THE PRIME (Common)
The Zanitarian Common Prime is a lesser variant of the Elite Prime. They are not as insane as their elite bretheren but are also not privy to the full power of their Fey heritage. Though they are derisively called Weakbloods by their more Fae Bretheren, they aren't nearly as insane and can walk through society without all of the issues that their brother and sisters have.
ATTRIBUTES: +2 Charisma, -2 Wisdom (though charismatic, all are insane)
SIZE: Medium size.
SPEED: pRIME base speed is 30 feet.
IMMUNITIES: Immunity to magic sleep spells and effects.
SAVE BONUSES: +2 racial saving throw bonus against Enchantment spells or effects.
LOW-LIGHT VISION: Prime can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
ROYAL BLOOD: Prime are all born with noble blood and gain the following skills as class skills: Diplomacy, Intimidate, and Knowledge: Nobility
PERCEPTIVENESS: +1 racial bonus on Listen, Search, and Spot checks.
INSANITY: All Prime have one inherited Insanity (See list below).INSANITY
AUTOMATIC LANGUAGES: Common and Elven.
BONUS LANGUAGES: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
FAVORED CLASS: Zanitarian Noble (Uni).
FAVORED ALIGNMENT: Lawful Evil
RACIAL/REGIONAL FEATS: Artist, Education; Luck of Heroes, Magical Training, Smooth Talk, Spellcasting Prodigy
1 POINT INSANITY
* PHOBIA (Minor): The Prime has an irrational fear of something. This applies to all objects, concepts, or creatures related to it. When faced with this Minor Phobia, the Prime suffers a -2 to all checks, Saves, and Attacks while in 120 feet of the object.
* OBSESSIVE / COMPULSIVE DISORDER (MINOR): The Prime automatically takes 3 Extra Rounds to accomplish any task. In addition, they suffer a -1 to Initiative Checks. When there is nothing else to do they will clean or organize things
* ANTISOCIAL DISORDER (MINOR): Hates people, cannot see the good in anyone. -1 Shift to All Reaction Rolls, -2 to Diplomacy and Bluff.
* MINOR FRENZY: Stressors cause the character to fly into rages for CON # of Rounds (Minimum 1 Round). Gains none of the benefits for Barbarian Rage but all of the Negatives. Will be fatigued for CON Number of Rounds after the Frenzy. Stressors include but are not limited to: Failing a Skill Check, Taking 50% HP of Damage, Failing an Attack Roll or Spell Cast at an Enemy.
* POWER BY ASSOCIATION (Day / Night): Prime Picks Day or Night 6 AM to 6 PM or 6 PM to 6 AM. During this time the Prime gains a +2 to all skill checks, attack rolls and Saving throws. When the opposite time of day rolls around they suffer a -2 to all of the same checks.
* POWER BY ASSOCIATION (Lucky Token): The Prime is obsessed with a Lucky item of choice (Ring, Sword, Necklace, Picture, etc...). When the item is in the Prime's Possession, he can reroll any one roll per day. However, when the item is not on the person of the Prime suffers a -2 to all Skills, Saving Throws, and Attack Rolls as they believe they are now cursed.
* CHEMICAL DEPENDENCY (MINOR): The Prime is hooked on a drug or alcohol. When High or Drunk, the Prime acts as normal, however, when they are not high they suffer a -1 to all Skills, Saving Throws, and Attack Rolls as they go through withdrawals. This lasts until the substance is again used. Chemical use must be once every 8 hours or the withdrawals start.
* TRANSVESTITE: The character dresses as the opposite Sex at every opportunity unless forced to act normal. This includes makeup. Even when forced by circumstances to act normal they must make a (DC: 20) WILL Save or dress inappropriately anyways. Those opposed to Crossdressing (like the Church) will suffer a -2 Shift to Reaction Checks.
* HOARDER: The Prime will always want an extra share of all treasure (add 10% to the amount the party is given when splitting treasure if the party doesn't split things evenly, they will always want first choice of items), in addition, once an item is given them, they will never sell it or give it away without sulking for 24 hours (-1 to all Skill Checks, Attacks, and Saving Throws when denied first choice or forced to sell or share items or treasure of any kind, no matter how worthless).
* COMPULSIVE LIAR: Must make a DC 20 WILL Save to tell the truth about anything. This is constant and must be done every time the truth is in question.
* SLEEP TERROR: The Prime is plagued by horrible dreams that make him never want to sleep. When he does sleep he must make a CHA Save (DC: 20) to sleep through the night. Failing the roll means the character loses 1 CHA Point due to tiredness. A good Night's Sleep allows the regaining of 1 CHA. Reduction of all CHA to zero means the character has passed out and will sleep dreamlessly for 24 hours fully restoring his CHA score. However, the Nightmares begin again.
* TOURETTE'S SYNDROME: The Prime Randomly spouts nonsense at the wrong times. The ability to control what he says depends on a (DC: 20) WILL Save. Failure means that he cannot control what he says and shouts something unrelated to the situation at hand. When not actively trying to control himself he shouts nonsensical words and phrases continually. This alters NPC reactions by -2 and makes Moving Silently especially difficult (-4 to Move Silent and Hide Checks).
* MANIC DEPRESSIVE: Every day the Prime must Roll a (DC: 20) WILL Save. Failure means he is depressive and suffers a -2 REF Save due to his depressed nature. Success means that he is manic and suffers a -2 WILL Save due to his impulsive nature.
* ATTENTION DEFICIT DISORDER: The Prime cannot concentrate on singular tasks for long. This distracting problem makes him suffer a -2 to WILL Saves and -4 to Concentration Checks.
* LUNACY: The Prime goes mad on nights of the full moon and must be physically restrained or will act under the effect of a confusion spell (roll one time to determine the effect for the night). A (DC: 20 WILL Save at -4 resists the effects) until dawn. On nights of the New Moon, the Prime makes the DC: 20 Will Save but without penalty.