Mordane76
First Post
The obvious starting points for this race was Halflings and Kender. I'm not posting the flavor text, because all I would like is a rules-based examination of the statistics presented -- I'm waffling on whether or not to revise this race to +1 ECL in my campaign. I'm also thinking that if they aren't +1 ECL as presented, I might make them so by making a change to their fear save bonus (by making them immune). Please, feedback on both situations (with or without the fear immunity) would be appreciated. 
QUITH 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: Quith can use Bluff to anger others, causing them to act irrationally. Quith can make a Bluff check to taunt anyone that can understand his or her language. They can get someone to attack, or remove their Dexterity bonus to AC (see the Player's Handbook for more details on the skill).
· Automatic Languages: Quith. Bonus Languages: Imperial Common, Faen Common, Drak Common, Fae, Gun, Goblin, Draconic.
· Favoured 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.

QUITH 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: Quith can use Bluff to anger others, causing them to act irrationally. Quith can make a Bluff check to taunt anyone that can understand his or her language. They can get someone to attack, or remove their Dexterity bonus to AC (see the Player's Handbook for more details on the skill).
· Automatic Languages: Quith. Bonus Languages: Imperial Common, Faen Common, Drak Common, Fae, Gun, Goblin, Draconic.
· Favoured 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.