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The Rakasta in D&D termsby Leroy Van Camp III
Here are the D&D stats for the Rakasta, at Mischa's request. I don't have any of the other races in D&D terms.
A few notes...
1) I always disliked the extremely low racial limitations on non-humans in D&D. Oh, sure, they seemed fine in the Expert set, but by the time the Master set came out, and humans could reach 36th level, they seemed silly.
So, in my D&D games all non-humans can advance up to 20th level.
2) This class has never been play tested, but it seems quite balanced to me.
3) Again, this class is based on the monster description, not the oriental rakasta from the Princess Ark articles. The only aspect I keep is that a bunch of rakasta live on Matera (Myoshima).
4) The spellcasting reference is for those who use the rules out of the Creature Crucible series. I have my own version of such rules, and may post them if anyone cares.
5) Feedback is, as always, welcome.
Prime Requisite - Dexterity
Experience Point Bonus - 5% for Dexterity 13-15, 10% for Dexterity 16-18
Hit Dice - 1d6+1 per level up to 9th. +1 per level after, with no Constitution adjustment
Level Limit - 20th Level
Armour - Leather only, no shield
Weapons - One handed melee, plus any bow or crossbow
Combat Tables - As Fighter. They do not get the Fighter combat options.
Languages - Myoshiman and Thyatian
Move Silently and Hide in Shadows - These work the same as the Thief abilities of the same name (Page 22 of the Cyclopaedia). Due to the Rakasta's feline heritage, though, they improve faster than a thief.
Enhanced Senses - This works in similar ways as the Thief ability Hear Noise, except that it also works with sight and smell. A Rakasta with the Tracking skill who succeeds with this ability gets a +2 to track, from following the smell as well as tracks.
Ambidexterity - All Rakasta can use both hands equally well. When using a weapon in each hand, the penalty is dropped to -2/-2 instead of -2/-4.
Feline Empathy - Rakasta have an empathic rapport with all types of felines, including magical cats. These will not attack the Rakasta or his party unless magically impelled, or the Rakasta attacks. If the Rakasta's friends attacked the animal, but the Rakasta didn't, the feline will attack only his friends. If the party entered the beasts lair, it might be inclined to attack the rest of the party, excluding the Rakasta, depending on how they acted.
If the Rakasta has Animal Training, he gets a +4 to train felines. He can train any cat to be his companion, or even mount, if large enough, and if the DM allows it. The animal will even fight for it's master. If the animal is mistreated, it will leave at the first opportunity. Using the animal as a damage absorber in combat is an example of mistreatment.
Leaping - Rakasta are natural leapers. They can leap up to 10 feet forward or 6 feet up or back. These can be modified by the characters Strength adjustment, in feet. If the Rakasta is carrying more than 800 cn in encumbrance, these values are halved, and at 1,600 they are quartered.
Natural Attacks - A Rakasta can attack with each of it's claws, for 1d2 points of damage each. They can also bite for 1d6+1 points, but because bathing is rare amongst monsters, they rarely do this.
Spellcasting - Rakasta can advance up to twelfth level as a wizard, or eighth level as a shaman. Rakasta shamans cannot cast druid spells.
Level Experience Hit Dice Hide in Shadows Move Silently Heightened Senses 1 0 1 20 25 30 2 1,400 2 25 30 35 3 2,800 3 30 35 40 4 5,600 4 35 40 45 5 11,200 5 40 45 50 6 22,400 6 45 50 54 7 52,500 7 50 54 58 8 105,000 8 54 58 62 9 200,000 9 58 62 66 10 300,000 9+1 62 66 70 11 400,000 9+2 66 70 74 12 600,000 9+3 70 74 78 13 800,000 9+4 74 78 81 14 1,000,000 9+5 78 81 84 15 1,200,000 9+6 81 84 87 16 1,400,000 9+7 84 87 90 17 1,600,000 9+8 87 90 92 18 1,800,000 9+9 90 94 94 19 2,000,000 9+10 94 96 96 20 2,200,000 9+11 98 98 98 Attack Rank J 2,400,000 Attack Rank K 2,600,000 Attack Rank L 2,800,000 Attack Rank M 3,000,000