TEXT: 160
  Rakasta are medium height, usually between 5-6 feet tall, slight-
  ly shorter than humans. They appear as anthropomorphic cats. 
  Fur covers their body, except for the palms of their hands and 
  feet. The fur can be a solid color, stripes, spots, or patched and 
  is usually black, brown, orange, yellow, gray, white or a combi-
  nation of these. They have long tails that are about the one-third 
  the length of their bodies. When open, their mouth displays a 
  row of sharp teeth including short fangs, but they also possess 
  molars (as they are omnivores). They possess sharp, retractable 
  nails on both hands and feet.
  Males and females are roughly the same size. All are lithe and 
  usually slim. Males will sometimes have a ruff or mane around 
  the face and/or down the back.
  RESTRICTIONS: Regardless of a rakasta’s sub-type, the rakasta 
  must have a minimum Dexterity of 8, and may not have a Wis-
  dom score greater than 16. The following adjustments should be 
  made to the attribute scores of the rakasta:
   
  Str 
  Int 
  Wis 
  Dex 
  Cha 
  Con 
   
  ±0 
  ±0 
  –2 
  +2* 
  ±0 
  ±0
  * The maximum score for a rakasta’s Dexterity is 19.
  SPECIAL ABILITIES: Regardless of sub-type, all phanaton 
  benefit from a number of special abilities, as outlined below:
  Infravision. The possess infravision to a range of 60'.
  Natural Balance & Reflexes. Rakasta sustain only half 
  the normal damage normally incurred from a fall.
  Natural Concealment. In the wilderness, Rakasta have 
  a 50% chance of going undetected by creatures within 
  100', and a 70% chance by creatures at distances greater 
  than 100'.
  Heightened Senses. The heightened senses of a rakasta 
  provide the following benefits:
   Detect Invisible and Ethereal Beings: Rakasta have a 5% 
  chance per level of sensing the presence of invisible beings 
  within 30', and a 3% chance per level of sensing that a 
  being within 30' is ethereal.
   Blind-fighting: In melee, every a rakasta misses an 
  opponent because of concealment (e.g., when attacking 
  an invisible opponent), the player can reroll the “to hit” 
  roll to see if it actually succeeds. Additionally, on melee 
  attacks against a rakasta made by invisible creatures 
  or those with stealth bonuses (e.g., a thief attempting 
  a back stab), relevant attack bonuses are negated; this 
  does not include bonuses from attacks made in conjunc-
  tion with a blink ability. 
   Enhanced Vision: Rakasta take only half the usual  
  penalty due to darkness or poor visibility.
   Hear Noise: Rakasta hear noise as a 1st level thief 
  (result of 1-2 on 1d6). This ability improves for rakasta  
  thieves as they progress in level.
  Natural Weapons. The claws and fangs of a rakasta 
  will allow an unarmed rakasta to make 2 claw attacks 
  and 1 bite attack (against the same opponent) during 
  a single round. Each claw does 1d2, and the bite does 
  1d4. Melee “to hit’ bonuses from Strength may be 
  applied to all three attacks, but damage bonuses apply 
  only to the rakastas claw attacks. 
  Roar. Once per day per level, a rakasta may let out  
  a roar that causes all hearing creatures within a  
  100' range to suffer a –1 penalty on all attack rolls  
  and saving throws for 1d6+1 rounds (on a failed  
  saving throw vs. breath weapon).
  Languages. Rakasta speak common and rakastan.
  WEAKNESSES: Regardless of sub-type, all rakasta suffer from 
  the following weaknesses:
  Fear of Water. If a rakasta gets significantly wet, the 
  rakasta suffers a –2 penalty on ALL rolls until they  
  are dry. A successful saving throw vs. paralysis will 
  eliminate the penalty after a duration of 1 minute. 
  Fear of Noise. Rakasta suffer a –1 penalty on all saving 
  throws vs. sound-based effects. 
  Rakasta
  The prime requisite of a rakasta is Strength. A rakasta with a 
  Strength of 13 or greater gains a bonus on earned experience 
  points. A rakasta uses the same attack and saving throw tables 
  as a fighter.
  RESTRICTIONS: Rakasta use eight-sided dice (d8) to deter-
  mine their hit points. A rakasta may use any type of weapon, 
  wear any kind of armor, and use a shield. A rakasta may not 
  progress beyond the 15th level of experience.
  Rakasta Class Table
   
   
   
  Exp. Hit 
  Level Title                              
  Points Dice
   
  1 
  Rakasta Veteran 
  0 1d8
   
  2 
  Rakasta Warrior 
  2,500 2d8
   
  3 
  Rakasta Weaponmaster 
  5,000 3d8
   
  4 
  Rakasta Hero 
  10,000 4d8
   
  5 
  Rakasta Swashbuckler 
  20,000 5d8
   
  6 
  Rakasta Myrmidon 
  40,000 6d8
   
  7 
  Rakasta Champion 
  80,000 7d8
   
  8 
  Rakasta Superhero 
  160,000 8d8
   
  9 
  Rakasta Lord (Lady) 
  320,000 9d8
   10 
  10th Level Rakasta Lord (Lady) 
  480,000 9d8+2*
   11 
  11th Level Rakasta Lord (Lady) 
  640,000 9d8+4*
   12 
  12th Level Rakasta Lord (Lady) 
  800,000 9d8+6*
   13 
  13th Level Rakasta Lord (Lady) 
  960,000 9d8+8*
   14 
  14th Level Rakasta Lord (Lady) 
  1,120,000 9d8+10*
   15 
  15th Level Rakasta Lord (Lady) 
  1,280,000 9d8+12*
   
   
  * Constitution adjustments no longer apply.
  Rakasta
  RAKASTA
  CX1: CHARACTER CLASS CODEX 
  
  161
  CX1: CHARACTER CLASS CODEX 
  RAKASTA 
  Rakasta Thief
  The prime requisite of a rakasta thief is Dexterity. A rakasta thief 
  with a Dexterity of 13 or greater gains a bonus on earned expe-
  rience points. A rakasta thief uses the same attack and saving 
  throw tables as a thief.
  RESTRICTIONS: Rakasta thieves use eight-sided dice (d6) to 
  determine their hit points. Rakasta thieves may wear nothing 
  more protective than leather armor, and may not use shields. 
  Rakasta thieves may use any type of weapon. A rakasta thief 
  may not progress beyond the 13th level of experience.
  SPECIAL ABILITIES: Rakasta thieves possess the normal 
  thieves’ abilities, with bonuses over their human counterparts 
  in regards to the following: Climb Walls, Move Silently, Hide in 
  Shadows, and Hear Noise. They also benefit from the following:
  Beginning at 4th level, a rakasta thief can...
  Read Languages. This includes dead languages,  
  simple codes, treasure maps, and so on. There is an 
  80% chance of success. If the rakasta thief fails on  
  the attempt, he or she must gain another level before 
  making another attempt with the same sample.  
  Beginning at 10th level, a rakasta thief can...
  Use Magic-user Scrolls. This ability may only be 
  used on existing scrolls, and there is a 10% chance that 
  the magic will “backfire” (specific consequences of the 
  backfire are at the DM’s discretion).  
  RAKASTAN THIEVES GUILDS: Though rare, rakastan thieves 
  guilds do exist (particularly in areas home to substantially-sized 
  rakastan populations). It is not uncommon for a rakasta thief to 
  join a thieves guild of all-human or mixed race thieves; rakasta 
  are admired by some thieves for their natural stealth abilities.
  New Rakasta Weapon
  War-claws. A rakasta may choose to enhance their claw 
  attack with “war-claws”—metal claws fitted over their natural 
  claws. These claws each do 1d4 (plus any applicable Strength 
  bonuses as noted above), and cost 3 gp each (but a rarely avail-
  able from standard weaponsmiths). If a rakasta is wearing war-
  claws, their use of other weapons is inhibited as follows:
  Melee Weapons suffer a –4 “to hit” penalty, and  
  a –2 penalty on related damage rolls.
  Ranged Weapons suffer a –3 “to hit” penalty and take 
  twice as long to load as normal (those that can be load-
  ed and fired during the same round take an extra round 
  to load). Additionally, any normal bow will automatically 
  have its string severed as soon as the rakasta attempts 
  to draw it (rendering it useless), and there is a 50% 
  change that the string of a crossbow will be severed 
  while being loaded.
  Rakasta Thief Class Table  
  & Thieves’ Abilities
   
   
   
    
   
   
   
   
  Find/ 
   
   
   
  Exp. Hit 
  Climb 
  Move 
  Hide in 
  Hear Remove Open 
  Pick 
  Level Title                     
  Points Dice 
    Walls** Silently Shadows Noise 
  Traps 
  Locks  Pockets†
   
  1 
  Rakasta Apprentice 
  1,500 1d6 
  91% 
  25% 
  15% 
  2-in-6 
  10% 
  15% 
  20%
   
  2 
  Rakasta Footpad 
  3,000 2d6 
  92% 
  30% 
  20% 
  2-in-6 
  15% 
  20% 
  25%
   
  3 
  Rakasta Robber 
  6,000 3d6 
  93% 
  35% 
  25% 
  3-in-6 
  20% 
  25% 
  30%
   
  4 
  Rakasta Catburglar 
  12,000 4d6 
  94% 
  40% 
  30% 
  3-in-6 
  25% 
  30% 
  35%
   
  5 
  Rakasta Catpurse 
  25,000 5d6 
  94% 
  45% 
  35% 
  3-in-6 
  30% 
  35% 
  40%
   
  6 
  Rakasta Sharper 
  50,000 6d6 
  96% 
  50% 
  40% 
  3-in-6 
  40% 
  45% 
  45%
   
  7 
  Rakasta Pilferer 
  100,000 7d6 
  97% 
  60% 
  50% 
  4-in-6 
  50% 
  55% 
  55%
   
  8 
  Rakasta Thief 
  200,000 8d6 
  98% 
  70% 
  60% 
  4-in-6 
  60% 
  65% 
  65%
   
  9 
  Rakasta Master Thief 
  350,000 9d6 
  99% 
  80% 
  70% 
  4-in-6 
  70% 
  75% 
  75%
   10 
  10th Level Rakasta Master Thief 
  500,000 9d6+2* 
  99% 
  90% 
  80% 
  4-in-6 
  80% 
  85% 
  85%
   11 
  11th Level Rakasta Master Thief 
  650,000 9d6+4* 
  99% 
  94% 
  90% 
  5-in-6 
  90% 
  95% 
  95%
   12 
  12th Level Rakasta Master Thief 
  800,000 9d6+6* 
  99% 
  97% 
  95% 
  5-in-6 
  95% 
  96% 
  105%
   13 
  13th Level Rakasta Master Thief 
  950,000 9d6+8* 
  99% 
  99% 
  99% 
  5-in-6 
  97% 
  97% 
  115%
   
  * Constitution adjustments no longer apply; ** Check every 100'.  † Picking pockets is automatic for targets  
  10 or more levels/HD below the thief. For all others, the chance of success is reduced by 5% per level of victim above 5th.  
  There is always a 1% chance of failure (00 on d%), even when chance of success is 100% or greater.
  
SOURCE: textdata/thevault/Basic Fantasy/Basic Fantasy Supplements/Basic Fantasy Classes & Characters/Basic Fantasy CX1 Preview Rakasta.pdf