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Kojin Trooper (CR 9)

XP 6,400
Kojin Warrior 9
NE Medium Humanoid (Kojin, Reptilian)
Init +2; Senses Water Sense, Low-light vision; Perception +2

DEFENSE

AC 22, touch 12, flat-footed 20 (+8 armor, +1 shield, +2 Dex, +1 natural)
hp 103 [144] (9d10+54)
Fort +11, Ref +8, Will +5
Defensive Abilities Hide in Shell, Shell; Resist Water 5;

OFFENSE

Speed 30 ft., Swim 30 ft.
Melee +1 Nodachi +17/+12 (1d10+8/15-20)
Ranged Composite Longbow +11/+6 (1d8+4/x3)
Special Attacks Overhand Chop +17 (1d10+14/15-20), Backswing +17/+12 (1d10+14/15-20)
Special Abilities Martial Flexibility (7/day), Reliable Strike (8/day)

STATISTICS

Str 18, Dex 14, Con 20, Int 10, Wis 14, Cha 8
Base Atk +9/+4; CMB +13; CMD 25
Feats Improved Critical (Nodachi), Power Attack, Vital Strike, Weapon Focus (Nodachi), Weapon Specialization (Nodachi)
Skills Intimidate +11, Swim +14; Racial Modifiers +2 Bluff, +2 Diplomacy;
Languages Common, Kojin
SQ Chosen Weapon +3 (Heavy Blades), Eastern Weapon Familiarity, Fighter Talent (Fast Movement, Melee Defense, Melee Power), Natural Swimmers, Rapid Attack, Skilled Traders
Gear cure potion (4), +1 nodachi, o-yoroi, composite longbow, 20 arrows

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.