TEXT: 1
  Legendary Races: Rakshasa
  By: Stefen Styrsky
  
  2
  Legendary Races                   
  Rakshasa
  A sourcebook for Creating Rakshasa Player Characters
  By Stefen Styrsky with Mark Gedak
  Table of Contents
  Rakshasa 
   
   
   
   
   
  3
      Physiology  
   
   
   
   
  3
      Habitat and Society  
   
   
   
  3
  Rakshasa Magic 
   
   
   
   
  4
      Rakshasa School of Magic  
   
   
  4
      Rakshasa Bloodline (Alternate) 
   
   
  4
  Racial Class  
   
   
   
   
  5
      Aparajita, Boar Rakshasa Cleric 
   
   
  7
  Half-Rakshasa 
   
   
   
   
  7
      Racial Options 
   
   
   
   
  8
      Alternate Racial Traits 
   
   
   
  9
      Favored Class Options 
   
   
   
  10
      Sanjay, Half-Rakshasa Chameleon  
   
  10
  Eastern Options 
   
   
   
   
  10
      Insight Subdomain  
   
   
   
  10
      Adept of the Perfect Form (Fighter) 
   
  11
      Akarupe Monk (Monk) 
   
   
   
  11
      Beast Lord (Ranger)  
   
   
   
  11
      Mind Thief (Rogue)  
   
   
   
  12
  The Darsun Khopesh 
   
   
   
  13
  Bestiary 
   
   
   
   
   
  14
      Asura 
   
   
   
   
   
  14
      Darba 
   
   
   
   
   
  15
      Ravenna 
   
   
   
   
   
  16
      Vetala 
   
   
   
   
   
  16
  Additional Material  
   
   
   
  17
  Open Game License  
   
   
   
  20
  Who To Blame
  Writer: Stefen Styrsky
  Additional Writing: Mark Gedak
  Editor: Stefen Styrsky
  Cover Design and Layout: Mark Gedak
  Art: 
     Marc Radle (marc_radle@verizon.net) [6,10,18]
     Michael Scotta (kronos_mal@hotmail.com) [1]
     Jennifer Taylor (hazgarn@yahoo.com) 
         [4, 13, 15,  17]
  Excessive Use of the Letter R: Stefen Styrsky
  Lack of Otyughs: Mark Gedak
  Obsession with the Color Purple: Mark Gedak
  Compatibility with the Pathfinder Roleplaying Game 
  requires the Pathfinder Roleplaying Game from Paizo 
  Publishing, LLC. See http://paizo.com/pathfinderRPG 
  for more information on the Pathfinder Roleplaying 
  Game. Paizo Publishing, LLC does not guarantee 
  compatibility, and does not endorse this product.
  
  3
  Rakshasa
  The beings known as rakshasas descend from a 
  malevolent, greedy and gluttonous race now long 
  forgotten. Whispered legends tell of time when these 
  haughty peoples strode the earth almost like gods. 
  They were beautiful, strong and intelligent. Instead 
  of comparing themselves to gods as is the normal 
  cycle of such tales, they simply declared that their 
  ideal bodies and minds put them outside the realms 
  of morality. Perfection, at least in their eyes, could 
  never engender imperfection and thus whatever act 
  they undertook no matter its depravity was acceptable. 
  They were not immoral, but amoral.
      What the rakshasa misunderstood was that acts of 
  destruction and licentiousness, acts meant to gratify 
  the senses, are easier than acts meant to create or 
  uplift the spirit. Instead of performing good and evil 
  with equal measure the rakshasa fell into depravity’s 
  trap. They devoted their lives to the indulgence of 
  the senses and the cultivation of base instincts. The 
  rakshasas terrorized those around them. Their country 
  became known as a land of horrors. When they had 
  slain all their neighbors the rakshasas invaded other 
  countries. 
      No one could resist rakshasa warriors or rakshasa 
  magic. Their swath of evil and destruction grew so 
  wide the gods were moved to step in. They cursed 
  the rakshasa. The gods decreed the rakshasa’s animal 
  natures should forever be obvious in the shape of 
  animal heads. The hands of the rakshasa were turned 
  backwards so their victims might always recognize 
  them no matter the disguise they took and to also 
  remind the rakshasa of their perverted nature.
      This did not halt the rakshasa depredations. It 
  only made them go into hiding. They still revel in 
  killing and death and violating any and all taboos 
  other sentient creatures hold, but now they perform 
  their acts in secret. Their greatest pleasure is the slow 
  corruption of non-rakshasa. They enjoy introducing 
  other creatures to increasing depths of hedonism and 
  indulgence before consuming the victim in a final orgy 
  of blood and flesh.
  Rakshasa Physiology
  The common belief all rakshasa are tiger-headed is 
  incorrect. While all rakshasa bear an animal head, 
  the tiger is only one a rakshasa might possess. Some 
  claim the type of animal indicates the particular sin the 
  rakshasa enjoys most. A boar-headed rakshasa might 
  indulge in acts of hatred or aggression, a fox rakshasa 
  perhaps lies and steals and the tiger head possesses an 
  affinity for humanoid flesh.
      What rakshasa do have in common are their 
  backward hands. This is perhaps their most unsettling 
  characteristic. Adventurers, accustomed to strange 
  creatures, describe the rakshasa’s hands as “wrong,” 
  not exotic or different, but something that just should 
  not be.
      The rakshasa’s outsider nature makes them resistant 
  to many spells. Their evil and depravity is so bound up 
  into their flesh it acts as a shield to physical damage, 
  blunting the power of most weapons. Even then the 
  rakshasa’s durable hide protects them from physical 
  attack.
  Habitat and Society
  Rakshasa society is ordered and complex, full of 
  understood and implied hierarchal and familial 
  relations. The most evil of rakshasa take leadership 
  positions and direct their lesser cousins in the ways of 
  sin and depravity. Rakshasa earn respect and followers 
  by dispensing sensual pleasures and devising unique 
  ways their subordinates can indulge their whims 
  and desires. A rakshasa leader always has on hand 
  dozens of slaves, estates filled with exotic food, drink 
  and substances, and treasuries filled with rare silks, 
  spices and clothes for his enjoyment and that of his 
  followers.
      Rakshasa also demonstrate loyalty among what they 
  call their “face cousins,” other rakshasa who possess 
  an animal head similar to their own. This secondary 
  web of associations creates an alternative power 
  structure within rakshasa society. Divided loyalty 
  between a rakshasa’s family and “face cousins” is not 
  unknown. A hierarchy also exists among the different 
  types of animal heads. The predators and stronger 
  animals – lions and elephants – tend to command 
  more respect. Lesser animals such as birds and rats are 
  often the lowest of the rakshasa and spend their lives 
  serving more powerful kin or even as slaves.
  
  4
  Rakshasa Magic
  The ancient rakshasa race has collected a massive base 
  of arcane secrets. Most of this knowledge remains 
  peculiar to the race, but some half-rakshasa learn it 
  and spread its knowledge. A few individuals who 
  have defeated rakshasa wizards or discovered fallen 
  rakshasa cities also know much of this magic. Below 
  are a few such bits of knowledge.
  Rakshasa School of Magic
  Rakshasa wizards practice a school 
  of magic based on illusion and 
  deception, but different from the 
  standard school of illusion magic. 
  The rakshasa illusionist selects and 
  prepares spells as a caster of the 
  illusionist school but gains the 
  following arcane school powers.
      Glamer Master (Su): 
  Whenever you cast a spell of the 
  glamer subschool with a visual component, 
  increase the spell’s DC by +2. At 20th 
  level you can see through all glamers as 
  with a true seeing spell.
      Copycat (Sp): You can create 
  an illusory double of yourself as 
  a move action. This double 
  functions as a single 
  mirror image and lasts for 
  a number of rounds equal 
  to your wizard level, or until the 
  illusory duplicate is dispelled or 
  destroyed. You can have no more 
  than one copycat at a time. 
  This ability does not 
  stack with the mirror 
  image spell. You can 
  use this ability a number of times per day equal to 3 + 
  your Intelligence modifier.
     Fearsome Hunter (Sp): Once per day At 8th level, 
  the rakshasa can make himself appear as a fearsome 
  beast that strikes terror into all who see him. Creatures 
  within 30 ft. must save as if they viewed a phantasmal 
  killer. Those who fail their save take 1d6 damage per 
  two wizard levels and are shaken for 1 round. A save 
  halves the damage and negates the shaken effect. A 
  wizard may use this power one additional time per day 
  for every three wizard levels.
  Rakshasa Bloodline
  Creatures as magically potent as rakshasa are bound 
  to leave their mark on other beings. Ultimate Magic 
  presented a rakshasa sorcerer bloodline. Below is 
  an alternate rakshasa bloodline that inherits more of 
  the rakshasa’s physical characteristics than the UM 
  bloodline. 
  Rakshasa
  The rakshasa of the east consider other creatures two 
  things: prey and toys. Your existence proves one of 
  your ancestors was considered the latter and lived long 
  enough to bear children for the decadent monsters.
      Class Skill: Disguise.
      
  Bonus Spells: disguise 
  self (3rd), detect 
  thoughts (5th), keen 
  edge (7th), phantasmal 
  killer (9th), seeming 
  (11th), shadow walk (13th), 
  simulacrum (15th), 
  scintillating pattern 
  (17th), shape change 
  (19th).
      Bonus Feats: 
  Arcane Strike, 
  Improved Initiative, 
  Lightning Reflexes, 
  Lightning Stance, Quicken 
  Spell, Skill Focus (Disguise), 
  Skill Focus (Stealth), Weapon 
  Finesse.
      Bloodline Arcana: 
  When you cast one of 
  your rakshasa sorcerer 
  bloodline spells you 
  gain SR equal to 11 + your 
  character level for a number of rounds equal to ¼ your 
  sorcerer level.
      Bloodline Powers: You bear the mark of the 
  rakshasa. This does not mean you are evil by nature, 
  but you are most happy when on the hunt. The 
  stronger you get, the deadlier you become.
      Claws (Ex): At 1st level you can grow claws 
  as a free action. These claws are treated as natural 
  weapons, allowing you to make two claw attacks as 
  a full attack action using your full base attack bonus. 
  Each of these attacks deals 1d4 points of damage plus 
  
  5
  your Strength modifier (1d3 if you are Small). At 5th 
  level these claws are considered magic for the purpose 
  of overcoming damage reduction At 7th level, the 
  damage increases by one step to 1d6 (1d4 if you are 
  Small). At 11th level, the threat range of your claws 
  increases by 1. This stacks with the Improved Critical 
  feat. You can use these claws for a number of rounds 
  per day equal to 3 + your Charisma modifier. These 
  rounds do not need to be consecutive.
      Hunter (Ex): At 3rd level, you gain a +2 bonus to 
  Perception and Stealth checks. This bonus increases to 
  +4 at 9th level and to +6 at 15th level.
      Bestial Reflexes: (Ex): At 9th level you gain a +2 
  inherent bonus to Dexterity. This bonus increases to 
  +4 at 13th level, and again to +6 at 17th level.
      Bestial Aspect (Ex): At 15th level, you add +10 
  feet to your base speed and you gain the scent ability. 
  When running you do not lose your Dexterity modifier 
  (if any) to your AC. At the end of a move action you 
  can make a full attack using both your claws against 
  one opponent. At 17th level the bonus to your base 
  speed increases to +20 feet.
      Padirajah (Su): At 20th level, the evil taint of the 
  rakshasa permeates your body. You gain DR 10/good 
  and SR equal to 11 + your sorcerer level. Your claws 
  are considered evil for the purposes of overcoming 
  damage reduction and you gain darkvision with a 
  range of 60 ft. If you already have darkvision increase 
  its range by 30 feet.
  Racial Class
  For players who want to run a rakshasa character, the 
  rakshasa player class is presented here. The rakshasa 
  class is meant to scale with PCs of similar levels and 
  therefore does not grant a PC the full powers of the 
  rakshasa described in the Bestiary until late in its 
  advancement. This can be thought of the rakshasa’s 
  normal growth cycle, from young to mature adult. A 
  rakshasa may multiclass between rakshasa and other 
  classes as freely as he desires. A rakshasa character 
  always treats the rakshasa class as his favored class.
      Role: With their high Dexterity and Constitution, 
  fast attack bonus progression and DR a rakshasa can 
  fulfill a party’s need for a melee combatant. However, 
  the rakshasa’s spells also suit him to the role of 
  sorcerer or wizard.
  Alignment: Any; 
  Hit Die: d10
  Class Skills: The rakshasa class skills are Bluff, 
  Diplomacy, Disguise, Perception, Perform, Sense 
  Motive and Stealth.
  Skill Ranks per Level: 6 + Int modifier.
  Level
  Base Atk 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  1st
  +1
  +0
  +2
  +2
  Rakshasa racial traits, DR 1/good and piercing
  2nd
  +2
  +0
  +3
  +3
  +2 Con, +2 Dex, DR 3/good and piercing
  3rd
  +3
  +1
  +3
  +3
  +1 Cha, detect thoughts, DR 5/good and piercing
  4th
  +4
  +1
  +4
  +4
  +2 natural AC, +2 Con, spells
  5th
  +5
  +1
  +4
  +4
  +2 Dex, spell resistance, DR 7/good and piercing
  6th
  +6
  +2
  +5
  +5
  +2 natural AC, +2 Str, detect thoughts
  7th
  +7
  +2
  +5
  +5
  +1 Cha, +2 Con, DR 9/good and piercing
  8th
  +8
  +2
  +6
  +6
  +2 Str, +2 Dex, DR 11/good and piercing
  9th
  +9
  +3
  +6
  +6
  +2 natural AC, DR 13/good and piercing
  10th
  +10
  +3
  +6
  +6
  +2 Cha, DR 15/good and piercing
  
  6
  Class Features
  The following are class features of the rakshasa.
  Rakshasa Racial Traits (Ex): At first level a rakshasa 
  gains a number of racial traits detailed below:
      +2 Str, +4 Dexterity, +4 Constitution, +2 
  Charisma: Rakshasa are agile and hardy creatures 
  with forceful personalities.
      Medium: Rakshasa are Medium creatures and have 
  no bonuses or penalties due to their size.
      Fast: Rakshasa have a base speed of 40 ft.
      Darkvision: Rakshasa can see in the dark to a range 
  of 60 ft.
      Natural Armor: A tough hide grants the rakshasa a 
  +2 natural armor bonus.
      Natural Attacks: A rakshasa gains natural attacks 
  based on their animal aspect. When creating a 
  rakshasa character select one of the following aspects 
  and the natural attacks associated with it:
      Avian (bird): bite (1d4) and talons (2d3)
      Feline (tiger, lion): bite (1d6) and 2 claws (1d4)
      Reptile (alligator, crocodile, dinosaur): bite (1d8)
      Serpent (poisonous snake or constrictor): bite 
  (1d3 plus black adder venom) or bite (1d4 plus grab) 
  and constrict (1d6)
      Swine (boar): gore (1d8)
      Vermin (badger, rabbit, rat): bite (1d6 plus filth 
  fever)
      Change Shape: A rakshasa can change its shape 
  into any humanoid creature as if using the alter self 
  spell.
      Deceptive: Rakshasa receive a +2 racial bonus on 
  Bluff and Disguise checks.
      Weapon and Armor Proficiency: A rakshasa is 
  proficient with all simple weapons, light blades, kukri, 
  scimitars, and light armor, medium armor, and shields 
  (except tower shields).
      Languages: Rakshasa begin play speaking 
  Common, Infernal and the Rakshasa dialect. Rakshasa 
  with high Intelligence scores can choose from the 
  following bonus languages: Abyssal, Draconic, and 
  Undercommon.
      Damage Reduction (Ex): A rakshasa begins 1st 
  level with DR 1/good and piercing. The DR value 
  increases as indicated on the table, to a maximum of 
  DR 15/good and piercing at 10th level.
     Detect Thoughts (Su): At third level a rakshasa 
  can detect thoughts as per the spell of the same name 
  three times per day. At 6th level it gains the use of 
  this ability as a constant ability. It can suppress or 
  resume this ability as a free action. When a rakshasa 
  uses detect thoughts, it always functions as if it had 
  spent three rounds concentrating and thus gains the 
  maximum amount of information possible. A creature 
  can resist this effect with a Will save (DC 10 + ½ 
  racial Hit Dice + Cha modifier). The save DC is 
  Charisma-based.
     Spells: At fourth level a rakshasa can cast spells 
  as a 1st level sorcerer. He does not gain any other 
  benefits of the sorcerer class. With each addition 
  level in rakshasa, his caster level increases by +1 to a 
  maximum of CL 7th at 10th level.
     Spell Resistance: At 5th level a rakshasa gains spell 
  resistance equal to it 15 + Hit Dice.
  Purple Duck Note: The Rakshasa racial class is a 
  powerful class compared to many of the other classes. 
  However, because of its racial build it also lacks the 
  flexibility seen by other adventurers.
  
  7
  APARAjiTA, BOAR RAKSHASA CLERiC
  Female rakshasa 3/cleric of selfish pleasure 5
  NE Medium outsider (native)
  init +1; Senses darkvision 60 ft.; Perception +2
  Aura evil
  Defense
  AC 18, touch 11, flat-footed 17
  (+5 armor, +1 Dex, +2 natural)
  hp 75 (8 HD, 3d10+5d8+32)
  Fort +9, Ref +8, Will +10
  DR 5/good and piercing
  Offense
  Speed 40 ft.
  Melee +1 scimitar +8 (1d6+1/18-20), gore +7 (1d8+1)
  Special Attacks channel negative energy (3d6, DC 
  15), detect thoughts (3/day; DC 14)
  Domain Abilties (CL 5th; concentration +8)
      6/day - touch of evil (melee touch, sickened for 2 
  rounds), rapturous touch
  Cleric Spells Prepared (CL 5; concentration +8)
      3rd - blood rage, suggestionD (DC 17), summon 
  monster III
      2nd - align weapon, calm emotions (DC 16), enthrall 
  (DC 16), summon monster II
      1st - charm personD (DC 15), command (DC 15), 
  entropic shield, pacifist (DC 15), summon monster I
      0th (at-will) - bleed, detect magic, resistance, vigor
  D domain spell (Evil, Pleasure*)
  Statistics
  Abl Str 12, Dex 18, Con 19, Int 8, Wis 17, Cha 17
  Base Atk +6; CMB +7; CMD 21
  Feats Dodge, Osyluth Guile, Scribe Scroll, Spell 
  Focus (Enchantment)
  Skills Bluff +11, Disguise +11, Knowledge (religion) 
  +7, Perform (dance) +9, Sense Motive +9, Stealth +9; 
  Racial Bonus +2 Bluff, Disguise
  SQ change shape (any humanoid, alter self)
  Languages Common, Infernal, Rakshasa
  Gear +1 chain shirt, staff of charming (7 charges), 2 
  potions of serious wounds, unholy symbol
  * The Pleasure domain is featured in the Book of 
  Divine Magic by 4Winds Fantasy Gaming. It is 
  republished in the Additional Material section.
  Half-Rakshasa
  Feared and hated even more than other half breeds 
  such as half-orcs and half-cyclops, the half-rakshasa 
  must work hard for acceptance. Their forceful 
  personalities and connection to strange, supernatural 
  powers make them natural oracles, sorcerers, and 
  witches. A few take up the role of rogue, employing 
  innate abilities to beguile and entrance others to con 
  and steal. Some instead decide on the path of the bard, 
  realizing their heritage gifts them with unique abilities 
  to influence and entertain.
      Physical Description: Though half-rakshasa are 
  humanoid, they always possess some mark or physical 
  feature that sets them apart from other humanoids. 
  Most have distinct bestial features and tapered ears, 
  fur and stripes patches, scales or snouts. A half-
  rakshasa must disguise itself to conceal these features. 
      Society: Half-rakshasa possess no culture of their 
  own. They adopt the laws and mores of the creatures 
  who raise them, usually other rakshasa or half-
  rakshasa. Half-rakshasa raised in a rakshasa clan are 
  most often slaves or laborers. The rare half-rakshasa 
  raised in a humanoid setting are often only tolerated 
  because the half-rakshasa’s true parentage is unknown 
  or a secret. 
      Relations: The half-rakshasa learns early in life to 
  hide its ancestry. The reputation of the rakshasa causes 
  most other humanoids to fear and hate half-rakshasa. 
  This hatred is often expressed through violence against 
  the half-rakshasa.  A half-rakshasa raised in a rakshasa 
  clan might also have problems relating to other races 
  because they are accustomed to viewing sentient 
  humanoids as either slaves, vehicles for pleasure or 
  food.
      Alignment and Religion: Half-rakshasa rarely 
  worship a deity. Those from a rakshasa clan learn 
  to disdain religion. Those raised among humanoids 
  find themselves scorned and hated and do not care 
  to pay respects to a superior being that allowed their 
  lives to become nothing but a series of torments. The 
  natural inclination of half-rakshasa is take on an evil 
  alignment.
      Adventurers: Half-rakshasa find it easiest to take 
  the roles of fighter, rogue and sorcerer.
  
  8
  Half-Rakshasa Racial Traits
      +2 to Dexterity, +2 to Charisma, -2 to   
  intelligence: Half-rakshasa are agile and skilled 
  manipulators but their animalistic natures have dulled 
  their wits.
      Medium: Half-rakshasa are Medium creatures and 
  have no bonuses or penalties due to their size.
      Normal Speed: Half-rakshasa have a base speed of 
  30 feet.
      Darkvision: Half-rakshasa can see in the dark up to 
  60 feet.
     Shapechanger: Half-rakshasa can use the spell alter 
  self as a spell-like ability three times per day with a 
  caster level equal to its character level
      Spell Resistance: Half-rakshasa possess spell 
  resistance equal to 5 + their character level.
      inscrutable: Half-rakshasa are strange and 
  mysterious creatures. They add a +4 to the DC of 
  Sense Motive checks made against them.
     Outsider Blood: Half-rakshasa count as humans and 
  outsiders for any effect related to race.
      Languages: Half-rakshasa begin play speaking 
  Common and the Rakshasa dialect. Half-rakshasa 
  with high Intelligence scores can choose from 
  the following: Abyssal, Aklo, Draconic, and 
  Undercommon.
  Half-Rakshasa Racial Options
      In addition to the above-described diversity, half-
  rakshasa are more varied in their backgrounds than 
  they might first appear. A few imitate their outsider 
  parent and develop a powerful lust for food, drink 
  and sensual contact. Some practice the ancient magic 
  that is the rakshasa’s birthright. Such half-rakshasa 
  might have different racial traits those raised in a more 
  traditional rakshasa society. 
  Half-Rakshasa Adventurers
  Half-rakshasa who chose to become adventurers 
  tend to be spellcasters, from evil-eyed sorcerers to 
  mysterious oracles and witches. 
     Alchemist: The ancient rakshasa race knows many 
  alchemical secrets. Half-rakshasa alchemists can draw 
  on deep alchemical tradition.
      Barbarian: The bestial nature of rakshasa finds its 
  ultimate expression in the barbarian. Half-rakshasa 
  who embrace their animal side often become furious, 
  raging killers.
      Bard: The glamers and illusions innate to rakshasa 
  make half-rakshasa natural-born bards. Most half-
  rakshasa bards specialize in visual performances, such 
  as dancing.
      Cavalier: Half-rakshasa, believing themselves 
  superior to other creatures, take up the cavalier’s 
  banner as champions of their race. Half-rakshasa 
  cavaliers dedicate themselves to a clan or the order of 
  the lion.
      Cleric: Half-rakshasa, just like the rakshasa, believe 
  themselves as complete in their own right. They do 
  not feel the need to worship or appease gods. Very few 
  half-rakshasa become clerics, though a few dedicate 
  themselves to the ideals of destruction, lust or trickery. 
      Druid: The half-rakshasa who becomes a druid 
  worships nature’s cruel aspect. The half-rakshasa 
  bonds easily with animals, finding kinship with the 
  beasts. 
      Fighter: The agility and speed of a half-rakshasa 
  makes them natural fighters who specialize in finesse 
  weapons.
      Gunslinger: The agility of the half-rakshasa should 
  lead those of the martial persuasion to the path of the 
  gunslinger, but most half-rakshasa shy away from 
  weapons that draw the attention of others. 
      inquisitor: Half-rakshasa inquisitors work for their 
  birth clan, killing its enemies and making sure the 
  clan’s slaves do not attempt to escape or rebel.
      Magus: Inheriting both physical and magical 
  attributes from their outsider parent, half-rakshasa find 
  it easy to follow the path of the magus.
      Monk: Nothing about a half-rakshasa leads him to 
  a monastic calling. Some half-rakshasa find peace and 
  safety in a monastery, free from the outside world’s 
  prejudice and hatred.
      Ninja: The inscrutable nature of the half-rakshasa 
  make the ninja an ideal profession for them to pursue. 
  Their natural agility and charisma complement many 
  of the ninja’s skills.
      Oracle: While the rakshasa reject the divine, 
  gods often find half-rakshasa useful receptacles of 
  divine power. Half-rakshasa oracles tend towards the 
  mysteries of battle, bones and nature.
      Paladin: The rare half-rakshasa takes up the 
  paladin’s creed. These half-rakshasa usually come 
  from families of humanoid parents. They spend a 
  
  9
  lifetime attempting to atone for their birth and their 
  bestial natures.
      Ranger: The predatory nature of a half-rakshasa 
  makes them well-suited to the role of ranger. They 
  most often find themselves tracking escaped slaves or 
  hunting other sentient humanoids for their meat.
      Rogue: Stealth and silent killing appeal to the half-
  rakshasa. Many of the creatures turn it into a career. 
  Half-rakshasa are well-suited to the rogue’s way of 
  life.
      Samurai: Their infernal parentage corrupts the half-
  rakshasa concept of honor. Few half-rakshasa find the 
  strict code of conducts used by samurai manageable 
  within their fluid definition of morality.
      Sorcerer: Half-rakshasa make strong sorcerers and 
  many manifest the rakshasa sorcerer bloodline. Their 
  innate connection to supernatural powers enhances the 
  sorcerer’s other magical abilities.
     Summoner: As kin to outsiders, half-rakshasa find 
  it easy to summon extraplanar creatures to do their 
  bidding. A half-rakshasa’s eidolon often resembles an 
  infernal cat.
      Witch: Their mysterious background and feline 
  stare lend themselves well to half-rakshasa witches. 
  The half-rakshasa witch usually has a cat familiar and 
  a darkness or trickery patron.
      Wizard: Many rakshasa find it difficult to take the 
  wizard’s path, as it does not offer an immediate payoff, 
  requiring years of unrewarding study.  However, some 
  half-rakshasa find their affinity for illusions makes 
  wizardry a natural career choice.
  Alternate Racial Traits
  The following racial traits might be selected instead of 
  existing half-rakshasa racial traits. Consult your GM 
  before selecting any of these new options.
      Adept (Ex): The magical energy in a half-rakshasa 
  allows him to easily manipulate arcane energy. He 
  may use his Charisma instead of his Intelligence 
  or Wisdom when determining class abilities for 
  a spellcasting class that relies on one of these 
  characteristics. When this trait is selected he must 
  determine which ability (Intelligence or Wisdom) to 
  which this trait applies. This racial trait replaces the 
  Inscrutable racial trait.
      Animal Nature (Ex): The half-rakshasa who 
  identifies with his parent’s animal half gains some of 
  the natural instincts of that animal. Half-rakshasa with 
  this racial trait gain a +2 bonus on Handle Animal and 
  Survival checks. This replaces the inscrutable racial 
  trait.
     Detect Thoughts (Sp): Rakshasa are deadly because 
  of their ability to read minds. A half-rakshasa with this 
  racial trait can use detect thoughts three times per day 
  as a spell-like ability with a caster level equal to his 
  character level. This replaces the shape changer racial 
  trait.
      Evil incarnate (Ex): A few half-rakshasa so 
  embody the evil nature of the outsider parent their 
  flesh becomes resistant to physical damage. A half-
  rakshasa with this racial trait gains DR 1/good. This 
  increases to DR 2/good at 7th level and to DR 3/good 
  at 11th level. This does not make the half-rakshasa’s 
  attacks evil for the purposes of overcoming damage 
  reduction. This replaces spell resistance.
      Guarded Thoughts (Ex): Steeped in deception and 
  mind-reading magic, half-rakshasa know to keep their 
  thoughts private is to keep themselves alive. A half-
  rakshasa with this racial trait gains a +4 racial bonus to 
  saves against any form of mind reading. This replaces 
  the shapechanger racial trait.
      Predator’s Stare (Ex): Half-rakshasa sometimes 
  possess the intimidating stare of the hunter. A half-
  rakshasa with this racial trait gains a +4 racial bonus 
  on Intimidate checks. This replaces the inscrutable 
  racial trait.
  Favored Class Options
  Instead of receiving an additional skill rank or hit 
  point whenever he gains a level in a favored class, 
  a half-raksha has the option of choosing from a 
  number of other bonuses, depending upon his favored 
  class. The following options are available to all half-
  rakshasa who have the listed favored class, and unless 
  otherwise stated, the bonus applies each time you 
  select the listed favored class reward. 
      Alchemist: Add +1/2 to the number of bombs per 
  day the alchemist can create.
      Bard: Add +1/2 to the saving throw DC of the 
  bard’s fascinate ability.
      Druid: Add +1 hit point or +1 skill rank to the 
  druid’s animal companion.
      Ninja: Add a +1/2 on Acrobactics checks. 
      Ranger: Add +1/4 bonus on wild empathy checks 
  
  10
  to influence animals and magical beasts.
      Rogue: Add +1/2 on Bluff checks.
      Sorcerer: Add one enchantment spell known from 
  the sorcerer spell list.
      Summoner: Add +1 hit point to the summoner’s 
  eidolon.
      Witch: Treat the witch’s level as +1/2 higher for 
  the purpose of determining the effects of the witch’s 
  hexes.
      Wizard: Add +1/2 to the saving throw DC of spells 
  with the glamer descriptor.
  SANjAY, HALF-RAKSHASA CHAMELEON
  Male half-rakshasa rogue (chameleon) 1
  CG Medium humanoid (human, outsider)
  init +3; Senses darkvision 60 ft.; Perception -1
  Defense
  AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
  hp 9 (1d8+1)
  Fort +1, Ref +5, Will -1; +1 save vs. divine
  SR 6
  Offense
  Speed 30 ft.
  Melee heavy mace +0 (1d8)
  Ranged shortbow +3 (1d6/x3); 20 arrows
  Special Attacks sneak attack +1d6
  Spell-Like Abilities (CL 1st; concentration +3)
      3/day - alter self
  Statistics
  Abl Str 10, Dex 17, Con 12, Int 11, Wis 8, Cha 14
  Base Atk +0; CMB +0; CMD 13
  Feats Skill Focus (Bluff)
  Traits Dangerously Curious, History of Heresy
  Skills Bluff +9, Climb +4, Diplomacy +6, Disguise 
  +6, Intimidate +6, Perform (acting) +6, Stealth +7, 
  Use Magic Device +7
  Languages Common, Rakshasa
  SQ inscrutable, misdirection (+4 stealth points)
  Gear artisan’s outfit, backpack, belt pouch (29 gp), 
  disguise kit, leather armor, signet ring
  Eastern Options
  In the mysterious east, the emphasis on mental acuity 
  fosters a different type of adventurer. Character classes 
  develop skills and abilities that harness the power of 
  the mind as well as the body. Below is an additional 
  cleric subdomain and several archetypes built along 
  this theme.
  insight Subdomain
  Clerics in the east train to understand reality at a 
  deeper level. Many take the Knowledge domain and 
  the Insight subdomain.
      Associated Domain: Knowledge
  
  11
      Replacement Power: The following granted power 
  replaces the lore keeper power of the Knowledge 
  domain.
      Epiphany (Ex): As an immediate action you can 
  deliver an uncanny statement that allows others a 
  sublime understanding of a concept. A single ally 
  within 30 feet who can hear you gains either a +1 
  insight bonus to one attack roll or saving throw or 
  a +2 insight bonus to one skill check. You must do 
  this before the result of the roll is known. At 11th 
  level these bonuses double to +2 and +4 respectively. 
  You may do this a number of times per day 3 + your 
  Wisdom modifier.
      Domain Replacement Spells: 1st—timely 
  inspiration, 3rd—remove blindness/deafness
  Adept of the Perfect Form (Fighter)
  Adepts of the Perfect Form teach that one may inure 
  oneself to physical damage through meditation.  
  They combine rigorous discipline with meditative 
  techniques that emphasize the fundamental unreality 
  of physical reality. Some even claim that physical 
  existence is but an illusion.
      Weapon and Armor Proficiency: An adept of the 
  perfect form is proficient with all monk weapons and 
  light armor.
      Bravery (Ex): Adepts of the perfect form are even 
  more inured against the ravages of fear. They gain 
  a bonus to Will saves to resist fear equal to ½ their 
  fighter level. This replaces the traditional bravery class 
  ability.
      Perseverance (Ex): An adept can continue to 
  act even after he should normally collapse from the 
  severity of his wounds. Instead of falling unconscious 
  at 0 hp, he may continue to fight until he dies at his 
  negative Constitution value. This replaces weapon 
  training 1.
      Mental Armor (Su):  Starting at 3rd level, the 
  adept of the perfect form hardens his physical form 
  against attacks. Whenever he is wearing light armor 
  or no armor he gains a +2 natural armor bonus. This 
  bonus increases by +2 at levels 7th, 11th, and 15th. 
  This replaces armor training 1 through 4.
      Rock of Ages (Ex): At 19th level, once per day 
  the adept of the perfect form may shift his Wisdom 
  modifier (minimum +1) to one of his physical abilities 
  for a 24 hour period. During this time his Wisdom 
  modifier is treated as +0. This replaces armor mastery.
  Akarupe Monk (Monk)
  Akarupe monks stress that mental focus is a means 
  for attaining enlightenment and inner peace. Though 
  legends describe most Akarupe monks as heroes of 
  the common man, rakshasa and half-rakshasa also find 
  studying the ways of the akarupe make them better 
  predators.
      Attuned: At 1st level the akarupe monk is attuned 
  to the energy of magical manipulations. He gains a 
  +2 bonus to Sense Motive checks and a +2 bonus on 
  Will saves against illusion spells, effects and spell-like 
  abilities.
      Ki-pool: At 3rd level, the akarupe monk gains a 
  ki pool as normal instead of gaining it at 4th level. 
  It otherwise acts as normal. This ability delays the 
  monk’s acquisition of fast movement until 6th level. 
  At 6th level the monk gains fast movement +10 feet. 
  The fast movement increases by +10 feet as normal. 
      Always Ready (Ex): At 11th level, the akarupe 
  monk can never be caught flat-footed as long as he is 
  wearing no armor. This ability replaces diamond body.
      Greater Defense (Ex): At 13th level, the AC 
  bonus granted to the monk while unarmored and 
  unencumbered is doubled. This ability replaces 
  diamond soul.
  Beast Lord (Ranger)
  Beast Lords develop a supernatural connection to 
  animals. In the mysterious east these men and women 
  are often considered children of the rakshasa, so close 
  their souls join to animals.
      Hunter’s Bond (Ex): At 1st level, the beast lord 
  gains an animal companion as described in the Ranger 
  class description. At 4th level, the beast lord gains the 
  communion ability (see below). This replaces the 1st 
  favored enemy. When the beast lord gains a favored 
  enemy at 5th level, his animal companion also gains 
  this benefit.
      Life Sense (Sp): At 1st level, a beast lord can detect 
  the presence of animal life (specifically animals, 
  dragons, fey, humanoids, magical beasts, monstrous 
  humanoids, oozes and vermin) in a radius of 10 feet + 
  5 feet per class level. 
      The amount of information revealed by life sense 
  depends on how long the beast lord studies a particular 
  area of subject.
  
  12
      1st round: Presence or absence of life forces.
      2nd round: Number of life forces in the area 
  and the power of the most potent life force present, 
  according to the following table.
      3rd round: The power of each aura.
      With a successful Knowledge (nature) check (DC 10 
  + CR) of the creature) he can assign a creature type to 
  each life form detected. This ability replaces track.
      Communion (Su): At 4th level, his bond with his 
  animal companion deepens, allowing him to impart 
  unvoiced telepathic commands to it at a range of 25 
  ft. + 5 ft. per 2 class levels. In addition, he can grant it 
  two benefits (breathing and hit point stabilization) at 
  the same range.
      Breathing: If the animal companion is trapped in an 
  airless environment but the beast lord is not, the beast 
  lord can use a move action to breathe for the animal 
  companion.
      Hit Point Stabilization: If the animal companion 
  is ever reduces to below 0 hit points or bleeding, the 
  beast lord may transfer one hit point to the animal 
  companion to stabilize it or end a bleeding condition.
      Wild Sense (Su): At 7th level, a beast lord may 
  use a full-round action to see, hear or feel his animal-
  companion’s sensory perceptions. The animal 
  companion must be within 1 mile for this ability to 
  function. This ability replaces woodland stride.
      Reverse Communion (Su): At 12th level, the 
  animal companion can use the communion and wild 
  sense in the same way as the beast lord to provide aid 
  to the beast lord.
      Wild Mind (Su): At 17th level, a beast lord can 
  command other animals to do his bidding. A natural 
  animal gains no save against this ability but an 
  animal companion can make a Will save DC (10 + ½ 
  class level + Charisma modifier).  The concentration 
  required to have animals under his thrall prevents 
  the beast lord from accessing his and his animal 
  companion’s favored enemy bonuses. This replaces 
  hide in plain sight.
  Memory Thief (Rogue)
  The rogues of the east develop mental skills that allow 
  them to remain hidden from powerful divination 
  magic and manipulate the minds and thoughts of 
  victims.
      Memory Lapse (Sp): At 1st level a memory thief 
  can cast memory lapse twice per day as a spell-like 
  ability with a caster level equal to his rogue level. 
  The save DC is 10 + ½ the rogue’s level + the rogue’s 
  Intelligence modifier. This replaces trapfinding.
      Nameless (Ex): The memory thief has gone through 
  special training to obliterate his ego and sense of self. 
  This reduces the powers others have over him and 
  allows him to work without interference. At 3rd level 
  he gains a +1 bonus to Disguise checks and to saves 
  against charm and attempts to locate him with scrying 
  or divination magic. This bonus increases by +1 for 
  every 3 levels beyond third. This replaces trap sense.
      Mind Attack (Sp): At 4th level, if a memory 
  thief hits an opponent with a sneak attack that deals 
  damage he may choose to affect the target with modify 
  memory. The alteration of the victim’s memory is 
  instantaneous. If the victim’s saving throw succeeds, 
  the attack is just a normal sneak attack. The caster 
  level for this ability is equal to the rogue’s level. This 
  is a mind-affecting ability and replaces uncanny dodge 
      Memory Drain (Sp): At 8th level, if a memory  
  thief hits an opponent with a sneak attack that deals 
  damage he may choose to affect the target with expend 
  instead of modify memory. If the victim’s saving throw 
  succeeds, the attack is just a normal sneak attack. The 
  caster level for this ability is equal to the rogue’s level.  
  This is a mind-affecting ability and replaces improved 
  uncanny dodge.
      Rogue Talents: The following rogue talents 
  complement the memory thief archetype: befuddling 
  strike, distracting attack, major magic, minor magic.
      Advanced Talents: The following advanced rogue 
  talents complement the memory thief archetype: 
  master of disguise, redirect attack, slippery mind, 
  thoughtful reexamining.
  Hit Dice
  Aura Strength
  Up to 5
  Faint
  6-10
  Moderate
  11-15
  Strong
  16+
  Overwhelming
  
  13
  The Darsun Khopesh
  The rakshasa plague all who live in the mysterious 
  east. Their depredations range far and wide and the 
  kings of the land are sorely pressed to keep their 
  people safe. Worst of them all was the asura Gampaja. 
  His terror lasted generations and many heroes who set 
  off to confront the monster never returned. 
      Darsun was a kshatriya prince of a minor kingdom 
  when Gampaja was at his height. He realized the only 
  way to kill Gampaja was to fashion a weapon that 
  exploited the weakness of the rakshasa. With the aid 
  of his royal priest, Darsun constructed a khopesh that 
  could slice through magical protection, overcome 
  the evil energies protecting a rakshasa’s flesh and 
  see through any disguise the rakshasa might take 
  to fool the bearer of the khopesh. With the weapon 
  Darsun slew Gampaja and freed the land of the 
  creature’s tyranny. The khopesh was last seen hanging 
  in Darsun’s throne room just before an earthquake 
  destroyed his city. The metropolis’s location was 
  eventually lost to time and it is possible the khopesh 
  remains buried and undiscovered.
  Darsun’s Khopesh 
  To successfully wield Darsun’s Khopesh to its fullest 
  potential, a character must fulfill the following 
  requirements.
  Alignment: Any good
  Skills: Knowledge (planes) 4 ranks or Knowledge 
  (religion) 4 ranks.
  Weapon 
  Level
  Wielder 
  Minimum 
  Level
  Abilities
  1st
  —
  +1 khopesh
  2nd
  4th
  Detect evil (3/day)
  3rd
  6th
  Slice through wards (1/
  day)
  4th
  8th
  +2 khopesh
  5th
  10th
  Align weapon (3/day)
  6th
  12th
  Slice through wards (2/
  day)
  7th
  14th
  +2 keen khopesh
  8th
  16th
  True seeing (3/day)
  9th
  18th 
  Slice through wards (3/
  day)
  10th
  20th
  +3 keen khopesh
  Legendary Weapon Abilities
     Detect Evil (Sp) Three times per day the wielder 
  gains the ability to use detect evil.
     Slice through Wards (Su) Once per day at 6th 
  character level the wielder of the legendary khopesh 
  can make a melee attack that ignores all magical 
  protections such as enhancement bonuses to AC, 
  stoneskin, iron body, and deflection bonuses (but not 
  dodge or insight bonuses) on a single foe. This must 
  be declared before the attack roll is made. He may do 
  this twice per day at 12th level and three times per day 
  at 18th level.
      Align Weapon (Sp) The wielder gains the ability 
  to use align weapon three times per day, but only to 
  make the khopesh good-aligned.
      True Seeing (Sp) The wielder gains the ability to 
  use true seeing three times per day.
  Purple Duck Note: The Darsun Khopesh is a 
  legendary weapon as described in Legendary I: 
  Legendary Blades. For more information on legendary 
  weapons please consider picking up Legendary 
  I: Legendary Blades or Legendary II: Legendary 
  Weapons from your virtual roleplaying game product 
  distributors such as Paizo or Rpgnow.
  
  14
  ASURA
  The tall humanoid possesses a tiger’s head. Its eyes 
  glow like two malignant green lamps and large fangs 
  descend past a jaw filled with sharp teeth. 
  ASURA  
   
  (CR 16, XP 76,800)
  LE Large outsider (evil, lawful, native)
  init +12; Senses darkvision 120 ft., true seeing; 
  Perception +31
  Defense
  AC 32, touch 18, flat-footed 23 
  (+8 Dex, +1 dodge, +14 natural, -1 size)
  hp 207 (18d10+108)
  Fort +14; Ref +19; Will +17
  Defensive Abilities guarded thoughts; DR 20/good 
  and piercing; SR 31
  Offense
  Speed 50 ft.
  Melee +2 flaming kukri +27/+22/+17/+12 (1d6+8/15-
  20 plus 1d6 fire), claw +20 (1d8+3), bite +20 (2d6+3)
  Special Attacks detect thoughts (DC 26)
  Space 10 ft.; Reach 10 ft.
  Spell-like Abilities (CL 18th; concentration +25):
      Constant—true seeing
      At will—charm monster (DC 21), dispel magic, 
  legend lore, locate creature
  Spells Known (CL 15th; concentration +22):
      7th (5/day)—insanity, greater teleport, quickened 
  lightning bolt (DC 20)
      6th (8/day)—chain lightning, greater dispel magic, 
  geas/quest
      5th (8/day)—cone of cold, contact other plane, 
  dominate person, persistent image
      4th (8/day)—bestow curse, crushing despair (DC 
  21), greater invisibility, scrying
      3rd (8/day—fly, haste, lighting bolt (DC 20), 
  suggestion (DC 20)
      2nd (8/day)—acid arrow, bear’s endurance, eagle’s 
  splendor, invisibility, locate object
      1st (8/day)—mage armor, magic missile, protection 
  from good, shield, silent image
      0th (at will)—arcane mark, bleed, detect magic, 
  ghost sound, light, mage hand, prestidigitation, read 
  magic, resistance
  Statistics
  Abl Str 22, Dex 27, Con 23, Int 25, Wis 22, Cha 25
  Base Atk +18; CMB +25; CMD 43
  Feats Alertness, Combat Casting, Combat Expertise, 
  Dodge, Great Fortitude, Improved Critical (kukri), 
  Improved Initiative, Quicken Spell, Weapon Finesse
  Skills Appraise +25, Bluff +32, Diplomacy +28, 
  Disguise +36, Intimidate +28, Knowledge (arcana) 
  +28, Knowledge (history) +25, Knowledge (religion) 
  +25, Perception +31, Perform +25, Sense Motive +31, 
  Spellcraft +28, Stealth +25; Racial Modifiers +4 
  Bluff, +8 Disguise
  Languages Abyssal, Aklo, Common, Draconic, 
  Infernal, Rakshasa, Undercommon
  SQ change shape (any humanoid, alter self)
  Ecology
  Environment any
  Organization solitary or cult (1 asura plus 3-10 
  rakshasas)
  Treasure triple (+2 flaming kukri, other treasure)
  Special Abilities
  Detect Thoughts (Su) An asura can detect thoughts 
  as per the spell of the same name (CL 20th). It can 
  suppress or resume this ability as a free action. When 
  an asura uses this ability, it always functions as if it 
  had spent three rounds concentrating and thus gains 
  the maximum amount of information possible. A 
  creature can resist this effect with a DC 26 Will save. 
  The save DC is Charisma-based.
  Guarded Thoughts (Ex) Asuras are immune to any 
  form of mind-reading.
  Spells: An asura casts spells as a 15th level sorcerer.
  Standing 10 feet tall or more, the asura is the most 
  physically impressive rakshasa. Where their lesser 
  kin have standard features, each asura looks different 
  from all others. Most have exaggerated and monstrous 
  appearances, with wild eyes and gnashing tusks 
  framing sharp animalistic faces. Despite their frightful 
  features, asuras are extremely intelligent and can be 
  very charming.  They all share the backward palms 
  common to their race.  An asura is almost never found 
  in its natural form, as these consummate schemers 
  are usually involved in decades-long intrigues among 
  mortals. Asuras delight in manipulation, but they also 
  have broader goals. Everything an asura does, from 
  the grandest flourish that brings down a kingdom to 
  
  15
  the regular visit with a street corner fishmonger, is 
  calculated to achieve something more.  All asuras 
  share the same ultimate ambition. Fierce believers in 
  reincarnation, each asura wishes to ascend to godhood 
  itself. Every asura harbors the secret hope that it could 
  be Kartava reborn, the ancient king of the mortal 
  world. Many asura plots are designed to advance this 
  ascension, both by controlling sources of mystical and 
  temporal power and by eliminating possible rivals. 
  For this reason, asuras never work together willingly. 
  Each one would spend most of its time undercutting 
  its rivals rather than pursuing its schemes.
  DARBA
  The stocky humanoid has a wolfish face. Even more 
  disturbing are how its arms split at the elbow enabling 
  it to hold a weapon in each backward-facing hand.
  DARBA  
   
  (CR 6, 2,400 XP)
  CE Medium outsider (chaotic, evil, native)
  init +8; Senses darkvision 60 ft.; Perception +11
  Defenses
  AC 19, touch 14, flat-footed 15 (+4 Dex, +5 natural)
  hp 68 (8d10+24)
  Fort +7, Ref +10, Will +6
  DR 10/good
  Offense
  Speed 30 ft.
  Melee 4 fleshtearers +10 (1d8+2)
  Spell-Like Abilities (CL 8th, concentration +10)
      3/day  - hideous laughter (DC 14), hypnotism (DC 
  13)
      1/day – greater teleport (self plus 50 pounds of 
  objects only), suggestion (DC 15)
      1/week – plane shift (DC 19)
  Statistics
  Abl Str 14, Dex 18, Con 17, Int 13, Wis 11, Cha 15
  Base Atk +8; CMB +10; CMD 24
  Feats Combat Reflexes, Great Fortitude, Improved 
  Initiative, Stand Still
  Skills Acrobatics +15, Bluff +13, Disguise +13, 
  Knowledge (planes) +12, Perception +11, Sense 
  Motive +11, Stealth +15
  Languages Abyssal, Common
  SQ change shape (any humanoid, alter self)
  Ecology
  Environment any
  Organization solitary or pair
  Treasure standard
  Special Abilities
  Multiweapon Mastery (Ex) A darba never takes 
  penalties to an attack roll when fighting with multiple 
  weapons. 
  The darba are members of a demonic group known as 
  the pisacha or “eaters of raw flesh”. They share several 
  traits with the powerful and deceptive rakshasa but are 
  lower creatures with baser needs. They carry hooked 
  blades known as fleshtearers which they use to rip 
  into unsuspecting victims. Darbas often move about 
  settlements disguised as a human or elf woman to 
  lure rapists and thieves into their clutches since those 
  individuals are less likely to be missed. Rakshasa 
  often employ darbas as guards or flesh hunters. The 
  primitive nature of the darba prevents it from enjoying 
  the more involved debaucheries of the rakshasa.
  
  16
  RAVENNA
  The emaciated creature moves from shadow to shadow 
  with cat-like speed and precision. Its limbs betray a 
  strength belied by their gaunt muscles. From its tiger 
  face shine two red eyes and sharp teeth protrude from 
  its jaws.
  RAVENNA 
   
  (CR 4, XP 1,200)
  CE Medium monstrous humanoid
  init +7; Senses darkvision 60 ft., scent; Perception +9
  Aura malevolence
  Defenses
  AC 16, touch 13, flat-footed 13 (+3 Dex, +3 natural)
  hp 42 (5d10+15)
  Fort +4; Ref +7; Will +5 
  Defensive Abilities night child; immune charm
  Offense
  Speed 40 ft., climb 20 ft.
  Melee bite +8 (1d8+3), 2 claws +8 (1d6+3)
  Special Attacks rake
  Spell-like Abilities (CL 5th; concentration +7)
      3/day—darkness
  Statistics
  Abl Str 16, Dex 17, Con 15, Int 4, Wis 12, Cha 15
  Base Atk +5; CMB +8; CMD 21
  Feats Improved Initiative, Skill Focus (Perception), 
  Toughness
  Skills Climb +11, Intimidate +6, Perception +9, 
  Stealth +8, Survival +5, Swim +3
  Languages Common, Rakshasa (cannot speak)
  Ecology
  Environment jungle
  Organization solitary, gang (2–5) or tribe (5–30)
  Treasure none
  Special Abilities
  Night Child (Su) The ravenna is said to be the spawn 
  of night and the first rakshasa. As long as the creature 
  does not move and remains within an area of at least 
  dim lighting it gains the benefit of 50% concealment. 
  This is a mind-affecting illusion.
  Malevolence (Su) The hatred a ravenna exudes for 
  all living creatures is so intense other creatures can 
  sense it. Any creature within 30 ft. of a ravenna must 
  succeed on a DC 14 Will save or become shaken for 
  1d3 rounds. This is a mind-affecting, fear effect. The 
  save DC is Charisma-based.
  The ravenna is said to be a lesser cousin of the 
  rakshasa. Some theorize ravenna are half-rakshasa 
  who most resemble the animal portion of their outsider 
  parent rather than the humanoid side. Whatever the 
  case, ravenna are aggressive predators who kill and 
  slaughter with abandon. Their heritage grants them 
  supernatural abilities that make them particularly 
  dangerous. They hunt for food, but also stalk and 
  attack prey simply for the joy of the hunt. A ravenna 
  stands a little over five feet tall. Black hair covers 
  its entire body, including the face which is always a 
  blend of humanoid and feline features. The creature’s 
  arms and legs are so thin it appears to suffer from 
  starvation. This is rarely the case. Ravenna are strong 
  for their size and seldom go without food.
      Ravenna only fear rakshasa. They obey those 
  creatures without question. Some rakshasa set 
  themselves up as gods with a host of ravenna 
  worshippers. 
  VETALA
  The corpse shambles forward, moaning a death 
  dirge. Its hands and feet are backwards, marking it as 
  something other than a zombie
  VETALA 
   
  (CR 8, XP 4,800)
  CE Medium undead (incorporeal)
  init +5; Senses darkvision 60 ft.; Perception +13
  Defense
  AC 18, touch 18, flat-footed 12 
  (+2 deflection, +5 Dex, +1 dodge)
  hp 58 (9d8+18)
  Fort +5; Ref +8; Will +7
  Defensive Abilities incorporeal, channel resistance 
  +2, rejuvenation; immune undead traits
  Weaknesses sunlight vulnerability
  Speed fly 40 ft., (good)
  Melee incorporeal bite +11 (1d6 Con)
  Special Attacks corpse possession
  Spell-like Abilities (CL 9th):
      1/day—insanity (DC 19)
  
  17
  Statistics
  Abl Str —, Dex 20, Con —, Int 6, Wis 12, Cha 15
  Base Atk +6; CMB +11; CMD 24
  Feats Dodge, Fly-by Attack, Mobility, Skill Focus 
  (Perception), Skill Focus (Stealth)
  Skills Fly +15, Perception +13, Stealth +21; Racial 
  Modifiers +4 Stealth
  Ecology
  Environment any
  Organization solitary
  Treasure none
  Special Abilities
  Constitution Damage (Su) A vetala’s bite deals 1d6 
  points of Constitution damage to a living creature. 
  This is a negative energy effect. 
  Corpse Possession (Su) Once per round a vetala can 
  enter and possess a corpse on the Material Plane. For 
  purposes of this power a corpse includes unconscious 
  creatures with negative hit points. This ability is 
  similar to a magic jar spell (caster level 9th or the 
  vetala’s Hit Dice, whichever is higher), except that it 
  does not require a receptacle. To use this ability, the 
  vetala must be adjacent to the target. If the target is 
  not below -10 hit points it can resist the attack with a 
  successful Will save. A creature that successfully saves 
  is immune to that same vetala’s corpse possession for 
  24 hours. Once in possession of a corpse, the vetala 
  can make it move using any movement modes the 
  creature possessed in life. The vetala can also employ 
  its bite attack.
  Rejuvenation (Su) The only way to permanently 
  destroy a vetala is to quench the creature’s anger over 
  its unjust demise. This usually means slaying the 
  rakshasa who murdered the vetala’s humanoid body, 
  though subjecting the raksha to some other horrible 
  fate might also satisfy the vetala.
  Sunlight Vulnerability (Ex) A vetala exposed to 
  direct sunlight is staggered on the first round of 
  exposure and is destroyed on the second consecutive 
  round of exposure. 
  When a rakshasa tortures and kills a sentient 
  humanoid, the dead creature’s spirit sometimes 
  reanimates as a vetala, a vampire-like being bent on 
  the destruction of life. After a grisly and painful death, 
  the vetala’s spirit continues on, spurred by anger at its 
  undeserved fate.
      The vetala can not stand direct sunlight. During the 
  day it haunts underground tombs and catacombs to 
  wait for the night. However, a vetala possessing the 
  body of a dead humanoid can move about in daylight 
  while inhabiting the corpse. These vetala are often 
  thought to be zombies, but an observant person can 
  recognize their true nature if they notice the creature’s 
  backwards hands.
      A vetala prefers to drain a victim of Constitution 
  and then use the body to move to another location. 
  Unlike ghosts a vetala is not bound to a specific site, 
  though the creature does tend to haunt a area until it 
  runs out of victims.
  Additional Material
  The material needed to bring your Rakshasa player 
  character to life makes up the early section of this 
  book. The last few remaining pages provide you 
  with a 3rd party clerical domain used in the rakshasa 
  sample character, a feat from an additional Pathfinder 
  Roleplaying Game source and a number of spells 
  selected for the sample character or required for 
  the domain. The chameleon archetype comes from 
  Ultimate Combat and is reproduced here as well.
  
  18
  CHAMELEON (Rogue Archetype)
  An absolute master of disguise, a chameleon 
  effortlessly blends into any environment. Whether 
  disappearing into crowded city streets, vanishing 
  into desert sands, or slipping into the darkness of 
  subterranean tunnels, the chameleon relies upon her 
  ability to become part of her surroundings.
      Misdirection (Ex): At 1st level, a chameleon begins 
  her career knowing that the secret to disappearing lies 
  in deceiving the senses of her observers. Every day 
  she gains a pool of stealth points equal to her ranks 
  in Bluff. These points refresh at the start of each day. 
  Before making a Stealth check, she can choose to put 
  stealth points into the roll, gaining a bonus on Stealth 
  checks equal to the number of stealth points she puts 
  into the roll. If she gains a bonus on Bluff checks 
  because of a feat (such as Skill Focus [Bluff]), she 
  adds a number of points to her stealth pool equal to the
  bonus the feat grants. This ability replaces trapfinding.
      Effortless Sneak (Sp): At 3rd level, the chameleon
  chooses a single terrain from the ranger’s favored 
  terrain class feature. While she is within that terrain, 
  she can take 10 on any Stealth check she can make 
  within that terrain. When the chameleon reaches 6th 
  level, and every three levels thereafter, she chooses a 
  new type of terrain from the ranger’s favored terrain 
  list. She gains this ability with the newly picked 
  terrain. This ability replaces trap sense.
      Rogue Talents: The following rogue talents 
  complement the chameleon archetype: camouflage, 
  fast stealth, quick disguise, and terrain mastery.
      Advanced Talents: The following advanced rogue 
  talents complement the chameleon archetype: hide in 
  plain sight and master of disguise.
  Osyluth Guile (Combat)
  You are skilled at misdirecting an opponent’s attacks.
  Prerequisites: Bluff 8 ranks, Dodge.
  Benefit: While you are fighting defensively or using 
  the total defense action, select one opponent. Add your 
  Charisma bonus to your AC as a dodge bonus against 
  that opponent’s melee attacks until your next turn. 
  You cannot use this feat if you cannot see the selected 
  opponent.
  Pleasure Domain
  Granted Powers: You can grant others the glory of 
  rapture with just a touch, and joy fills your heart to 
  overflowing.
     Rapturous Touch (Su): You can touch a creature as 
  a standard action, granting them a +2 bonus to any one 
  Perform check for one round. You can use this ability 
  a number of times per day equal to 3 + your Wisdome 
  modifier.
      Heart of joy (Su): Beginning at 8th level, 
  your heart is so full of joy that you are immune to 
  nonmagical fear effects and receive a +2 bonus to 
  saving throws against magical fear effects.
  Domain Spells: 1st – charm person, 2nd – mantle of 
  love, 3rd – suggestion, 4th – beauty of youth, 5th – 
  break enchantment, 6th – symbol of persuasion, 7th – 
  repulsion, 8th – peace aura, 9th – true resurrection.
  Purple Duck Note: All oracles use the cleric spell list 
  and are not show on the level line. Similarily, in our 
  products sorcerers use the wizard spell list and are not 
  shown on the level line.
  
  19
  BEAUTY OF YOUTH
  School transmutation; Level bard 4, cleric 4, wizard 4
  Casting Time 1 standard action
  Components V, S, M (the dried, powdered petals of a 
  white rose, stirred into a glass of wine and consumed 
  by you)
  Range personal
  Target you
  Duration permanent
  Saving Throw none; Spell Resistance no
  By casting this spell, you will permanently appear 
  younger than you actually are. The number of years 
  younger you look varies by race; see the table below. 
  Beauty of youth does not remove physical or mental 
  effects of natural or magical aging (such as the 
  bonuses and penalties to ability scores that occur 
  upon reaching middle age, or aging that occurs from 
  the corrupting touch of a ghost), it only affects your 
  physical appearance. Your youthful appearance gives 
  you a +1 bonus to any Charisma-based skill check 
  where your looks are involved – for example, if you 
  are attempting a Diplomacy check to get the guard 
  at the city gate to let you in without paying the gate 
  tax, or when making a Perform (Dance) check when 
  dancing for an audience. You can benefit from no 
  more than 3 castings of beauty of youth in any 10-year 
  period, and the Charisma-based skill check bonuses 
  stack.
  Race
  Number of Years
  Dwarf
  3d6
  Elf
  4d6
  Gnome
  4d6
  Half-Elf
  1d6
  Half-Orc
  1d4
  Halfling
  2d4
  Human
  1d4
  BLOOD RAGE
  School enchantment (compulsion) [mind-affecting]; 
  Level adept 3, bard 2, cleric 3, wizard 3
  Casting Time 1 standard action
  Components V, S, M (a drop of blood from each 
  creature to be affected)
  Range close (25 ft. + 5 ft./level)
  Targets one willing living creature per 2 levels, no 
  two of which may be more than 30 ft. apart
  Duration 1 round/level
  Saving Throw Will negates (harmless); Spell 
  Resistance yes (harmless)
  The targets of this spell become angrier as they fight, 
  the pain of their wounds fueling their strength. An 
  affected creature gains a cumulative +2 morale bonus 
  to Strength and a cumulative –1 penalty to AC for 
  every 5 points of damage it takes (maximum +10 
  Strength, –5 AC) for the duration of the spell. These 
  bonuses last until the spell expires or the target falls 
  unconscious.
  EXPEND
  School abjuration; Level sorcerer/wizard 7
  Casting Time 1 standard action
  Components V, S, M (miniature broken hourglass)
  Range medium (100 ft. + 10 ft./level)
  Area 20-ft.-radius burst
  Duration instantaneous
  Saving Throw Will negates; Spell Resistance yes
  You cause all creatures in the affected area to use 
  up one or more of their limited-use magical abilities 
  without any actual effect. A limited-use magical 
  ability is any supernatural or spell-like ability which 
  a creature can only activate a certain number of times 
  during a set interval (3/day, 1/hour, etc.). The spell 
  does not affect abilities which the creature can use at 
  will or which are constant. It also does not apply to 
  magical items or anything else external to a creature. 
  A creature in the spell’s area must make a Will saving 
  throw or expend a single use of one of its abilities. 
  Abilities with the greatest number of uses per day are 
  affected first; if more than one ability has the same 
  number of uses, randomly determine which one is 
  affected first. Creatures must continue making Will 
  saves, expending an additional use of an ability for 
  each failed save, until they succeed, at which point the 
  spell has no further effect.
  
  20
  MANTLE OF LOVE
  School abjuration; Level bard 2, cleric 2, paladin 2
  Casting Time 1 standard action
  Components V, S, F (a heart-shaped ruby worth 50 
  gp)
  Range touch
  Target one living creature
  Duration 1 min./level
  Saving Throw Will negates (harmless); Spell 
  Resistance yes (harmless)
  You imbue the target creature with the protective love 
  of your deity, protecting him from harm by granting 
  him a +4 morale bonus on all saving throws. The spell 
  ends if you and the target move out of sight of one 
  another.
  MEMORY LAPSE
  School enchantment [mind-affecting]; Level bard 1, 
  wizard 1
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Target one living creature
  Duration instantaneous
  Saving Throw Will negates; Spell Resistance yes
  You cause the target to forget what happened from 
  the casting of the spell back to the beginning of its 
  last turn. This may allow a retry on a Diplomacy, 
  Intimidate, or opposed skill check, though only with 
  respect to the target, not other creatures that may be 
  present.
  PACiFiST
  School enchantment (compulsion) [mind-affecting]; 
  Level bard 1, cleric1, wizard 1
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Target one living creature
  Duration 10 min./level
  Saving Throw Will resists; Spell Resistance yes
  The target is suddenly convinced that killing is wrong 
  and will avoid combat whenever possible. If forced 
  into combat, the target will do her best to deliver only 
  non-lethal damage and will cast only spells that do not 
  do physical damage.
  PEACE AURA
  School abjuration; Level cleric 8, druid 8
  Casting Time 1 standard action
  Components V, S, DF
  Range touch
  Area 40-ft. radius emanating from the touched point
  Duration 24 hours
  Saving Throw Will half; see text; Spell Resistance no
  The area affected by the peace aura spell is warded 
  against violence. An almost audible hum fills the area, 
  calming the nerves and emotions of those who enter. 
  Any creature attempting to strike or otherwise attack 
  anyone within the warded area (including attacks 
  with targeted spells) takes 1d6 points of force damage 
  per caster level. Any creature with the Evil subtype 
  suffers a -4 penalty to its saving throw. Peace aura 
  is frequently cast prior to large meetings where the 
  discussion is expected to become heated, or in sacred 
  places where fighting of any type is unacceptable.
  ViGOR
  School transmutation; Level adept 0, cleric 0
  Casting Time 1 standard action
  Components V, S
  Range touch
  Target creature touched
  Duration 1 minute or until discharged
  Saving Throw Will negates (harmless); Spell 
  Resistance yes
  This spell infuses the subject with a small surge of 
  strength. The creature gets a +1 competence bonus 
  on a single melee damage roll. It must choose to use 
  the bonus before making the roll to which it applies. 
  Ranged or spell attacks are unaffected by this spell.
  KHOPESH (EXOTiC, ONE-HANDED)
  This heavy blade has a convex curve near the end, 
  making its overall shape similar to a battleaxe.
  Cost 20 gp; Weight 8 lbs. 
  Dmg(S) 1d6; Dmg (M) 1d8; Critical 19-20/x2
  Type S; Special trip
  
  21
  OPEN GAME LiCENSE VERSiON 1.0A
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  22
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards 
  of the Coast, Inc.
  System Reference Document. Copyright 2000, 
  Wizards of the Coast, Inc.; Authors Jonathan Tweet, 
  Monte Cook, Skip Williams, based on material by E. 
  Gary Gygax and Dave Arneson.
  Modern System Reference Document Copyright 2002, 
  Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff 
  Grubb, Rich Redman, Charles Ryan, based on material 
  by Jonathan Tweet, Monte Cook, Skip Williams, 
  Richard Baker, Peter Adkison, Bruce R. Cordell, John 
  Tynes, Andy Collins, and JD Wiker.
  Advanced Player’s Guide. Copyright 2010, Paizo 
  Publishing, LLC; Author: Jason Bulmahn.
  Pathfinder RPG Core Rulebook. Copyright 2009, 
  Paizo Publishing, LLC; Author: Jason Bulmahn, based 
  on material by Jonathan Tweet, Monte Cook, and Skip 
  Williams.
  Pathfinder Companion: Cheliax, Empire of Devils. 
  Copyright 2009, Paizo Publishing, LLC; Authors: 
  Jonathan H. Keith, Colin McComb, Steven E. Schend, 
  Leandra Christine Schneider, and Amber E. Scott.
  Pathfinder RPG Bestiary, © 2009, Paizo Publishing, 
  LLC; Author: Jason Bulmahn, based on material by 
  Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Ultimate Combat. © 
  2011, Paizo Publishing, LLC; Authors:
  Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob 
  McCreary, Jason Nelson, Stephen
  Radney-MacFarland, Sean K Reynolds, Owen K.C. 
  Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Magic. 
  © 2011, Paizo Publishing, LLC; Authors: Jason 
  Bulmahn, Tim Hitchcock, Colin McComb, Rob 
  McCreary, Jason Nelson, Stephen Radney-
  MacFarland, Sean K Reynolds, Owen K.C. Stephens, 
  and Russ Taylor.
  3E Tower; Author John T. Dodson, Copyright 2000-
  2003.
  Anger of Angels. © 2003, Sean K Reynolds.
  Angel, Monadic Deva from the Tome of Horrors, 
  Revised. © 2002, Necromancer Games, Inc.; Author: 
  Scott Greene, based on original material by E. Gary 
  Gygax.
  Angel, Movanic Deva from the Tome of Horrors, 
  Revised. © 2002, Necromancer Games, Inc.; Author: 
  
  23
  Scott Greene, based on original material by E. Gary 
  Gygax.
  Arcana: Societies of Magic, Copyright 2001, Kevin 
  Brennan and James Maliszewski
  Armies of the Abyss, Copyright 2002, Green Ronin 
  Publishing; Authors Erik Mona and Chris Pramas
  Basidirond from the Tome of Horrors, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based 
  on original material by Gary Gygax.
  Book of Fiends. © 2003, Green Ronin Publishing; 
  Authors: Aaron Loeb, Erik Mona, Chris Pramas, 
  Robert J. Schwalb.
  Book of the Righteous, Copyright 2002, Aaron Loeb
  Brownie from the Tome of Horrors, Revised. © 2002, 
  Necromancer Games, Inc.; Author: Scott Greene, 
  based on original material by E. Gary Gygax.
  Cave Fisher from the Tome of Horrors, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based 
  on original material by Lawrence Schick.
  Complete Guide to Rakshasas, by Matt Sprengeler, 
  copyright 2004 Goodman Games (contact www.
  goodman-games.com or info@goodman-games.com)
  Crystal Ooze from the Tome of Horrors, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based 
  on original material by Gary Gygax.
  Daemon, Ceustodaemon (Guardian Daemon) from 
  the Tome of Horrors, Revised. © 2002, Necromancer 
  Games, Inc.; Author: Scott Greene, based on original 
  material by E. Gary Gygax.
  Daemon, Derghodaemon from the Tome of Horrors, 
  Revised. © 2002, Necromancer Games, Inc.; Author: 
  Scott Greene, based on original material by E. Gary 
  Gygax.
  Daemon, Hydrodaemon from the Tome of Horrors, 
  Revised. © 2002, Necromancer Games, Inc.; Author: 
  Scott Greene, based on original material by E. Gary 
  Gygax.
  Daemon, Piscodaemon from the Tome of Horrors, 
  Revised. © 2002, Necromancer Games, Inc.; Author: 
  Scott Greene, based on original material by E. Gary 
  Gygax.
  Dark Creeper from the Tome of Horrors, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based 
  on original material by Rik Shepard.
  Dark Stalker from the Tome of Horrors, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based 
  on original material by Simon Muth.
  Dracolisk from the Tome of Horrors, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based 
  on original material by Gary Gygax.
  Fading Suns: d20, Copyright Holistic Designs Inc.
  Freeport: The City of Adventure, Copyright 2002, 
  Green Ronin Publishing, Authors Chris Pramas and 
  Matt Forbeck.
  Froghemoth from the Tome of Horrors, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based 
  on original material by Gary Gygax.
  Giant Slug from the Tome of Horrors, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based 
  on original material by Gary Gygax.
  Hammer & Helm: A Guidebook to Dwarves. 
  Copyright 2002, Green Ronin Publishing; Author 
  Jesse Decker.
  Ice Golem from the Tome of Horrors, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene.
  Iron Cobra from the Tome of Horrors, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based 
  on original material by Philip Masters.
  Legions of Hell, Copyright 2001, Green Ronin 
  Publishing; Author Chris Pramas
  Marid from the Tome of Horrors III, © 2005, 
  Necromancer Games, Inc.; Author Scott Greene.
  Mihstu from the Tome of Horrors, Revised. © 2002, 
  Necromancer Games, Inc.; Author: Scott Greene, 
  based on original material by E. Gary Gygax.
  Mindscapes, Copyright 2003, Bruce R. Cordell, All 
  rights reserved.
  Mite from the Tome of Horrors, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original 
  material by Ian Livingstone and Mark Barnes.
  Monsters of the Mind, Copyright 2003, Green 
  Ronin Publishing; Authors Kevin Brennan, James 
  Maliszewski, Morgan Peer, and Tracy Peer.
  Monte Cook’s Arcana Unearthed. © 2003, Monte J. 
  Cook.
  Nabasu Demon from the Tome of Horrors, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based 
  on original material by Gary Gygax.
  Necrophidius from the Tome of Horrors, Revised. 
  © 2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by Simon 
  Tillbrook.
  Nyambe: African Adventures. Copyright 2002, 
  
  24
  Trident, Inc, d/b/a Atlas Games; Author Christopher 
  W. Dolunt.
  Occult Lore Copyright 2002, Trident Inc. d/b/a Atlas 
  Games; authors Keith Baker, Adam Bank, Chris Jones, 
  Scott Reeves, and Elton Robb.
  Open Game Content from God Seekers by James 
  Maliszewski; Copyright 2001, Trident Inc. d/b/a Atlas 
  Games (from Touched by the Gods: A Sourcebook of 
  Cults and Cabals).
  Path of the Magi. © 2002 Citizen Games/Troll Lord 
  Games; Authors: Mike McArtor, W. Jason Peck, Jeff 
  Quick, and Sean K Reynolds.
  Plot and Poison: A Guidebook to Drow; Copyright 
  2002, Green Ronin Publishing; Auther Matthew 
  Sernett.
  Russet Mold from the Tome of Horrors, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based 
  on original material by Gary Gygax.
  Sandman from the Tome of Horrors, Revised. © 2002, 
  Necromancer Games, Inc.; Author: Scott Greene, 
  based on original material by Roger Musson.
  Scarecrow from the Tome of Horrors, Revised. © 
  2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by Roger Musson.
  Shadow Demon from the Tome of Horrors, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based 
  on original material by Neville White.
  Skreyn’s Register: The Bonds of Magic. © 2002, Sean 
  K Reynolds.
  The Book of Arcane Magic. Copyright 2009, 4 Winds 
  Fantasy Gaming; Authors Connie J. Thomson and 
  Robert W. Thomson
  The Book of Divine Magic. Copyright 2009, 4 Winds 
  Fantasy Gaming; Authors Connie J. Thomson and 
  Robert W. Thomson, with Katheryn Bauer and Sean 
  O’Connor.
  The Book of Eldritch Might Copyright 2001–2004 
  Monte J. Cook. All rights reserved.
  The Book of Erotic Fantasy. Copyright 2006, Arthaus, 
  Inc.; Authors: Gwendolyn F.M. Kestrel and Duncan 
  Scott
  The Book of Experimental Might. Copyright 2008, 
  Monte J. Cook. All rights reserved.
  The Book of Hallowed Might. © 2002, Monte J. 
  Cook.
  Tome of Horrors. Copyright 2002, Necromancer 
  Games, Inc.; Authors: Scott Greene, with Clark 
  Peterson, Erica Balsley, Kevin Baase, Casey 
  Christofferson, Lance Hawvermale, Travis 
  Hawvermale, Patrick Lawinger, and Bill Webb; Based 
  on original content from TSR.
  Vegepygmy from the Tome of Horrors, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based 
  on original material by Gary Gygax.
  Wood Golem from the Tome of Horrors, © 2002, 
  Necromancer Games, Inc.; Authors Scott Greene and 
  Patrick Lawinger.
  Wrath & Rage: A Guidebook to Orcs and Half-Orcs, 
  Copyright 2002, Green Ronin Publishing; Author Jim 
  Bishop.
  WW16006: Psionics Toolkit (c) 2002, Fiery Dragon 
  Productions, Inc.
  Yellow Musk Creeper from the Tome of Horrors, © 
  2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Albie Fiore.
  Yellow Musk Zombie from the Tome of Horrors, © 
  2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Albie Fiore.
  Yeti from the Tome of Horrors, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original 
  material by Gary Gygax.
  The Grand OGL Wiki, http://grandwiki.wikidot.com 
  Copyright 2008-2011 Purple Duck Games; Authors: 
  Mark Gedak, Alex Schroeder, Joel Arellano, George 
  Fields, Yair Rezek, Mike Whalen, Shane O’Connor, 
  Mike Rickard, John Whamond, Bill Browne, Eric 
  Williamson, Slatz Grubnik, Charles R. Wenzler Jr, 
  John Fraser, Jonathon Thompson, Thomas Boxall.
  Legendary Races: Rakshasa © 2011, Stefen Styrsky 
  and Mark Gedak; Published by Purple Duck Games.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Purple Duck Games/Legendary Races - Rakshasa.pdf