Template:Arasi (DnD Race)\Chanur

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Chanur (Mongrel Caste)[edit]

Cross-breeds of the upper Arasi castes, the Chanur are the lowest rung of the Arasi social ladder, though they form the majority of each pride. In appearance the Chanur vary widely, from domestic felines to the great cats represented by any "pure-blood" parent, though there is usually some trait that distinguishes a mongrel from the other castes, such as a distinctive black mane, or a mongrel of tiger caste descent with spots instead of stripes.

On rare occasions, a Chanur is born who is indistinguishable in appearance from members of another caste. These individuals are usually adopted into that group, and will breed true with them.

Vital Statistics[edit]

Table: Dal'Arasi Random Starting Ages
Adulthood Simple Moderate Complex
12 years +1d6 +1d8 +1d12
Table: Dal'Arasi Aging Effects
Middle Age1 Old2 Venerable3 Maximum Age
50 years 80 years 100 years +4d12 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: Dal'Arasi Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 4' 10" +2d6 130 lb. × (1d8) lb.
Female 4' 6" +2d6 120 lb. × (1d8) lb.


Chanur are the warriors of the Arasi, and the priestesses of the cat goddess strive to keep their numbers plentiful. Ferocious on the battlefield, the mongrels are also kept fearful, superstitious and subservient to the other castes.

Table: The Mongrel Paragon

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +0 +2 +0 Tenacity
2nd +2 +0 +3 +0 Martial Advantage
3rd +3 +1 +3 +1 Combat Niche

Class Skills (3 + Int modifier per level, ×4 at 1st level)
Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str) Knowledge (Nobility) (Int), Listen (Wis), Search (Int), Spot (Wis), Survival (Wis)

Weapon and Armor Proficiency: A Mongrel is proficient with all simple and martial weapons, light armor and shields (except tower shields).

Tenacity. A Mongrel in the midst of combat is hard to stop. Beginning at first level, during initiative, mongrel warriors gain a +2 circumstance bonus to resist being Entangled, Grappled, Prone, Paralyzed, and Stunned.

Martial Advantage. At second level, mongrel warriors learn to use the presence of their comrades to drive a wedge into their enemies' defenses. Once per turn, when within 5 feet of an ally that is not helpless, the Mongrel can add an extra 2d6 damage to a creature it hits with a weapon attack.

Combat Niche. At third level, Mongrels are more cemented into a roll when it comes to combat. Select a feat from the list. You do not have to meet the prerequisites for this feature, however, if a feat can be selected later and it appears on this list, you must meet the requirements then: Power Attack, Two-Weapon Fighting, Improved Shield Bash, Improved Natural Attack, Combat Expertise, Quick Draw, Point Blank Shot