Kasathas are a nomadic humanoid race from a desert world that orbits a red sun.
They are a clannish and secretive people with a matriarchal society, but other races have difficulty recognizing any physical difference between females and males. They keep their mouths hidden behind clothing, and don’t remove this clothing in the presence of other races. They are omnivores, but prefer meat and salty foods. Upon reaching adulthood, many kasathas leave their clans to search the world for adventure or treasure. A renegade few decide to forsake their clan and spend their life adventuring. This ritual “tempering” allows young adults to undergo a period of self-discovery before they assume their adult responsibilities.
- Ability Score Modifiers: Kasathas are nimble and perceptive. They gain +2 Dexterity and +2 Wisdom) (2 RP)
- Type: Humanoid (kasatha) (0 RP)
- Size: Kasathas are Medium creatures and have no bonuses or penalties due to their size. (0 RP)
- Base Speed: Kasathas have a base speed of 30 feet. (0 RP)
- Languages: Kasathas speak Common and Kasatha. A kasatha with a high Intelligence score can choose from the following: Dwarven, Draconic, Gnoll, Orc, and Sphinx. (0 RP)
- Defensive Training, Greater: Kasathas have a +2 dodge bonus to Armor Class. (4 RP)
- 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. (2 RP)
- Stalker: Perception and Stealth are class skills for kasathas. (1 RP)
- Spinal Sword Proficiency: Kasathas treat kasatha spinal swords as martial weapons.
- Jumper: Kasathas are always considered to have a running start when attempting Acrobatics checks to jump. (2 RP)
- Desert Stride: Kasathas move through non-magical difficult terrain in desert environments at normal speed. (1 RP)
- 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. (4 arms; 8 RP)
- Stealthy: Kasatha must often take great pains to hide their existence from others. Such kasathas gain a +2 racial bonus on Stealth checks. Stealth is always a class skill for them. This racial trait replaces jumper and stalker. Source PZO9280
This light one-handed sword is covered in bony spines that make it easier to poison opponents. The save DC of a non-magical injury poison applied to a kasatha spinal sword increases by 2. A kasatha spinal sword costs 50 gp, deals 1d6 points of damage when wielded by a Medium creature (1d4 for a Small creature), has a critical threat range of x3, weighs 3 pounds, deals piercing or slashing damage, and has the fragile weapon quality.
Thanks to their four arms, kasathas can master a combat form native to their home world and rarely witnessed elsewhere—wielding two bows at once. This archetype is available to kasathas (and to other races with four or more arms at the GM’s discretion).
At 1st level, a bow nomad can simultaneously wield a combination of two of any of the following ranged weapons: shortbow, longbow, and their composite versions. When a bow nomad makes a full attack with two bows, two-weapon penalties apply and can be offset with Two-Weapon Fighting feats. Since bows aren’t light weapons, a bow nomad with Two-Weapon Fighting takes a –4 penalty on attacks with each of her bows. Extra attacks from other sources, such as those granted by Manyshot or Rapid Shot, can be applied to only one of the wielded bows per round.
This ability replaces wild empathy.
At 2nd level, a bow nomad must select archery as her combat style.
A bow nomad can make a number of trick shots per day equal to 1/2 her ranger level + her Dexterity modifier. Unless otherwise noted, making a trick shot is a standard action that provokes attacks of opportunity.
Deflecting Arrow: At 3rd level, as an immediate action that doesn’t provoke attacks of opportunity, a bow nomad can deflect a single ranged attack. This ability functions as the Deflect Arrows feat, except the bow nomad need not have a hand free and can deflect an attack targeting any creature within 30 feet.
Pinning Strike: At 13th level, a bow nomad can attempt to pin a Large or smaller opponent’s limb or clothing to the ground or a wall in place of an attack. If the bow nomad’s attack roll exceeds her opponent’s CMD, the opponent is pinned and cannot move from its current position. As a move action, the opponent can attempt a Strength check to free itself (DC = 10 + 1/2 the bow nomad’s ranger level + her Strength modifier). Only creatures adjacent to a solid, anchored, penetrable surface can be affected by this ability.
Exploit the Gap: At 18th level, a bow nomad can exploit the natural weaknesses of her foes. When a bow nomad makes a full attack with her twin bows, each arrow that deals damage in that attack also reduces the target’s natural armor bonus (if any) by 1 (to a minimum of 0) for 1 round.
This ability replaces favored terrain.
At 6th level, the bow nomad must select the Manyshot feat as her 6th-level combat style feat. In addition to the normal benefit of Manyshot, the bow nomad can specify the bow in her off hands as the source of the second arrow (precision damage and critical damage are still only added once). The bow nomad takes no two-weapon penalties when using this ability, but she cannot use it and Two-Weapon Fighting in the same round. The nomad can still choose to use Manyshot in the normal manner.
At 11th and 16th level, the bow nomad can apply this ability to each of her iterative attacks.
Pathfinder Roleplaying Game Advanced Race Guide © 2012, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Jim Groves, Tim Hitchcock, Hal MacLean, Jason Nelson, Stephen Radney-MacFarland, Owen K.C. Stephens, Todd Stewart, and Russ Taylor.