speed of 30 ft
Bite does 1d4 damage
Claws do 1d2 damage
Roar: No
Fear of Water: High
Favored Class: Druid
+4 to Listen checks, +6 when underground creatures are nearby.
+4 to Tumbling checks
Once per day, they can either inflict maximum damage on one attack (including maximum critical hit damage if the attack roll results in a critical hit) or latch onto the back of their prey and automatically hit with a bite attack until shaken off (-2 to the foe’s opposed Strength check).
CR: +1

Domestic Breeds:

Alley Rakasta:
Alley Rakastas are either domestic or mongrel breeds of greater and wild rakastas.  Roll on Tables 1a through 1c to determine their appearance.
Traits:
-4 WIS, pick a greater or wild rakasta race that the character is most descended from.  Then pick one increased ability score to add to the character’s ability scores.
Medium-sized
Speed of 25 ft
Bite does 1d4 damage
Claws do 1d2 damage
Roar: No
Fear of Water: Varies (Same as the descended race)
Favored Class: Fighter
CR: +0

Basic Rakasta:
Basic Rakastas are the most common rakastas.  To determine their appearance roll on Tables 1a to 1c.
Traits:
+4 DEX, -4 WIS
Medium-sized
Speed of 25 ft
Bite does 1d4 damage
Claws do 1d2 damage
Roar: No
Fear of Water: High
Favored Class: Rogue
CR: +0

Domestic Rakasta:
Domestic Rakastas are similar common rakastas, but are more docile and are more easily able to assume positions among human or elven societies.  Roll on Tables 1a through 1c to determine their appearance.
Traits:
+4 DEX, -2 CON, +2 INT, -4 WIS
Medium-sized
Speed of 25 ft
Bite and Claws do 1d2 damage
Roar: No
Fear of Water: High
Favored Class: Rogue
CR: +0

Table 1a: Hair Characteristics
1d20	Length	
1	Hairless *	
2-10	Short	
11-15	Medium	
16-20	Long	
* Hair is a very short, down-like fur.  Do not roll for Texture or Form.	
1d6	Texture	
1-2	Fine	
3-4	Coarse	
5-6	Dense	
	
1d6	Form	
1-3	Straight	
4	Crinkled	
5	Curly	
6	Wavy	

Table 1b: Domestic Coat Patterns and Colors
1d20	Coat Patterns	
1	Colorpoint: generally a light coat with darker extremities covering the nose, tail, ears, and paws.	
2-4	Particolor 2: White coat with a random secondary color.	
5	Particolor 3: White coat with two random colors	
6	Calico: patches of black, cream, ginger, and white.	
7-9	Tabby, Classic: Dark oyster-shaped patterns on the flanks, butterfly-shaped markings on the shoulders, and rings on the tail.  Roll for a basic coat color other than a dark color.  10% chance of white patches	
10	Tabby, Patched: Patches of black and ginger with darker stripes.  10% chance of white patches. 	
11	Tabby, Spotted: Darker spots extending to the tail. Roll for a basic coat color other than a dark color.  10% chance of white patches	
12	Tabby, Striped: Dark stripe patterns. Roll for a basic coat color other than a dark color.  10% chance of white patches	
13	Tortoiseshell: Black or blue, cream, and ginger colors evenly intermingled.  10% chance of white patches.	
14-19	Uniform: One single color, maybe with lighter shades on the underbelly or smoky highlight throughout.	
20	Van: Similar to Colorpoint execpt only the top of the head, ears, and tail are of a darker color	

	
1d100	Coat Color	
1	Auburn	
2-21	Black	
22	Blue	
23	Bronze	
24	Brown	
25	Champagne	
26	Charcoal	
27	Chocolate	
28	Cinnamon	
29-33	Cream	
34-38	Fawn	
39	Ginger	
40-44	Golden	
45-63	Gray	
64	Lavender	
65	Lilac	
66	Peach	
67	Pewter	
68-72	Platinum	
73	Ruddy	
74	Sable	
76-80	Silver	
81-100	White