Xuldarinar
2016-02-17, 02:53 AM
AMORIAN
Spawn of Narcissism
-Said to be born from narcissism, amorians are fiendish images of self-perfection and adoration, at least that is what they believe. All that mattes to them is what is theirs, namely themselves, and what isn't in their possession aught to be. True to their heritage, they are nothing if not cautious in their pursuits.
-Physical Description: The physical characteristics of amorians vary as much as their origins. Many possess strong similarities to their mortal forebears, though more wiry in appearance and twisted towards the fiendish. Often an amorian possesses sharp nails, a pair of ram horns upon their heads, and jagged teeth. Their skin tones typically run the gamut of human tones though often their flesh bares a faint sickly green tinge.
-Society:
-Relations: Save for those few societies that recognize them for what they are and hold esteem for those tied to the lower planes, amorians tend to face ridicule from other races. Be it their narcissism or, when their nature is revealed, their demonic heritages, amorians are frequently shunned by members of most civilized races. More often not, the feelings are mutual, for amorians see members of other races as, at best, means to an end. Members of mixed races may find amorians as kindred spirits, but too often their apparent love for themselves can become grating even upon them.
-Alignment and Religion: While by no means are all amorians held to the alignment of their fiendish predecessor, the majority are chaotic evil. While they can be civil, to a majority of amorians all that matters is them and them alone. What they possess matters, and what isn't theirs aught to be. While few deities are typical among amorians, the demon lords are frequent among their self-serving prayers. Beyond the traditional deities and demigods, many amorians practice a form of ancestor worship, both revering and reviling their mortal predecessors.
-Adventurers: With a relative few having a true home to call their own, many amorians turn to the life of an adventurer when all else fails. Typically this pursuit is taken with a goal in mind, be it for power or strictly to entertain themselves. Amorians often are sorcerers or rogues, channeling the fiendish blood that runs through their veins or putting their natural agility to use. Those with deeper ties to their mortal forebears or find themselves willing to offer service in exchange for power often become oracles, shamans, or witches. Regardless of the path they walk, amorians typically pursue acquiring a familiar, often shattering their souls to acquire a quasit of their own.
-Male Names:
-Female Names:
AMORIAN RACIAL TRAITS
+2 Dex, +2 Cha, -2 Wis:: Amorians are agile and socially adept, but too often their focus lies in themselves and not the world around them.
Native Outsider: Amorians are outsiders with the native subtype
Medium: Amorians are medium creatures and thus receive no bonuses or penalties due to their size.
Normal Speed: Amorians have a base speed of 30 feet.
Darkvision: Amorians can see perfectly in the dark for up to 60 feet.
Stealthy: Amorians possess a +2 bonus to Stealth checks. Additionally, stealth are always considered a class skills.
Change Shape (Su): Amorians can change shape to take on a form of a single humanoid creature of their mortal ancestor's race. This form is static and cannot be changed each time it takes this form. The amorian gains a +10 racial bonus on disguise checks made to appear as the member of the race whose appearance it assumes. This is done as a standard action and otherwise functions as alter self, but the amorian does not adjust its ability scores.
Twisted Sorcerery: Amorians treat their effective class level as one higher for the purpose of abilities and spells drawn from the Abyssal or Arcane bloodlines.
Languages: Amorians begin play speaking Common and Abyssal. Amorians with high intelligence scores can choose from the following; Draconic, Dwarves, Elven, Gnome, Goblin, Halfling, Orc.
ALTERNATE RACIAL TRAITS
The following racial traits may be selected instead of existing amorian racial traits.
-Ancestral Animosity: Deep runs the hatred of an amorian for themselves. While they have been known to show a similar reverence as to themselves for their ancestors, they view themselves as superior to these beings. An amorian gains a +1 bonus to attack rolls against creatures of the Demon subtype, or the subtype of their humanoid ancestor (typically humanoids of the human subtype). This racial trait replaces twisted sorcerer.
-Maw or Claw: Tending more towards the physical nature of their fiendish blood, some amorians possess razor sharp teeth or claws. The amorian can choose a bite attack that deals 1d6 points of damage, or two claws that each deal 1d4 points of damage. These attacks are primary natural attacks. This racial trait replaces the change shape racial trait.
-Wretched Countenance: While most amorians display some deformities, betraying their fiendish heritage, some amorians possess far more than others. Horrific to behold, amorians with this racial trait gain a +2 bonus to Intimidate checks and treat Intimidate as a class skill. This racial trait replaces Stealthy.
More to come:
FAVORED CLASS OPTIONS
-The following options are available to all amorians who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the class reward.
Antipaladin: Add +1 to the antipaladin's energy resistance to one kind of energy (Maximum +10).
Bloodrager: Increase the bloodrager's total number of blood rage rounds per day by 1.
Medium: When gaining a taboo, the medium can use spirit surge without incurring influence an additional 1/4 times per day.
Oracle: Add +1/6 to the oracle's level for the purpose of determining the effects of one revelation.
Psychic: Increase the total number of points in the psychic's phrenic pool by 1/3 point.
Rogue: Add +1 to the number of times per day the rogue can cast a spell gained from the minor magic talent or major magic talent. The number of times this bonus is selected for the major magic talent cannot exceed the number of times it is selected for the minor magic talent. The rogue must possess the associated rogue talent to select these options.
Shaman: Add +1 hit point or 1 skill rank to the shaman's familiar.
Sorcerer: Add +1 hit point or 1 skill rank to the sorcerer's familiar. This familiar can be derived from the 1st level arcane bloodline power, or be a bloodline familiar.
Thaumaturge: ???
Witch: Add +1 hit point or 1 skill rank to the witch's familiar.
Spawn of Narcissism
-Said to be born from narcissism, amorians are fiendish images of self-perfection and adoration, at least that is what they believe. All that mattes to them is what is theirs, namely themselves, and what isn't in their possession aught to be. True to their heritage, they are nothing if not cautious in their pursuits.
-Physical Description: The physical characteristics of amorians vary as much as their origins. Many possess strong similarities to their mortal forebears, though more wiry in appearance and twisted towards the fiendish. Often an amorian possesses sharp nails, a pair of ram horns upon their heads, and jagged teeth. Their skin tones typically run the gamut of human tones though often their flesh bares a faint sickly green tinge.
-Society:
-Relations: Save for those few societies that recognize them for what they are and hold esteem for those tied to the lower planes, amorians tend to face ridicule from other races. Be it their narcissism or, when their nature is revealed, their demonic heritages, amorians are frequently shunned by members of most civilized races. More often not, the feelings are mutual, for amorians see members of other races as, at best, means to an end. Members of mixed races may find amorians as kindred spirits, but too often their apparent love for themselves can become grating even upon them.
-Alignment and Religion: While by no means are all amorians held to the alignment of their fiendish predecessor, the majority are chaotic evil. While they can be civil, to a majority of amorians all that matters is them and them alone. What they possess matters, and what isn't theirs aught to be. While few deities are typical among amorians, the demon lords are frequent among their self-serving prayers. Beyond the traditional deities and demigods, many amorians practice a form of ancestor worship, both revering and reviling their mortal predecessors.
-Adventurers: With a relative few having a true home to call their own, many amorians turn to the life of an adventurer when all else fails. Typically this pursuit is taken with a goal in mind, be it for power or strictly to entertain themselves. Amorians often are sorcerers or rogues, channeling the fiendish blood that runs through their veins or putting their natural agility to use. Those with deeper ties to their mortal forebears or find themselves willing to offer service in exchange for power often become oracles, shamans, or witches. Regardless of the path they walk, amorians typically pursue acquiring a familiar, often shattering their souls to acquire a quasit of their own.
-Male Names:
-Female Names:
AMORIAN RACIAL TRAITS
+2 Dex, +2 Cha, -2 Wis:: Amorians are agile and socially adept, but too often their focus lies in themselves and not the world around them.
Native Outsider: Amorians are outsiders with the native subtype
Medium: Amorians are medium creatures and thus receive no bonuses or penalties due to their size.
Normal Speed: Amorians have a base speed of 30 feet.
Darkvision: Amorians can see perfectly in the dark for up to 60 feet.
Stealthy: Amorians possess a +2 bonus to Stealth checks. Additionally, stealth are always considered a class skills.
Change Shape (Su): Amorians can change shape to take on a form of a single humanoid creature of their mortal ancestor's race. This form is static and cannot be changed each time it takes this form. The amorian gains a +10 racial bonus on disguise checks made to appear as the member of the race whose appearance it assumes. This is done as a standard action and otherwise functions as alter self, but the amorian does not adjust its ability scores.
Twisted Sorcerery: Amorians treat their effective class level as one higher for the purpose of abilities and spells drawn from the Abyssal or Arcane bloodlines.
Languages: Amorians begin play speaking Common and Abyssal. Amorians with high intelligence scores can choose from the following; Draconic, Dwarves, Elven, Gnome, Goblin, Halfling, Orc.
ALTERNATE RACIAL TRAITS
The following racial traits may be selected instead of existing amorian racial traits.
-Ancestral Animosity: Deep runs the hatred of an amorian for themselves. While they have been known to show a similar reverence as to themselves for their ancestors, they view themselves as superior to these beings. An amorian gains a +1 bonus to attack rolls against creatures of the Demon subtype, or the subtype of their humanoid ancestor (typically humanoids of the human subtype). This racial trait replaces twisted sorcerer.
-Maw or Claw: Tending more towards the physical nature of their fiendish blood, some amorians possess razor sharp teeth or claws. The amorian can choose a bite attack that deals 1d6 points of damage, or two claws that each deal 1d4 points of damage. These attacks are primary natural attacks. This racial trait replaces the change shape racial trait.
-Wretched Countenance: While most amorians display some deformities, betraying their fiendish heritage, some amorians possess far more than others. Horrific to behold, amorians with this racial trait gain a +2 bonus to Intimidate checks and treat Intimidate as a class skill. This racial trait replaces Stealthy.
More to come:
FAVORED CLASS OPTIONS
-The following options are available to all amorians who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the class reward.
Antipaladin: Add +1 to the antipaladin's energy resistance to one kind of energy (Maximum +10).
Bloodrager: Increase the bloodrager's total number of blood rage rounds per day by 1.
Medium: When gaining a taboo, the medium can use spirit surge without incurring influence an additional 1/4 times per day.
Oracle: Add +1/6 to the oracle's level for the purpose of determining the effects of one revelation.
Psychic: Increase the total number of points in the psychic's phrenic pool by 1/3 point.
Rogue: Add +1 to the number of times per day the rogue can cast a spell gained from the minor magic talent or major magic talent. The number of times this bonus is selected for the major magic talent cannot exceed the number of times it is selected for the minor magic talent. The rogue must possess the associated rogue talent to select these options.
Shaman: Add +1 hit point or 1 skill rank to the shaman's familiar.
Sorcerer: Add +1 hit point or 1 skill rank to the sorcerer's familiar. This familiar can be derived from the 1st level arcane bloodline power, or be a bloodline familiar.
Thaumaturge: ???
Witch: Add +1 hit point or 1 skill rank to the witch's familiar.