Lashunta (11 RP)

The lashunta are race of humanoids from a green planet that exhibit a curious sexual dimorphism. The most obvious similarity the two sexes have is a pair of thin, twitching antennae that sprout from just below their hairlines. Beyond that, male lashunta are compact, muscular, and hirsute, whereas female lashunta are tall, lithe, and majestic. Their personalities also differ somewhat; females are generally charismatic and commanding, and males are brusque and war-like. However, both sexes are equally intelligent, civilized, and competent on the battlefield. Most lashunta prize magical, mental, and psychic potential over common physical prowess.

Lashunta society has a long and proud matriarchal tradition—women are often expected to take up leadership roles when the need arises. While lashunta men may seem more obviously suited to (and enjoy engaging in) brawling, both sexes regularly become warriors and adventurers, in part because their telepathy makes groups of lashunta more effective combatants. Yet fighting is ultimately a secondary concern to most lashunta, who instead highly value scholarship and the thirst for knowledge, particularly lauding the arcane classes for the high degree of intellectual stamina they require.

Female lashunta are typically 6 feet tall and weigh 140 pounds. The males of the race are usually 5 feet tall and weigh 200 pounds.

Lashunta are defined by their class levels–they do not have racial Hit Dice. They have the following racial traits.

Racial Traits

  • Ability Score Modifiers: Lashunta are almost universally intelligent and eager to learn. As a result, lashunta gain a +2 bonus to Intelligence.
  • Sexual Dimorphism: Male and female lashunta have very different body and personality types, more so than most humanoid species. Male lashunta are muscular (+2 Strength) and often brash and unobservant (–2 Wisdom). Female lashunta, though beautiful and commanding (+2 Charisma), lack the males’ rugged builds (–2 Constitution).
  • Size: Lashunta are Medium creatures and have no bonuses or penalties due to their size.
  • Base Speed: Lashunta have a base speed of 30 feet.
  • Languages: Lashunta begin play speaking Elven and Lashunta. Lashunta with high Intelligence scores can choose any languages they want (except Druidic and other secret languages). See the Linguistics skill page for more information about these languages.
  • Knowledgeable: A lashunta gains a +2 racial bonus to any one Knowledge skill.
  • Lashunta Magic (5 RP): A lashunta possessing an Intelligence score of 11 or higher gains the following spell-like abilities: At willdaze, mage hand; 1/daydetect thoughts. The caster level for these effects is equal to the lashunta’s class levels.
  • Limited Telepathy (3 RP): A lashunta is able to mentally communicate with any creature within 30 feet with whom she shares a language. Otherwise this ability is identical to the telepathy ability.

Alternate Racial Traits

  • Insidious Telepathy: Some lashunta have a knack for manipulating the minds of those they communicate with telepathically. They gain a +1 racial bonus on Charisma-based skill checks to influence any creature with whom they are telepathically communicating. If a lashunta telepathically issues a command to a charmed or dominated creature, she gains a +1 racial bonus on Charisma checks to compel the creature to follow that order. This racial trait replaces lashunta magic. Source PZO9280

Lashunta Archetypes

Outrider (Lashunta Cavalier Archetype)

Source: People of the Stars

War colleges produce a distinctive breed of cavalier known as the Outrider. In defense of the lashunta city-states, outriders lead small units of regular troops, the members of which can link minds with one another to form bonds in battle few can match.

Armor Proficiency: An outrider does not gain proficiency with heavy armor.

Combat Expertise

At 1st level, an outrider gains Combat Expertise as a bonus feat, even if he does not meet the prerequisites.

Maneuver Tactics (Ex)

At 1st level, an outrider receives an Improved combat maneuver feat (such as Improved Feint) as a bonus feat. He must meet the prerequisites for this feat. As a standard action, an outrider can grant this feat to all allies within 30 feet, regardless of whether they can see or hear him or they meet the feat’s prerequisites. Allies retain this bonus feat for 3 rounds, plus 1 round for every 2 levels the outrider possesses. An outrider can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels thereafter.

At 9th level, an outrider gains an Improved or Greater combat maneuver feat (such as Greater Overrun) for which he meets the prerequisites as a bonus feat. The outrider can grant this feat to his allies using the maneuver tactics ability. Using the maneuver tactics ability becomes a swift action.

At 17th level, an outrider gains an Improved, Greater, or Strike combat maneuver feat (such as Tripping Strike) as a bonus feat. He must meet the prerequisites for this feat. An outrider can grant this feat to his allies using the maneuver tactics ability.

This ability replaces tactician, greater tactician, and master tactician.

Mindlink (Su)

At 5th level, an outrider’s innate telepathy develops into a mindlink, allowing contact between himself and his allies and companions. As long as the outrider is conscious, all allies within range of his limited telepathy racial ability (30 feet for most outriders) receive a +2 morale bonus on saving throws against charm and compulsion effects and a +1 morale bonus on attack rolls made while flanking. At 10th level and every 5 levels thereafter, these bonuses increase by 1.

This ability replaces banner.

Mindlink Pulse (Su)

At 14th level, an outrider can send a pulse of psychic energy through the minds of allies within range of his limited telepathy as a standard action. If he does so during a surprise round, any allies not normally able to act in the surprise round can act. If an ally would normally be denied the ability to act in the surprise round, that ally’s initiative is equal to her initiative roll, or to the initiative of the outrider – 1, whichever is lower.

Whether or not it is a surprise round, when the outrider uses this ability, allies within range are no longer flat-footed (assuming they were to begin with).

This ability replaces greater banner.

Section 15: Copyright Notice

Pathfinder Campaign Setting: Inner Sea Bestiary © 2012, Paizo Publishing, LLC; Authors: Jim Groves, James Jacobs, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, F. Wesley Schneider, James L. Sutter, Russ Taylor, and Greg A. Vaughan.

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