Baalkin

A race derived from Humanity copulating with extraplanar fiends. Originally viewed as bad omens and often hunted as foul creatures, the Baalkin have existed as long as Humanity, but not until recently have their numbers reached levels high enough for them to sustain themselves. Fleeing the Human lands in the North of Gaelach Talamh, the Baalkin founded their own civilization in the middle of the continent, amongst the peaks of the Selenespire Mountains where they founded the twin cities of Baalgoth and Fargath.

Description
Every Baalkin looks different, although they share some things in common. Unnatural skin tones ranging from ruddy brown, to red, to black, long prehensile tails capable of grasping objects, and odd eye colors, typically fully white eyes, yellow or red sclera, or black irises. Most Baalkin have horns of some sort, though the size, shape, and coloration varies wildly. Some may have mouth of razor-sharp teeth, some may have small, vestigal wings, some may have barbs or ridges along their tails. The number of possibilities are great, and result in a varied race identified only by their collective shunning from Human society, despite many of them having different lineages.

Society
Baalkin society is distinct from their Human ancestors. Citizens are under the direct command and perview of an Imperial Order. The Emperor Baru Maladrek himself has supreme authority over the Baalkin and their terrirories, but he largely acts as a figurehead. In reality, the House of Lords are the ones dictating law and policy, acting on the Emperor's authority.

The Baalkin Empire is a distinct one, around long enough to develop a culture and identity all its own. Exotic architecture, arms, and armor, distinct and nearly unique to the Baalkin. Structures such as terraced palaces, symbolic peaked gates, elevated buildings with tiled roofs, sliding doors, and largely wooden construction are hallmarks of Baalkin architecture. Baalkin armor also tends to incorporate a variety of woods, tiling them or plating them with metals to better deflect blows. Baalkin weapons are usally bladed, bearing wicked curves and commonly adorned with rings or sashes to make for more dazzling displays in combat.

Despite fiendish heritage and not uncommon discrimination against their people, the Baalkin Empire maintains amicable relations with foreign powers, not wanting to give in to what drove them from their homeland in the first place. The Baalkin are shrewd diplomats, however, and take politics very seriously.

That isn't to say that the Baalkin do not take advantage of the darker side of their heritage. An organization of Baalkin binders called the Summoner’s Hall use their fiendish guile to force Servants into pacts they would not normally make. In addition, Baalkin are fiercely protective of their honor, as a majority of them are decended from Devils, who take their word and the words of others very seriously.

As a whole, Baalkin value the bonds they make with others, and while innitially standoffish or distant, are protective and loyal to their friends and allies. The Empire reinforces this behavior, as it makes the militia forces more composed and effective in combat.

A strong sense of wanderlust can be found in some Baalkin, which resulted in the founding of The Intrepid Band of Seekers, an order of men and women dedicated to exploring and charting the known world. While they are a loose association, the Band of Seekers is officially supported and even partially funded by the Imperial Order.

Beliefs
The Baalkin Empire has no state religion, and does not enforce nor encourage the worship of one god over any other. Temples established in the Twin Cities tend to be universal, and allow priests and followers of any religion, even those not devoted to any one deity, but to extraplanar entitites or even animist faiths to practice on their grounds. Because of this religion is a diverse thing amongst Baalkin, resulting in a kind of melting pot of religious practices and beliefs.

While not maintaining any one religion, Baalkin tend to be highly superstitous people. Their ties with other planes make them more aware of such incursions, and concepts like bad luck or birth signs are much more significant for the Baalkin than is typical with other races.

Some specific cultural superstitions include the belief that the color blue brings misfortune to those who wear it, that the gecko is a sacred animal that brings with it increased yield of crops, that the higher the elevation of a settlement, the more likely it is to be successful in its defense and continued growth, and that gatherings of individuals, animals, or objects in numbers that are multiples of three are inherently unlucky, unless they are also multiples of five. These are only some of the quirks found in Baalkin culture, but as for universal beliefs, every mystic and preacher will have a different answer.

Racial Traits
+2 Strength, +2 Intellegence, -2 Charisma: The Baalkin are strong of body and swift of mind, but their unnerving origins and the faint smell of sulphur about them can put others off.

Native Outsider: Baalkin are outsiders with the native subtype.

Medium: Baalkin do not receive bonuses or penalties due to size.

Normal Speed: Baalkin have a base speed of 30 feet.

Dark Vision: Baalkin can see up to 60 feet in conditions with no or dim light.

Intimidating Form: Baalkin gain the Indimidating Prowess feat.

Fiendish Sorcery: Baalkin sorcerers with the Abyssal or Infernal bloodlines treat their Charisma score as 2 points higher for all sorcerer class abilities.

Fearless: Baalkin gain a +2 racial bonus on all saving throws against fear effects.

Mountain-Born: Baalkill gain a +2 racial bonus on Acrobatics checks made to cross narrow ledges and on saving throws against altitude fatigue and sickness.

Prehensile Tail: Baalkin have a long, flexible tail that can be used to grasp and carry objects. They can not wield weapons with their tails, but they can retrieve small, stowed objects carried on their person as a swift action.

Languages: Baalkin begin play speaking Common and Infernal. Baalkin with high Intelligence scores can choose from the following languages: Abyssal, Kreen, Draconic, Sorwathi, Elven, Aklo, Protean.

Favored Classes
Most Baalkin enjoy professions that they can make use of their exotic weaponry and armor in conjunction with thier physical prowess. Some would tap into their fiendish heritage to call forth foul magics. Others still would make use of their time and skill at the arts of admixture to persue careers as Alchemists.

Baalkin have the following options when selecting favored classes:

Rogue
Add +1/2 to Sneak Attack damage dealt to creatures with the Outsider type.

Fighter

Add +1 to the Fighter's CMD when resisting two Combat Maneuvers of the character's choice.

Samurai
Add +1/6 to the number of times per day a Samurai can use the Challenge class feature.

Sorcerer
Add +1/2 to the number of times per day a Sorcerer can use the Corrupting Touch Infernal Bloodline power, or +1 to the total number of rounds per day the Sorcerer can use the Claws Abyssal Bloodline power. The Sorcerer must possess the applicable power to select these bonuses.

Alchemist
Add +1/2 to the Alchemist's bomb damage