Karahums

Black Blood

Known for high Intelligence often making there use of words confusing to other races. many Karahum gain a mentality of "i'm better then you". But their big size has made Karahum a rare site to countries that are not build with their large size in mind. They tend to only live in the countries that they founded.

Physical description

>Large feline like bodies with long limbs. thick double Layered fur witch varies in colors from whites to deep brown.With there humanoid faces and Feline ears and lion like manes the Karahum can seem Sphinx-like but on each of there four limbs hands are there.

Common Social Structure

Karahums love to debate each other, Karahum social structure tend to be based off of listing to everyone in the group before making a decision.

Relations With other Humanoids

Karahum tend to be isolated from other Humanoids because of their size. Not many places build with them in mind. But when with other Humanoids Karahum often want to show othes what they are missing out on with out them.

Common Temperament

Karahum tend to be relaxed, and easy going. Untill it's time to talk, Karahum can not help but show off how smart they are.

Reasons to Adventure

Karahum love to try their best to see the world. Their brains can often be so fouced on being smart that they often lack street smarts, Making them more willing to explore dangerous places.

Common Names

Karahum tend to have First names that are two words like "Bay Ton" or "Yai Don"

Pathfinder Traits and Abilities

Standard Racial Traits:

Ability Score Modifiers:+2 to STR +2 INT -2 CHA

Size:Karahum are Large creatures gain a +2 size bonus to Strength and a –2 size penalty to Dexterity. Large races take a –1 size penalty to their AC, a –1 size penalty on attack rolls, a +1 bonus on combat maneuver checks and to their CMD, and a –4 size penalty on Stealth checks. A Large creature takes up a space that is 10 feet by 10 feet and has a reach of 5 feet.

Base Speed:Karahum have a base speed of 35 feet and a 20 foot Climb speed.

Quadrupedal:A quadrupedal creature gains +4 CMD vs. trip attacks. A karahum can use a move action to stand up on there hind legs going back to all fours on there next turn.

Karahum Black blood: A karahum dose not fall unconscious +2 morale bonus to Strength and Constitution, a +1 morale bonus on Will saves, and a -2 penalty to AC. The effect is otherwise identical with a barbarian’s rage except that it dose not end till died or gone back to 0 hit points. they also become fatigued at the end of the rage.

Karahum's query:Once per day a Karahum can ask someone a Question the subject has to roll a INT or WIS roll to solve it (Dc Being the Karahums INT Score) if subject fails they become Confused 1 round per level.

Karahum's Thick Fur:Karahum suffers no harm from being in a cold environment But suffer faster in hot environments. +2 natural ac bonus.

Magic Scent:30 feet by sense of magic sent, being able to spell magic, magical beginnings or magical items.