Karn
Karn
Medium Size Humanoid
Hit Dice: 1d8 (4 hp)
Inititive: +5 (Dex, Improved Inititive)
Speed: 30 ft.
AC: 14 (+1 Dex  and +3 studded leather)
Attacks: Claw +2 melee; or longsword +2 melee; or longbow +2 ranged
Full Attack: Claw (1d3); or longsword (1d8+1); or longbow (1d8)
Face/Reach: 5 ft. by 5 ft. x 5 ft.
Special Qualities: Karn Traits, Coath Tails
Saves: Fort +0, Ref +1, Will +0
Abilities:
Male - Str 13, Dex 12, Con 10, Int 10, Wis 10, Chr 8
Female - Str 11, Dex 13, Con 9, Int 11, Wis 12, Chr 10
Skills: Balance +3, Climb +3, Craft +2, Diplomacy +1, Jump +3, Listen +2, Sense Motive +2 (Skills resemble a male's ability adjustments)
Feats: Improved Initiative

Climate/Terrain: Warm Jungle
Organization: Solitary (1-2)
Challenge Rating: 1/2
Treasure: Standard
Alignment: Usually Neutral Good
Advancement: By character class
Level Adjustment: +1 level adjustment
Karn speak their own racial language and common as well.

     The Karn closely resemble felines with slint pupils and cat-like features: such as a tail, ears and nose.  The males have portruding muzzles, thick fur and tend to look more feral than their female counterparts.  They range in height from 5'9" to 6'4" with a body weight of 190-300 lbs.  Female Karn closely resemble humans but with slender bodies and a thin layer of fur.  They stand at 5' to 5'8" and some are as small as 4'9" which is not too uncommon; they weight approximatly anywhere between 80 lbs. - 130 lbs.   A Karn's fur coat can be from white, tan, gold, blues or blacks and their hair usually takes common human tones.  Their eyes however have been known to reach the deepest of blues, brightest yellows and the occasional emerald greens.
     Jetting out from just above and slightly to the side of their temples are the Karns' most notorious feature, their Coath Tails.  These tails have no fur, are grey in color and the surface looks much like a weave of fibers when examined closely.  These Coath tails tend to grow to about 1/3rd the Karn's actual height and sometimes longer.  Coath tails are often sought after by wizards as spell components for most detections spells.
     Combat:  Most Karn encounters are those who have no tribe or knowledge of their own homelands and thus are usually the target of prejudice and cruelty.  Therefore, Karn always try to use the terrain to their advantage; eluding persuers in a maze of forest or alleyways or even drawing them into an trap or ambush.  Karn have learned long ago that they are constantly outnumbered and therefore have adjusted their tactics to compensate for overwhelming odds.  A Karn's biggest advantage lies in his Coath Tails which grants him a 30 ft. radius tremor sense.  A favored tactic is to lure a target into a dark area where they will be at a disadvantage while the Karn on the other hand suffers no penalties to strike.
     If a Karn is ever cornered without a weapon they will not hesitate to use their retractable claws in combat.  These claws are considered natural weapons and do not suffer the usual penalties when fighting unarmed.  These claws also aid outside of combat as they allow for detailed work on most craftable goods, this carries itself as a +2 racial bonus to all Craft Skills.
      
Ecology: Karn have no place in society neither do they ever travel in large bands.  Being tha they are the target of slavers or worse, Karn keep themselves to relatively small groups in order so they do not make themselves a target.  Karn originated from an island riddled in ghost tales.  The xenophobic race of Karn board ships that sail too closely to their shores and send the ships on a direct route home without anyone aboard.  They hope that this would keep outsiders from ever attempting to land on their island.  The Karn druids keep the island protected from scrying to keep would-be mages from spying on them.  Though united in keeping outsiders away from their island, the Karn tribes constantly war between themselves over territory rights and social prestige.
Society: Karns are a mysterious race when it comes to their origin; most are drifters, adventures, hermits or even at times slaves.  The first Karn encountered was rumored to had washed ashore and was immediatly captured and sold into slavery due to its exotic nature.  Ever since Karn have appeared throughout the continents wandering in search of a home. 
     Karn males are prized by most slavers to be used for manuel labor and gladitorial pits due to their strength and ferocity; where as female Karn are better suited for household services, prostitution and love slaves.  Many attempts at crossbreeding Karns with other races have failed miserably.  Some believe that it is because they were magically created, but all in all it is mostly due to the fact that they are far too removed from the average races and can only support to create their own children. 
     There are those however, who have eluded the clutches of slavers and have integrated themselves into society much like the half-elf and half-orc have.  Some take up adventuring in hopes of someday finding their legendary home which is said to be a hidden continent, with a vast empire waiting with open hands for their lost brethren.  Until then, Karn keep themselves solitary and rarely band up with other Karns with fear that the larger the group the easier target they become.  
Karn Traits (Ex) - Karns possess the following racial traits

- Males: +2 Str, +2 Dex, -2 Chr
- Females: +2 Dex, +2 Wis
- Coath Tails: 30 ft. radius Tremor Sense
- +2 racial bonus to all Sense Motive and Diplomacy checks
- +2 racial bonus on all Balance, Climb and Jump checks due to highly developed muscular systems.
- +2 racial bonus on all Listen checks due to accute hearing.
- Retractable Claws: Karns have retractable claws that deal 1d3 points of damage and also gives them a +2 racial bonus on all Craft skills
- Low Light Vision: Karns can see twice as far as humans can in moonlight, starlight, torchlight, ect.
- Favored Class:
Male Ranger, Female Druid
- Automatic Languages: Common and Karn.  Bonus Languages: Elf, Dwarf, Gnome, Orc, Goblin
- Level Adjustment: +1