Qnassi

### Description

Qnassi are unusual in that a male Qnassi can be almost twice as tall as a female Qnassi; the males being as tall as 8 feet, and the females rarely getting up to 5 feet. They all resemble lizards, with the females resembling closer to skinks and geckos, but with crests on their heads and sometimes down their spine as well. Male lizards are a little closer to monitors or carnivorous dinosaurs. Qnassi have no hair. Their eyes tend toward dark colors, and their scaly hides run the palette of colors, but most are greens and browns. Some clans of Qnassi can change the color of their hides, as well as this being a common trick for their spell casters.

### History

The Qnassi came to Kaernest from the same place as the Dragons and at the same time. When they first came to Kaernest, they were the servants of the dragons, and some believe they may actually have been offspring of the dragons.

### Culture

Qnassi style (weapons, clothes, names) is based loosely off the Aztecs. Their cultural behaviors are closest to the Vikings, paying homage back to Xipilicoatl, their dragon overlord (but without the ships). They make up about 10 percent of the ("common") population of Kaernest.

Often considered uneducated, they tend to have a close connection and understanding of the world around them. The Qnassi are wandering nomads that move from place to place, raiding the country side. Their version of "raiding" is more like blackmail; give us valuables, or we'll come and take them. When they settle in a place it's only for a short time while they use up the easily obtained resources leaving a somewhat "burned out" path behind them.

Qnassi have the capability to be absolutely ferocious fighters, however their culture instills a respect for the spiritual in them, and the fact that they never die of old age encourages them to avoid conflict whenever possible. Qnassi magic revolves around transformation, both of themselves, and the world around them.

The Qnassi have an odd but working positive relationship with the Sektarri. They're able to trade with them, trading off the coin and odd goods that they have less use for, while gaining useful items from the Sektarri such as armour and food. While the Sektarri see this as a useful arrangement, the Qnassi remember this relationship as a long held tradition.

There is also a fairly strong positive relationship with the Kampanni as both races are quite mobile and sometimes share the same sites. These "convergences" typically bring about a celebration with wild parties and fun competitions. The Qnassi typically don't stay long at these events as they like to travel along, and while they enjoy the fellowship with their "small brothers", they grow tired of the unceasing music and lack of spirituality among the Kampanni.

The passion and drive of the Qnassi immediately puts them at odds with the Fluvarri. Where the Fluvarri tend to be slow, methodical, and relaxed, the Qnassi want to be in motion. Also, the Qnassi find the Fluvarri religion of the "Great Snake of Fate" to be a mockery of spiritualism, something both sides take personally.

#### Leadership

Qnassi live and travel in tribes. Each clan has 3 leaders. They are known as:

* The Eye - This is the overall leader of the tribe. They lead by default, when the other 2 don't have authority.
* The Mouth - They lead in matters that are supernatural, magical, or spiritual.
* The Hand - They lead the tribe in battle, in defense, and when raiding.

#### Raiding and Pillaging

The blame for the Qnassi raiding and pillaging goes to Xipilicoatl. Between his strong demand for high tribute, his lack of care how he might offend the other dragons, and his overall lax attitude, the Qnassi behave as his example teaches them.

#### Magic

Qnassi magic allows them to take on parts from other creatures and beings, and transform their bodies in ways.

## Qnassi

### Heritages

#### Cliffscale Qnassi

Your toes are adapted for gripping and climbing. You gain the Combat Climber feat as a bonus feat, and as long as you aren't wearing footwear, you can use the sticky pads on your feet to climb, leaving your hands free. Additionally, if you roll a success on an Athletics check to climb, you get a critical success instead.

#### Frilled Qnassi

You can flare your neck frill and flex your dorsal spines, Demoralizing your foes. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don't take a penalty when you attempt to Demoralize a creature that doesn't understand your language. You also gain the Threatening Approach action.

#### Titan Qnassi

You were raised to be a warrior or a bodyguard, and your specialized diet and bulging muscles have made your scales as strong as armored plates. Your scales are medium armor in the plate armor group that grant a +4 item bonus to AC, a Dex cap of +1, a check penalty of –2, a Speed penalty of –5 feet, a Strength value of 16, and have the comfort trait. You can never wear other armor or remove your scales. You can etch armor runes onto your scales.

#### Unseen Qnassi

You can change your skin color to blend in with your surroundings, making minor shifts with a single action and dramatic changes over the course of an hour. When you're in an area where your coloration is roughly similar to the environment (for instance, forest green in a forest), you can use the minor, single action application of this ability to make localized changes that help you blend into your surroundings, gaining a +2 circumstance bonus to Stealth checks until your surroundings change in coloration or pattern.

### Ancestry Feats

* Bone Magic (1) - Cast a Primal cantrip at will using a fragment of an ancestor's bones.
* Consult the Stars (1) - Read the night stars to be effectively trained in a skill (based on Chr, Int, or Wis).
* Parthenogenic Hatchling (1) - Female who is more resilient to disease.
* Qnassi Lore (1) - Trained in Nature, Survival, and Qnassi Lore.
* Razor Claws (1) - Versatile (piercing) d6 slashing claws that are considered "unarmed".
* Reptile Rider (1) - Gain Ride feat, even without prerequisites. Better at Nature to Handle Animals of reptilian nature.
* Sharp Fangs (1) - Fangs are an unarmed attack that deal d8 damage.
* Tail Whip (1) - Tail is an unarmed attack that deals d6 bludgeoning damage.
* Flexible Tail (5)
* Gecko's Grip (5) - Requirement: Female
* Guided by the Stars (5)
* Iruxi Unarmed Cunning (5)
* Shed Tail (5)
* Bone Caller (9)
* Dangle (9)
* Read the Stars (9)