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Kojin Veteran (CR 9)

XP 6,400
Kojin Samurai 9
LE Medium Humanoid (Kojin, Reptilian)
Init +3; Senses Water Sense, Low-light vision; Perception +16


AC 22, touch 11, flat-footed 21 (+8 armor, +2 shield, +1 Dex, +1 natural)
hp 85 [126] (9d10+36)
Fort +10, Ref +4, Will +10
Defensive Abilities Blade Block (+1), Blocking Cuts, Hide in Shell, Shell; Resist Water 5;


Speed 30 ft., Swim 30 ft.
Melee +1 Katana +16/+11 (1d8+11/16-20)
Special Attacks Brutal SlashCombo Finisher (Art of the Sword, Dragon, Gekko, Yukikaze), Iaijutsu Strike +5d6, Kenki Techiques
Special Abilities Bushido Arts (Clean Slate, Fingersnap, Hasso, Ikishoten), Bushido Pool (5 pts), Meditate, Resolve (4/day)


Str 18, Dex 14, Con 20, Int 10, Wis 14, Cha 8
Base Atk +9/+4; CMB +13; CMD 24
Feats Cleave, Critical Focus, Improved Critical (Katana) Power Attack, Weapon Focus (Katana)
Skills Perception +16, Sense Motive +16; Racial Modifiers +2 Bluff, +2 Diplomacy;
Languages Common, Kojin
SQ Armor Training (2), Eastern Weapon Familiarity, Natural Swimmers, One with the Sword (+2), Skilled Traders, Weapon Expertise
Gear cure potion (4), +1 katana, o-yoroi


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.