Physical Description: Zendiqi are tall and lean, though
not outside the human norm. Skin color is grayish-brown, though there are variations within various tribes. Hair is dark brown to black, though male baldness is common, and clean–shavedness is a religious tenet. Eye color is dependent on the bayit chosen, changing from original black to blue (air), green (water), brown (earth) or red (fire) with the ‘white’ of the eye having tones of the colored iris. Clothing is desert-norm, typically dark colors, with elemental colors as highlights.

Zendiqi Racial Characteristics1
Xesa characters are defined by class levels and have the following racial characteristics.

  • +2 bonus to any one ability score: Zendiqi are human and gain +2 to any single ability score.
  • Human Variant: Zendiqi are humanoids of the human subtype.
  • Desert Runner: The arid ancestral home of the zendiqi has caused them to adapt over the millennia, and they receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue, exhaustion, or other ill effects from running, forced marches, starvation, thirst, or hot or cold environments.
  • Death to the Stunted Ones: Dwarves and gnomes are seen by the zendiqi as invaders and freaks, not native to Porphyra; they gain a +1 racial bonus to attack rolls against creatures of these types.
  • Infidel Destroyers: Zendiqi bear special enmity for the clerics of the gods of the Calling, who cast down their elemental overlords in the NewGod war. Against those proven to be clerics, by bearing holy symbols, casting divine spells or being ‘smelled’, zendiqi gain a +2 dodge bonus to AC, and gain a +2 racial bonus on combat maneuvers to grapple clerical enemies. At the GM’s discretion, this can include inquisitors and oracles proven to be divine spellcasters, though neither class bears an aura.
  • Smell the Muhartik: Once per day, a zendiqi can use a spell-like power similar to detect evil/good/chaos/law but only detects the aura of divine spellcasters such as clerics, paladins, and antipaladins. Smell the Muhartik behaves in all other ways as detect evil.
  • Strength of the Kafir: The philosophy of Kafir requires a refusal to accept the existence of the New Gods. Zendiqi gain a +2 racial bonus to saving throws vs. divine spells and effects, and apply -2 per character level on both healing, and damage caused by channeling positive or negative energy; this includes cure spells, though a zendiqi would be unlikely to allow one to be cast upon them.
  • The Old Way: Zendiqi still cling to the veneration of the elemental lords, silent though they may be. When they come of age, zendiqi choose a bayit, or home element, and gain resistance 5 to that particular energy type: acid (earth-ard), cold (water- targ), electricity (air- gana) or fire (fire- nar).
  • Languages: Zendiqi are xenophobic and begin play speaking only Old Porphyran, a human language unrelated to the Common tongue. Zendiqi with high intelligence can choose languages from the following list: Common, Gnoll, Sphinx, and one of the elemental tongues; Aquan, Auran, Ignan or Terran. They may also choose sign language as a starting language, as well as through the Linguistics skill.

Favored Class Bonuses
Instead of receiving an additional skill rank or hit point whenever he gains a level, you may select the following alternate bonuses based on their class instead. These bonuses are considered racial bonuses unless listed otherwise.

  • Gunslinger: Reduce the misfire chance for one type of firearm by ¼. You cannot reduce the misfire chance below 1.
  • War Mind: Add a +1/3 precision damage against clerics or sacredote of the New Gods.

See Also