Charners (3.5e Race)

Charner

Personality

Charners usually remain quiet and subdued when in their own company but quickly become flustered or defensively aggressive if in any way provoked. Charners in trade are known for their squawkish behavior, cold agreements and sharp tongues. Charners love fast-paced marathons, non-combative competitions and situations where their agility outclasses others.

Physical Description

Charners have height ranging from 4"10 to 5"11, although freakishly large charners [7 feet] are not unheard of. Charners have small, red, pebble-shaped eyes on either side of their long heads, which end in a beak-like proboscis that is full of stiletto teeth. Their hair, ranging from thin and slight to fluffy and prominent is held up in a mohawk by bony growths of skull underneath their skin. Their skin is hairless and dull yellow. They possess small feet but very long toes with an extra joint, similar to their hand structure. Particularly old charners have skin that forms rudimentary scales here and there. Charner's leg joints are reversed, making their legs well suited to vertical leaps and desert running. Charners are in a constant stooping posture that seems that they are ready for any unsettlement as they go about their business. Very occasionally a charner may have a feather here or there. Charners weigh very little thanks to their slim bodies and hollow bones (usually about 50 lbs.).

Relations

The Mystics of Charn possess their own names for themselves that few outsiders have managed to pronounce. Charners were discovered less than two-hundred years ago, yet have managed to travel around the world quite well picking up jobs as exotic tradesmen, farmers and couriers. Humans, with economist minds find charners as perfect lackeys for long distance communication but rarely possess a close relationship with them. Most races deal with them well enough, except for Halflings who they are usually in competition with for the merchant business. Halflings cite the Charner's cold personality and strange ways as testament to the inferior customer-handling skills.

Alignment

Charners bend slightly towards neutrality in their dealings. They tend to go their own way and rarely feel betrothed towards any other person, right or creed.

Lands

Charners love deserts and hot desert sun. They are found in all climates though but owing to their skinny bodies like to be wrapped up tightly in clothes.

Religion

Charners' own god has since let them lives their own lives. Charners are likely to follow Boccob if they decide to ascend a few ranks in magic, otherwise are suited to St. Cuthbert and his honest, harsh dealings.

Language

Charners outside Charn speak Common. The Charn language is a mixture of squawks and vocal sounds.

Names

Charners have two naming conventions. Those born outside of a warrior family tend to have names with little back meaning- family names are rarely used. However, these names also tend to be sharp to pronounce such as Grizslet, Ve'dunz and Yuukinock. The warrior naming convention has Charn with very intentional and very illustrative names such as Bloodsun, Scytheran and Warlust.

Racial Traits

  • Type: Humanoid
  • Stat Bonuses: +2 Con +2 Dex -2 Str -2 Wis -4 Cha
  • Size: Medium
  • Base Land Speed: 50ft. Charners are exceptionally fast runners.
  • Automatic Languages: Common, Charn
  • Favored class: Monk
  • Feats: Charners automatically receive Run as a feat.
  • Skill Bonuses: +2 Jump, +2 Swim, +2 Spot, -2 Intimidate
  • Special Qualities:
    • Desert adaptation: Charners have had a very tough life in the desert, fortifying them against the hazards of the world and giving them +2 racial bonus on Fortitude and +2 on the Survival skill.
    • Bargaining Power: Despite their ailing charisma, Charners have a +6 to any Appraise or Diplomacy checks involving bargaining for items.
    • Dawn Runner: Charners can run for twice as long as most other humanoids.
    • Disciple: Charners have the exclusive ability to become a Mystic of Charn prestige class.
    • Cowardice: Any Charners below 5th level in any class must take a Will save (DC=10+1/2HD of creature) or be affected as though by a fear spell (duration= 1/3HD) for fighting any creature of Large or greater size. This stacks with any fear spell, but can be negated by a team member's Diplomacy check (DC= 10+1/2HD of creature).
    • Odd hands: Charner's hands are oddly jointed meaning they have some deficiencies with fiddly tasks; -2 on Open Lock and Use Rope checks.

Vital Statistics

Table: Charner Random Starting Ages
AdulthoodSimpleModerateComplex
20 years+4d6+6d6+10d6
Table: Charner Aging Effects
Middle Age1Old2Venerable3Maximum Age
30 years40 years50 years+1d20 * 4 years
  1. At middle age, 1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  2. At old age, 2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  3. At venerable age, 3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
Table: Charner Random Height and Weight
GenderBase HeightHeight ModifierBase WeightWeight Modifier
Male5' 6"+1d6120 lb.5 × (2d6) lb.
Female5' 0"+1d690 lb.5 × (2d6) lb.



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gollark: If I make a new version, it'll just be three size-3 D-D ones, with a *second* compact machine nested inside *that* making the deuterium.
gollark: I say "about" because I don't know exactly how much the electromagnets use.
gollark: About 0.5MRF/t.
gollark: There are two D-D ones (size 2) and one size 1 D-T one.
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