Quick Find
 Categories
     Sister sites
     Information
    See our Quickstart Guide for information on how to get started.

    Having Problems?
    • FAQ - our Frequently Asked Questions page.
    • Device Help - assistance for viewing your purchases on a tablet device.
    • Contact us if none of these answer your questions.

    Affiliate System - Click here for information about how you can get money by referring people to !

    Our Latest Newsletter
    Product Reviews
    Privacy Policy
    How to Sell on
    Convention Support Program


    RSS Feed New Product RSS Feed
    Back
    Fehr's Ethnology: Qit'ar [PFRPG] $1.60
    Average Rating:5.0 / 5
    Ratings Reviews Total
    0 2
    0 0
    0 0
    0 0
    0 0
    Fehr\'s Ethnology: Qit\'ar [PFRPG]
    Click to view
    You must be logged in to rate this
    Fehr's Ethnology: Qit'ar [PFRPG]
    Publisher: Purple Duck Games
    by Thilo G. [Verified Purchaser]
    Date Added: 02/14/2013 07:12:18

    The final installment of Fehr's Ethnology is 11 pages long, 1/2 page of editorial, 1 page SRD, 2 pages advertisement, leaving us with 7.5 pages of content, so let's take a look at the Qi'tar!

    After an immersion-enhancing piece of fluff, we delve into the stats of the Qi'tar-race: These beings look like essentially horned, sabertoothed catfolk (lavishly illustrated by Gary Dupuis) and get +2 to Str, are vulnerable to electricity, gain a natural attack (combined horns, teeth and claws) at 1d6, one weapon proficiency of their choice, +2 to saves versus mind-affecting spells, effects and also poisons. Oh, and they can opt to get a power point instead of a skill point for their favored class. Power point? Yes, for they also get Wild Talent or Psionic Talent, are of the psionic subtype and can cast empathy 1/day. If that wasn't ample clue - the Qi'tar are a psionic race, fully compatible with Dreamscarred Press' Psionics Unleashed and Psionics Expanded.

    Even the latter? Yes, reflected in the balanced alternate racial traits, they may among racial traits lose racial characteristics for different psi-like abilities and playing ahlf-breeds or even Qi'tar unable to speak is possible. They also come with 4 nice, balanced racial fats and may choose two specific feats usually exclusive to half-orcs. Their attitude to adventure and classes includes thus entries on all psionic classes and thanks to PDG's acquisition of $ Winds Fantasy Games, also of classes from the Paths to power-supplement. The favored class-options contain entries for the anti-paladin, dead, marksman, psychic warrior, tactician and soulknife among the more exotic classes.

    The pdf closes with a sample Qi'tar ranger level 1 and the resilient trait.

    Conclusion: Editing and formatting are very good, I didn't notice any significant glitches. Layout adheres to PDG's printer-friendly 2-column standard and the pdf's piece of artwork is especially nice for the low price point. The pdf even comes with bookmarks, in spite of the low page-count - neat! The first pdf to my knowledge to support content from the stellar psionics expanded, the Qi'tar thankfully belong to the better entries in the series, providing an interesting race with iconic customization options that strikes me as well-balanced with all its options. A thoroughly enjoyable race that, at least to me, feels more unique than the regular catfolk, I can get behind the race, especially for the low, fair asking price and will settle for a final verdict of 4.5 stars, rounded up to 5, missing the 5 only due to the fact that I would have loved to see some truly unique option for the race.

    Endzeitgeist out.



    Rating:
    [5 of 5 Stars!]
    Fehr's Ethnology: Qit'ar [PFRPG]
    Publisher: Purple Duck Games
    by Megan R. [Featured Reviewer]
    Date Added: 02/04/2013 01:45:59

    If you make use of psionics in your game, this is a fascinating race to introduce. Indeed, even if psionics are not used, adding the Qit'ar could be even more effective!

    Basically the Qit'ar are a secretive and hidden people, an alien remnant hiding out in the remote forests (you probably have some trackless temperate forests somewhere in your campaign world where they could be located), who are strongly telepathic. So much so that they really only use language or even 'names' in the sense we use them with outsiders, members of other races whom they encounter. Such encounters are usually on their own terms, as they tend to be good at stealth as well as being excellent fighters.

    Likely encounters will be with Qit'ar adventurers or mercenaries, as they hire out - a means of gaining prestige within the tribe, and wealth for it. Or an adventurous player might take on the challenge of playing a Qit'ar. Materials here, including an evocative piece of fiction describing one such Qit'ar's encounter with prospective employers, highlight their 'otherness' - someone used to communicating by mind alone just plain doesn't think like everyone else and if you want to role-play one effectively, you need to understand and be able to portray this.

    If you feel up to the challenge, everything you need to build a Qit'ar character is laid out - statistics modificer, racial skills, feats, how Qit'ar operate as and with all the different classes and so on.

    Potential here for quite epic and unusual role-play, a memorable character or a truly 'other' race that brings it home that you're not, well, at home but operating in an alternate reality when playing your game.



    Rating:
    [5 of 5 Stars!]
    Displaying 1 to 2 (of 2 reviews) Result Pages:  1 
    Back
    0 items