Quith
From DevroWiki
When a Quith enters the room, everyone’s hand goes for their purse, usually to find it already gone. Crafty, quick, and small, the Quith are anything but innocuous. Descendents of Weasel, the Quith are fast, sticky-fingered, and fierce when cornered.
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Personality
While at first glance Quith are often mistaken for children, they are anything but innocent or naïve. Quith normally rest at the bottom of the social ladder, and this pressure takes its toll on them. Many are hard, cunning, coarse, foul-mouthed, greedy, and tough. A Dwarven saying goes, “Where there’s one Weasel, there’s three: one to smile at you, one to lift your purse, and the last to stab you in the back,” and it is not usually far from the truth.
Physical Description
Quith resemble human children, with slightly sharper and fairer facial features. Male Quith are a little taller and heavier than females. Skin tones range from light alabaster to deep brown, depending on from where the Quith hales, and their hair and eye color is usually dark. Their child-like appearance continues even long into old age; most Quith only show graying hair as their only sign of aging.
Relations
Quith are nomads by nature, and usually thieves by trade. Most dismiss them out of principle – a single Quith is easily locked up or escorted out of town. En masse, however, most people actually fear the Quith. The Quith, however, really don’t care either way about their neighbors; as long as they are left alone, no one gets hurt.
Only a few nations actually maintain policies against the Quith. Many towns in Drakenmoore incarcerate Quith upon discovery. Major Callandorian cities also consider Quith to be dangerous criminals and incarcerate them out of hand. Obviously, the Quith, depending on their mood, either flock to these places to wreck havoc or avoid them as a matter of principle.
Government
There is no formal government among the Quith.
Religion
Many Quith pray to Elait, a mysterious deity of thieves, trickery, and the hidden things in this world. A surprisingly minoritiy of Quith are atheists, with a scant number ascribing to the faiths of other races.
Alignment
Chaos, as if it weren’t obvious, figures strongly into the Quith’s mental state, as well as a general neutrality. Others normally exist for the Quith’s benefit; as long as no one gets physically hurt and the Quith gets what he wants, and then everything will be fine. Quith Lands: The Quith actually have no lands of their own, and mingle more or less freely among the other races. As such, the Quith collectively may know more about the uninhabited parts of Devro than any other group of people.
Language
Quith speak Quith and, in addition, many speak either Thieves Cant or Hand Sign.
Racial Traits
- +2 Dexterity, -2 Strength. Quith are quick, agile, and good with ranged weapons but they are small and therefore not as strong as other humanoids.
- Small: As Small creatures, Quith gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but they must use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of Medium-size characters.
- Quith base speed is 30 feet.
- Low-light Vision: Quith can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under such conditions.
- +2 racial bonus on Climb, Open Locks, Move Silently, and Pick Pocket checks. Quith are naturally agile and athletic, and have plenty of chance to practice these skills virtually from birth.
- +2 racial bonus on Listen checks because of their keen hearing.
- +1 racial bonus on all saving throws: Quith are surprisingly capable of avoiding mishaps.
- +3 morale bonus on saving throws against fear (this ability stacks with the saving throw bonus). Quith are renown for their fearlessness (and the lack of common sense it seems to imply)
- Taunt (Ex): Quith can anger others, causing them to act irrationally. Quith gain the Goad feat for free, but with the following alterations:
- The target need not threaten the Quith prior to the use of this ability. The target must use move actions to approach the Quith until he can attack, or utilize ranged attacks to attack the Quith.
- The target cannot attack anyone but the Quith, even with forms other than melee attacks, until the Quith is either dead or unconscious.
- Automatic Languages: Quith and Common. Bonus Languages: Fae, Gun, Goblin, Draconic.
- Favored Multiclass: Rogue. A multiclass Quith’s rogue class does not count when determining whether he or she suffers an XP penalty for multiclassing (see Experience for Multiclass Characters page 56). To survive, Quith learn to take what they need when they need it.
- Regional Feats: Discipline, Education, Fleet of Foot, Resist Poison, Swift and Silent, Tireless
