Imp (4e Race)
Imp
Imp by Les Edwards |
Once a devilish familiar or servant, now a mischievous adventurer.
Racial Traits |
Average Height: 1'6 - 3'4 |
Average Weight: 25 - 38 lbs |
Ability Scores: +2 Dexterity, and +2 to Intelligence or Charisma |
Size: Small |
Speed: 4, fly 6 (altitude limit 1; normal load only) squares |
Vision: Low-light |
Languages: Common, Supernal |
Skill Bonuses: +2 Arcana, +2 Bluff |
Immortal Origin: You are considered an immortal creature for the purposes of effects that relate to creature origin. You have the devil keyword. |
Impish Detection: You are considered to be trained in Arcana for the purpose of detecting magic, and you gain a +2 bonus to such checks. You gain a +2 bonus to Insight checks made to determine a creature's alignment. |
Tail Sting: You can use tail sting as an Encounter power. |
Infernal Heritage: When your imp character gains a class utility power after 1st level, you can forgo taking a power granted to you by your class. Instead you gain a imp utility power of the same level or lower. |
Tail Sting | Imp Racial Power |
A quick stab with your poisonous tail! | |
4e Power Usage::Encounter | |
4e Power Action Type::Minor Action | Melee 1 |
Target: One creature | |
Attack: Dexterity + 2 or Intelligence + 2 Vs. Fortitude | |
Hit: 5 poison damage and the target takes a -2 penalty to Will until the end of your next turn. Level 11: Dexterity + 4 or Intelligence + 4; 7 poison damage. |
Play an Imp if you want...
- To be an adventurer with an infernal origin.
- To be a mischievous prankster.
- A member of a race that favours the Rogue, Sorcerer or Psion classes.
Physical Qualities
Imps are small, unattractive humanoids with a tail and bat-like wings. Their tail ends in a barb that can deliver a toxin that saps the will of its victim. Like most devils, they have a pair of horns which can range from conical and stubby, to extravagant ram horns.
Playing an Imp
Imps are created from a larva in Hell or Acheron. They are very minor devils created to spread evil, often summoned as familiars for wizards. Occasionally an imp will find itself masterless and for whatever reason does not or cannot return to its home plane. Such adventuring imps tend to be mischievous rather than evil. They are fond of pranks and misleading people. A generous rationale for this behaviour is that imps can feel lonely, and this is their way of attracting the attention of humans. Inevitably the target of their attention becomes irritated by such tomfoolery and spurns the imp.
With their ability to become invisible and their penchant for skulduggery, they can find employment as informants or spies with those who can tolerate their company.
Imp Characteristics: Mischievous, gregarious, irritating, sneaky, clingy
Names: Bapah, Arexarc, Esitason, Ptalatah, Ucaalz, Honzersapon
Imp Adventurers
Chequomos is an imp rogue. He is performing penetent duties for a chivalrous order that has taken to capturing devils. He serves a cavalier with whom he has a relationship of mutual ill-manner. He tolerates this punishing work hoping to break his bonds with the devil lord that created him.
Imp Feats
Name | Description |
---|---|
Impish Bite | Bite attack |
Nasty Sting | Tail sting causes more damage. |
Name | Description |
---|---|
Impish Resistance | Resist 2 + 1/2 level fire, cold, lightning |
Name | Description |
---|---|
Infernal Regeneration | Regeneration 2 whilst bloodied |
Imp Utility Powers
When your imp character gains a class utility power after 1st level, you can forgo taking a power granted to you by your class. Instead you gain an imp utility power of the same level or lower.
In addition to the following, you may choose from the powers at Devil Powers.
Impish Flight | Imp Utility 16 |
A downward thrust with your wings, and you ascend to the highest window of the tower. | |
4e Power Usage::Encounter | |
4e Power Action Type::Minor Action | Personal |
Effect: Until the end of your next turn, you do not have an altitude limit on your flight and you can hover. |
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