PDA

View Full Version : D&D 5e/Next The Khaasta - Updated for 5th



M Placeholder
2015-03-23, 10:58 AM
This here is an update of the Khaasta, who were introduced in the Planescape Monstrous Compendium 2, and a playable race on mimir.net.

Here goes

The Khaasta

http://www.worldofazolin.com/wiki/images/thumb/e/e3/Khaasta2.jpg/180px-Khaasta2.jpg

Words of Wisdom

Take everything you need, and then some. Remember the rules of war, so you can twist, contort and break every single one of them. A clean fight should be dirtied by your first move. If you see an enemy on the ground, kick him when he is down until, at his final attempt to get to his feet, savour the moment the sod falls flat on his feet and chokes on the dust.

Taken from a speech by the leader of the Windpipe Tearer Murder (later thrown through a one way portal to Carceri by his replacement as the chieftain)


Description

Khaasta are hard to mistake, and a basher who sees a group of them (or even just one of the cutters) has every reason to be concerned. Opportunistic to the core, they have no compunction with tearing the berk that theyíve stabbed in the back to pieces. To a khaasta, turning stag on a more powerful adversary, leaving him up the Styx and giving him the laugh is an almost religious experience.

Itís dark as to where the khaasta originally called kip. Greybeards have said that they were originally a private army for an Abyssal Lord, created from lizardmen stock, as he could not trust the tanaríri on his layer not to turn stag. Others state that they were originally from a prime world, and were used as heavies by the rilmani, until they became too chaotic. Others say they moved to the Outlands for the plunder. The khaasta are staying tight lipped, and have no legends that could shed light on the dark.

Khaasta stand 6-7 foot tall, have a thick tail for counterbalance, have small, tough scales, and their green hides have hues and patterns that help to identify individuals. Their eyes range from bright ochre to bright yellow, and have a third clear eyelid (which greybeards claim is a remnant from a time that they inhabited arid regions). Often, a khaasta will paint the top of its head in a combination of colours before a challenge or battle. Khaasta wear armour, usually ones forged in the Outlands or Sigil.

Khaasta have no ability to planeshift, and therefore have to use portals and conduits to travel around the Great Wheel, or embark on campaigns of plunder on prime material worlds. The plunder taken can (and often does) include hapless sods, destined for slave markets.

Khaasta can live to 120 years old, but the majority of them die long before then, mostly from natural deaths, or due to violence or betrayal. Though it could be argued that the latter is a pretty natural death for a khaasta.


Society

To the mind of a khaasta, three things matter Ė power, prestige and wealth. The code of the khaasha is so convoluted it is hard for outsiders to grasp, as it rewards deceit and betrayal. The belief in the rule of the strong is a constant. Ritualistic nonlethal combat is used to resolve differences, as the race almost put itself in the dead book long ago.

Khaasha travel in roving trader bands (nicknamed Murders), taking from the weak, and dealing with those they cannot control with brute force. However, they will use every trick in the book to peel those that fit in the latter category. When dealing with khaasha, a body has to show that he is too tough to challenge and too sharp to bob. Otherwise, they will take the berk for all he is worth, and maybe put the sod in chains and take him to a slave market for extra jink. After all, itís in the Khaasta Code.

The Khaasta Code also has some choice words on fighting with honour. Namely, that only an addle-cove berk fights with it. A khaasta will use every dirty trick in the book during a fight Ė going for the eyes, kicking up dust, throwing dirt in the face, going for the zills, and using distractions. They have no problem with playing the numbers game, laying out a red carpet or attacking when a foe is weak, and if the battle starts to turn against them, doing the bolt from the battlefield. The khaasta favour the rogue and barbarian classes, and many of the murders have skalds that document their sorties across the infinate planes and prime material worlds.

Khaasta give birth to live young. Khaasta young are guarded by their parents until they are 7-10 years of age, and in an average Murder, these tend the pack lizards and the supplies. It is far from unheard for a mother to strap a child to their back and take on an enemy in combat, in order to get the biter used to battle.

Acting as the De Facto head of a clan, there is the Wise One. They serve as the advisor to the current chieftain, and the Wise Ones position cannot be challenged by challenge. Not every tribe has a Wise One, as itís not a position that can be taken by any old berk Ė itís not a title that is granted easily, and a new Wise One can only be appointed if the current Wise One gets put in the dead book or goes totally barmy. In his judgement, the Wise One can overrule the chieftain, and it is final.

Khaasta will eat almost anything, and this frequently includes fellow travellers and local natives, if thatís all there is to chow down on.


Belief

The khaasta generally donít believe in powers (why should some berk on a different plane get any of the credit for your backstabbing, machinations and cross-trading anyway?). A few become clerics of powers such as Semuanya however.

In terms of factions or sects, The Fated have a mindset that the khaasta can easily understand, and are prone to joining that sect. The Dispossessed are another sect that many outcast khaasta sign up to, especially those that have spent time in Carceri or Pandemonium. Some even become clerics of the Freedom Lord, and several have rose high in the ranks. In addition to the Chippers, there are a number of khaastas who have joined the converts, in accordance with their treacherous nature.


Language

Khaasta have their own language, with a unique alphabet that is written on animal hide. It is said by some greybeards that the khaasta have thirty different terms for money. Any khaasta could tell you that thatís screed. They have terms for money relating to time, value, size, relations within clan, how itís used in relation to garnishes, power, betrayal (about 18 different terms) and how it is acquired. All are fluent in planar trade and common. Of course, a khaastaís favourite language is ďjinkĒ.

Roleplaying


Power. Simple power. That is what you were born to take with your claws. Relish it, breathe it in and use it to shape your destiny. Watch your back. And your brethren Ė so you know exactly when to plunge the steel between their shoulders. Dominate the untamed by your force that you can bear, garnish those greedy for coin, learn the laws of the civilised so you can run behemoths through the loopholes, and beguile those that are easy prey for a good word or three.

Never forget your destiny Ė to wield power and to taste gold.


Stats


As a khaasta, you have

+2 bonus to strength and +1 to Intelligence
Base Speed 30
When you are unarmoured, you have a +2 natural armour bonus + dex modifier
You have a bite attack that does 1d6 slashing damage once per round, in addition to your main attack.
You can speak Khaasta, Planar Cant and common. Khaasta is a language similar to Saurian, but with an abyssal influence and many loanwords from various sources.
You are proficient in Animal Handling and Deception.




Picture by Chris Byler

There is my take on the Khaasta for 5th edition. Feedback would be nice.

PotatoGolem
2015-03-23, 01:04 PM
I'm a bit confused by the natural armor. Are you saying that when they're not wearing armor their AC is 12+dex (like the dragon sorcerer ability) or that they have a +2 bonus to AC (like a warforged)? If it's the first, then this seems balanced. If it's the second, then it's super OP, giving you twice the armor a warforged gets, plus extra useful abilities.

Also, is the bite considered light, finesse, or neither? While dex builds and rogues don't take advantage of the stats much, rogues definitely seem to fit the fluff.

M Placeholder
2015-03-23, 01:24 PM
I'm a bit confused by the natural armor. Are you saying that when they're not wearing armor their AC is 12+dex (like the dragon sorcerer ability) or that they have a +2 bonus to AC (like a warforged)? If it's the first, then this seems balanced. If it's the second, then it's super OP, giving you twice the armor a warforged gets, plus extra useful abilities.

Also, is the bite considered light, finesse, or neither? While dex builds and rogues don't take advantage of the stats much, rogues definitely seem to fit the fluff.


Thanks for the feedback! I kept the fluff second edition, as I like the idea of a race of lizardfolk who raid the vast infinities, and making them a planar race means that they can turn up anywhere and be used in most settings, as bad guys or PC characters. And I know the fluff makes them seem like they can be trusted as far as you could throw them, but hey, they put drow in the players handbook.

For the Natural armour, their AC is 12 + dex, like the dragon sorcerer ability, and their bite is a slashing weapon, just 1d6 of damage.

I wasn't thinking about the builds and classes, but rogue fits the fluff, and I'll put something in there about skalds.

Personally, I just pick races and classes that I like when creating a character, and rely on my playing abilities to get through.