Ashari

Accustomed to life in the hot deserts of the south, ashari are a subrace of humans that split from coastals over 3000 years ago. While the coastals continued to take their ships further to the east and also traveled further north along the coast, the ashari decided to settle down on the deserted lands of the south after the Draconian Wars had concluded. Many desert clans had formed across these lands, but they were nomadic and disorganized. Fortunately, the ashari people found a great leader in a man called Ardeshir Rajavan, who took it upon himself to help the human race reach their full potential by unifying them into a singular force. Because of him, the first great human nation, the Ashari Principality, was formed and it created a time of prosperity for 500 years. The ashari advanced their knowledge and skills, built cities and developed their own culture and were able to grow independent of their close allies, the elves and dwarves. Unfortunately, the kingdom fell but the ashari desert clans lived on. However, in present time, they are a dwindling race and a distant memory of ancient times. The Empire of El Sherdan dominates the southern lands where the Ashari still live and during the years, they have assimilated themselves within Sherdanian society.

## Physical description

Compared to some of the other humans, ashari have a smaller stature and lighter build. Males usually reach heights of around 170 centimeters and weigh between 60 to 65 kilograms. As with most humanoids, females are a bit shorter and lighter. Their bodies are made to be nimble and they do not gather much fat. Their bones are also known to be quite strong and flexible. Their long and thin hair and thick and full beards grow fast and come in mostly dark colors, ranging from dark brown to pure black. Aside from their head and face, ashari have very minimal body hair. The skin of all pure ashari is usually light or slightly dark brown with a tint of orange, akin to copper. Their eyes are distinct from the rest of their appearance; they come in mostly light colors, with light blue being the most prominent. Other than that, they appear much like coastals, especially in regards to facial structure and body shape.

Ashari are greatly known for their elaborate tattoos and different piercings. Most have at least their ears pierced and many pierce other parts as well. It is also said that the ashari people were the ones to invent the art of shadow piercing. Ashari tattoos are highly artistic and detailed, especially when compared to the crude tattoos of the wildmen. When it comes to their clothing, they are quite modest. Loose rags, long robes, turbans and different scarfs and light clothing is preferred in their natural environment. Many ashari find it troubling to live in cold lands. Interestingly, ashari are good drinkers; one should think twice if they wish to challenge an ashari to a drinking contest as their bodies are good at processing liquids and dealing with the harmful effects of alcohol. Ashari are a bit healthier than other humans and they can live up to ages of over a 100 years.

## Society

Currently, all pureblooded ashari generally live within the city of Sher Quila which used to be the capital of the Ashari Principality and was known as Qulan in the past. Their culture and history is still very strong within this one particular city and the Sherdanians allow them to keep it alive as they appreciate their important role in human history. As time goes on, more and more ashari are mixed together with the coastals of El Sherdan and their old bloodlines are slowly fading away. It will be up to the ashari to decide if they wish to preserve themselves or be absorbed and currently their opinions are mixed on this matter. There exist both purists and those that do not see a point in protecting their race so furiously. Some are seeking to establish Sher Quila as an independent city-state or perhaps even create a duchy around it, much like Brecie has been able to do; time will tell what will come of these plans and if the ashari can make a resurgence together.

## Rules

* **Ability Score Modifiers:** Ashari can be intelligent, wise and charismatic and are known for their quickness, but not for their strength. Ashari gain a +2 bonus to one mental ability score of their choice, +2 Dexterity and -2 Strength.
* **Size:** Medium
* **Type:** Humanoid, human
* **Base speed:** 30 feet
* **Languages:** Ashari begin play speaking Common and Ashari. Ashari with high Intelligence scores can choose any languages they want (except for secret languages, such as Druidic and Drow Sign Language).

* **Flying Dervish:** Ashari gain a +1 racial bonus on Reflex saving throws and a +2 racial bonus on Perform (dance) checks. After making a successful Reflex saving throw, they gain a +2 dodge bonus to their AC until the beginning of their next turn. This bonus can be gained only once per round.
* **Skilled:** Ashari gain an additional skill rank at first level and one additional rank whenever they gain a level.
* **Learned:** Ashari gain a +2 racial bonus on one Intelligence skill of their choice.
* **Rider of the Sands:** Ashari gain a +2 racial bonus on Ride and Survival checks in desert terrain and also gain *Desert Dweller* as a bonus feat.
* **Iron Liver:** Ashari require twice as many alcoholic drinks before they need to make any saving throws or suffer any negative effects and also gain a +2 racial bonus on Fortitude saves against alcohol and ingested poisons.
* **Duelist:** Ashari gain a +1 racial bonus on combat maneuver checks made to disarm and a +1 racial bonus to their CMD against disarm attempts.
* **Weapon Familiarity:** Ashari are proficient with scimitars and treat falcatas and any weapon with the word "ashari" in its name as a martial weapon.

* **Bloodlines:** Players must choose if they are a pureblooded ashari or if they have been mixed with coastals. You must choose one of the following racial traits. This choice is mostly made for roleplaying reasons as people may view pureblooded and mixed ashari differently.
	+ **Pureblooded:** Choosing to be pureblooded adds Old Ashari as a starting language. This is an older dialect and written form of the Ashari language, understood and practiced by only pureblooded ashari and works like a secret language. In addition, they gain an additional skill that they can choose with the Learned racial trait.
	+ **Mixed:** Choosing to be mixed grants Ethnicity (the coastal racial trait) as a bonus racial trait.

### Alternate Racial Traits

The following alternate racial traits may be selected in place of one or more of the standard racial traits above. In addition, ashari have access to all alternate racial traits normally available to humans. Consult your GM before selecting any new options.

* **Dedication:** Through vigorous training and determination towards a specific subject, some ashari have come to possess more interesting abilities and skills. Ashari with this racial trait gain a bonus feat. This racial trait replaces Skilled, Learned and Rider of the Sands.
* **Dashing Acrobat:** Some ashari jump and maneuver around their enemies in order to change position quickly and to avoid attacks. Ashari with this racial trait gain a +2 racial bonus on Acrobatics and Perform (dance) checks. After successfully avoiding an attack of opportunity by using Acrobatics, they gain a +2 dodge bonus to their AC until the beginning of their next turn. This bonus can be gained only once per round. This racial trait replaces Flying Dervish.
* **New Ways:** Ashari clans may sometimes focus on training with unfamiliar or unusual weapons, even if they are more difficult to use. Ashari with this racial trait gain *Exotic Weapon Proficiency* as a bonus feat. This racial trait replaces Duelist and Weapon Familiarity.
* **Ashari Martial Arts:** While many ashari are known for their great swordsmanship, there are also those that are known for their skills in unarmed combat. Ashari with this racial trait gain *Improved Unarmed Strike* as a bonus feat. This racial trait replaces Duelist and Weapon Familiarity.
* **Camel Rider:** Camels have long been an important part of ashari culture and many still train them for specific purposes. Ashari with this racial trait gain a +4 racial bonus on Ride checks with camels and a +4 racial bonus on Handle Animal checks with camels and also gain *Desert Dweller* as a bonus feat. This racial trait replaces Rider of the Sands.

## Ashari Racial Feats

* **Sand Style**

*You are quick on your feet and your enemies find you difficult to hit.*

**Prerequisites:** Ashari, Dex 15, Improved Unarmed Strike, Dodge, base attack bonus +2 or monk level 1st

**Benefit:** You gain a +2 bonus on initiative checks and Sand Style does not need to be active for you to gain this bonus. When using Sand Style, whenever you move at least 10 feet on your turn, you gain a +1 dodge bonus to your AC until the beginning of your next turn. For each additional 20 feet that you move, the dodge bonus increases by +1.

The total dodge bonus that you can gain from using Sand Style is reduced by your armor check penalty, to a minimum of 1.

* **Sand Step**

*You have learned how to get the most out of your fast feet and your movements flow like the sand.*

**Prerequisites:** Ashari, Dex 17, Improved Unarmed Strike, Dodge, Mobility, Sand Style, base attack bonus +5 or monk level 4th

**Benefit:** You gain a +1 bonus on Reflex saving throws and a +2 bonus on Acrobatics checks. The initial dodge bonus of Sand Style increases by +1. You may take two 5-foot-steps on your turn, or you can take one 5-foot-step even if you have already performed some kind of movement.

**Normal:** You can only take one 5-foot-step on your turn and only when you don't perform any other kind of movement.

* **Sand Storm**

*As you jump and dash across the battlefield, your enemies become easily distracted and your sharp movements cut through the air.*

**Prerequisites:** Ashari, Dex 19, Improved Unarmed Strike, Dodge, Mobility, Sand Style, Sand Step, base attack bonus +8 or monk level 7th

**Benefit:** Whenever you gain the dodge bonus of Sand Style, all enemies within 30 feet of you are dazzled for as long as this bonus stays active. You do not trigger attacks of opportunity from dazzled enemies unless you try to move through their squares by using Acrobatics. You may take a 5-foot step as an immediate action at anytime as long as you are not flat-footed, but only if you did not use both steps during your own turn.

As a full-round action, you can create a 10-foot radius sandstorm centered on you that grants concealment (20%) against attacks that come from outside the radius. Enemies within the radius are dazzled and take slashing damage equal to your total dodge bonus at the end of your turn. In desert terrain or an area with plenty of sand (or by using the Bag of Sand feat together with this feat, see below), this radius grants a 50% miss chance instead and enemies within the radius are blinded for as long as they remain there but they can step out freely. Allies that try to attack enemies inside the radius from the outside are affected by the miss chance. On subsequent rounds, you must spend a move action at the beginning of your turn to maintain this radius and it immediately disappears if you do not. Each time you spend this move action, you may also freely move to any square within the radius of your sandstorm as long as it's not occupied.

You cannot create a sandstorm if you have a dodge bonus of 0 (such as when blinded), or if your movement is restricted or reduced (having a medium or heavy load, wearing medium or heavy armor, being prone, paralyzed, entangled, grappled etc.)

**Special:** A character with ki points can use them to speed up their sandstorm. By spending 1 ki point, they can change the full-round action to a move action or the subsequent move action to a swift action.

* **Bag of Sand**

*Even if it is a little dishonorable, you've learned how to use sand effectively in combat.*

**Prerequisites:** Ashari, Dex 15, Skill Focus (Sleight Of Hand), base attack bonus +1

As a standard action while you are holding a bag of sand, you can throw the sand into your opponents eyes. This does not trigger attacks of opportunity. Make a ranged touch attack against an adjacent enemy. If you hit, the enemy is blinded for 1 round. A successful Reflex save with a DC equal to 10 + half your character level + your Dexterity modifier reduces the effect to dazzled. After using this ability, the bag of sand is expended.

A bag of sand is considered to be a weapon in regards to the Quick Draw feat as long as the bag is either in your pocket or hanging from your belt or sash. It can also be used as a hidden weapon on your person.

If you have the Sand Storm feat, you can use bags of sand to make it stronger. Using a bag of sand counts as being in desert terrain or an area with plenty of sand. One bag of sand allows you to use the stronger version of Sand Storm for 1 round. This does not require an additional action, you simply need to be holding a bag of sand when you begin a sandstorm or when you are maintaining it. After using this ability, the bag of sand is expended.

* **Deep Sand**

*Your sand goes deep and irritates your enemies more easily.*

**Prerequisites:** Ashari, Dex 15, Skill Focus (Sleight Of Hand), Bag of Sand, base attack bonus +2

The save DC of Bag of Sand is increased by 1.

* **Preserved Sand**

*You are able to throw the sand in your possession in smaller amounts while still keeping it effective.*

**Prerequisites:** Ashari, Dex 15, Skill Focus (Sleight Of Hand), Bag of Sand, base attack bonus +2

Each bag of sand you have can be used up to 3 times before it is expended. If you have the Quick Sand feat, you can use a single bag of sand multiple times during a full attack. If you have the Sand Storm feat, you can use a single bag of sand multiple times to enhance the sandstorm effect (effectively making it so that a single bag of sand in your hand can enhance the effect for up to 3 rounds).

* **Quick Sand**

*You are faster with your sand and can combine it with your attacks.*

**Prerequisites:** Ashari, Dex 17, Skill Focus (Sleight Of Hand), Bag of Sand, Quick Draw, base attack bonus +6

You can throw sand in your opponents face as a move action instead of a standard action. Alternatively, you can replace one of your melee attacks in a full attack with a bag of sand as long as you are holding the bag before your first attack.

* **Improved Quick Sand**

*Opening a bag of sand and throwing it only takes you a blink of an eye.*

**Prerequisites:** Ashari, Dex 17, Skill Focus (Sleight Of Hand), Bag of Sand, Quick Draw, Quick Sand, base attack bonus +9

You can throw sand in your opponents face as a swift action instead of a move action.

* **Accurate Sand**

*The sand that you throw is impressively accurate and your enemies struggle to remove it from their eyes.*

**Prerequisites:** Ashari, Dex 17, Skill Focus (Sleight Of Hand), Bag of Sand, Deep Sand, base attack bonus +7

The duration of the blinding and dazzling effect of Bag of Sand is increased to 1d3 rounds and the save DC is increased by 1. In addition, you can throw sand up to 10 feet away with a -4 penalty on the attack roll.

## Ashari Weapons

#### Windslicer, Ashari

**Cost**: 70 gp **Weight:** 8 lbs.
**Damage:** 1d6/1d4 (small), 1d8/1d6 (medium) **Critical:** 19-20/x2 **Type:** piercing or slashing
**Category**: two-handed **Proficiency:** exotic
**Weapon Group:** spears, double
**Special:** double, reach, finesse, performance
*A ceremonial weapon favored by many ashari warriors, the windslicer is a double-ended polearm that can be used for both piercing and slashing a foe. Skilled ashari often put on acts of incredible display as they spin their windslicers above their heads and jump through the air as if they were flying.*
The larger end (1d8) of this polearm deals slashing damage and the smaller end (1d6) deals piercing damage.
You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a windslicer sized for you, even though it isn’t a light weapon.

#### Plumbata, Ashari

**Cost**: 1 gp **Weight:** 1/2 lb.
**Damage:** 1d4 (small), 1d6 (medium) **Critical:** x3 **Type:** piercing
**Range Increment:** 30 ft.
**Category**: ranged **Proficiency:** exotic
**Weapon Group:** thrown
*Plumbatae are delicate and accurate throwing darts designed by the ashari. Those that know how to use them can target enemies in places where a normal dart could not. Many plumbatae are also enhanced with alchemical properties to make them more devastating, but also more expensive and fragile. Plumbatae are sometimes used for contests and ashari prefer them over bows or other ranged weapons in such occasions.*
Plumbatae come in alchemical variants which cost 100gp each; a creature struck by an alchemical plumbata takes normal piercing damage and 1d6 points of energy damage. The type of energy damage is determined during the crafting process of the dart and cannot be changed afterwards. Anyone proficient with plumbatae is also proficient with alchemical plumbatae. Once thrown, an alchemical plumbata is destroyed.