The Fallen Pillars
Imps in the simplest sense are pure magic given form and life. In the ages prior to the fall of the Pillars, powerful mages would conjure imps to do their bidding and act as minions or servants.
Though not particularly powerful or intelligent, for their own part; imps would perform their duties enthusiastically with a almost maniacal glee, for they did not know any other life and could be conjured back out of existence when the mage’s magical energies waned.
Even if destroyed an imp would simply disperse back into it’s constituent energies.
However, with the fall of the Pillars, Imps began to arise spontaneously, popping into existence at places of magical convergence.
Unlike the relatively uniform appearance “conjured” imps these “new” imps also portray a remarkable variety of physical features and abilities, seemingly derived from the surrounding location where they appeared from.
Alignment & Religion
COMMON RACIAL TRAITS
Ability Score Racial Traits: Imps are feeble and have a remarkable lack of common sense, but are considered very wiry in addition to their other traits. They gain -2 to Strength, +2 to Dexterity and -4 to Wisdom.
Type: Imps are Outsiders with the Native subtype
Size: Imps are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Base Speed: Imps have a base speed of 20 feet.
Languages: Imps begin play speaking Common.
ADDITIONAL RACIAL TRAITS
Upon character creation, an Imp MUST be of a given subrace selected from below, once chosen this may never change.
BROWN. Brown Imps gain:
Advanced Strength: Brown Imps are hardier than their cousins and gain +2 to Constitution in addition to their standard modifiers.
Fast: Brown Imps are slightly larger and have longer gaits when they walk. They gain a basic move speed of 30ft.
Master Tinker: Brown Imps gain a +1 bonus on Disable Device and Knowledge (engineering) checks. Members of this race are also treated as proficient with any weapon they have personally crafted.
RED: Red Imps gain:
Elemental Immunity (Fire): Red Imps are born out of flame, be it volcanic eruptions or house fires. Red Imps also have the Fire Subtype and are vulnerable to Cold.
Pyromaniac: Red Imps are treated as +1 level higher when casting spells with the fire descriptor, using granted powers of the Fire domain, using bloodline powers of the fire elemental bloodline, using the revelations of the oracle’s flame mystery, and determining the damage of alchemist bombs that deal fire damage. This trait does not give members of this race early access to level-based powers; it only affects powers that they could already use without this trait. If a member of this race has a Charisma score of 11 or higher, it also gains the following spell-like abilities (the caster level is equal to the user’s character level):
1/day—dancing lights, flare, prestidigitation, produce flame
Climb: Green Imps have a climb speed of 20 feet, and gain the +8 racial bonus on Climb checks that a climb speed normally grants.
Woodland Camouflage Green imps gain a +4 racial bonus on Stealth checks while within that terrain of the forest or jungle type.
Scavenger: Green Imps gain a +2 racial bonus on Appraise and Perception checks to find hidden objects (including traps and secret doors), determine whether food is spoiled, or identify a potion by taste.
Swim: Blue Imps have a swim speed of 30 feet and gain the +8 racial bonus on swim checks that a swim speed normally grants.
Coax Life: Blue Imps can cast Raise Dead as a spell-like ability once per day with a caster level equal to their character level. However this ability cannot be used on a creature who has been dead for more than five minutes, as their soul will have passed too far into the afterlife.