Silent Ones (Qit’ar Racial Variant)1

Final-Jessica-C.tif

With a large contingent of catfolk inhabiting the land of Hesteria (known as the Wall of Sleep) to the north, it has come to pass over the centuries that qit’ar and that race have interbred. They are physically similar, with smaller teeth and horns, darker coloring and more catlike legs. They are somewhat different in worldview and mentality, and tend to float between the two societies, filling a niche somewhat akin to half-orcs or half-elves to humans. The qit’ar call them Silent Ones, as they lack psionics and racial telepathy; catfolk use that term also, as the half-breeds tend to be far more taciturn than the gregarious catfolk race.

Silent Ones Racial Characteristics
Silent one player characters are defined by class levels—they do not possess racial hit dice. All silent one player characters possess the following racial characteristics.

  • +2 Dexterity: Silent ones value grace and agility in their actions and form.
  • Silent Ones: Silent ones are humanoids with the catfolk subtype.
  • Medium: Silent ones are Medium creatures, with no penalties or bonuses due to their size.
  • Normal Speed: Silent ones have a base speed of 30 ft.
  • Dreamland Wanderer: Silent ones are drawn to the High Nexus and the Wall of Sleep like moths to the flame, as those portals fulfill some need they possess. Silent Ones suffer a -1 penalty to saving throws vs. illusions and enchantments, but gain a +2 bonus to saving throws vs. transmutation and necromancy.
  • Cat’s Luck (Ex): Once per day when a silent one makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.
  • Clever Cat: Silent one’s generally friendly disposition doesn’t preclude craftiness. Some of them see social obstacles as games to be played and won. These catfolk receive a +2 racial bonus on Bluff, Diplomacy, and Sense Motive checks.
  • Savage Attack: Silent ones 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 silent one is unarmed, and holding nothing in either hand.
  • The Tools of War: Silent ones 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.
  • Languages: Silent ones speak Catfolk as well as Common, a connection to their catfolk parent and community. They do not possess any telepathy.

Racial Traits
The following are race traits specifically for qit’ar player characters of the Silent One racial variant, who may take one race trait.

Mindfighter Resentment: Always with the wrinkled nose of disapproval from the bladecats, always the expectation from the unfurred, to Hells with them both! You gain a +1 trait bonus to hit against beings with psionic powers.

Silent Stalker: It is a joke to the qit’ar, our silence, but no joke to the would-be bandits we hunt near the Wall. You gain a +1 bonus to Stealth checks, and Stealth is always a class skill for you.