Karsyl, Iron
Militant and usually aggressive karsyli who often live in otherwise cosmopolitan cities, typically in underground or near-underground sections of it. Their extended families (sometimes as a part of a local nobility) are often the first line of defence from threats from Undermount in the local area.
• Ability Scores: Iron karsyli are stronger than their common cousins, but not generally as tough. They gain +2 Strength, +2 Intelligence, and -2 Charisma. This racial trait replaces the normal Karsyl Ability Score modifiers.
• Iron Cunning: Iron karsyli gain a +2 bonus on Perception checks to notice unusual metalwork, such as traps and hidden doors located in metallic objects. They receive a check to notice such features whenever they pass within 10 feet of them whether or not they are actively looking. This racial trait replaces Stonecunning.
• Smith: Iron karsyli gain a +2 racial bonus on Appraise checks made to determine the price of goods mostly made from metal. This racial trait replaces Miner.
• Weapon Training: Iron karsyli are proficient with karsyl longhammers, light hammers and warhammers and gain a +1 racial bonus on attack rolls against creatures of the aberration type. This racial trait replaces Defensive Training.
• Ability Scores: Iron karsyli are stronger than their common cousins, but not generally as tough. They gain +2 Strength, +2 Intelligence, and -2 Charisma. This racial trait replaces the normal Karsyl Ability Score modifiers.
• Iron Cunning: Iron karsyli gain a +2 bonus on Perception checks to notice unusual metalwork, such as traps and hidden doors located in metallic objects. They receive a check to notice such features whenever they pass within 10 feet of them whether or not they are actively looking. This racial trait replaces Stonecunning.
• Smith: Iron karsyli gain a +2 racial bonus on Appraise checks made to determine the price of goods mostly made from metal. This racial trait replaces Miner.
• Weapon Training: Iron karsyli are proficient with karsyl longhammers, light hammers and warhammers and gain a +1 racial bonus on attack rolls against creatures of the aberration type. This racial trait replaces Defensive Training.
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