Charr (4e Race)
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A race of monstrous, feline industrialists, the Charr are war-mongering innovators, propelling the realm into a new age of technology and science.
|Average Height: 4"1 - 8"2|
|Average Weight: 150 - 350 lbs|
|Ability Scores: +2 Charisma, +2 Strength or Intelligence|
|Speed: 6 squares|
|Languages: Common, Choice of one other|
|Skill Bonuses: +2 to Thievery, +2 Acrobatics|
|Flame-Tested: You have resist fire 5 plus half your level.|
|Call of the Khan-Ur||Charr Racial Power|
|The strength of the Charr Emperor runs through you, imbuing you with massive power and accuracy|
|Effect: The next attack you use gains a bonus to the attack role equal to your charisma modifier, and gains 1d4 damage.|
Play a Charr if you want...
- To be a race of industrial battle-lovers.
- To be an intimidating cat-like humanoid.
- To be able to call upon a last resort and power your way to victory
- To be a member of a race that favors the Elementalist, Sorcerer, Artificer, and Warlord classes.
 Physical Qualities
Charr are remotely feline, carrying characteristics of predatory cats. This is far more prominent in the females. Their faces are framed by long, curving, black horns which grow longer as they age, and the males have bear-like snouts, with long sharp teeth. The Charr are very strong, with heavily built muscles, Double jointed legs, and sharp claws. They are covered in fur coats which can either be Black, Brown, Red, Gold, White, or Grey and can be tinged any color. The fur deepens in luster as Charr get older, and their eyes are either usually the opposite color of their fur or bright green. Charr mature twice as fast as humans, being able to talk and read fluently at the age of 5, and reach adulthood by 16. However, after they have reached adulthood, they age very slowly, and live well into their 4th century. Despite their longevity, most Charr don't die of old age, as their lust for battle, adventurous nature, and frequent dangerous experiments tend too. . .
 Playing a Charr
Charr usually have very sporadic personalities. Most are warmongering and brutish, with a mild blood lust, while others are cold and calculating, as emotionless as the machines they strive to invent. Brutish Charr will most often give a battle cry before entering combat, no matter what class they come from. The Charr have a strong sense of family, and shun those who do not value a companions life more than their own. Betraying a Charr will mean death within the month. Despite their warmongering society, there are no Charr criminals. A Charr would kill themselves before stealing or wrong-doing one of their own.
A small snippet to remember is that Charr value progress and self-development, and in order to better themselves, the Charr are atheists. Charr believe that divine magic is simply another skill that needs to be learned, mastered, and improved. Charr who worship gods are considered weak, over-dependent, and disgusting by their own race, but despite this fact, they do not question a foreign race's divinity unless it is directly enforced upon them.
Charr Characteristics: Bold, Brutish, Loyal, Emotionless, Cold, Destructive, Maniacal, Judgmental.
Male Names: Darogg, Mordius, Rytlock, Skaro, Agras, Phendro, Sukarno
Female Names: Brasia, Ameledi, Scarles, Syrena, Jora, Zendia, Genomi, Drakia
 Charr Adventurers
Three sample Charr adventurers are described below.
Rytlock is a Charr Fighter who was once a high standing member of his Legion. He endured a near-death experience due to a tribe of attacking Ogres when a group of adventurers rescued him and killed the Ogre tribe. In a debt of gratitude, he joined the group in their exploits.
Brasia is a Charr Elementalist with insane pyrotechnic tendencies. As a novice, her nature allowed the energy of the elemental chaos flow through her with more ease than would have been thought impossible before. One day, her own legion plotted against her, it's leaders thinking that she'd become far too powerful, that she may usurp them. While on patrol, Brasia was attacked by the twelve platoons of twenty Charr she was leading. She managed to wipe out half, but she was on the brink of death. Seeing it as a mutiny, a group of adventurers saved her, and she pledged allegiance to them in exchange for helping wipe out the treacherous proprietors of her legion.
Mordius is a Charr Artificer who spends unbelievably unhealthy amounts of time on forging weaponry. His skill became unrivaled in weapon-forgery and was rather glorified in the other branches of his craft. Upon extensive studying in a library, he found a text explaining branches of Artifice that have never been mentioned before. He came to the conclusion that Artificers were once far more powerful than they are now, and joined a group of adventurers to re-discover the old arts.