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Kojin Guard (CR 1)

XP 400
Kojin Samurai 1
LE Medium Humanoid (Kojin, Reptilian)
Init +1; Senses Water Sense, Low-light vision; Perception +6

DEFENSE

AC 17, touch 11, flat-footed 16 (+5 armor, +1 Dex, +1 natural)
hp 9 [14] (1d10+4)
Fort +5, Ref +1, Will +4
Defensive Abilities Hide in Shell, Shell; Resist Water 5;

OFFENSE

Speed (20 ft. in armor) 30 ft., Swim 30 ft.
Melee Katana +5 (1d8+3/18-20)
Special Attacks Combo Finisher (Art of the Sword), Iaijutsu Strike +1d6, Kenki Techiques

STATISTICS

Str 16, Dex 12, Con 16, Int 10, Wis 14, Cha 8
Base Atk +1; CMB +4; CMD 15
Feats Weapon Focus (Katana)
Skills Perception +6, Sense Motive +6; Racial Modifiers +2 Bluff, +2 Diplomacy;
Languages Common, Kojin
SQ Eastern Weapon Familiarity, Natural Swimmers, Skilled Traders
Gear cure potion (1), katana, do-maru

SPECIAL ABILITIES

Eastern Weapon Familiarity (Ex)

Kojins treat the following weapons as martial weapons: kama, katana, kusarigama, naginata, nunchaku, sai, shuriken, siangham, and wakizashi.

Hide in Shell (Ex)

As a full round action, kojins may retract their body into their shell. This allows them to gain DR/5 Bludgeoning. It also allows for 20% concealment. When they use this ability, they immediately fall prone, drop anything they were holding, and any item that isn’t directly attached to their skin. While they are in this form, they cannot make attacks, use items, or cast spells. They must remain in this form for at least one complete round. To come out of their shell, they must spend another full round action (this does not provoke AoO).

Natural Swimmers (Ex)

Kojins have a swim speed of 30 feet and as such they do not have to make a swim check in order to swim under normal circumstances. They have a +8 racial bonus to swim checks to perform a special action or avoid a hazard. Though kojins cannot breathe water, they are able hold their breath for a number of rounds equal to four times their Constitution score before making drowning checks. Nor do standard or full-round actions reduce this time.

Shell (Ex)

Kojins have a natural armor bonus of +1.

Skilled Traders (Ex)

Kojins gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature’s attitude, they can do so up to three steps up rather than just two.

Water Sense (Ex)

Kojins can sense vibrations in water, granting them blindsense 30 feet against creatures that are touching the same body of water.