Beastfolk - The Quetzerri Foxfolk
         Amongst all the beastfolk, few races are as ill-received but as tolerated 
          as the Quetzerri. This race of fox-like men and women are distantly 
          related to gnolls, which is a great offense to them. Quetzerri wander 
          the world with the only seeming goal to cause trouble, their curiosity 
          taking them away from the Shattered Islands to the point that they no 
          longer consider them home. 
        Player Character Information
         Quetzerri characters have the following characteristics: 
        Personality: Quetzerri never lose the opportunity to find out 
          something or to poke their nose where they are not called. Their insatiable 
          curiosity tends to get them into a whole lot of trouble, but this does 
          not worry them, as new problems mean new experiences. Along their natural 
          intromission there is an irresistible compulsion to cause mayhem and 
          pull pranks. 
        Physical Description: All of a Quetzerri’s body is covered 
          by fine and lustrous fur that can range from reddish to brown, depending 
          on the individual. Their bodies are exactly the same as a human’s 
          but leaner, more flexible and shorter. Their heads are vulpine, long 
          and fine with crispy manes, expressive eyes and ever-twitching pointy 
          ears. When they are amongst other races, they prefer long robes and 
          cloaks that hide their bushy tails but do not hinder their movement. 
          They like earrings and rings, and it is a fact that no Quetzerri lacks 
          some adornment for ears or fingers. Next to the difference in fur color 
          and pattern, jewelry is another pointer that helps to tell individuals 
          apart. Their life expectancy is 90 years. 
        Relations: Gnomes and halfings are the preferred company of 
          the Quetzerri, given their mutual pastime of pulling pranks and casting 
          illusions. These canids love to be amongst humans, elves and dwarves 
          given the endless opportunities to tear secrets from their hiding places 
          and pulling pranks. They consider half-orcs and most other beastfolk 
          to be too serious or too dense and not at all fun. 
        Alignment: Chaotic to the letter, Quetzerri live to ignore rules, 
          although it is not that rare to find law-abiding individuals. They do 
          not have bad intentions most of the times, though some can cross the 
          line and be definitely malicious. 
        Quetzerri Lands: There are none. The foxfolk practically forgot 
          the fine art of settling and prefer to roam the world. The eldest tend 
          to settle down in other races’ communities and welcome any and 
          all travelers from their species. Rumors tell that there are spots that 
          only a Quetzerri can find where some of them build encampments with 
          a rotational population, where any of the foxfolk can find safe haven. 
        Religion: This race is too fickle and irresponsible to hold 
          a stable religion. Each individual is free to worship his or her favorite 
          god, although they have a special fondness to the Power Xarmagar, Mistress 
          of Magic. 
        Language: Quetzi is a language of overwrought phrases combined 
          with barks and whimpers, plus the untranslatable element of ear movements. 
          They have some words and expressions in common with Gnoll, so any who 
          speaks the latter can roll an Intelligence check (DC 15) to understand 
          a Quetzerri. The written form uses Elvish, curiously enough. 
        Names: Quetzerri have two names: the one they use 
          among themselves and the one they use with the rest of the races. They 
          obtain their secret name when they are born and live with it for the 
          rest of their lives. Their public name comes from whatever source calls 
          the Quetzerri’s attention in his first trip away from his parents, 
          and that is how everyone calls him. It is not rare to find one of the 
          foxfolk to have a name of orcish origin if his sense of humor is rather 
          twisted. When a Quetzerri discloses his secret name to someone of another 
          race, it is a symbol of ultimate trust and means that the fox will give 
          his life to protect the person to whom he revealed it. It is also a 
          sign that the Quetzerri will never lie no pull a prank (or at least 
          a serious one). The following are examples of secret names: 
        Male names: Brikde, Cacrara, Ferro'wi, Griffak, Heh'kra, Mof'weh, 
          Riftarru, Wara, Xirruf, Yu'wuf. 
        Female names: Fre'hai, Gerrua, Hanara, Hsu'fwa, Korrishi, 
          Rafili, Riannxu, Shen'fu, Wohiri, Xira. 
        Adventurers: Each and every one of them abandoned their parents 
          out of nosiness and keep traveling for more or less the same reason. 
          They can be found in any party pursuing a rumor or looking to discover 
          something, either hired for their abilities or simply tagging along. 
        
           
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                text is Open Game Content 
              Racial Traits
              
                -  +2 Dexterity, +2 Charisma, -2 Constitution, -2 Wisdom. The 
                  foxes move with grace and aplomb but they are rather fragile, 
                  and their curiosity and imprudente do not qualify them for the 
                  wisest race on the planet.
  
				  
                - Medium-size: Because of their size, Quetzerri 
                  gain no bonus or suffer any penalty.
  
                -  A Quetzerri’s base speed is 40 feet. They are quick 
                  and sneaky.
  
                -  Animal Senses: Quetzerri gain the following 
                  benefits because of their canine nature: 
                  
                    - Low-light vision; the Quetzerri can see twice as far as 
                      a human in starlight, moonlight, torchlight, and similar 
                      conditions of poor illumination. They cannot distinguish 
                      color and detail under these conditions and details are 
                      blurry until coming within normal human vision range.
 
                    -  +2 racial bonus to Listen checks.
 
                    -  Quetzerri have the Scent ability that allows them to 
                      detect approaching enemies, sniff out hidden foes, and track 
                      by sense of smell as described in the Dungeon Master’s 
                      Guide.
 
                   
                  
                -  +2 racial bonus to saves against spells and spell-like abilities 
                  from the Illusion school. They can roll an automatic disbelief 
                  saving throw when exposed to any sort of illusion. It takes 
                  a liar to catch another.
  
                -  Personal Illusion: As they know they are 
                  unwelcome in many places, all QUetzerri can weave an illusion 
                  around their bodies, making themselves appear as normal members 
                  of another races. Limited as they are to their body type, these 
                  illusory disguises are limited to humans, elves and half-elves. 
                  This illusion is similar to the change self spell, although 
                  it also affects touch and smell. Another difference from the 
                  spell is that the fox must choose an identity at character creation 
                  and cannot disguise himself as another individual other than 
                  this identity. Every time that a Quetzerri gains a feat because 
                  of his character level, he gains an additional illusory identity. 
                  The Difficulty Class to a Will save to pierce the illusion equals 
                  10 + Charisma modifier + character level. The person must be 
                  aware that he is facing an illusion as per the normal disbelief 
                  rules. The reason for their cultural preference to cloaks an 
                  drobes is that they have not found a way to hide their tails 
                  with this ability (the spell works normally). An observant person 
                  can recognize a Quetzerri in disguise if he can spot the tail 
                  (opposed Hide and Spot checks, modified by clothing and spotter’s 
                  knowledge of what to look for). This is a supernatural ability.
  
                -  Automatic Languages: Common and Quetzi. 
                  Additional languages: Elvish, Gnoll, Goblin, Halfling, Orc and 
                  Sylvan. The Quetzerri can articulate as well as any other race, 
                  which makes it impossible to recognize them by their accents.
  
                -  Favoured Class: Rogue or Illusionist. The 
                  player must choose which at character creation, even if the 
                  character does not belong to either.
 
                 
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