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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