Wading through land and sea as wanderers, the karchar are a particularly notorious bunch, with a short temper and great strength they cut a slow swathe through the realms they travel.
Physical Description: ???
| Adulthood | Intuitive | Self-Taught | Trained |
| 15 Years |
+1d4 years
(16 – 19 years) |
+1d6 years
(16 – 21 years) |
+2d6 years
(17 – 27 years) |
| Gender | Base Height | Height Modifier | Base Weight | Weight Modifier |
| Male |
4 ft. 10 in. |
+2d10 in.
(5 ft. – 6 ft. 6 in.) |
120 lbs. |
+(2d10×5 lbs.)
(130 – 220 lbs.) |
| Female |
4 ft. 5 in. |
+2d10 in.
(4 ft. 7 in. – 6 ft. 1 in.) |
85 lbs. |
+(2d8×3 lbs.)
(95 – 185 lbs.) |
Society: ???
Relations: Most people will be weary of a karchar they don't have previous experience with, as while most karchar can be quite sensible once understood, a karchar's bite and ferocity leaves them very difficult to be interacted with for people who can't dance around them. Some of the worst Karchar earn a reputation of eating others, though such karchar quickly become known as outlaws, the fear any karchar has the capacity is hard to ignore. Despite this, they do get along with other particularly assertive peoples.
Beliefs and Religion: ???
Adventurers: Karchar often can enter mercenary or quest work as much as they might enter banditry, going from oddjob to oddjob to make ends meet. Doing so they're quite capable as frontliners and can traverse towns without much issue. While they can also perform some shamanistic roles, most karchar objectively prefer being a physical presence in dungeons and on battlefields.
Standard Racial Traits
- Ability Score Racial Traits: Karchar are aggressively sturdy and notorious quick thinkers when in danger or picking a fight, but are also easily fooled. They gain +2 Constitution, +2 Wisdom, and -2 Intelligence.
- Type: Karchar are creaturals with the aquatic subtype.
- Size: Karchar are Medium creatures and thus receive no bonuses or penalties due to their size.
- Base Speed: Karchar have a base speed of 30 feet and a swim speed of 30 feet.
- Languages: Karchar begin play speaking Brigandine and Pashardu. Karchar with high Intelligence scores can choose from the following: any regional language, Dwarven, Fell Keimite, Goblin, Orcish, and Thalassan. See the Linguistics skill page for more information about these languages.
Feat and Skill Racial Traits
- Skilled: Karchar have a +2 racial bonus on Knowledge (Local) checks.
Offense Racial Traits
- Ferocity: Karchar possess the ferocity ability which allows them to remain conscious and continue fighting even if their hit point totals fall below 0. Karchar are still staggered at 0 hit points or lower and lose 1 hit point each round as normal.
- Natural Attack: Karchar gain a bite attack as a primary natural attack that deal 1d6 points of damage.
Sense Racial Traits
- Low-Light Vision: Karchar can see twice as far as humans in conditions of dim light.
Magical Racial Traits
- Spell-like Ability (Sp): Karchar with a Wisdom score of 11 or higher can use charm animal three times per day as a spell-like ability. The caster level for this ability is equal to the karchar’s character level. This spell-like ability can only be used on aquatic animals.
Other Racial Traits
- Amphibious: Karchar are amphibious, but prefer not to spend long periods out of the water.
Traits
Sharkchild (Karchar)
In your youth, you swam into the ocean as deep as you could.
Prerequisite(s): Karchar.
Benefit(s): You gain a +1 trait bonus on Swim checks. As long as you have a swim speed, you can use the run action to move up to five times your swim speed while swimming straight down from or straight up toward the surface of the water.
Shoreline Skirmisher (Karchar)
You were raised without many toys or possessions, but you made do exploring every detail of the nearby seashore, and know how to spot potential tools or obstacles.
Prerequisite(s): Karchar.
Benefit(s): You gain a +2 trait bonus on combat maneuver checks as long as you or your opponent is on sand or in water at least 6 inches deep.