Kar

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The Kar (plural Kars), are a race of small anthropomorphic birds, resembling ravens more than anything else.

Personality: Despite what their appearance may imply, a Kar is one of the most trustworthy creatures a person could encounter. They are honest and forthwith, but their lack of facial expressions leads to people thinking they are hiding something. The Kar, in return, have a highly developed sense of body language, which plays a large part in their racial communication. They are a shy race, but easy enough to get along with when a person gets to know them--indeed, they have intergrated very exceptionally into human society, with them being a treasured part of the communities they are in. They hold family above all else, and respond violently to anyone who tries to disrupt their home or family. This feeling is often transferred to the whole society they live in, even if they are not the same species of them; this often leads to them being watchmen in large cities with a substantial enough population. For transport, they have bred a docile form of giant owl to do the leg work, and in cities a common sight is an owl-mounted Kar swooping low above the roofs, either bearing packages or wearing the dark livery of the City Watch.

Physical Description: Kar have no wings, but their body is covered with a fine down of shimmering black feathers. Their face is dominated by a large, straight beak, and their legs resemble those of their avian cousins. They only stand at around 4 feet, and can be easily ignored - which suits them well, as they see it.

Alignment: Kar tend towards good and neutrality. Player character Kar may be of any alignment.

Kar Lands: The Kar live mostly in Alocath, though some live within Mischima as well.

Religion: Kar follow human religion, or whatever is prevalent in the area they call home.

Language: Kar speak Common and Kenku.

Player Character Kar

  • -2 Str, 2 Dex, -2 Con, 2 Cha.
  • Small: As Small creatures, Kar gain a 1 size bonus to Armor Class, a 1 size bonus on attack rolls, and a 4 size bonus on Hide checks, but they must use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of Medium-size characters.
  • Monstrous Humanoid: As monstrous humanoids, Kar are immune to spells and effects that specifically target humanoids.
  • Kar base speed is 20 feet.
  • Darkvision out to 60 feet.
  • Quick Learners: The Kar often train in a number of trades and professions, should there be a niche within their community that needs to be filled. To represent this, a Kar gains 2 extra skill points at first level, and 1 skill point every 2 levels therafter.
  • Kar gain a 2 racial bonus to all Bluff, Climb, Diplomacy and Sense Motive checks. They also gain a 4 bonus to all Ride checks will riding a Kar Owl.
  • Social animals: Whenever a Kar aids another character with an action, the character gains an additional 1 to that action.
  • Speak with Birds: A Kar can talk to any bird as if he was under a permanent speak with animals spell.
  • Racial Weapon Proficiency: All Kar are proficient with the Kar Wingblade, detailed below.
  • Automatic languages: Common, Kenku
  • Bonus Languages: Auran, Goblin, Orcish, Dwarven, Gnomish, Elven
  • Favored Class: Rogue. A multiclass Kar's rogue class does not count when determining whether he suffers an XP penalty for multiclassing.

Kar Wingblade

Light exotic weapon

Damage: 1d4

Critical Threat/Multiplier: 19-20/x3

Special: All Kar are proficient with wingblades and may dual-wield them as if they had the two-weapon fighting feat. Dual-wielding wingblades grants a 3 circumstance bonus to climb checks.

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