Pathfinder race: Charr
One of my favourite races, the Charr! Hope you enjoy it! If you're interested in supporting my work in creating pathfinder/other tabletop content from either my brain or other worlds, check out my patreon! :)
Image
credit: Guild wars 2 art team
Charr
are a race of strongly-built feline humanoids that are forged by war. Battle,
conquest, and war are in their blood, and the weak are not tolerated in Charr
society. One is a child of a legion, whether they focus on raw close-combat,
engineering and weapons, or subterfuge. Their ever-growing desire for dominion
is the driving force behind their actions. While they desire to conquer, they
have been willing to put aside their differences with other races to accomplish
greater goals.
Age: 15 years
+1d4 (intuitive) +1d6
(self-taught) +2d6 (trained)
Age categories: 40 years (middle-aged) 55
years (old) 70 years
(venerable)
Maximum age: 70 + 2d20 years
Height: Weight:
Male:
5’2” + 2d10 Male:
140 lbs + 5x height
modifier
Female:
5’0” + 2d10 Female: 120 lbs + 5x height modifier
Racial traits
+2 constitution, +2 intelligence, -2 wisdom: Charr are resilient, and surprisingly cynical and intelligent, despite
their savage demeanor. However, they have a lack of faith and a rash
personality.
Medium: Charr do not suffer penalties due to their size.
Normal speed: Charr have a base land
speed of 30 feet.
Darkvision: The Charr see out to a distance of 60
ft. in darkness.
Claws: The Charr’s hands extend to sharp claws
that each deal 1d4 points of damage.
Sprinter: When charging, withdrawing, or running,
they act as if their base speed is 10 ft. higher than normal.
Trained: From birth, Charr are trained in certain
aspects of society, and gain skill focus as a bonus feat at first level.
Born into legions: Charr are raised from birth
as warriors, no matter their profession. Each is born into a family belonging
to a legion. Based on the legion they come from, they gain certain bonuses.
Blood legion: Born as skirmishers, these charr gain a +1 bonus to their
CMD, dodge AC, and attack rolls.
Iron legion: Born into an environment of invention, innovation, and
siege, these charr gain a +2 bonus to knowledge (engineering), and consider it
a class skill. In addition, they gain proficiency in firearms. If they have the
alchemist’s bomb ability, their level is treated as 1 higher when considering
the power of their bombs.
Ash legion: Born into an organization that specializes in stealth and
subterfuge, these charr gain a +1 bonus to stealth checks and perception
checks, and consider both class skills. In addition, they gain a bonus +1 to
attack rolls when flanking an enemy.
Flame legion: Born into a traitorous legion that separated from the main
nation of Charr, these individuals gain a +1 to the DC of spells, spell-like
abilities, and supernatural abilities with the fire descriptor. In addition,
they gain fire resistance 5.
Cynic: Charr denounce the power of religious
deities and beliefs. They gain a +1 bonus to all saving throws against divine
spells, spell-like abilities, and supernatural abilities.
Languages:
Charr begin play speaking Charr and common. They may also choose from the
following with a high intelligence score: Common, dwarven, gnome, goblin, orc, sylvan,
feralin, and halfling.
Alternate
racial traits
Gift of divinity: Some charr see the
power of deities, and denounce the typical Charr mindset. When casting divine
spells of their mystery, domain, or vocation, as well as domain abilities, they
treat their caster level as 1 higher than normal. This replaces the cynic racial trait.
Powerful horns: Some Charr are born
with larger, more deadly horns. These individuals gain a gore attack that deals
1d6 damage. This replaces the claws
racial trait.
Scarred by the mists: Some Charr
experience the mists of the afterlife first-hand. Their eyes are scarred, and
they lose some of what they were. They gain blind fight as a bonus feat, and gain
low-light vision. When in fog or mist such as obscuring mist or fog cloud,
they see double the distance of humans. This
replaces the darkvision and trained racial traits.
Without legion: For one reason or
another, a charr could be exiled from their society, or simply not accepted
into one of the legions. These charr gain a +2 bonus to knowledge (geography)
checks and sense motive checks. Once per day, they can re-roll a saving throw, attack
roll, or skill check before the result is known. They must take the second
result. This replaces the born into
legions racial trait.
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