Chimera
In the laboratories of the Biomancers, the evolution of mankind is advanced by geniuses and madmen. Heedless of the sanctity of life, free from moral complications, they experiment with the form and powers of man to make him stronger, smarter, and better able to serve the Emperor.
While the majority of their creations are faithful, elite servants of the Empire, there are many chimeras scattered about the lands, victims of cruel experiments bent on revenge against their tormentors, or simply seeking a life independent of their physiological status.
These chimeras walk their own path, as all independent races do, but they are often found among the ranks of those who oppose the Empire. Having suffered in ways few can imagine, their fervor against their oppressors can scarcely be matched by the more...intact...races.
Chimera have many and varied appearances, but all chimera bear an unmistakable physical manifestation of their heritage. By default, they combine the best traits of all human races, making their features a nondescript mix. Also, they are specifically bred with a unique skin tone: gray. Their skin is the color of bare rock, and looks it. It is not silver--it is gray. It is not particularly light, and not particularly dark. It is gray. It can be hidden, of course, by covering all skin through means mundane or magical. To those more intimately familiar with a chimera, their skin also tends to be cold and clammy, with a slightly greasy feel.
They usually have black or gray hair, and similar eyes; colored hair and eyes are quite unusual for a chimera. Certain chimeric traits tend to manifest in this manner; for example, a chimera bred to have the qualities of fire dragons is likely to have fiery red eyes and hair, but will still possess his signature gray skin.
Racial Traits
- +2 Str, Dex, Con, and Int
- -2 Cha
- Immune to disease
- Stunted Magic: Chimera are many things, but they are not magically-inclined; the Empire has seen to that. For any and every spellcasting class a Chimera has, his relevant ability score is treated as if it were 2 points lower for the purposes of spell access, save DC's, and bonus spells.
- Diminished Will: All chimera are bred to be servile. This inflicts a -2 penalty to all Will saves against charms and compulsions.
- Mark of the Chimera: The unique skin tone of a chimera makes them immediately recognizable to all humans. Though many try sympathetically to see past the superficial, they cannot help but notice the unnatural quality of a chimera. All chimera suffer a -2 to all Bluff and Diplomacy checks when dealing with humans. This quality can work in their favor, however: they gain a +2 bonus to Intimidate against humans.
- Unnatural Aura: Animals do not like chimeras, and their attitudes are always one lower. A chimera takes a -4 penalty to all Ride and Handle Animal checks for any animal he has not been familiar with for at least 1 month. The default attitude of most animals is indifferent, or hostile if defending their home, offspring, or food. For a chimera, the default attitude is unfriendly (or hostile). This does not apply to magical beasts or vermin.
Racial Class
- Hit points
- 5 per level (10 at 1st level)
- Skills
- Climb, Concentration, Craft, Disguise, Escape Artist, Hide, Intimidate, Jump, Listen, Move Silently, Profession, Ride, Search, Sense Motive, Spot, Survival, Swim, Tumble, Use Rope.
- Skill points per level
- 4 + Int
- Proficiencies
- Simple and martial weapons, light and medium armor, shields.
{{Class Chart
|Max Level=3
|Base Attack=High
|Fort Save=High
|Ref Save=Low
|Will Save=Low
|Special1=+2 Dex, chimeric trait
|Special2=+2 Str, chimeric trait
|Special3=+2 Con, greater chimeric trait
}}
Chimeric Traits
Each level, you may select any one trait. No trait may be selected more than once.
- Deep One
- You gain the ability to breathe underwater, and gain a swim speed of 20 ft.
- Earthen Fortitude
- You gain +4 natural armor and DR 2/-.
- Fey Charm
- You gain a +4 bonus to Charisma (offsetting your natural penalty), and the ability to use a glamer for up to 10 minutes per level per day. The minutes need not be contiguous. While under the effects of a glamer, your Mark of the Chimera effect is negated; indeed, it has the opposite effect on humans. This is an illusion (glamer) effect, and is broken by all effects which would normally penetrate illusions.
- Inner Fire
- You gain ER 5 (fire), and can set things on fire with a touch. Unattended, flammable objects burst into flame automatically; creatures are allowed a Reflex save (DC is Con-based) to negate.
- Iron Bones
- You gain 50% fortification and an additional +2 bonus to Con. Your carrying capacity is doubled.
- Lupine Maw
- You gain a bite attack as a secondary weapon, inflicting 1d6+Str. You also gain Scent.
- Toxic Blood
- You are immune to poison. Once per day per level, you may inflict wounds upon yourself, suffering 1 point of Con damage. The weapon with which you penetrate your skin is infected by your toxic blood, gaining one charge of a potent poison (1d6 Con/1d6 Con, DC is 10 + 1/2 level + Con bonus). The charge expires after 1 minute.
Greater Chimeric Traits
You may take one of these, or a normal chimeric trait.
- Demon Wings
- You grow wings, granting you a flight speed of 30 ft (clumsy).
- Enervating Touch
- Once per day per level, you may make a touch attack against a living creature, inflicting 1d4 negative levels with no save. For each level inflicted, you gain 5 temporary hit points, and a +1 bonus to attack rolls, saves, and skill checks, all lasting 10 minutes. The bonus from any given touch attack overlaps; temporary hit points stack as normal, but the bonus to checks does not stack from successive touch attacks.
- Magic Nullification
- You gain SR 10+level, and the ability to nullify a magic item by touch three times per day (as a greater dispel magic that affects only a touched magic item). Your penalty to effective spellcasting ability scores becomes to -4.
- Regeneration
- You regenerate one hit point per level per hour. When you fall below 0 hit points, you gain regeneration 1, which remains active until your hit points rise above 0. The maximum amount of hit points healed per day is equal to three times your level; after that, your regeneration will no longer activate.