Casoh Species in Matera | World Anvil
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Casoh (Cah-sow)

Born from the unions of mortals and being of chaos, Casohs are energetic and lively.

Basic Information

Anatomy

Like all of the cosmic races, each casoh is unique in its physicality. Most casoh take on a majority of the traits of its mortal parent, generally gaining one or two otherworldly aspects. Sometimes, an casoh chaotic power is purely mental, and it might appear as a normal member of its mortal parent species until its power is utilized.

Genetics and Reproduction

Any humanoid creature may give birth to a casoh, but it is much more common for them to spring from humans.

Growth Rate & Stages

Casoh are slow growers, often reaching adulthood five years after the normal age for their mortal race.

Dietary Needs and Habits

Axions often share the dietary needs with their mortal parent, but often will get bored of eating regular foods and will go out of their way to try new tastes.

Biological Cycle

Most casoh share any biological needs with their mortal parents, but are often less affected by things such as temperature or seasonal change.

Additional Information

Facial characteristics

A casohs' facial characteristics vary depending on the mixing of their mortal and outsider parents. Sometimes they appear as a normal member of a mortal race, but sometimes having more otherworldly and alien features.

Geographic Origin and Distribution

Being one of the more rarer cosmic races, Casohs have no specific regional locations in the world, but tend to born more often in remote villages or more rural areas.

Average Intelligence

Casohs are crafty and full of passion, able to quickly learn new projects and adapt to new situations. While they seem to have boundless energy, they lack the patience for most long term projects and will often try new ways to speed up their results.

Perception and Sensory Capabilities

All casoh have darkvision, regardless of the race they are born into.

Civilization and Culture

Naming Traditions

Casoh usually share the naming traditions of their mothers species.

Major Organizations

Casohs are very independent, and often struggle when trying to work in an organization.

Beauty Ideals

Many casohs have strange or mismatched features, and often find beauty in messy things or things others might view as unattractive.

Gender Ideals

While casohs often share the same gender roles as their mortal parent, their rebellious nature and desire for freedom often leads them to reject the ideals of their society.

Courtship Ideals

Most casoh share the courtship ideals as their mortal parent, and casohs will often fall head over heels for a potential partner and push their courting efforts to the extreme.

Relationship Ideals

Most casohs are outgoing and extroverted, making easy friends early. They will often always attempt to help their friends or family, even when asked not to, but have trouble commiting to their long term plans.

Average Technological Level

Casohs often craft both items and items in haste, rapidly going through ideas almost as fast as they come up with them. Rarely do these ideas ever work out, but this never stops the casoh from trying something new.

Major Language Groups and Dialects

All casoh have an innate understanding of Celestial, regardless of their formal education. The usually can speak the normal languages of their mortal parents, and often learn new languages Some axions can even speak more exotic languages or even speak telepathically.

Common Etiquette Rules

If casoh has a more prominent and outstanding physical feature, it is often considered rude to comment on it.

Common Dress Code

While they often share the same dress code as their mortal parent, many casoh find themselves drawn to loose fitting garbs, such as vests and capes, and will often constantly change around their wardrobe.

Common Customs, Traditions and Rituals

Casohs often follow the same traditions of their mortal parent, but will struggle in strict societies, bulking at customs that impose on their agency. In more free-spirited societies, casohs will often find themselves in the few positions of authority such systems have.

Common Taboos

Many casoh hate being told what to do and dislike things that infringe on the freedoms of others. Thus, most casoh will never follow laws they view as unjust, and for a casoh to turn over one of its friends to the law would be a betrayal of its very nature. Despite this some casoh turn against their nature, and become brutal enforcers of the law, utilizing their boundless energy to fuel their crusades.

Common Myths and Legends

Few casohs join any organized religion, often preferring to worship personally or not at all. Most casohs venerate Protos, the Primal Chaos, but often also worship a chaotic Celestial Paragon or Fiendish Lord, such as Vohmanah or Thom.

Interspecies Relations and Assumptions

Casohs are one of the rarer cosmic races, and most wouldn’t even recognize them. They might think they are an Aasimar or a Tiefling, but may also simply believe that they are an overly energetic member of their parent race. Most casoh are very outgoing, and often can overwhelm others with their enthusiasm. In the societies of chaotic and tribal races, casohs often find themselves in positions of power, although most of those races don’t recognize a casoh for what they are, and simply believe that they have received some blessing.

Racial Table - Casoh: Hit Dice: D10; Class Skills: Craft, Diplomacy, Escape Artist, Knowledge (Planes), Perception; Skill Ranks Per Level: 6 + Intelligence modifier; Weapon Proficiency: Martial; Armor Proficiency: Medium;
Level BAB Fort Reflex Will Abilities
1st +1 +2 +2 +0 Chaotic Lineage, Chaotic Resistances, Otherworldly Trait
2nd +2 +3 +3 +0 Mortal Trait
3rd +3 +3 +3 +1 Otherworldly Trait
4th +4 +4 +4 +1 Mortal Trait, +1 Intelligence, +1 Charisma
5th +5 +4 +4 +1 Increased Resistance, Otherworldly Trait
 
Random Starting Ages
Adulthood Intuitive1 Self-Taught2 Trained3
Same as mortal parent +5 As mortal parent As mortal parent As mortal parent
1This category includes armigers, barbarians, bloodragers, imbuers, kineticists, leaches, oracles, psychics, ravelers, realmstriders, rogues, sorcerers, and spiritualists   2This category includes antipaladins, arcanist, armorsmiths, bards, brawler, cavaliers, fighters, gamblers, gunslingers, hunters, mediums, mesmerist, paladins, pantheists, rangers, samurai, shamans, skalds, slayers, spellthiefs, summoners, swashbucklers, tricksters, vigilantes, wardens, weaponsmiths, and witches.   3This category includes alchemists, clerics, druids, explorers, inquisitors, investigators, jewelers, magi, monks, mortalists, ninjas, occultists, painters, travelers, tinkerers, warpriests, wizards and zealots.  
Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male Same as mortal parent4 Same as mortal parent4 Same as mortal parent4 Same as mortal parent4
Female Same as mortal parent4 Same as mortal parent4 Same as mortal parent4 Same as mortal parent4
4Some otherworldly traits might cause the casoh's height and weight to vary greatly from their mortal heritage  
Casoh Aging Table
Middle Age (-1 to Str, Dex, and Con, +1 to Int, Wis, and Cha) Old (-2 to Str, Dex, and Con, +2 to Int, Wis, and Cha) Venerable (-3 to Str, Dex, and Con, +3 to Int, Wis and Cha) Maximum Age (GM secretly chooses maximum age)
As mortal parent x1.5 As mortal parent x2 As mortal parent x3 Same as mortal parent, but with 6 dice instead of the normal amount.
 
Random Casoh Homelands
% Rolled Homeland Trait Gained
01-50 Mortal Homeland (Roll on table for Mortal Parent Race)
51-70 Celestial/Infernal Homeland Scholar of the Great Beyond
71-00 Unusual Homeland (Roll on Unusual Homeland Table)
 
Random Casoh Families
% Rolled Parental Status
01-50 Both of your parents are alive
51-70 Only Father is alive
71-90 Only Mother is alive
91-00 Both your parents are dead
Random Casoh Siblings (Roll on Mortal Parent Table for mortal half-siblings)
% Rolled # of Siblings
01-50 No siblings
51-00 1d2 siblings
Lifespan
Casohs live much longer than their mortal parent; often living up to six times the normal races lifespan.
Average Height
Casohs usually share the same height ratios as their mortal parent, but are sometime born either unusually large or unusually small.
Average Weight
Casohs usually share the same weight ratios as their mortal parent, but are sometimes born unusually limber or heavy set.
Average Physique
The casoh vary wildly in their physique, but due lean towards leaner builds due to their high activity levels.
Body Tint, Colouring and Marking
A casohs coloration varies depending on the mixing of their mortal and outsider parents. Sometimes their skin color matches either one of their parents, but one of the most common manifestations of the cosmic races is a unique skin coloration.
Geographic Distribution
Related Ethnicities

Casoh

Type Outsider (Native)
Ability Score Modifier +2 Intelligence, +2 Charisma, -2 Wisdom. Casoh are wily and boastfully, but lack restraint.
Size medium
Speed Speed: Casoh have a base speed of 30 feet.
Language A Casoh begins play speaking Celestial and the racial language of their base race. A Casoh with a high intelligence score can pick from any of the bonus languages from their parent race.

  • Materil: Casoh can be tied to any Materil, but tend towards the Materils of their mortal parent.
  • Darkvision: Casohs can see perfectly in the dark up to 60 feet.
  • Chaotic Lineage: Each casoh is descended from a chaotic creature and gains abilities based on their lineage. Select one lineage at character creation based on the following table:
Lineage Typical Alignment Skill Training (+2) Spell-like Ability
Angel CG Heal, Knowledge (Planes) alter self
Azata CG Diplomacy, Perform glitterdust
Chaos Beast CN Acrobatics, Escape Artist beast shape I
Demodand CE Intimidate, Knowledge (Religion) bear's endurance
Demon CE Disable Device, Perception shatter
Einherji CN Intimidate, Perception rage
Garuda CG Fly, Perception protection from arrows
Protean CN Bluff, Disguise alter self
Qlippoth CE Escape Artist, Survival blur
Valkyrie CN Fly, Ride deathwatch
  • Chaotic Resistances: A casoh gains acid resistance 5, electricity resistance 5, and sonic resistance 5. At 5th racial level, these resistances increase to 10.
  • Otherworldly Traits: Each casoh have extra abilities and traits unique to them. At character creation, roll on the casoh abilities and features tables, gaining the abilities and cosmetic features listed. These traits are intrinsic to each specific casoh and cannot be changed. At 3rd and 5th racial level, the casoh gains additional otherworldy traits.
  • Mortal Traits: At 2nd and 4th racial level, a casoh gains abilities based on its mortal parent race. Pick any ability from their mortal parents racial level table of a level equal to or lower than the casohs racial level and you gain that ability.

Alternate Racial Traits
  • Anarchic Resistances (Ex): Some casoh are particularly resistant to the effects of law magic. They gain spell resistance equal to 5 + their character level against spells and spell-like abilities with the law descriptor, as well as spells or spell-like abilities from lawful outsiders. This trait replaces the Celestial Resistance trait.
  • Freedom's Champion: Some casoh are innately skilled at destroying the rules of lawful beings. They gain a +1 insight bonus to attack rolls and to AC against chaotic outsiders, and gain a +2 racial bonus on Knowledge (Planes) and Spellcraft checks to identify the weakness of lawful outsiders and effects or items created by lawful outsiders, and may make such checks untrained. These bonus increases by 1 for every five hit dice beyond the 1st the casoh possesses. This trait replaces the the Chaotic Resistances trait.
  • Mortal Heritage: Some casoh are more connected to their mortal lineage. These casoh gain the starting ability score modifiers of their mortal parent race. This trait replaces the spell-like ability of the Chaotic Lineage trait and alters the casohs starting ability scores.
  • Runes (Sp): Some casoh gain the ability to manifest chaotic runes on their body that gives off light like a torch. A casoh with this trait can do this as an at-will spell-like ability. When using the runes, they gain a +2 circumstance bonus on Intimidate checks against lawful creatures and on saving throws against becoming blinded or dazzled. These bonus increase by 1 for every five hit dice beyond the 1st the casoh possesses. This trait replaces the Darkvision trait.

% Otherworldly Trait
01 You gain the amorphous quality. (Ex)
02 You never take armor check penalties while making Ride checks. (Ex)
03 Once per day, You have a 25% chance to ignore a critical hit or sneak attack. (Ex)
04 Your armor never impacts your speed negatively. (Ex)
05 You gain a +1 racial bonus on attack and damage rolls against lawful outsiders.
06 You possess two claws that are treated as primary natural attacks and deal 1d4 points of damage.
07 1/day, you can gain the effects of a Paladins smite evil, except that the bonuses only apply to a lawful target rather than an evil one. (Su)
08 You gain a +2 racial bonus to Escape Artist checks.
09 You gain an Oracle Curse. If you would gain spells from the curse, you can use those spells as a spell-like ability 1/day each. (Sp)
10 You gain a +2 racial bonus to your Strength score.
11 You have a prehensile tail that can be used to retrieve objects.
12 Once per day, you can twist luck, forcing someone within 20 feet to reroll a single d20 roll they just made. They must keep the new result. An unwilling creature can resist this effect with a Will save (DC 10 + ½ HD + Charisma modifier. This is a curse effect. (Su)
13 You can cast Blur 1/day. (Sp)
14 You possess the unnatural aura monster ability, except that the DC to make animals come near you is equal to 10 + ½ your character level + your Charisma modifier. (Ex)
15 1/day, you can move as if your base land speed was 50 feet. (Ex)
16 You are unnaturally large, becoming one size category larger than your mortal race.
17 You can cast Shard of Chaos 1/day. (Sp)
18 Once you’ve reached adulthood, you never seem to age, although you still take aging penalties as normal and die when your time is up. (Ex)
19 You gain a +2 racial bonus on Will saves against mind effects.
20 You gain an additional +2 bonus to your Dexterity score.
21 You are proficient with all simple and martial weapons, and count as a fighter of an equal level when qualifying for feats.
22 You have a pair of small wings that aid you balance but don’t grant actual flight. You gain a +1 racial bonus on Acrobatics checks and a +4 racial bonus on Fly checks.
23 You can use Hideous Laughter 1/day. (Sp)
24 3/day, as an free action, when you successfully strike a creature with a melee attack, the creature must make a Will save ( DC (10 + ½ HD + Constitution modifier) or be confused for 1 round. (Ex)
25 You gain a +2 racial bonus to Diplomacy checks.
26 You gain a +1 racial bonus to initiative checks.
27 1/day as an immediate action you can gain a deflection modifier to your AC equal to your Charisma modifier. (Su)
28 Once per day, for 1 minute, you can understand any creature as though using Tongues. (Sp)
29 Once per day, you gain the ability to deal constrict damage equal to your Strength modifier to a creature you're grappling. This ability lasts a number of rounds equal to your Strength modifier, but ends immediately when you end the grapple or the creature breaks free. (Ex)
30 You gain a +2 racial bonus to your Constitution score.
31 You gain a +4 to Intimidate checks to demoralize a foe.
32 You can cast Spider Climb 1/day. (Sp)
33 1/day, you can cause any nonmagical bindings on you or a creature you touch to open or unravel. (Su)
34 You gain a +2 racial bonus to CMD against grapple checks.
35 You gain fire resistance 5.
36 Any spear or javelin you throw returns to you as if it has the Returning enchantment. (Su)
37 You add +1 to the DCs of any Transmutation spells you cast.
38 You have Blindsense of 10 feet. This blindsense increases to 30 feet to detect creatures with the lawful subtype. (Ex)
39 1/day, you can completely scramble the words in a book or scroll, making it unusable. (Su)
40 You gain an additional +2 racial bonus to your Intelligence score.
41 Once per day as a standard action, you can touch a willing creature. For 1d4 rounds, you gain the ability to cast a single spell or spell-like ability of 4th level or lower that creature is capable of casting. (Su)
42 1/day as a swift action, you gain the ability to telekinetically affect things within 30 feet of you the rest of the turn. You are considered adjacent for the purposes of actions you can take, such as attacking with a natural weapon or manipulating an object. (Su)
43 You are unusually short, gaining the traits of a creature one size category smaller than you.
44 1/day as an immediate action, you can randomly redirect any spell or spell-like ability that targets only you to a random legal target within 30 feet (You still count as a legal target for the effect). (Su)
45 You gain a +1 natural armor bonus to your AC.
46 You gain spell resistance equal to 10 + ½ your hit dice. (Ex)
47 You feel sick to your stomach and take a -1 penalty on ability checks within 30 feet of a lawful outsider. (Su)
48 You can cast Shatter 1/day. (Sp)
49 You can cast Acid Arrow 1/day. (Sp)
50 You gain a +2 racial bonus to your Wisdom score.
51 Anytime you are teleported, you become affected by the Temporal Stasis spell for 1d3 rounds, using your own caster level to determine the dispel effects. (Sp)
52 You gain a +2 racial bonus on saving throws against poison.
53 You can cast Gust of Wind 1/day. (Sp)
54 Once per day, when you are at 0 hit points, you can take a full round of actions without losing a hit point and falling unconscious. (Ex)
55 You gain a +2 racial bonus on saving throws against disease.
56 You can cast Mirror Image 1/day. (Sp)
57 When you are slain, you erupt in a burst that affects all creatures within 15 feet as if they were hit by a Ourdivar Protean’s warpwave. (Ex)
58 You heal yourself double the normal amount when resting. (Ex)
59 1/day, as a swift action, you can become incorporeal for a number of rounds equal to your Constitution modifier.
60 You gain a +2 racial bonus to your Charisma score.
61 You can cast Detect Thoughts 1/day. (Sp)
62 1/day as a standard action, you can spit out a glob of black ink at a range of 20 feet. If it strikes a creature with a ranged touch attack, that creature must make a Fortitude save or be blinded for 1d4 rounds. If it strikes an empty square, that square is considered to have the grease spell cast in it. (Ex)
63 You can cast Minor Image 1/day. (Sp)
64 Whenever you would have to roll on an effect table (such as being affected by the confusion spell) you can roll twice and take either result. (Ex)
65 You gain DR 2/law
66 Any weapons you hold count as chaotic for the purposes of overcoming DR.
67 You gain a +4 racial bonus on saves versus petrification and transformation effects.
68 You gain a +2 racial bonus on confirming critical hits against lawful outsiders.
69 You can cast Resist Energy 1/day. (Sp)
70 You gain a swim speed of 30 feet.
71 You gain a +2 racial bonus on Stealth checks.
72 You can remember the names and details of each creature you have ever slain in combat. Effects such as Modify Memory or insanity can’t cause you to forget these details, but can cause you to forget why you slew them.
73 If slain, creatures can partake in a ceremony involving a feast and boasts of your accomplishments that takes 24 hours and ends with the burning of your corpse. If done so, the ashes reform into a new body as the raise dead spell. This ability only functions 1d4 times in your lifetime. (Sp)
74 You gain a +4 racial bonus to avoid environmental effects of the cold.
75 You gain cold resistance 5
76 Once per day, you can transform any mount you sit upon into a large spectral wolf. Its hit points become 100, it gains a -1 size penalty to AC if it was not already large, but is otherwise a cosmetic change. The change lasts until you dismount or until the mount sleeps or becomes unconscious. (Su)
77 You gain a +2 racial bonus on Knowledge (Planes) checks.
78 1/day, when you are hit by a single-target spell, as an immediate action you can cause that spell to warp into a random spell of an equal level. The new spell now affects you instead, and you are treated as if you have failed any saving throw that spell requires. (Su)
79 You gain a +2 racial bonus on Bluff checks.
80 You gain a +1 racial bonus on Reflex saving throws.
81 Each other round in combat, treat your initiative roll as 4 higher or 4 lower than your actual roll. (Ex)
82 You can cast Scorching Ray 1/day. (Su)
83 You feel energized and gain a +1 racial bonus on ability checks when a chaotic outsider is within 30 feet. (Sp)
84 You gain a +4 racial bonus to resist hot environmental effects.
85 You receive a +1 racial bonus on Fortitude saving throws.
86 You can cast See Invisibility 1/day. (Sp)
87 You gain a +2 racial bonus to Sense Motive checks
88 1/day as a move action, you can grant your melee weapon you are holding the Anarchic enchantment. The enchantment lasts 3 rounds or until you drop the weapon. (Su)
89 You can cast Warp Wood 1/day. (Sp)
90 You gain a +1 racial bonus on Will saving throws.
91 You gain a +2 racial bonus on Ride checks.
92 You have a morphable limb. Once every 1d4 rounds, you can transform one limb into a natural melee weapon that deals 1d6 points of damage. The transformation lasts until your next turn. (Ex)
93 Once per day, you can summon a Voidworm Protean, as if using Summon Monster III (Sp)
94 You gain a +2 racial bonus on Perception checks.
95 You gain a +2 racial bonus to your CMD
96 You have a natural fly speed of 20 feet (poor maneuverability)
97 Once per day, as a standard action, you can suppress your casoh qualities for a number of minutes equal to your Constitution modifier. (Ex)
98 You receive a bonus hit point per level.
99 1/week, you can contact a chaotic ancestor, as the spell Commune. (Sp)
00 Roll on this table twice, ignoring any rolls of 00.
% Physical Feature
01 Arms: Elbow Spurs
02 Arms: Oversized limb
03 Arms: Stoney forearms
04 Arms: Tentacle-like
05 Arms: Undersized limb.
06 Build: Serpentine
07 Build: Extra Skinny
08 Build: Obese
09 Build: Unnaturally heavy
10 Build: Unnaturally light.
11 Digits: Abnormally long
12 Digits: Extra digits
13 Digits: Extra joints
14 Digits: No nails
15 Digits: Odd Number
16 Ears: Bat-like
17 Ears: Missing
18 Ears: Pig-like
19 Ears: Pointed
20 Ears: Other
21 Eyes: Cyclopic
22 Eyes: Goatlike
23 Eyes: Glowing
24 Eyes: Mismatched
25 Eyes: Other
26 Face: Canine muzzle
27 Face: Insect mandibles
28 Face: Lizardlike
29 Face: Underdeveloped features
30 Face: Other
31 Hands: Extra thumbs
32 Hands: Pincers
33 Hands: Suckered
34 Hands: Backward bending fingers
35 Hands: Other
36 Head: Animalistic
37 Head: Animate hair
38 Head: Bald
39 Head: Malformed
40 Head: Other
41 Horns: Draconic
42 Horns: Metallic
43 Horns: Other
44 Hair: Extra Thick
45 Hair: Constantly Growing
46 Legs: Backward bending
47 Legs: Birdlike
48 Legs: Snake-bottomed
49 Legs: Froglike
50 Legs: Other
51 Skin: Feathered
52 Skin: Loose
53 Skin: Glowing
54 Skin: Patterned
55 Skin: Slimy
56 Skin: Strangely colored
57 Skin: Translucent
58 Skin: Variable color
59 Skin: Variable color
60 Skin: Other
61 Tail: Aquatic
62 Tail: Bovine
63 Voice: Mammalian
64 Voice: Reptilian
65 Wings: Feathered
66 Wings: Other
67 Shadow: Fanged
68 Shadow: Metallic
69 Teeth: Needle-like
70 Teeth: Other
71 Other: Androgynous
72 Other: Antenna
73 Other: Avian snood
74 Other: Shadowed Body
75 Other: Bony ridges
76 Other: Emits strange noises.
77 Other: Exoskeleton
78 Other: External organ
79 Other: Extraneous nipple
80 Other: Eyestalks
81 Other: Forked tongue
82 Other: Surrounded by bubbles
83 Other: Hermaphroditic
84 Other: Stomach mouth
85 Other: Barbed Spikes
86 Other: Mist-Covered
87 Other: Inhuman voice.
88 Other: Missing joint.
89 Other: Body made of worms
90 Other: Swollen
91 Other: Birthmark
92 Other: Bark-like shout
93 Other: Proboscis
94 Other: Strange smell
95 Other: Uncontrollable twitch.
96 Other: Unnatural temperature
97 Other: Vestigial limb
98 Other: Furred Extremities
99 Roll Twice, ignore any roll of 99 or higher.
00 Roll Three Times, ignore any roll of 99 or higher.

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