Fiend

Fiends are the descendants of exiled human mages and necromancers who made a deal with the goddess Niatha Moraven. In exchange, she changed them and marked them as hers, and gave them a home to live in.

They are generally attractive to look at, with blue skin (ranging from grey blue to intense cyan to paler colors), small delicate horns (not usable in a fight), and long, prehensile, hairless tails. They have a powerful aptitude for magic and deceit.

They primarily live in the icy fortress-city of Kirasanct, and are a sorcerous society. They have creating many classes that fuse magic use with other things, such as swordplay, unarmed combat, and archery. They also have access to many lost or unusual schools of magic. They no longer perform necromancy.

Their culture is built upon cycles of revenge and murder – for grudges or power – is so common that they have a legal assasins guild. Life for a fiend is dangeorus and ambitious, and – with the open cultural trade of the Empire – quite a few fiends have left Kirasanct to make their way elsewhere. For not every fiend is a selfish power-hungry sociopath, or are comfortable with those sorts. Also, not every fiend is a mage, though all have some magical ability.

Fiends, like humans, come in many (attractive) shapes and sizes, and it is up to them to find their place in the world.

A note:
There is no such thing as half fiends. Due to the strong divine magic that makes them fiends, it overpowers all other identities.

However, for 'halfbreeds', it only activates if the baby's personality is inherently 'fiendish', that is, close enough in personality to their patron goddess.

If they are not, the genetics of the baby are as if their fiend parent was human. So, a Fiend/Human pair could produce either a fiend or a human, a Fiend/Elf pair could produce either a somewhat ethereal fiend or a half elf (elf/human).

And so on.

Stats:
+2 Intelligence, +2 Charisma, -2 Constitution

Medium size.

A Fiend’s base land speed is 30 feet.

Racial Skills: Fiends have a +2 racial bonus on Bluff, Diplomacy, and Spellcraft checks.

Magical Aptitude: All fiends are able to cast a single lvl 0 arcane spell 4/day regardless of class. Class abilities and spells stack (this spell is considered a separate ability)

Fiendish Channelling: Fiends receive a +2 bonus on caster level checks to overcome spell resistance

Magintuit: Fiends, because of their magical nature, receive a +2 bonus on perception checks to notice enchantments, as in traps or spells or inscriptions on doors.

Human Bloodlines: Fiends are considered Human for all feats, spells, and abilities that effect humans

20 cold resistance

Favored Class: Sorcerer, Wizard

