Rakshasa
Rakshasa are decadent, arrogant creatures who prides themselves on their ability to deceive. These creatures resemble tigers or bears, although they are humanoid and are unmistakable in their expensive silks and jewels. Generally malevolent, rakshasa are masters of the magical arts. They have an incredibly high innate resistance to spells and many are completely immune to lower level magics. Having a disdain for combat, these creatures prefer spellcasting classes.
Rakshasa Ability Adjustments: +2 Str, +4 Dex, +2 Int, +6 Cha, +2 Wis, +6 Con.
Favored Class (Sorcerer): A multiclass rakshasa's sorcerer class does not count when determining whether he suffers an XP penalty for multiclassing.
Special Abilities:
- Darkvision: Rakshasa are able to see in the dark.
- Base movement of 40.
- Weapon Proficiency (Simple): All rakshasa are proficient with simple weapons.
- Weapon Proficiency (Martial): All rakshasa are proficient with martial weapons.
- Weapon Proficiency (Creature): Rakshasa can make an unarmed attack with their claws.
- Skill Affinity (Bluff): +2 racial bonus to all Bluff checks.
- Spell Resistance: Innate spell resistance of 27, plus 1 per character level.
- Natural Armor Bonus: Racial natural armor bonus of 9.
- Damage Reduction: Innate damage reduction of 15/+1
- Spell-Like Abilities: At will - Disguise.
- Outsider: Rakshasa are considered Outsiders for the purpose of spells.
- Sorcerer Casting: Rakshasa cast spells as a Sorcerer of their hit dice (7th level)
(The following may or may not be in use, depending on the module switch settings)
Level Adjustment: +7
Racial Hit Dice/Class: 7 of Outsider