In Chronicle, the traditional halfling is replaced by a fey race known as the Caun. They share enough similarities that they can be interchangable, yet enough differences to lend their own flavors to any campaign setting. Presented here is the Pathfinder Roleplaying Game compatible racial entry for Caun.
Caun are a diminutive race resembling small half-elves. This may not be far from the truth as Caun are believed to be the product of a distant union between an elf and a leprechaun.
Society: Caun are known as travelers. They live a nomadic life, moving from town to town in small groups of one or two family units. They always camp outside of towns, preferably in a wooded area, where they can be closer to nature. Many caun keep professions that allow them to be mobile such as tinker or cobbler. However, Caun are fey. They are a jovial, creative race and are given to pranks. This influences caun into becoming performers, artists, and even thieves.
Thieving is, in part, a lingering trait of their leprechaun heritage. All caun are obsessed with collecting. Each caun has their own collection of a specific type of item of minimal value (pottery, dolls, bugs, etc.). They can't help seeking out unusual specimens for their collection and some even resort to theft to do so.
Physical Description: Caun rarely exceed 3 feet. Caun are colorful beings with hair and eyes of almost any color. Their skin tends to be fair to medium tone, but it may lean towards a warm reddish or cool greenish in tint.
Their dress is usually simple but colorful. Most caun make their own clothing and tend to repair it using whatever is handy, so mismatched patches are common.
Relations: Caun relations with other races varies from race to race. To the dwarves, they are seen as little more than vagabond thieves. Their chaotic nature clashes with the dwarven order terribly and they are seen as pests. With the gnomes, who are also very orderly, they are seen as less of a pest and more of a nuisance. Gnomes can appreciate the art and craftsmanship of Caun work, but their wandering lifestyle is a bit too messy for them.
The elves see the Caun as part of the woodland realm, given their supposed shared heritage. The Celasyn see them as little cousins who must be endured, while the Saesyn enjoy the company of Caun and delight in their jovial spirit.
With Humans and Half-elves, Caun relations are a bit more complicated. Many village folk are happy to see a Caun caravan come through as they do often bring useful skills and items to trade. But, the larger cities try their hardest to keep them outside the walls. The Caun knack for thievery can lead to a crime wave if a large caravan sets up shop in the marketplace.
Half-orcs are stereo-typically spiteful of Caun. The light-hearted nature of Caun rubs many half-orcs the wrong way. However, any half-orcs that spent time with the nomadic orc tribes in the southern plains know that caun are very cunning when it comes to living off of the land and protecting the caravan.
Alignment and Religion: Caun are driven by beauty, family, and fellowship. They believe that the world is to wonderful and life is too short to waste it toiling away relentlessly. They worship the goddess of the creativity and travel, Jul. Their worship of Jul usually takes the form of campfire circles where they offer up stories and songs. Most caun are chaotic good.
Adventurers: Caun are born to adventure. The thrill of exploring unknown ruins and mysterious locales inspires the greatest of Caun stories. Caun are very versatile as adventurers and will fit any class, though some better than others. Bards, rogues, and sorcerers are very common. Barbarians, fighters, rangers, and druids are somewhat common. Clerics, monks, paladins, and wizards are fairly rare.
Abilities: +2 Dex, +2 Cha, -2 Str
Speed: 20 feet
Languages: Automatic: Caun, Sylvan, and Common; Bonus: Dwarven, Elven, Gnome and Goblin
Adaptable Luck: Three times per day, a caun can gain a +2 luck bonus on an ability check, attack roll, saving throw, or skill check. If caun choose to use the ability before they make the roll or check, they gain the full +2 bonus; if they choose to do so afterward, they only gain a +1 bonus. Using adaptive luck in this way is not an action.
Caun Magic: Caun with Charisma scores of 11 or higher gain the following spell-like abilities: 1/day—dancing lights, ghost sound,prestidigitation, and invisibility. The caster level for these effects is equal to the caun's level. The DC for these spells is equal to 10 + the spell's level + the caun's Charisma modifier.
Ingratiating: Caun are very friendly and hospitable with customers, treating them with care. Caun gain a +2 bonus on skill checks for a single Perform skill of their choice, and Perform is always a class skill for them. They also gain a +2 bonus on Craft and Profession checks.
Weapon Familiarity: Caun are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
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