Qit’ar1

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Qit’ar, known by such nicknames as tiger-mutes, blade-cats and even the dark enemy, are a race more alien than most, as their presence is an accident, a fluke of war and the powerful magic that brought them to the world they find themselves on –Porphyra- with their would-be targets, the peoples of The Middle Kingdoms. Qit’ar appear similar to catfolk, but are heavier, have short gray horns on their heads that glow when they manifest psionic powers (as a Display effect) and have more apelike hands and feet. The name, ‘qit’ar’, is in the dialect of Old Porphyran spoken by their eventual martial enemy on that world, the zendiqi. The qit’ar communicate telepathically among themselves, and do not claim any particular racial name, but are content with the one they have been assigned. The name means ‘remnant’ in Old Porphyran, and is appropriate because the race has been separated from the larger group during a large-scale attack on Sanctus Templum. The ‘qit’ar’ were a slave race, engineered for warfare by a force known only as “The Masters” and sent against targets that were thought to be vulnerable to their skills. Since the shift that sent them from their place of origin, they have struggled to find a place, to be independent, and to rediscover what it is to be a race and a people of free will, being Qit’ar. They have telepathic identifying signatures among themselves, and choose a ‘speaking name’; curiously, they frequently choose very feminine names, enjoying the sound and not caring about the meaning or gender-specificity.

Qit’ar Racial Characteristics
Qit’ar player characters are defined by class levels—they do not possess racial hit dice. All qit’ar player characters possess the following racial characteristics.

  • +2 to Strength: The qit’ar value skill in combat, and are otherwise reluctant to specialize and neglect any part of their overall selves.
  • Psionic Catfolk: Qi’tar are humanoids with the catfolk and psionic subtypes.
  • Medium: Qit’ar are Medium creatures, with no penalties or bonuses due to their size.
  • Normal Speed: Qit’ar have a base speed of 30 ft.
  • Loyal to the Self: Self-discipline and alienness to the world give qit’ar a bonus of +2 to saves vs. mind-affecting spells and effects, and poison.
  • Naturally Psionic: Qit’ar gain the Wild Talent feat as a bonus feat at 1st level. If they have levels in a psionic class, they gain Psionic Talent instead.
  • Qit’ar Psionics: Qit’ar can use each of the following psionic powers: empathy, biofeedback. Each can be used within the limits of the psionic points of the Wild Talent feat. If the qit’ar takes levels in a psionic class, he can use each 1/day instead. The manifester level is equal to ½ hit dice. The DCs for these powers is equal to 10 + the power’s level + the qit’ar’s Wisdom modifier. The horns of a qit’ar pulse with a gray light when using these particular powers.
  • Savage Attack: Qit’ar can use their horns, fangs, and claws in a combined grab-and-strike attack that does 1d6 points of piercing and slashing damage. This attack is only used if the qit’ar is unarmed, and holding nothing in either hand.
  • Servants of the Lash: In their world of origin, the qit’ar were controlled and conditioned with electrified weapons (especially whips) and electricity-based spells. They are vulnerable to electricity attacks and take an extra 50% damage.
  • The Tools of War: Qit’ar gain proficiency with a single type of weapon from the Simple, Martial, Exotic or Eastern categories. It does not provide the weapon to the character.
  • Psionic Aptitude: When a qit’ar takes a level in a favored class, he can choose to gain an additional power point instead of a skill point or hit point.
  • Languages: Qit’ar begin play speaking Common. They are also telepathic among their own race, to a range of 100 feet. Qit’ar with high intelligence can choose any languages that are not prohibited, such as Druidic.

Racial Traits
The following are race traits specifically for qit’ar player characters, who may take one race trait. silent-one may only take Surrender to Savagery from this list.

Feared Forest Fiend: Growl, growl, ‘puny humans’! Believe the stories that Wendy will come and eat you! Any fear spell or effect you use against humans adds +1 to its save DC, and you gain +1 to Intimidate humans.

Powerful Mind: As a kit I could overwhelm my litter-mates, with the growl of my mind… You gain a bonus psionic power point at 1st level.

Surrender to Savagery: The tiger-mute fought in silence, rending the intruding orc limb from limb. You gain a +1 trait bonus to damage with your savage attack racial characteristic.


Favored Class Bonuses

  • Gunslinger: Add + ¼ of a grit point to the maximum available.

See Also