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Playable Beastmen VII 24-26
#1
24
   
Qiqirn- Base Race (14 RP)

These diminutive beastmen reside together with the civilized races of Vana'diel. Most Qiqirn make their home in a city located in the heart of the Aht Urhgan Empire's western half. They tend to have an easygoing and cheerful personality, but have difficulty speaking the common language due to their unusual vocal cords. Even so, it is not uncommon to hire a Qiqirn as a shop or guild assistant, thanks to their reliability and surprisingly quick wits. Some Qiqirn have even made use of their sharp sense of smell to become extremely wealthy in the production of fragrances. According to their oral tradition, the ancestors of the Qiqirn lived a nomadic life in the northern lands. Even today, remnants of the Qiqirn's ancient lifestyle may be seen in their unique customs, such as their sheep-led wagon homes, their leather clothing, and their habit of carrying their valuables with them at all times.
They maintain peaceful relationships with the Enlightened Races of Vana'diel. Most reside in Nashmau, a former military outpost central to the western half of the Empire of Aht Urhgan. They tend to have an easygoing and cheerful personality, but have difficulty speaking the common language due to their unusual vocal chords.



Even so, it is not uncommon to hire a Qiqirn as a shop or guild assistant, thanks to their reliability and surprisingly quick wits. Some Qiqirn have even made use of their sharp sense of smell to become extremely wealthy in the production of fragrances. According to their oral tradition, the ancestors of the Qiqirn lived a nomadic life in the northern lands. Even today, remnants of the Qiqirn's ancient lifestyle may be seen in their unique customs, such as their sheep-led wagon homes, their leather clothing, and their habit of carrying their valuables with them at all times.
Hostile Qiqirn exhibit a number of unusual behaviors depending on their job. Qiqirn rangers will fight normally for a short period of time before running away to seek the assistance of their peers, who subsequently join the battle. Qiqirn thieves will flee outright, covering their trail with bombs which explode on contact.
Standard Racial Traits
  • Ability Score Racial Traits: Qiqirn are swift on their feet and eager to build relationship but are not aware of their surroundings very much. They gain +2 Dex, +2 Chr, -4 Wis
  • Type: Humanoid (Qiqirn)
  • Size: Medium
  • Height: 3'4” to 5'0”
  • Weight: 120 to 150 lbs
  • Age: [color=#000000][font=Times New Roman, serif]Young- 9[/font][/color][color=#000000][font=Times New Roman, serif] and under, Adulthood- 10 to 35, Elderly- 36+[/font][/color]
  • Base Speed: 40 foot movement speed
  • Languages: Qiqirn start off knowing Qiqirn (a dialect of Ratfolk) and Common. They can learn any of the beastmen languages.

Social Racial Traits
  • Curiosity: Qiqirn are naturally inquisitive about the world around them. They gain a +4 bonus on Diplomacy checks to gather information, and Knowledge (history) and Knowledge (local) become class skills for them. If they choose a class that has either of these Knowledge skills as class skills, they gain a +2 racial bonus on those skills instead.
  • Sociable: When Qiqirn talk they can go on and on attempting to wiggle their way in to a chance to earn more respect with a person or beastmen (regardless how annoying they might be) to change a creature’s attitude with a Diplomacy check and fail by 5 or more, they can try to influence the creature a second time even if 24 hours have not passed.
  • Silver Tongued: Unlike other races of Beastmen Qiqirn are very talkative and eager to sell wares and set up trades with everyone and gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature’s attitude, they can do so up to three steps up rather than just two.


Offense Racial Traits
  • Claws: Qiqirn have rat time nails and recieve two claw attacks. These are primary natural attacks. The damage is 1d4+Str.


Senses Racial Traits
  • Scent: Qiqirn gain the scent ability.


Alternate Racial Traits
The following alternate racial traits may be selected in place of one or more of the standard racial traits above. Consult your GM before selecting any of these new options.
  • Scavenger: Qiqirn will look all over for all and any type of shinies to sell to anyone and gain a +2 racial bonus on Appraise and Perception checks to find hidden objects (including traps and secret doors), determine whether food is spoiled, or identify a potion by taste. This trait replaces Claws.
  • Rodent Empathy: Qiqirn have a knack for talking to and taking care of other rodents of the lesser non talking race and gain a +4 bonus on Handle Animal checks made to influence rodents. This trait replaces Sociable.
  • [font=Times New Roman, serif]Hardy[/font][font=Times New Roman, serif]: Qiqirn living filthy places have gained an immunity against several different types of poison and gain a +3 racial bonus on saving throws against poison, spells, and spell-like abilities. [/font][font=Times New Roman, serif]This trait replaces Curiosity.[/font]
Favored Class Options
The following favored class options are available to all characters of this race who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.
  • Bard: Add a +1/3 bonus on Diplomacy checks.
  • Dancer: Add +1 to the dancer's base speed. In combat this option has no effect unless the dancer has selected it five times (or another increment of five). This bonus stacks with the dancer's fleet class feature and applies under the same conditions as that feature.
  • Gambler: Add +1/2 to Knowledge (History) skill checks.
  • Gunner: Add a +1/2 bonus on initiative checks when the gunner has at least 1 grit point.
  • Monk: Add +10 feet to the monks speed every 4 levels (1,5,9). You may only do this a max of three times to get a maximum of 30 foot additional movement speed.
25
   
Qiqirn- [Leaf Eaters] (15 RP)

Have almost almost all of the remaining forests decimated by wars by the Garlean empire the Leaf eaters have managed to cultivate a small area of land in the Last Forest. While the food grows the Leaf Eaters are a nomadic tribe that travels for their food and primarily eat vegetables and fruits and never meats. Where ever they go they plant new vegetables and fruit as a way of thanking the land for its generosity so when they return they may feast again and repeat.
This race of Qiqirn are known as a passive race. They rarely rely on fighting to get their way and usually hire help in exchange for gil and fruit. They do have classes that fit the support roles of the party as well as healing. Every now and then you will see a Leaf Eater pick up a shield and sword to protect what is dear to him or her.
Standard Racial Traits
  • Ability Score Racial Traits: Qiqirn are swift on their feet and eager to build relationship but are not aware of their surroundings very much. They gain +2 Dex, +2 Chr, -2 Int.
  • Type: Humanoid (Qiqirn)
  • Size: Medium
  • Height: 3'4” to 5'0”
  • Weight: 120 to 150 lbs
  • Age: [color=#000000][font=Times New Roman, serif]Young- 9[/font][/color][color=#000000][font=Times New Roman, serif] and under, Adulthood- 10 to 35, Elderly- 36+[/font][/color]
  • Base Speed: 30 foot movement speed
  • Languages: Qiqirn start off knowing Qiqirn (a dialect of Ratfolk) and Common. They can learn any of the beastmen languages.
Feat and Skill Racial Traits
  • [color=#333333][font=Varela, sans-serif]Multitalented[/font][/color][color=#333333][font=Varela, sans-serif]: Leaf Eaters can choose two favored classes at 1st level and gain +[/font][/color][color=#333333][font=Times New Roman, serif]1 [/font][/color][font=Times New Roman, serif]hit points[/font] [color=#333333][font=Times New Roman, serif]or +1 [/font][/color][color=#333333][font=Varela, sans-serif]skill rank whenever they take a level in either of those classes.[/font][/color]
Social Racial Traits
  • Gift of Tongues: Leaf Eaters gain a +1 racial bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill.
  • Curiosity: Qiqirn are naturally inquisitive about the world around them. They gain a +4 bonus on Diplomacy checks to gather information, and Knowledge (history) and Knowledge (local) become class skills for them. If they choose a class that has either of these Knowledge skills as class skills, they gain a +2 racial bonus on those skills instead.
  • Sociable: When Qiqirn talk they can go on and on attempting to wiggle their way in to a chance to earn more respect with a person or beastmen (regardless how annoying they might be) to change a creature’s attitude with a Diplomacy check and fail by 5 or more, they can try to influence the creature a second time even if 24 hours have not passed.


Offense Racial Traits
  • Claws: Qiqirn have rat time nails and recieve two claw attacks. These are primary natural attacks. The damage is 1d4+Str.


Senses Racial Traits
  • Scent: Qiqirn gain the scent ability.


Alternate Racial Traits
The following alternate racial traits may be selected in place of one or more of the standard racial traits above. Consult your GM before selecting any of these new options.
  • Scavenger: Qiqirn will look all over for all and any type of shinies to sell to anyone and gain a +2 racial bonus on Appraise and Perception checks to find hidden objects (including traps and secret doors), determine whether food is spoiled, or identify a potion by taste. This trait replaces Claws.
  • Silver Tongued: Unlike other races of Beastmen Qiqirn are very talkative and eager to sell wares and set up trades with everyone and gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature’s attitude, they can do so up to three steps up rather than just two. This trait replaces Scent.
  • Rodent Empathy: Qiqirn have a knack for talking to and taking care of other rodents of the lesser non talking race and gain a +4 bonus on Handle Animal checks made to influence rodents. This trait replaces Sociable.
  • Skill Training (2 RP): Knowledge (Geography), Diplomacy, Survival & Knowledge (Nature). These skills are always considered class skills for members of this race. This trait replaces Claws Attacks.
Favored Class Options
The following favored class options are available to all characters of this race who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.
  • Bard: Add a +1/3 bonus on Diplomacy checks.
  • Dancer: Add +1 to the dancer's base speed. In combat this option has no effect unless the dancer has selected it five times (or another increment of five). This bonus stacks with the dancer's fleet class feature and applies under the same conditions as that feature.
  • Geomancer: Add one spell known from the geomancer spell list. This spell must be at least one level below the highest spell level the geomancer can cast.
  • Illusionist: Add +1 bonus on concentration checks when casting illusion spells.
  • Medic: Add +1/2 hit point to the amount healed naturally through holistic care.
  • Monk: Add +10 feet to the monks speed every 4 levels (1,5,9). You may only do this a max of three times to get a maximum of 30 foot additional movement speed.
  • White Mage: Add a +1/2 bonus on Knowledge (planes) checks relating to the  plane of earth and creatures with the earth subtype.

26
   
Qiqirn- [Meat Eaters] (13 RP)

With the lack of food in Gyr Abania these Qiqirn have set their eating patterns on flesh rather then foraging for food like their cousins of Qiqirn Leaf Eaters and their cousins to the West, Qiqirns. Luring adventurers even their own kind in traps the Meat eaters have been known to do anything to acquire their precise meat, including canabolism.
Eating meat has given them the glowing red eyes that you see now and has granted them with more aggressiveness and cleverness. Though they now seriously lack their charismatic counterparts.
Meat eaters are known to attack in groups and mainly with brute force though some have been able to master magicks as well in order to sunder their prey. Though unlike normal Qiqirn the Meat Eaters will fight tooth and nail to get their prey even to the death.
Standard Racial Traits
  • Ability Score Racial Traits: Meat Eaters are swift on their feet and eager to build relationship but are not aware of their surroundings very much. They gain +2 Str, +2 Int, -4 Chr
  • Type: Humanoid (Qiqirn)
  • Size: Medium
  • Height: 3'2” to 4'6”
  • Weight: 80 to 110 lbs
  • Age: [color=#000000][font=Times New Roman, serif]Young- [/font][/color][color=#000000][font=Times New Roman, serif]8 and under, Adulthood- 9 to 27, Elderly- 28+[/font][/color]
  • Base Speed: 50 foot movement speed
  • Languages: Meat Eaters start off knowing Qiqirn (a dialect of Ratfolk) and Common. They can learn any of the beastmen languages.
Social Racial Traits
  • Curiosity: Meat Eaters are naturally inquisitive about the world around them. They gain a +4 bonus on Diplomacy checks to gather information, and Knowledge (history) and Knowledge (local) become class skills for them. If they choose a class that has either of these Knowledge skills as class skills, they gain a +2 racial bonus on those skills instead.
  • Sociable: When Meat Eater talk they can go on and on attempting to wiggle their way in to a chance to earn more respect with a person or beastmen (anything to obtain their precious meat) to change a creature’s attitude with a Diplomacy check and fail by 5 or more, they can try to influence the creature a second time even if 24 hours have not passed.


Offense Racial Traits
  • Claws: Meat Eaters have rat time nails and recieve two claw attacks. These are primary natural attacks. The damage is 1d4+Str.


Senses Racial Traits
  • Scent: Meat Eaters gain the scent ability.


Alternate Racial Traits
The following alternate racial traits may be selected in place of one or more of the standard racial traits above. Consult your GM before selecting any of these new options.
  • [font=Times New Roman, serif]Bite[/font][font=Times New Roman, serif]: [/font][font=Times New Roman, serif]Meat Eaters gain a natural bite attack, dealing 1d3 + str modifier damage. The bite is a primary attack, or a secondary attack if the creature is wielding manufactured weapons. [/font][font=Times New Roman, serif]This trait replaces Sociable.[/font]
  • Rodent Empathy: Meat Eaters have a knack for talking to and taking care of other rodents of the lesser non talking race and gain a +4 bonus on Handle Animal checks made to influence rodents. This trait replaces Sociable.
  • [font=Times New Roman, serif]Hatred[/font][font=Times New Roman, serif]: Humes/Hyurs & Qiqirn. Meat Eaters gain a +1 racial bonus on attack rolls against creatures of these subtypes or this type.[/font][font=Times New Roman, serif] This trait replaces Social.[/font]
  • [font=Times New Roman, serif]Hardy[/font][font=Times New Roman, serif]: Meat Eaters living filthy places have gained an immunity against several different types of poison and gain a +3 racial bonus on saving throws against poison, spells, and spell-like abilities. [/font][font=Times New Roman, serif]This trait replaces Curiosity.[/font]
Favored Class Options
The following favored class options are available to all characters of this race who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.
  • Fighter: Add +1/3 to Attack rolls when attacking with multiple weapons.
  • Monk: Add +10 feet to the monks speed every 4 levels (1,5,9). You may only do this a max of three times to get a maximum of 30 foot additional movement speed.
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Playable Beastmen VII 24-26 - by DMLeibfrid - 12-12-2018, 06:10 PM

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